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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 12:22 DeaTH.1914 wrote:Show nested quote +On August 25 2011 11:41 luxAyo wrote: Maybe with infestor nerfs I'll be able to play Terran again without QQing about how ridiculous it is to lose a 30 supply advantage in seconds to someone who can hardly press the F key. Try making something other than Marines.
LIKE TANKS AND, uhmmmm.. hrmm. medivacs? a few ghosts late game? a couple thors.
nothing else is viable. banshees and ravens get shit on by mutas, maradaurs cant shoot air and T needs all the anti air they can get. BCs die because Z can make 20 corrupters at a time.
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Great, more ways to get allined by protoss as terran! sweet
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- The problem with the blue flame nerf is that while it was too good against workers, it was fine against fighting units like zealots and zerglings. It would be nice if Blizzard found a way to nerf the BFH against workers but not against other units. Also, if you're going to reduce an upgrade's effectiveness by 50%, shouldn't its cost be reduced accordingly?
- As others have noted, the Blink research time nerf is weird. The research time isn't what zergs were complaining about, it's the cooldown. Not that I think their complaint is warranted.
- And finally, the additional 5 seconds to barracks building time is a horrible idea. I mean, why? Some have suggested it's to nerf bunker rushes. I don't think that's needed, but even if it was, isn't it obviously a bad idea to alter every timing Terrans have to nerf one tactic?
All the other changes look fine to me.
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On August 25 2011 10:22 david.oh.k wrote: hey ravens can counter infestors now, seeker missiles can now catch the infestors off creep and kill them :D terrans don't have to only rely on ghosts anymore!
your absolutely right, terran should have multiple counters to everything
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haha i knew all this blue flame korean build would get it nerf lol that sux for terran man it was such a great build to
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I know its been said the the HSM will hit Vikings now but i didnt realize it will hit Corruptors too.
This might effect the Viking vs Broodlord battle as having a Raven fire at the Corruptors could change the tide of that battle.
.....then Zerg remaxes with faster building Ultras.
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I love the small changes like being able to rally broodlord/broseer cocoons and cancelling multiple zerg buildings will select all the drones not just one, going to make late game that much easier.
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On August 25 2011 12:33 epikAnglory wrote:Show nested quote +On August 25 2011 12:32 da_head wrote:On August 25 2011 12:30 ZeromuS wrote:On August 25 2011 12:26 epikAnglory wrote:When a building is canceled or salvaged the minerals returned will be displayed at the building location for the owner, for enemy players a floating text will be displayed. Is it me or am I taking this too serious? My opinion is that this takes away the point of cancelling something. For example you could see the which building your opponent was planning to build by looking at the amount of resources they get back. Didnt even think of that. So true such a bad idea >.< now wtf? i dont think you guys get this.. the resources show only on top of the building that gets cancelled. so both you, your opponent (and casters) can tell if the building died or was cancelled. its not like your opponent will get a message or would be able to see it through the fog of war... lmfao guys. I am pretty sure we were all thinking of when a player cancels a building when they see a scout/overlord coming into their base...
Why would you cancel the building while there's a scout in your base..?
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On August 25 2011 12:35 unSpeake wrote: Great, more ways to get allined by protoss as terran! sweet
Now you know how Zerg feels.
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Wow awesome. I love immortals, so this is a welcome change for me And the infestor and hellion nerfs are needed I don't care what anyone says.
The Ultralisk buff seems weird though. I do think they need a buff, but decreasing the time might prove to be OP in certain situations and probably not help in most situations.
The blink change I don't like. I think blink is fun to watch and play in PvP, but maybe it won't change the MU much.
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United States4126 Posts
On August 25 2011 12:18 Midgetman101 wrote: This patch isnt good for mech play :'( You can still target the one unit being targeted and micro it back. It'll make for some clutch moments if it's ever used.
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On August 25 2011 12:35 Empirimancer wrote: - The problem with the blue flame nerf is that while it was too good against workers, it was fine against fighting units like zealots and zerglings. It would be nice if Blizzard found a way to nerf the BFH against workers but not against other units. Also, if you're going to reduce an upgrade's effectiveness by 50%, shouldn't its cost be reduced accordingly?
- As others have noted, the Blink research time nerf is weird. The research time isn't what zergs were complaining about, it's the cooldown. Not that I think their complaint is warranted.
- And finally, the additional 5 seconds to barracks building time is a horrible idea. I mean, why? Some have suggested it's to nerf bunker rushes. I don't think that's needed, but even if it was, isn't it obviously a bad idea to alter every timing Terrans have to nerf one tactic?
All the other changes look fine to me.
The nerf doesn't affect the efficacy against zerglings.
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On August 25 2011 12:35 icarly wrote:Show nested quote +On August 25 2011 12:22 DeaTH.1914 wrote:On August 25 2011 11:41 luxAyo wrote: Maybe with infestor nerfs I'll be able to play Terran again without QQing about how ridiculous it is to lose a 30 supply advantage in seconds to someone who can hardly press the F key. Try making something other than Marines. LIKE TANKS AND, uhmmmm.. hrmm. medivacs? a few ghosts late game? a couple thors. nothing else is viable. banshees and ravens get shit on by mutas, maradaurs cant shoot air and T needs all the anti air they can get. BCs die because Z can make 20 corrupters at a time.
Yeah... Blizzard needs to nerf the free 2000/2000 Zergs get when a Terrain builds a BC
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On August 25 2011 12:37 happyness wrote:Wow awesome. I love immortals, so this is a welcome change for me  And the infestor and hellion nerfs are needed I don't care what anyone says. The Ultralisk buff seems weird though. I do think they need a buff, but decreasing the time might prove to be OP in certain situations and probably not help in most situations. The blink change I don't like. I think blink is fun to watch and play in PvP, but maybe it won't change much.
Agreed. I just wish they got a size decrease like the thor. The time was ok, in my opinion. They do insanely well on open maps, but narrow maps are awful to see.
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can any of you get on the PTR server?
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Here's something I'm wondering about. What exactly does that APM change thing do anyway? Does it mean if you have a bunch of buildings set to hotkey "1", and you press 1 over and over, it won't count? Or does this mean that if you set hotkeys of stuff to 1 and 3, and alternate between them, will that be effected by the apm thing?
I don't see why Blizzard keeps changing the APM mechanics like its a big deal, but I'm just wondering what theyre talking about.
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Also interesting to note is the HSM speed change from 2.5 to 2.953.
A Viking flies at a speed of 2.75. (edit: it's 2.75, not 2.5. oops)
A Corruptor flies at a speed of 2.9531 (according to Liquipedia).
A Banshee flies at a speed of 2.75.
It is now harder for Vikings, Banshees, and Corruptors to dodge HSM. How much harder needs to be tested on the PTR.
Just food for thought.
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United Kingdom16710 Posts
Very interesting changes. I will be playing the shit out of the PTR when it comes online.
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Is it a good idea to lower preigniter build time? Just theorycrafting from a Protoss perspective, though the timing would hit earlier, you would probably have less Hellions.
On August 25 2011 12:39 eviltomahawk wrote: Also interesting to note is the HSM speed change from 2.5 to 2.953.
A Viking flies at a speed of 2.5.
A Corruptor flies at a speed of 2.9531 (according to Liquipedia).
A Banshee flies at a speed of 2.75.
It is now harder for Vikings, Banshees, and Corruptors to dodge HSM. How much harder needs to be tested on the PTR.
Just food for thought. Already posted something similar a few pages ago, forgot about Vikings though.
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I actually have nothing to qq about here. Overall I would say this is a really good patch and I am excited to try it out. The blink change seems a little odd to me, but I dont usually do aggressive blink builds that rely on a fast blink upgrade, so it wont negatively effect my game. The warp prism buff might be a little large, but I guess it can always be decreased in the future if it is too much.
I dont understand why many things that will clearly affect balance are listed as non-balance changes.
Immortal change is gonna be nice. Should help in all matchups, making 1/1/1 slightly easier to deal with and mass roaches too. Immortals may also be used in pvp more because they can more easily target colossus.
The seeker missile speed might be a little large too, but a lot of testing is gonna need to be done to determine if it is.
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