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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 |
On August 25 2011 10:27 mtn wrote:Epic patch incoming Mothership actually will be useful now :p I was posting the speed change for long time now :D Blizzard ftw ?_?
Why are people saying this? It makes no fucking sense. Motherships will be crap like they have always been. Better acceleration (movement speed was not changed!!!) wont make them suck by whole lot less.
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Finally my immortals would be stupid as shit.
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+5 for 150/150 is a bit silly. I'm all for making BFH less powerful (even as Terran), but maybe decrease the cost to 100/100? Also, 60->65 seems totally unnecessary. The only thing I can think of is the 2rax, but I thought most Zergs had basically figured that one out already? Even 5s more is going to surprisingly throw off T build orders centered around 15oc (read: every single one). Maybe even 16oc now.
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Why does blizzard hate mech so much? I really hope the Hellion nerf doesn't pass. The immortal nerf is bad enough. Maybe they'll bring back 2 food tanks with 60 dmg .
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Think i might finally play SC2 again
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I am pretty sure that main reasosn for barracks build time increase is a nerf to 111 because scouting worker can remain in terran's base to see whether he is going fast factory.
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United States4126 Posts
On August 25 2011 11:24 RyuChus wrote: Barracks Build time increased from 60 to 65.
Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
Thats bull.. Really? REALLY? Like you need a supply depot before barracks and now you increase build time for barracks? REALLY?
I think the hellion thing was necessary though, it almost doubled damage to light units, and it was becoming a problem. Although you can no longer 2 shot workers i believe? Workers still require 3 shots to kill, meaning the blue flame upgrade does not help when it comes to killing workers. Now that it's only +5 damage, the only thing it really changes is that they can 2 shot zerglings with the upgrade, but I don't see any other usage for the upgrade now. BFH weren't made to kill zerglings past the midgame anyway.
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On August 25 2011 11:23 ZAiNs wrote:Show nested quote +On August 25 2011 11:21 shinyA wrote:On August 25 2011 11:11 ZAiNs wrote:On August 25 2011 11:10 shinyA wrote: PvT problems - Ghost counters everything / 1-1-1 is OP Blizzard solution - Buff the Immortal which is countered by Ghost's and useless against 1-1-1
PvZ problems - Infestor stops blink and counters pretty much every P unit. Blizzard solutoin - Reduce the damage by nothing and nerf blink research timing. Immortal is useless versus 1-1-1? Nah, it's really good against the Marines and Banshees. I guess Zealots suck versus 1-1-1 too then. Show nested quote +On August 25 2011 11:23 Conquest101 wrote:On August 25 2011 11:21 shinyA wrote:On August 25 2011 11:11 ZAiNs wrote:On August 25 2011 11:10 shinyA wrote: PvT problems - Ghost counters everything / 1-1-1 is OP Blizzard solution - Buff the Immortal which is countered by Ghost's and useless against 1-1-1
PvZ problems - Infestor stops blink and counters pretty much every P unit. Blizzard solutoin - Reduce the damage by nothing and nerf blink research timing. Immortal is useless versus 1-1-1? Nah, it's really good against the Marines and Banshees. Tanks??? Though I actually agree with you. Phoenix > Immortal against Marine/Tank/Banshee. Good luck lifting any Tanks with your 4 range Phoenixes with a bunch of Marines under them.
+ Show Spoiler +Puzzle against Ryung lifted 3 Tanks in the GSL last night and JUST barely made it a stalemate. It's viable
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This patch means that I can go back to playing Random instead of playing Terran. Awesome!
I still think they changed too much, too fast, though. I love pretty much all the Protoss buffs, but the hellion nerf looks a little too extreme. I know what they're trying to do, but with a good simcity, you can negate hellion harrass pretty well; think maybe they should've decreased cost if they're going to nerf it so much. Also, I fear it'll change mech, which was pretty fun to watch. The five second delay in barracks build-time meanwhile makes me really uncomfortable, and I can't really find an explanation for it. As for Zerg, I hate ultras and I still think they suck, but it'd be nice to see ultras instead of immobile broodlords running around. Infestor nerf is pretty much insignificant, IMO.
Meh. Mech. I enjoyed watching it. Hope it doesn't change too much. Blue flames were pretty.
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holy crap!! crazy patch!!
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the imortal buff is a bit surprising imo, they now have the same "threat" as stalkers while fighting bio and roach armies, making it harder for zerg/terran players vs armies containing them I dont understand the Rax time increce, it will delay the orbital by 5 sec, and leaves a gap, so I think a 16 orbital would be better 'cos of it.. overall its a weird change imo The Prism, mothership and seeker misle bufffs are cool, maybe it will sprout more usage of those units. But not game changing. The helion change is a bit too large imo (Blizard knows better than me ofc, but im not too enthusiastic about it). This makes the Blue Flame ugrade useless for mineral harrasment since hellions will 3shot probes/drones even with the upgrade, and make it only a viable upgrade for mech tactics, but also hurts the mechplay alot aswell on that expence, and will make marine-tank a more viable option in TvT again... I dont know its a big change and we sill see the pros and how it will affect the standard metagame. The Infestor nerf was something that was expected by non-zerg players imo  They are still a great unit, and will still be great in great hands, but the fact it doesnt 1shot stimed marines and zerglings, makes them less punishing, just like the helion nerf
No bunkerchange makes me a sad panda though 
Overall seems like a good patch, and I know my thoughts are a bit bias since I play terran, but I think this should be a good patch
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That +1 range for Immortals is huge. No more infinite kiting by marauders, improves PvP (hopefully) now that stalkers can't do the same.
We're back to beta/early-release colossus wars. :D
Overall, I like the changes that encourage more unit use. Even the poor ole Mother "it's supposed to suck; it's for casuals!" Ship got a buff. :D
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On August 25 2011 11:14 Officedrone wrote: I like this:
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes
Obviously people at Blizz are irritated when it comes to APM spam. Wonder how many "pro" players are going to keep doing it now to "warm up their fingers"
I would wager roughly 98% of pros (and most master/GM players) will continue to do it for that very reason. I see that you're trying to cast doubt on the credibility of this reason by using quotation marks. Just because you don't do it doesn't mean it isn't useful for many, many other players.
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WAIT A SECOND..NO BUNKER CHANGE? OP
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On August 25 2011 11:22 avilo wrote: First they nerfed the tank because of STEPPES OF WAR. Wrap that around your brain and comprehend that - they nerfed the tank because of one imba mech map the size of your pinky.
Now that you mention it....
LOL
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On August 25 2011 11:22 wklbishop wrote: Ok, I just checked and did the math, BFH still 2 shot workers. Bleh.
Still happy by the overall changes.
K..
Ground Attack: 8(+1) +6 (+1) vs Light Total: 14 vs. Light
+16 (+1) vs Light Total: 24 vs. Light (Infernal Pre-Igniter)
After 1.4 +11 (+1) vs Light Total: 19 vs. Light
19x2 = 38
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they should have buffed phoenix, not immortals....
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so the blue flame upgrade achieved one thing adequately, now it's going to be doing nothing adequately. awesome.
on a sidenote, your little spoiler about non-balance changes have very much to do with balance changes imho o_O? I.E zealots that're charging stop their charge when you give them an alternate command
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Good luck lifting any Tanks with your 4 range Phoenixes with a bunch of Marines under them.
Tell that to MC/Puzzle?
Ground forces in -> Forcefield -> lift tanks.
Not to mention, Phoenix are pretty good against Banshees. :p
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