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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 16:03 Ventor wrote:Show nested quote +On August 25 2011 15:59 samd wrote: Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran. How often do you see pros getting mass hellions to counter charglot archon? Never. If you are not familiar with high level play, there is no need to post such nonsense.
Do you understand how metagaming works? The reason no one went heavy chargelots in pro play is because the threat of BFH shutting it down was always there. Now that its not that way anymore there is literally no cost effective counter to chargelots, and i guarantee you if these changes stick we'll be seeing it a LOT more
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I am worried that the hellion change is going to change the tvt matchup back to only bio.
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On August 25 2011 16:03 Xorphene wrote:Show nested quote +On August 25 2011 10:56 Flying_Cake wrote: Blink Nerf
This nerf isn't going to change much since you can only get blink past early game. 20 seconds won't change much at this stage since you'll still have the same number of stalkers. Could make a huge difference in ZvP, slower 6 gate and with the cost reduction, no reason a Z can't invest in 4 overseers to corrupt your blink research for a long time while they smash your standing army.
Hmmm... maybe that's what they foresaw as well and preemptively nerfed contaminate.
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On August 25 2011 16:05 Jawmare wrote: so PvP will be even more boring after 1.4, when you are forced to do a 3/4 gate into robo tech.
Chargelot/Archon annihilate robo tech
This patch makes PvP much more dynamic if anything. Stargate tech stands a chance with blink nerf and the massive buff to defenders advantage on ramps.
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On August 25 2011 16:08 USApwn wrote:Show nested quote +On August 25 2011 16:05 Jawmare wrote: so PvP will be even more boring after 1.4, when you are forced to do a 3/4 gate into robo tech. Chargelot/Archon annihilate robo tech This patch makes PvP much more dynamic if anything. Stargate tech stands a chance with blink nerf and the massive buff to defenders advantage on ramps.
Small numbers yeah. Not when the have 6 colossi lol.
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On August 25 2011 16:08 RaiKageRyu wrote:Show nested quote +On August 25 2011 16:03 Xorphene wrote:On August 25 2011 10:56 Flying_Cake wrote: Blink Nerf
This nerf isn't going to change much since you can only get blink past early game. 20 seconds won't change much at this stage since you'll still have the same number of stalkers. Could make a huge difference in ZvP, slower 6 gate and with the cost reduction, no reason a Z can't invest in 4 overseers to corrupt your blink research for a long time while they smash your standing army. Hmmm... maybe that's what they foresaw as well and preemptively nerfed contaminate.
It only makes sense.
Double overseers for the same (gas) cost needs an increase in contaminate energy to prevent easy access 100% contaminates -- most notably on zerg hatcheries.
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On August 25 2011 15:59 samd wrote: Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran.
Are you JOKING!!??? I am sorry that you will have to learn how to micro your army and maybe make ghosts to remove shields from the chargelots. Seriously why dont you actually increase your skill level before claiming facing a certain army composition is unwinnable. it is very rare that pro terrans make hellions to deal with charge lots unless they go mech ob. They primarily kite and split their marines and marauders to deal with the lots, I guess you will have to do the same. I am sorry if this might overwhelm your skill level LOL.
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On August 25 2011 16:07 samd wrote:Show nested quote +On August 25 2011 16:03 Ventor wrote:On August 25 2011 15:59 samd wrote: Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran. How often do you see pros getting mass hellions to counter charglot archon? Never. If you are not familiar with high level play, there is no need to post such nonsense. Do you understand how metagaming works? The reason no one went heavy chargelots in pro play is because the threat of BFH shutting it down was always there. Now that its not that way anymore there is literally no cost effective counter to chargelots, and i guarantee you if these changes stick we'll be seeing it a LOT more
Wtf? No one has been using mass chargelots at the pro level? Have you not watched any pro level games in the last few months?
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I think the patch is good overall. I'd really be annoyed if the APM change went through.
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On August 25 2011 15:50 MaHi wrote:Is it just me, or is this - in fact - the First patch, that seems to be well taken by the majority of community? no, some terran player i know is already complaining about ultra, while my zerg friend is coomplaining about immortal
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Interesting to note the fungal change doesnt effect PvZ at all beacuse fungal still 3 shots sentries and 4 shots stalkers.
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On August 25 2011 16:07 samd wrote:Show nested quote +On August 25 2011 16:03 Ventor wrote:On August 25 2011 15:59 samd wrote: Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran. How often do you see pros getting mass hellions to counter charglot archon? Never. If you are not familiar with high level play, there is no need to post such nonsense. Do you understand how metagaming works? The reason no one went heavy chargelots in pro play is because the threat of BFH shutting it down was always there. Now that its not that way anymore there is literally no cost effective counter to chargelots, and i guarantee you if these changes stick we'll be seeing it a LOT more
You are incorrect. Not going to argue with a bronzie. Lol. People need to understand the game before posting nonsense.
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This looks like a pretty decent patch, although i have to say outright that the apm change is fucking stupid
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This patch, gonna change the game a lot, so good! Blizzard <3
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that's a start, wish they changed roaches though
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Good patchchanges, actually, as a Z I can agree that fungal is abit to strong so thats all good.
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So they nerfed APM, wonder how merx feels about that...
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On August 25 2011 16:15 ToD wrote: that's a start, wish they changed roaches though
Hi, are you real ToD?
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Seems like a good patch. Pretty sure the RAX time nerf is to make 2 RAX TvZ less easy to pull off. As most are saying, sad about Blue Flame nerf. But, HSM!!
Very cool to see Mothership and immortal become more viable. Another 30 seconds for blink is pretty huge.
Sorry Destiny, that fungal nerf may hurt. We'll see. That Ultralisk build time is pretty huge!
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On August 25 2011 16:07 samd wrote:Show nested quote +On August 25 2011 16:03 Ventor wrote:On August 25 2011 15:59 samd wrote: Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran. How often do you see pros getting mass hellions to counter charglot archon? Never. If you are not familiar with high level play, there is no need to post such nonsense. Do you understand how metagaming works? The reason no one went heavy chargelots in pro play is because the threat of BFH shutting it down was always there. Now that its not that way anymore there is literally no cost effective counter to chargelots, and i guarantee you if these changes stick we'll be seeing it a LOT more No chargelot play in pro play? bolololol, Mana, anyone?
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