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 17:47 Deckkie wrote: @ Any Protoss,
With the Blink nerf, is there a chance that we will be watching mostly 4 gate vs 4 gate again?
im actually fine with the change...robo into blink was a more safe and defensive opening that gave map control. It could die sometimes to rush blink timings, so i think the immortal buff + blink time will make this opening even safer and more viable than before. I dont think more ppl will 4gate...it will be about the same as it is now. people never really went blink to counter 4gate anyways...
On August 25 2011 17:43 ImperialTea wrote: Infestor nerf didn't seem that justified, at least in TvZ. Did infestors really pose such a problem in PvZ? SM buff could be interesting, but doesn't solve a lot of the difficulty in getting ravens and justifying their cost.
Yeah indeed, infestor + broodlord was a peace of cake for terrans. It's so easy to defeat huh?
Happy as a zerg player. I think the Terran nerfs will make early game ZvT easier... There are so many strong rushes Terran can utilise and the increased rax build and blue flame nerf are positive.
Sad about the Infestor buff, but it was to be expected. They will still be very useful units and I guess Ultras will be making something of a comeback now!
Mass roaching in ZvP may be interesting now the Immortal buff... Just have to wait and see I guess.
On August 25 2011 17:40 Diderick wrote: Im most shocked by the barracks build time change. Why would they do that. I thought rushes werent really a issue anymore. This totally throws the standard opening timings off
Yep, looks like terran will have to either make an extra worker while not making an orbital for about 12 seconds or cut scv production right after the supply depot to get a slightly quicker barracks but lose 5 seconds of scv build time.
On August 25 2011 17:47 Deckkie wrote: @ Any Protoss,
With the Blink nerf, is there a chance that we will be watching mostly 4 gate vs 4 gate again?
I was thinking that too, but the blink timing shouldn't matter all that much, you'll just have another round of stalkers, and I'm pretty sure that blink would always come too late to help in a 4 gate situation.
Coming from a masters P who hates PvP more than anthing, I sure as hell hope not -.-
If anything, hopefully early robo pushes/defense will see more use with the immortal buff
another terran nerf T.T, i don't understand the 5 sec on the rax, can somone explain to me? is it just the 2rax TvZ that's too fast or to line it up more easily rax and OC?
On August 25 2011 17:18 Elefanto wrote: It's hilarious how people complain about the Warpprism getting buffed, because they fear that protoss will be able to harass and they have to pay attention on the minimap and start multitasking.
When Terran drops we drop 360-500 hp worth of units.
When Protoss drops they drop 600 hp worth of units and immediately warp in more.
This Warp Prism buff is far too good.
Since when was hp a good indicator of how strong a group of units are?
well, for a drop, it's not such a bad indicator, I guess, since the level of HP will determine what DPS, therefore what amount of units you'll have to move to the place where you got dropped in order to defend accordingly... Still, the DPS of the attacking units should be taken into account too
4 zealots with charge can't wreak as much havoc as 8 stimmed marines with a medivac support. I would even argue that 8 zealots aint as potent as 8 marines since even if u pull workers u can't react before several has been killed. Also charge is researched way later than stim of course.. It's a great change, but it wont change the fact that Protoss is the race least benefitting from drop harass. And of course, one race gotta be worst at everything so i dont mind that . The biggest change is that its a bit more sturdy for picking up units in mid fights to save em, just like they are made to do. Shuttle HT's, save Colossi from fire and warp in units. U still need the speed research to make em viable!
Would like to see them abit faster initially and without an upgrade, but i don't know maybe it would be too good! Immortal +1 range aswell is long due imo, they got terrible pathing and unless u spend 200 apm on each immortal they wont even fire anything for the first 10 seconds if u got a big supply army. Gonna be interesting to see what difference it makes
On August 25 2011 17:40 Diderick wrote: Im most shocked by the barracks build time change. Why would they do that. I thought rushes werent really a issue anymore. This totally throws the standard opening timings off
Yep, looks like terran will have to either make an extra worker while not making an orbital for about 12 seconds or cut scv production right after the supply depot to get a slightly quicker barracks but lose some scv build time.
It's just weird, why bother?
It's strange indeed, but I guess until I hear some numbers crunched (or do them myself) I'll be getting 16 Orbital.
I think the hellion nerf is awesome (me being terran) because I never used bf too much anyway and now the "hellion op" cries will be less. Also I'll definitely be experimenting some more with seeker missiles :D