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Patch 1.4 PTR Notes (updated 9/8) - Page 204

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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
frontliner2
Profile Blog Joined October 2009
Netherlands844 Posts
August 28 2011 13:08 GMT
#4061
On August 25 2011 10:19 prOxi.swAMi wrote:
I don't understand the increase in barracks time 60 to 65... anyone?


That way I can rush you better
I had a bad dream. Don't be afraid, bad dreams are only dreams. What a time you chose to be born in...
dbddbddb
Profile Joined April 2010
Singapore969 Posts
August 28 2011 13:10 GMT
#4062
On August 28 2011 22:02 rohanim41 wrote:
Show nested quote +
On August 28 2011 21:16 Grumbels wrote:
They could nerf mules in a lot of ways. Add a cooldown to casting them, make them cost half energy/half efficiency (more apm), have them not mine so much on gold patches. I think all of those are nice changes and regardless of anything Blizzard will have to do something about mules in the expansion anyway.


I personally think this is the biggest strength of terran and the biggest source of their dominance.
Mules mine 30 minerals per trip, wich is equivalent to 6 workers and that is really big early game because you have a big income bonus fast, and on equal number of bases/worker, even on full saturated bases, Mules still give another 6 worker advantage per orbital without hurting SCV mining and in very very late game, they can still mine minerals without having worker supply.
Edit: Seems that they are equal to a bit over 3 workers since they have a mining time 2.05 time longer than an SCV.

That doubled by the fact that terrans have powerful DPS mineral dumping units (Marines and Hellions mainly) makes them very resilient and powerfull. they can Tech and produce as much as their opponent while dumping additionnal minerals into a truckload of marines which are as effective in small numbers then in a massing fashion.


easiest way to fix mules: make them have the same priority on mineral patches as normal scvs. so you cant have 10 mules mining on 1 patch at a time etc
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
August 28 2011 13:12 GMT
#4063
On August 28 2011 22:10 dbddbddb wrote:
Show nested quote +
On August 28 2011 22:02 rohanim41 wrote:
On August 28 2011 21:16 Grumbels wrote:
They could nerf mules in a lot of ways. Add a cooldown to casting them, make them cost half energy/half efficiency (more apm), have them not mine so much on gold patches. I think all of those are nice changes and regardless of anything Blizzard will have to do something about mules in the expansion anyway.


I personally think this is the biggest strength of terran and the biggest source of their dominance.
Mules mine 30 minerals per trip, wich is equivalent to 6 workers and that is really big early game because you have a big income bonus fast, and on equal number of bases/worker, even on full saturated bases, Mules still give another 6 worker advantage per orbital without hurting SCV mining and in very very late game, they can still mine minerals without having worker supply.
Edit: Seems that they are equal to a bit over 3 workers since they have a mining time 2.05 time longer than an SCV.

That doubled by the fact that terrans have powerful DPS mineral dumping units (Marines and Hellions mainly) makes them very resilient and powerfull. they can Tech and produce as much as their opponent while dumping additionnal minerals into a truckload of marines which are as effective in small numbers then in a massing fashion.


easiest way to fix mules: make them have the same priority on mineral patches as normal scvs. so you cant have 10 mules mining on 1 patch at a time etc


only 1 mule can mine 1 patch at a time....
rohanim41
Profile Joined August 2011
Canada60 Posts
August 28 2011 13:20 GMT
#4064
On August 28 2011 22:10 dbddbddb wrote:


easiest way to fix mules: make them have the same priority on mineral patches as normal scvs. so you cant have 10 mules mining on 1 patch at a time etc

Easy way to fix Mules, do the same strategys as now with mule at 20~25 mins per trip and see how it goes, would make the mule min 40 mins less per usage and would be equal to between 2.5-3 workers instead of 3+
It's just a game.... but it's a damn good game !
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2011-08-28 13:24:38
August 28 2011 13:24 GMT
#4065
On August 28 2011 22:20 rohanim41 wrote:
Show nested quote +
On August 28 2011 22:10 dbddbddb wrote:


easiest way to fix mules: make them have the same priority on mineral patches as normal scvs. so you cant have 10 mules mining on 1 patch at a time etc

Easy way to fix Mules, do the same strategys as now with mule at 20~25 mins per trip and see how it goes, would make the mule min 40 mins less per usage and would be equal to between 2.5-3 workers instead of 3+

I think that the mule should mine the same amount of minerals as right now however, over a longer period of time. It makes it that much more susceptible to harass.
Absence of evidence is not evidence of absence.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-08-28 13:26:32
August 28 2011 13:24 GMT
#4066
Easy way to fix Mules - decrease max energy from 200 to 100 in Orbital Command. So terran players will be not able to drop a lot mules, if they haven't used energy for a long time.

Any other Mule nerf will give terrans auto-lose vs zergs and protoss.
Attilanator
Profile Joined March 2011
United States154 Posts
August 28 2011 13:27 GMT
#4067
I'm just surprised there's no bunker change.

I mean really, blizzard.
MC | HuK | TLO |WhiteRa | Tyler | DIMAGA | Naniwa | Boxer | Strelok | HerO Hwaiting!
Zoric
Profile Joined July 2011
Sweden14 Posts
August 28 2011 13:28 GMT
#4068
I think its not the mule problem since we all have diffrent type of units that can benefit us in diffrent things. Ex Chronoboost for protoss. Even thought im terran i do agree with the blueflame decrease!
ch4ppi
Profile Joined July 2010
Germany802 Posts
August 28 2011 13:28 GMT
#4069
On August 28 2011 22:27 Attilanator wrote:
I'm just surprised there's no bunker change.

I mean really, blizzard.


bunker jokes are getting old arent they
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
August 28 2011 13:30 GMT
#4070
On August 28 2011 19:56 Tef wrote:
Show nested quote +
On August 28 2011 19:46 SeaSwift wrote:
I think Lurk hit the nail on the head with this one.

All the Banshees and Tanks do in the 1-1-1 push is force the Protoss to engage the Marines on Terran's terms. The Tanks seige up and control space and the Banshees prevent AoE from being useful and force AA which is weak vs Marines. All they do is allow the Marines to do their job - ie destroy fucking everything. Quite often you'll see Protoss engage a 1-1-1 build and Terran will only have Marines left at the end. That is what Terran wants, as the Marines have so much DPS/health. The SCVs are just there to protect the Marines as well.

Good job Lurk, that made perfect logical sense


I have a question. It seems getting colossus isn't viable as you will only get one out in time. But do Protosses focus fire the marines or tanks with the collosus? That should have a significant impact if the above is true.

Also, why hasn't any Protoss tried to skip the warpgate and build directly from the gateways. You build faster from those, right? And since you don't want to be offensive anyway I don't see why warp gates are that important. Maybe hallucination could be more useful?


Protoss generally focus fire the Marines with the Colossus. Unfortunately, Colossus just plain isn't the answer. If you don't expand Terran just contains you and expands at will. If you try to expand AND go fast Colossus then you will have no Gateway army and Banshees will kill your Colossi before they do anything before moving on to your workers etc. There is also a massive timing window before your Colossus comes out when you have invested 700/600 (assuming thermal lance) into nothing of any use where Terran can just march into your base and kill stuff for free.

And no, Protoss does not build faster from Gateways. That is a myth, sorry.

Hallucination is useful, but once again not the answer, especially if Terran has a Raven with the army. Hallu costs 100/100 and uses up 100 energy per use on your Sentries which you need for Guardian Shield/Force Field, especially seeing as otherwise Marines will kite you and GS cuts Marine DPS by a third.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-08-28 13:32:35
August 28 2011 13:32 GMT
#4071
Easiest way to 'fix' mules is to accept that they aren't broken -.-;
Administrator~ Spirit will set you free ~
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
August 28 2011 13:33 GMT
#4072
On August 28 2011 22:24 Existor wrote:
Easy way to fix Mules - decrease max energy from 200 to 100 in Orbital Command. So terran players will be not able to drop a lot mules, if they haven't used energy for a long time.

Any other Mule nerf will give terrans auto-lose vs zergs and protoss.

I like that idea quite a bit:o

except for your last statement which is just insanely ridiculous
no dude, the question
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
August 28 2011 13:37 GMT
#4073
On August 28 2011 22:32 Plexa wrote:
Easiest way to 'fix' mules is to accept that they aren't broken -.-;


+1
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2011-08-28 13:39:57
August 28 2011 13:38 GMT
#4074
On August 28 2011 19:56 Tef wrote:
Also, why hasn't any Protoss tried to skip the warpgate and build directly from the gateways. You build faster from those, right?

No, thats how it should be but warpgates produce faster.
Zealots, Stalkers, HT, DT, build 10 seconds faster
Sentry build 5 seconds faster
Absence of evidence is not evidence of absence.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
August 28 2011 13:42 GMT
#4075
On August 28 2011 22:32 Plexa wrote:
Easiest way to 'fix' mules is to accept that they aren't broken -.-;


Hmm. I know you're the admin and all, but unless there's a decent discussion to be had rather than just baseless assertions like "x is broken" "no x is fine" I'd recommend not posting at all, because the thread will just devolve further. I was quite happy with a number of lengthy posts on the previous page, and although I'm not a mod/whatever on this website I think it would be a shame for the posts to turn into what they were earlier again.

I feel that if you look at the situation logically, Lurk is absolutely right. MULEs are essentially an extra 3+ workers mining for the whole game per Orbital minus time for Supply cooldown/Scans. If MULEs were replaced by another mechanic which still just helped Terran keep up with P/Z in the economy (like chrono etc) then the problem would still remain with the 1-1-1. If Terran just produced workers faster every so often they would just leave some behind and continue with the attack as normal. The problem is NOT the MULEs, I would say (and yes, I agree with your statement Plexa just not the way you went about it). The problem is the efficiency of the Terran units, particularly the Marine, and the synergy between them all. Protoss has good unit synergy but to compensate for that Protoss units are individually inefficient the vast majority of the time. I think SCVs need slightly less health or Marines need slightly less DPS. I don't understand why Marines became so much more efficient compared to BW in the first place.
Midgetman101
Profile Joined February 2011
United States825 Posts
Last Edited: 2011-08-28 13:52:01
August 28 2011 13:49 GMT
#4076
On August 28 2011 22:42 SeaSwift wrote:
Show nested quote +
On August 28 2011 22:32 Plexa wrote:
Easiest way to 'fix' mules is to accept that they aren't broken -.-;


Hmm. I know you're the admin and all, but unless there's a decent discussion to be had rather than just baseless assertions like "x is broken" "no x is fine" I'd recommend not posting at all, because the thread will just devolve further. I was quite happy with a number of lengthy posts on the previous page, and although I'm not a mod/whatever on this website I think it would be a shame for the posts to turn into what they were earlier again.

I feel that if you look at the situation logically, Lurk is absolutely right. MULEs are essentially an extra 3+ workers mining for the whole game per Orbital minus time for Supply cooldown/Scans. If MULEs were replaced by another mechanic which still just helped Terran keep up with P/Z in the economy (like chrono etc) then the problem would still remain with the 1-1-1. If Terran just produced workers faster every so often they would just leave some behind and continue with the attack as normal. The problem is NOT the MULEs, I would say (and yes, I agree with your statement Plexa just not the way you went about it). The problem is the efficiency of the Terran units, particularly the Marine, and the synergy between them all. Protoss has good unit synergy but to compensate for that Protoss units are individually inefficient the vast majority of the time. I think SCVs need slightly less health or Marines need slightly less DPS. I don't understand why Marines became so much more efficient compared to BW in the first place.

Actually, there is nothing wrong with the mule so there is no reason to discuss its balance. Without the mule, terran would be destroyed. It is an important aspect of the terran race and nerfing it in any way will destroy the balance of the game.
~Terran For Life~
rohanim41
Profile Joined August 2011
Canada60 Posts
August 28 2011 13:50 GMT
#4077
On August 28 2011 22:38 R0YAL wrote:
Show nested quote +
On August 28 2011 19:56 Tef wrote:
Also, why hasn't any Protoss tried to skip the warpgate and build directly from the gateways. You build faster from those, right?

No, thats how it should be but warpgates produce faster.
Zealots, Stalkers, HT, DT, build 10 seconds faster
Sentry build 5 seconds faster


That would be a good idea but not as drastic a change, a 3 base protoss with 15+ WG and 3-4 War prism scattered around would flood incredible amounts of gateway units I think, as much as i love doing this 15-20 gate style, it could be too much.
Early game it would be miraculous though, but immortals are gonna help a lot i think, they can now kill marauders more efficiently. it didn't make sense that marauders had more range than marines and that immortals had less range than stalkers, now it doesn't need to expose himself to marine fire, just shift+click on the marauders, macro and when you come back your immortal will have 4 kills and still have some shields left ^_^
It's just a game.... but it's a damn good game !
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
August 28 2011 13:52 GMT
#4078
On August 28 2011 22:42 SeaSwift wrote:
Show nested quote +
On August 28 2011 22:32 Plexa wrote:
Easiest way to 'fix' mules is to accept that they aren't broken -.-;


Hmm. I know you're the admin and all, but unless there's a decent discussion to be had rather than just baseless assertions like "x is broken" "no x is fine" I'd recommend not posting at all, because the thread will just devolve further. I was quite happy with a number of lengthy posts on the previous page, and although I'm not a mod/whatever on this website I think it would be a shame for the posts to turn into what they were earlier again.

I feel that if you look at the situation logically, Lurk is absolutely right. MULEs are essentially an extra 3+ workers mining for the whole game per Orbital minus time for Supply cooldown/Scans. If MULEs were replaced by another mechanic which still just helped Terran keep up with P/Z in the economy (like chrono etc) then the problem would still remain with the 1-1-1. If Terran just produced workers faster every so often they would just leave some behind and continue with the attack as normal. The problem is NOT the MULEs, I would say (and yes, I agree with your statement Plexa just not the way you went about it). The problem is the efficiency of the Terran units, particularly the Marine, and the synergy between them all. Protoss has good unit synergy but to compensate for that Protoss units are individually inefficient the vast majority of the time. I think SCVs need slightly less health or Marines need slightly less DPS. I don't understand why Marines became so much more efficient compared to BW in the first place.

You and me both. Zerglings got nerfed hard compared to their bw counterpart. Its much harder in the early game for Zergs in sc2, since Zerglings were so much stronger the Terran had to build up more marines or else he would lose everything for basically nothing. Marines in sc2 don't need to research +1 range, they just have it. Also, units in sc2 squeeze together into a ball so that increases marines dps and reduces the surface area, not to mention stutter-step micro is really good and not hard to pull off. And on top of everything Zerg no longer has creep colonies so they cannot build reactive defenses like they could in bw. Spines take a long time to build, much longer than bunkers.
Absence of evidence is not evidence of absence.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
August 28 2011 13:54 GMT
#4079
On August 28 2011 22:50 rohanim41 wrote:
Show nested quote +
On August 28 2011 22:38 R0YAL wrote:
On August 28 2011 19:56 Tef wrote:
Also, why hasn't any Protoss tried to skip the warpgate and build directly from the gateways. You build faster from those, right?

No, thats how it should be but warpgates produce faster.
Zealots, Stalkers, HT, DT, build 10 seconds faster
Sentry build 5 seconds faster


That would be a good idea but not as drastic a change, a 3 base protoss with 15+ WG and 3-4 War prism scattered around would flood incredible amounts of gateway units I think, as much as i love doing this 15-20 gate style, it could be too much.

No what I said is how the game is right now lol
Absence of evidence is not evidence of absence.
rohanim41
Profile Joined August 2011
Canada60 Posts
August 28 2011 13:57 GMT
#4080
On August 28 2011 22:54 R0YAL wrote:
Show nested quote +
On August 28 2011 22:50 rohanim41 wrote:
On August 28 2011 22:38 R0YAL wrote:
On August 28 2011 19:56 Tef wrote:
Also, why hasn't any Protoss tried to skip the warpgate and build directly from the gateways. You build faster from those, right?

No, thats how it should be but warpgates produce faster.
Zealots, Stalkers, HT, DT, build 10 seconds faster
Sentry build 5 seconds faster


That would be a good idea but not as drastic a change, a 3 base protoss with 15+ WG and 3-4 War prism scattered around would flood incredible amounts of gateway units I think, as much as i love doing this 15-20 gate style, it could be too much.

No what I said is how the game is right now lol

Haaaa lol misunderstood completely
It's just a game.... but it's a damn good game !
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