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
On September 06 2011 21:38 neoghaleon55 wrote: I just realized that BFHellions will no longer two shot zerglings due to healing.... Zergling vs BFH will be completely dependent on upgrades now. It will give the lings a higher chance of survival because most zergs get +1 carapace long before terrans get +1 vehicle weapons.
Doesn't anyone do any math nowadays? Zerglings have 35 health. 2 shots do 38 damage. Hellions shoot every 2.5 seconds, and it takes 3.6 seconds to regen 1 point of life.
Even with +1 carapace you're still doing 36 points of damage before the zergling can regen 2 points of health.
And might I add, when would you ever be that far into the game with only 1 BFH? Anyone with brains that invested that much into that unit would be rolling out in force. The changes might save the odd zergling every 100 matches or so with good micro, but that's about it.
Nice video. But I believe there are 2 mistakes, unconfirmed as I can't test it myself.
The mothership you shoudl rather test by having a ton of units below it when it finishes. As by the looks of it, it just cloaked like it normally would while you moved it over the units.
The "see up the ramp" drawing I believe is not what you see when you get up the ramp, but rather how far up the ramp itself you can see when you try to walk up it (So you can't warp/blink over forcefields anymore).
Nice video, though I would have liked to see a before/after kind of thing. Plus you should have had a lot more units under the mothership as it finished and you missed 1 important change which is the guardian shield fix, especially for that one I would have loved to see a before/after (just let a couple stalkers and some sentries with guardian shield run into some siege tanks).
everyone's neglecting the flyer separation change which will probably be way bigger than the mothership changes (especially if seekrs become mainstream).
Has anyone figured out the flyer deceleration change?
On September 07 2011 00:33 Sunrunner wrote: Good vid. Actually seeing the new HSM in action is terrifying. I have a feeling a damage nerf may be coming, down the line.
Yes because now we can just spam it from our fleets of uber cheap, fast, strong ravens that we have kept alive for the 15 hours it takes to get 125 energy and then drop the bomb that will kill 10 tiny units with its gigantic aoe range and no damage fall off at all.
Its not like you can remove the targeted unit from a group or run it into the terran army to cause damage to them.......oh wait.
On September 07 2011 00:33 Sunrunner wrote: Good vid. Actually seeing the new HSM in action is terrifying. I have a feeling a damage nerf may be coming, down the line.
Yes because now we can just spam it from our fleets of uber cheap, fast, strong ravens that we have kept alive for the 15 hours it takes to get 125 energy and then drop the bomb that will kill 10 tiny units with its gigantic aoe range and no damage fall off at all.
Its not like you can remove the targeted unit from a group or run it into the terran army to cause damage to them.......oh wait.
Yeah, this will not change a thing.
Stop ranting for a unit which is already very good. If nothing else, this will put the focus on the raven a bit more, and help nudge terrans to spend more time experimenting with it. You don't make a fleet of ravens, you make a couple.
and if you don't think one missile which can potentially kill 15 banelings or a cluster of mutalisks is strong, then you need to play this game a tad more
On September 04 2011 21:42 TotalNightmare wrote: (1st Post :DDD!) Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.
That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?
I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha
So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.
Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.
And Archons? I usually hotkey them with zealots too, but is that the best option?
(maybe novice questions, I'm only a gold random =P )
Keying colossus with zealots should be a criminal offense, at least.
I first read this like the zealots would scratch up the collosi's paint with their psi-blades.
I can see the Immortal buff helping deal with mech better after playing a bunch of pvt's against my pal. At least I know for sure that Zealot/Archon/HT doesn't fare well against mech and marines . Immortal/Colossus + Zealots worked well, but the issue is the Immortals still derp a bit and also need to get really close.
On September 05 2011 19:11 OkidokiSEA wrote: I had a dream last night that I was playing on Blizzard's newest patch. They made it so that bunkers couldn't be built outside your spawning base area for the first 5 mins. I actually thought that was a good idea by Blizzard in my dream, negating the need for more bunker and barracks nerf.
OMGOMGOMG
Make bunkers only build-able within range of any supply depot (say the same range as a creep tumor). That way bunker rushing would be as hard to do as spine rushing. Terran could still reasonably defend and there wouldn't have to be any other rules about what constitutes as your base and keeps them available right after the barracks.
I like bunker rushes. I think they are good for the game. Having the ability to harass Zerg early with them can lead to exciting early games instead of the same monotonous builds every game. Zerg should be punished for taking a quick hatch anyway. BTW, I play Zerg.
On September 05 2011 19:11 OkidokiSEA wrote: I had a dream last night that I was playing on Blizzard's newest patch. They made it so that bunkers couldn't be built outside your spawning base area for the first 5 mins. I actually thought that was a good idea by Blizzard in my dream, negating the need for more bunker and barracks nerf.
OMGOMGOMG
Make bunkers only build-able within range of any supply depot (say the same range as a creep tumor). That way bunker rushing would be as hard to do as spine rushing. Terran could still reasonably defend and there wouldn't have to be any other rules about what constitutes as your base and keeps them available right after the barracks.
I like bunker rushes. I think they are good for the game. Having the ability to harass Zerg early with them can lead to exciting early games instead of the same monotonous builds every game. Zerg should be punished for taking a quick hatch anyway. BTW, I play Zerg.
And Terran should be punished for making a quick Orbital Command.