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 12:50 BLinD-RawR wrote: what?did you notice the speed change?Its now faster than every unit other than hellions and speed lings,(0.0001 fasterthan stalkers and ultras on creep)
So instead of running away your entire army, try seperating the targetted unit from the rest of your army. That's how Zerg players dealt with Irradiate in BroodWar.
yep....the fact that HSM is now good means that people will make more ravens.In fact to me right now they feel like flying defilers with the tension between PDD(Darkswarm) and HSM(sorta plauge,but works with my point).
On August 25 2011 12:41 Golgotha wrote: this patch solves 8 things:
1. Helps fight 4 gates due to immortal buff and ramp vision nerf. 2. B-Hellions one shotting workers... 3. Infestor buff against armor units helps against Toss deathball imo. 4. Bunker rushing/proxy rax is heavily nerfed due to increase rax time and scvs cannot repair themselves within. 5. HSM can actually hit stuff now (but it scares the hell out of me). 6. Mothership Recall can now be used more easily. 7. Ultras...yum 8. Overseer!!!!!!!!!!!!! This is probably my favorite thing. Now Z can scout more easily once we hit early to mid game without having to use so much gas. Also contaminate!!!!!!!!!!!!!!!! ITS GONNA B SEXY!!!!!!!!
how the hell does Hunter Seeker scare the hell out of you? it costs 125 energy on a unit that is slow and has low hp. It can't even hit most zerg units and toss units are so beefy it won't even scratch them.
It is now faster than virtually every Zerg unit off creep as well everything other than a speed prism, Stalker and Phoenixes for Protoss.
I guess the scary part is that it is now unavoidable for most units, it does 100damage and has a 33% greater AOE than Psi-Storm
faster than most zerg units off creep? It's slower than zerglings, roaches, mutas. it can hit infestors off creep, and brood lords. infestors are pretty big and if the zerg unclumps them the missle will kill 1. so 100 minerals and 200 gas and 125 energy to kill 1 infestor, when with the same amount of energy with a ghost u can use 5 snipes...
I am genuinely excited about this. Not too sure how this will effect the 1/1/1 vs Protoss but I think the increased range on the immortal may make a small difference. I love the warpprism buff and the infestor nerf though. Protoss harass may actually be viable now. I am not too sure that the blink research time really needed to be nerfed though, it really takes out blink stalkers as being viable early game in PvP, especially with the Immortal Buff.
On August 25 2011 12:51 mR.bONG789 wrote: hunterseeker missiles now move faster than workers. terrans lose one way to oneshot workers and gain another.
Posts like this ruin forums. Seriously.
You're talking about a grossly expensive T3 unit - not an ultra mobile, mineral-only-costing harass unit that can decimate mineral lines early in the game.
You can't even compare them, you might as well say Colossus can walk into a base and one-shot workers. Seriously gtfo if this shit is all you have to contribute.
On August 25 2011 12:41 Golgotha wrote: this patch solves 8 things:
1. Helps fight 4 gates due to immortal buff and ramp vision nerf. 2. B-Hellions one shotting workers... 3. Infestor buff against armor units helps against Toss deathball imo. 4. Bunker rushing/proxy rax is heavily nerfed due to increase rax time and scvs cannot repair themselves within. 5. HSM can actually hit stuff now (but it scares the hell out of me). 6. Mothership Recall can now be used more easily. 7. Ultras...yum 8. Overseer!!!!!!!!!!!!! This is probably my favorite thing. Now Z can scout more easily once we hit early to mid game without having to use so much gas. Also contaminate!!!!!!!!!!!!!!!! ITS GONNA B SEXY!!!!!!!!
how the hell does Hunter Seeker scare the hell out of you? it costs 125 energy on a unit that is slow and has low hp. It can't even hit most zerg units and toss units are so beefy it won't even scratch them.
It is now faster than virtually every Zerg unit off creep as well everything other than a speed prism, Stalker and Phoenixes for Protoss.
I guess the scary part is that it is now unavoidable for most units, it does 100damage and has a 33% greater AOE than Psi-Storm
faster than most zerg units off creep? It's slower than zerglings, roaches, mutas. it can hit infestors off creep, and brood lords. infestors are pretty big and if the zerg unclumps them the missle will kill 1. so 100 minerals and 200 gas and 125 energy to kill 1 infestor, when with the same amount of energy with a ghost u can use 5 snipes...
the change is meaningless tbh
That's a very ignorant and oversimplified post. This change is pretty big, and will make HSM actually viable. Who cares if a unit can outrun it? I can easily run away from a storm as well - 100 damage is a crapton, and the AOE is huge. Stop being an idiot, it's a great change, it makes an underused ability a viable one.
I dislike the barracks change. It wont be too much of a problem in the later stages of the game, but the first barracks will be a bit harder to get up, which makes cheese against terrans a bit easier.
I am guessing the blink nerf was for PvZ since blink stalkers early push was pretty destructive for them. The speed of mothership should be fun and they finally buffed the warp prism.
Omg, why are people saying barracks build time increase is a bunker nerf? It is nothing like that.
The problem was with scouting the terran. That extra 5 seconds will give crucial info because that is when you see what terran does with his first 100 gas.
Early aggression nerf is just a side effect of that which will make FE slightly easier.
"Contaminate energy cost increased from 75 to 125"
??? :D
Overall I can see most of the changes being somewhat understandable.
I also have a feeling that immortals will be the new boss unit for Protoss players. Will be very strong in PvP and PvT and it will have a good place in Pcz!
On August 25 2011 12:51 mR.bONG789 wrote: hunterseeker missiles now move faster than workers. terrans lose one way to oneshot workers and gain another.
You can't even compare them, you might as well say Colossus can walk into a base and one-shot workers. Seriously gtfo if this shit is all you have to contribute..
lol, by the way.. has anybody thought about how the warp prism buff might make colossus harass somethign we actually might see in real games?
not sure about the overseer change :/ I think overlord will still be a much better option for scouting, and people wont make mass overseers for contaminate.
Other than that the changes seem good. Infestors probably needed a slight nerf, but I thoguht it would come with some sort of buff elsewhere to compensate, since infestors being so good was a big reason for zerg actually being able to compete. The ultra change might be good, but it doesn't really adress the issue of how expensive ultras are and how weak they are for the cost, with their pathing and all.
the rax build change will probably make hatch first a bit less irsky vs T, which I think is a really good thing.
On August 25 2011 12:55 yoplate wrote: I dislike the barracks change. It wont be too much of a problem in the later stages of the game, but the first barracks will be a bit harder to get up, which makes cheese against terrans a bit easier.
It also makes terran cheese harder and what kind of cheese would you have problem with? 6 pool? :o