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Blizzard on 1v1 Balancing and the new patch - Page 14

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
Prev 1 12 13 14 15 16 87 Next
RaGe
Profile Blog Joined July 2004
Belgium9949 Posts
October 07 2010 17:03 GMT
#261
On October 08 2010 02:00 Slipspace wrote:
the roach range increase AND the factory requirement for faster reapers

they REALLY don't like this reaper play


After this patch they might as well take them out of the game. Ladies and gentleman, I present you the Protoss Scout of SC2:
[image loading]
Moderatorsometimes I get intimidated by the size of my right testicle
Thunderfist
Profile Blog Joined August 2010
Poland159 Posts
October 07 2010 17:04 GMT
#262
Hi Reapers i'm a Carrier and welcome to the Club of unused units !
...has arrived.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-10-07 17:05:38
October 07 2010 17:04 GMT
#263
On October 08 2010 01:59 Cranberries wrote:
Show nested quote +
On October 08 2010 01:56 Liquid`Jinro wrote:
On October 08 2010 01:51 DoMo. wrote:
On October 08 2010 01:29 flyinfart wrote:
It would be nice if they made void ray require a fleet beacon. Proxy void ray is ridiculous, especially on maps like LT. Otherwise, I can agree with most of their changes. Though, 6pooling/other cheese is going to become way more devastating to terran.


i lol'd, you bad?

Proxy void ray can be completely retarded when they hide it until they have 3 and you are unable to scout him properly, or scout him incorrectly.

Not unbeatable, just stupid because if you dont prepare specifically for it, you die really hard. There are prob some terran equivalents of this of course.

Void Rays suck against Terran. Getting 3 Void Rays allows you to get at least 15 Marines, and 15 Marines with Stimpack active win against 3 Void Rays- charged or uncharged.

People need to understand the Roach range change is a subtle counter to the Pylon cannon wall in that Zergs will constantly face. The pylon cannon wall in is uncounterable until Hydralisks, and puts the Zerg very, very far behind because they need the expansion due to the way Larvae management works.

The build I described happens to be one of the most popular semi-allins on the korean server -.-

3 void rays + 3 warpgate push, if you dont have vikings and/or a bunch of bunkers you will die. You stim once, he force fields your ramp and retreats, comes back when your marines have 10 less hp and repeats.

Im not even saying its imbalanced, but its good.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Ichabod
Profile Joined May 2010
United States1659 Posts
October 07 2010 17:04 GMT
#264
Increasing roach range will just make people want to do more 5-roach-rushes.

The other proposed changes seem decent, but might be overkill...sure fast pressure from terran is a pain, but its not impossible to deal with, and if they're going to nerf terran's rushes, why not nerf 6pool? they already got protoss.
Sv1
Profile Joined June 2010
United States204 Posts
October 07 2010 17:04 GMT
#265
aren't they basing those win % numbers off a system which aims to achieve a 50% win rate? haven't we already established this on these forums before when other people put those numbers out?
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
October 07 2010 17:04 GMT
#266
Kind of sucks to think that TLO might not have lost in his last GSL match if this patch was in it.
lalala
DwmC_Foefen
Profile Blog Joined March 2007
Belgium2186 Posts
October 07 2010 17:04 GMT
#267
Roach range, I'm fine with.
Fungal growth change, I'm fine with.

Depot before barracks, I find retarded. Just takes away part of the game. Reapers weren't big of a problem anymore, and now they'll just suck and never be used again.

Sigh.

Two steps forward, one step backward though.
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
Last Edited: 2010-10-07 17:05:59
October 07 2010 17:04 GMT
#268
That supply before Rax has to be for 2v2s. I think this is a little bit of an overkill, but what do I know.
I can only play starcraft when I am shit canned. IPXZERG is a god.
Cranberries
Profile Joined July 2010
Wales567 Posts
October 07 2010 17:04 GMT
#269
On October 08 2010 02:02 gillon wrote:
Show nested quote +
On October 08 2010 01:21 GTR wrote:
The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.


This is stupid.


I agree, this is GAMEBREAKINGLY stupid. Terrans CANNOT cheese any longer. There is no longer a threat of cheese from this one race and that is huge. In a really bad fucking way.


Protoss can't cheese either.

Zerg can't cheese either.

If you think 6 pool or Proxy 2 Gateways are nearly as strong as the number of cheese options Terran has[d], I think you should initiate a 6 pool or Proxy 2 Gateways and see how easily you're shutdown.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
October 07 2010 17:04 GMT
#270
Well now we know that Morrow has a man on the inside.
"Oh I'm going to practice Zerg to get a better understanding blah blah".

Yeah, sure.
HOLY CHECK!
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
October 07 2010 17:04 GMT
#271
I don't think Blizzard put a lot of thought into this patch. With the 5 second reaper build time increase, they became perfectly fair in all matchups. As a Protoss player, the job of the reaper was to prevent me from doing early zealot plays. Imagine protoss players now throwing up a pylon on top of your ramp, and canceling it when a hoard of 2 gate proxy zealots walk up. What's to stop that now? If Blizzard hates reapers so much, just take them out of the game. It's that simple. Don't just nerf them into the ground to the point that they are useless.

Roach range increase? Wtf? If they think reapers and hellions kiting roaches is a problem, then give queens 1 additional ground range. That solves everything. This severely messes up PvZ. The roach's low range was the ONLY reason why stalkers were cost effective against them, and only when positioned correctly. Now both roaches and hydras kill stalkers. Come on Blizzard.

Piski
Profile Blog Joined April 2010
Finland3461 Posts
October 07 2010 17:05 GMT
#272
I like the building hp thing, fungal on blink.
Range is, well I like but we will see. I don't think roach is suddenly going to beceme some unstoppabe monster.
Reaper speed after factory seems kinda harsh but I guess we will see how it will play out.

The supply thing is weird though :o
kmkkmk
Profile Joined August 2010
Germany418 Posts
October 07 2010 17:05 GMT
#273
On October 08 2010 02:01 Kiante wrote:
or you accidently run your reaper pack into the back of his army and it instantly dies.


Are you sure you should ask for Blizzards help to fix this?
SovSov
Profile Joined September 2010
United States755 Posts
October 07 2010 17:05 GMT
#274
^--- I think the +health will be to normal buildings.. to prevent easymode marine/marauder sniping even when the Zerg player can react to it.


Also, Roach increase in range will also help with map imbalances like the cliff on Lost Temple that Zerg currently has few answers to.
HDPhoenix
Profile Joined August 2010
Singapore83 Posts
October 07 2010 17:05 GMT
#275
Am I missing something? Didn't FruitSeller just take the GSL? I know Zergs are a tad underpowered but Fruitseller proved to the world that you didn't need to be overpowered to win a major tournament.

I almost feel like I'm being trolled. The barracks needing depot, reaper speed needing factory + the roach range increase just to counter a reaper build that has already gotten 2 earlier nerfs (bunkers and zeaper build time) seems really REALLY extreme...

The roach buff is really nice thou. It would most likely be 4 range instead of the current 3? It'll make concaving your opponent so much easier
MrBitter
Profile Joined January 2008
United States2940 Posts
October 07 2010 17:05 GMT
#276
On October 08 2010 02:04 Lonyo wrote:
Well now we know that Morrow has a man on the inside.
"Oh I'm going to practice Zerg to get a better understanding blah blah".

Yeah, sure.


lol. This post delivers.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2010-10-07 17:06:43
October 07 2010 17:05 GMT
#277
Blizzard is too obsessed with low league stats anyway.. they shouldn't balance the game based on them beacuse the players in them are there for a reason; they're not very good at the game.

This World of Warcraft balance approach scares the living crap out of me to be honest
"trash micro but win - its marine" MC commentary during HSC 4
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
October 07 2010 17:05 GMT
#278
Ok, so how THE FUCK am I supposed to hold off proxy gates inside my base on steppes now? You always go rax first if you scout it and now you're pretty much fucked and have to pull 6 scvs to kill the endlessly spawned pylons?

What now, I have to scout with my 7th worker and cut scvs to make a depot at 8, rax at 9 every game on steppes?
This is beyond stupid.

I wouldn't be as pissed if maps were of proper size, but this is just ridiculous.

Zeroes
Profile Blog Joined April 2010
United States1102 Posts
October 07 2010 17:06 GMT
#279
On October 08 2010 02:00 Liquid`Jinro wrote:
Show nested quote +
On October 08 2010 01:47 MrBitter wrote:
On October 08 2010 01:46 Liquid`Jinro wrote:
WHAT. THE. FUCK?

Fuck my life, all hellion and reaper builds just died?

So this leaves what, camp like a whore for 30 minutes with planetary fortresses? Fun times.


Wait. What?

Hellions are gonna have a really hard time kiting roaches with longer range -_- Hellion into expo (i.e what TLO played in GSL vs Losira) is already balancing the razors edge when it comes to surviving roach busts, so this might just kill the build entirely (I will wait and see what the exact range upgrade is of course).

Show nested quote +
On October 08 2010 01:58 Defeat wrote:
On October 08 2010 01:28 Djeez wrote:
Stop saying the reapers will now be useless. It's true somewhat that they won't be the massive threat they were early game, but you can still use them mid-late game. For some reason nobody can conceive of making reapers mid-late game... but I know qxc does. When your opponent has 3 bases, maybe even 4 with zerg, and his units aren't spread out reapers can actually be really effective. Arguably more effective than early game, when you only have 1 base to defend.

Agreed, mid-late game reapers are like mini dropships. They can force defenses and they also have the grenades. For some reason people think they can only early harass with them :s

Midgame reapers are kinda obsolete as by then you have dropships that are way more survivable, and dont take up 40 seconds or whatever of your barracks production time.

Reapers need some kind of midgame upgrade other than speed (lol, get a starport after factory or get speed reapers - HARD CHOICE, NOT) to be interesting.


Hellions have 6 range and roaches currently have 3.

Reapers had 4 range and people were still able to kill roaches using reapers.
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
Cranberries
Profile Joined July 2010
Wales567 Posts
October 07 2010 17:06 GMT
#280
On October 08 2010 02:04 Liquid`Jinro wrote:
Show nested quote +
On October 08 2010 01:59 Cranberries wrote:
On October 08 2010 01:56 Liquid`Jinro wrote:
On October 08 2010 01:51 DoMo. wrote:
On October 08 2010 01:29 flyinfart wrote:
It would be nice if they made void ray require a fleet beacon. Proxy void ray is ridiculous, especially on maps like LT. Otherwise, I can agree with most of their changes. Though, 6pooling/other cheese is going to become way more devastating to terran.


i lol'd, you bad?

Proxy void ray can be completely retarded when they hide it until they have 3 and you are unable to scout him properly, or scout him incorrectly.

Not unbeatable, just stupid because if you dont prepare specifically for it, you die really hard. There are prob some terran equivalents of this of course.

Void Rays suck against Terran. Getting 3 Void Rays allows you to get at least 15 Marines, and 15 Marines with Stimpack active win against 3 Void Rays- charged or uncharged.

People need to understand the Roach range change is a subtle counter to the Pylon cannon wall in that Zergs will constantly face. The pylon cannon wall in is uncounterable until Hydralisks, and puts the Zerg very, very far behind because they need the expansion due to the way Larvae management works.

The build I described happens to be one of the most popular semi-allins on the korean server -.-

Maybe you should scout around the entire map? If you lose to a building you didn't scout, isn't that your fault? When IdrA lost to his opponent in the GSL because he didn't scout the hidden Nexus, he didn't say it was overpowered- he pretty much agreed it was his own mistake. Or perhaps Terran shouldn't need to scout?
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