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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 |
Russian Federation4295 Posts
I don't understand the barracks build time For slighty more time for zerg to build some zerglings to defend themselfs from terran allins and rushes.
mothership speed increase Mothership speed is same. They're changed only accelerating (time to reach max speed), not speed.
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On August 30 2011 08:43 thePROtoss wrote: This mothership speed buff is about to make mothership rush a lot better, and i feel that immortals & Ravens are definitely going to be used more often! Can someone explain whether the 40dmg vs armored or the +30% dmg is better?
Before: 36, 47 vs Armored After: 30, 40 vs Armored
So, a straight nerf.
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On August 30 2011 09:00 ladytr0n wrote: Zerg can now easily safely expand 15 hatch 15 pool v T, we can actually breath during hellion harass ... I like.
if the barracks change turns out to be that big a deal terran will struggle to pressure zerg at all until the mid game :D
so either double expanding will become standard for T or the barracks change will have to not be such a big deal.
the fact you see 2 raxing on tal darim makes me think that 5 seconds wont be a problem on most maps
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Mothership should be able to call down DONKEYs that mine 20 gas per trip and last ~60 seconds, and can mine over probes.
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On August 30 2011 10:38 Slab wrote: Mothership should be able to call down DONKEYs that mine 20 gas per trip and last ~60 seconds, and can mine over probes.
Genius, I completely agree
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Overall these seem like enjoyable patch notes for Protoss and Zerg. A couple interesting things I noted was that Zerg now has the cheapest mobile detection. A Warp prism can take 9 (instead of 6) volleys from a missile turret (and 14 (instead of 10) attacks from a spore crawler). Blue flame hellions now kill workers in 3 shots but 2 shots with +2 weapons ( So if the scv has +3 armor it cannot get 2 shotted by a hellion). Hunter Seeker missile now is faster then workers, vikings, banshees, warp prism (without speed), zealots, DTs, archons, medivacs, banelings (without speed or creep), roachs (with speed off creep ( non speed on creep are fine though), and overseers/overlords with speed. Just somethings I noticed that I found intriguing.
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On August 30 2011 07:34 rickybobby wrote: It seems like the blue flame nerf is overkill. At raleigh bfh were not nearly as effective as in anaheim because people know how to defend them now, and a nerf this big might make helions go the way of the reaper -_-
I think Hellions are still going to be a great unit
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The more I play the PTR, the more I realize how much a joke this game is. The zerg race is fundamentally broken. It's poorly designed, and no amount of patching is going to fix it. Blizzard expects us to wait a year and pay money just to give them the chance to actually balance the game. It's absurd. It's a sign for zergs to invest their time in a different game.
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wow havent been playing sc2 in ages but these changes look exactly along the lines of what I wanted (only thing im not too sure about the ramp vision thing, would have to see how it played out before being sure.. dont want turtling to be too strong)
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On August 25 2011 10:27 cHaNg-sTa wrote: As cool as the patch sounds, I hope they don't take "complaints" too far and just constantly nerf the meta-game in the future even if they meta-game is fine down the road.
That's what happen to and killed wow.
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On August 30 2011 11:29 ShooTouts wrote:Show nested quote +On August 30 2011 07:34 rickybobby wrote: It seems like the blue flame nerf is overkill. At raleigh bfh were not nearly as effective as in anaheim because people know how to defend them now, and a nerf this big might make helions go the way of the reaper -_- I think Hellions are still going to be a great unit
Of course they are still gonna be great. Terrans only need to make 1 more hellion to do the same amount of damage they did to a ball of light units / workers.
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On August 30 2011 11:29 ShooTouts wrote:Show nested quote +On August 30 2011 07:34 rickybobby wrote: It seems like the blue flame nerf is overkill. At raleigh bfh were not nearly as effective as in anaheim because people know how to defend them now, and a nerf this big might make helions go the way of the reaper -_- I think Hellions are still going to be a great unit
actually i think it was more because ganzi, mma, and boxer weren't there
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Could we see Raven HSM destroy entire mineral lines now that it outspeeds workers? The possibilities :O
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On August 30 2011 12:49 oniman999 wrote: Could we see Raven HSM destroy entire mineral lines now that it outspeeds workers? The possibilities :O BUNCH EM UP
It could be pretty hard to micro out of if the missiles are launched at close range/several are launched simultaneously at a mineral line.
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immortal and warp prism are two of my favorite units........ DOUBLE ROBO ALL THE WAAAAY!!!!!!
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On August 30 2011 11:25 ExorArgus wrote: Blue flame hellions now kill workers in 3 shots but 2 shots with +2 weapons ( So if the scv has +3 armor it cannot get 2 shotted by a hellion).
Wrong. +1 weapons is a 2 shot again (on drones and probes). +2 weapons and up is a 2 shot with any level of armor.
Only SCVs work in the manner that you're thinking of, they have more HP than the other workers.
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On August 30 2011 13:28 fant0m wrote:Show nested quote +On August 30 2011 11:25 ExorArgus wrote: Blue flame hellions now kill workers in 3 shots but 2 shots with +2 weapons ( So if the scv has +3 armor it cannot get 2 shotted by a hellion). Wrong. +1 weapons is a 2 shot again (on drones and probes). +2 weapons and up is a 2 shot with any level of armor. Only SCVs work in the manner that you're thinking of, they have more HP than the other workers.
Changing it to +5 was the smallest nerf that would've mattered. +6 would be effectively the same, and +4 would be substantially worse. As is, +1 mech is now a way more important upgrade to get.
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On August 25 2011 10:18 neobowman wrote:This sounds like an amazing patch. Even as a Zerg player, I'd prefer Fungal being changed from freeze to slow though, and keeping the damage. Warpprisms sound great. And again, as a Zerg player, I think 5 for blue flame is too little. Maybe 7. Seeker missles are great. I have a feeling Blizz is listening to State of the Game  . Immortal and Mothership changes sound awesome while still keeping the game fine. Blink too. Even the Bnet changes are sick!
i would rather have the freeze on the fungal its great running banes in on a large group of marines and just sitting back and watching the magic
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On August 30 2011 11:49 pwadoc wrote: The more I play the PTR, the more I realize how much a joke this game is. The zerg race is fundamentally broken. It's poorly designed, and no amount of patching is going to fix it. Blizzard expects us to wait a year and pay money just to give them the chance to actually balance the game. It's absurd. It's a sign for zergs to invest their time in a different game.
oh i'm sorry, you must have been living in a cave when nestea won 4 GSL championships
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On August 30 2011 13:13 Moldwood wrote: immortal and warp prism are two of my favorite units........ DOUBLE ROBO ALL THE WAAAAY!!!!!!
Yeah I'm a terran and I'm still looking foreward to some awesome warp prism micro. Seriously it's such an underused unit, special tactics all the way!!!
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