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Blizzard on 1v1 Balancing and the new patch - Page 20

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
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Toadily
Profile Blog Joined April 2010
United States837 Posts
October 07 2010 17:20 GMT
#381
I like how everyone keeps saying that toss FE is now dead, think about BW. Hydras had longer range, moved faster, costed less supply than roaches. Yes there were threats of hydra busts, but toss players pretty much forge expanded every single game anyways. You know what they did? They built more than a single cannon when they scout the bust, why the f would you people think that it's perfectly fine that ONE cannon should be able to keep you 100% safe.
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
October 07 2010 17:21 GMT
#382
are people forgetting that you can still wall off before the 6 poole gets to your base?
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
gotterdammerung
Profile Joined October 2010
Austria17 Posts
October 07 2010 17:21 GMT
#383
On October 08 2010 02:18 jamvng wrote:
Show nested quote +
On October 08 2010 02:09 XSmokeX wrote:
On October 08 2010 02:00 Liquid`Jinro wrote:
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).

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.


In regards to hellions being unable to kite roaches, I don't see what the big issue is with this. Hellions are anti-light units that splash, why should they counter an armored tank-like unit. Should an armored unit not do well against a unit designed to counter light units?


Hellions DON'T counter roaches even with the range advantage. They do so little damage to roaches. BUt the ability to kite roaches enables a good player who can multi task and micro to still be able to use hellions against roaches. It awards skill, and allows for more variety in the game. Roaches will still win against Hellions easily, but hellions can at least play a role against small numbers of roaches.


Show nested quote +
On October 08 2010 02:11 gotterdammerung wrote:
On October 08 2010 02:08 jamvng wrote:
On October 08 2010 02:03 mucker wrote:
As a zerg I think this is too many changes. The roach range alone is huge and will change the game quite a bit. I'd rather they just implement that and let us see how it plays out.

The fungal/blink... not sure I like this. I always considered the real issue in ZvP to be hydra speed off creep. This change feels too arbitrary.

Barracks requires supply is dogshit. It reduces race differences and restricts gameplay too much. I think upping the tech lab cost and build time would be better.

Nitro isn't the upgrade that needs to be pushed up the tech tree, concussive shells is.


Agreed wit this. Barracks requiring supply depot limits Terran openings like crazy. There will be no more variety, less mind/meta games.

Concussive shells at factory is such a great idea. The only real problem with early game TvP is that the maurauder is too strong with concussive shells, putting the upgrade at factory helps a lot more than nitro.


I agree with you about depot first, its a disaster, but i disagree about a conc shells nerf, that would be the equivalent of the depot nerf, and would accomplish the same thing. it would force the terran to play for the late game, where he is up against an imbalanced protoss with sick units and lots of options


It doesn't really force terran into late game, maurauders can still kite zealots early game and still own stalkers. It just makes it so that zealots aren't completely useless early game. An early push with a few maurauders or marines is so strong early game against protoss.

I'm a terran player in diamond btw, so I'm not being biased, just saying what I think about the matchup. I do agree that protoss is strong against terran in late game, but I'm just talking about early game. Terran is too strong early game and protosss is strong late game.


yeah im a 1100 diamond terran player as well, and terran isnt that strong early game. all the toss needs is a sentry and it will stop early terran aggression. every toss opens either 2 gate or 4 gate so its not a problem. when i try to pressure early against toss, my army gets cut in half and i lose half of it, putting the protoss in the lead.

This nerf will force terran to go to the dreaded late game where toss has lots of options and sick macro replenish
glhf.tv
Cranberries
Profile Joined July 2010
Wales567 Posts
October 07 2010 17:21 GMT
#384
On October 08 2010 02:19 Liquid`Jinro wrote:
Show nested quote +
Okay, let's call the build strong.

What's the problem? They didn't nerf Marines, Vikings, Anti-Air Turrets. They didn't buff Void Rays, or creation times. If you can defend a Proxy Void Ray at the moment you'll be able to do it after the patch. If there is a more subtle problem, I cannot see it- please tell me

I should note that I DONT agree with the original post that suggested void rays should require a fleet beacon - I simply disagreed with the guy who suggested you have to be bad to find void rays difficult.

I should have been more clear, my comments were completely unrelated to the patch, as it has not chanaged anything in this regard.

Then I apologise for trying to start some silly argument.

But seriously, these changes are fine.
heishe
Profile Blog Joined June 2009
Germany2284 Posts
Last Edited: 2010-10-07 17:22:57
October 07 2010 17:21 GMT
#385
Wow, so many people in here against the depot->barracks change.

So you like random coinflipping and guessing games instead of actual skill-dependent games?

Because that's exactly what it is when you proxy, or when you 6-pool etc. It's just gamble which either wins you the game outright, or loses you the game outright, with little to no margin of error in between. It's not just a "risk-taking" strategy like going for a little more econ instead of army which may give you a small disadvantage if it fails, it's a 99.99% definitive All-in which fails in every case except the ones that you're trying to luck-counter (and call metagame what you want, in the end it's just luck and nothing more, since the "i know that you know that i know" game can be continued endlessly).

Most importantly, those luck-dependent builds give wins to players who just don't deserve them.

It's a good thing super-early proxying from Terran is gone for good.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Phurion
Profile Joined October 2010
United States8 Posts
October 07 2010 17:22 GMT
#386
As a zerg player I can not wait for this patch
Starfish, LOVE ME!!
AndyBear
Profile Joined May 2010
Canada132 Posts
October 07 2010 17:22 GMT
#387
The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.


Woha woh woh! I'm Terran and I never reaper rush, but I do like to do 9 rax, 10 depo to help stop 8 pools and rushes. This is a huge nerf to my playstyle (((.
ROOTheognis
Profile Blog Joined January 2006
United States4482 Posts
October 07 2010 17:22 GMT
#388
On October 08 2010 01:21 GTR wrote:
Show nested quote +
The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.


This is stupid.

If you avoid your weakness, it will remain your weakness. www.twitter.com/#!/rootheognis Follow me!
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-10-07 17:23:51
October 07 2010 17:22 GMT
#389
disagree with the reaper speed nerf and the rax nerf. agree with the fungual and roach buff

expect zerg to win alot more once this comes lol

the rax nerf is so stupid i cant believe it, its like saying zerg must make a overlord before their first spawning pool, so unbelievable slacky way to remove cheeses
Progamerpls no copy pasterino
Chronicle
Profile Joined September 2010
161 Posts
Last Edited: 2010-10-07 17:23:30
October 07 2010 17:22 GMT
#390
On October 08 2010 02:19 Liquid`Jinro wrote:
Show nested quote +
I should have been more clear, my comments were completely unrelated to the patch, as it has not chanaged anything in this regard.


Any comment on my opinion of VR being the "Flying Reaper?".
Liquid'Tyler is short for Liquid'Tylenol
Chriamon
Profile Joined April 2010
United States886 Posts
October 07 2010 17:23 GMT
#391
On October 08 2010 01:22 Mrbustanut wrote:
Wow, 5RR is dead.

Roach range increase holy crap!

I don't agree with the depot requirement for Rax though.

Wait, what? The 5 Roach Rush will be stronger than ever, unless you are talking about 5 barracks reaper, in which case, who refers to it as 5RR? Also, I haven't seen a single 5 barracks reaper or even 3 barracks reaper since the 5s reaper nerf.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
October 07 2010 17:23 GMT
#392
On October 08 2010 02:22 AndyBear wrote:
Show nested quote +
The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.


Woha woh woh! I'm Terran and I never reaper rush, but I do like to do 9 rax, 10 depo to help stop 8 pools and rushes. This is a huge nerf to my playstyle (((.


12 rax stops a 6 pool on steppes if you micro well.
We spend our youth attaining wealth, and our wealth attaining youth.
Bitters
Profile Blog Joined August 2010
Canada303 Posts
October 07 2010 17:23 GMT
#393
win percentages are a terrible way to look at "balance"

all it shows is how well the match making system is doing. tournament wins are a better metric in that you know the players are all near the top in skill level, but in the wide skill range of diamond, you can have good zerg players beating average terrans, but losing to the good terrans, yet keeping the MU win percentage near even.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
October 07 2010 17:23 GMT
#394
On October 08 2010 02:17 Cranberries wrote:
If you're defending against a 6 pool you, as a Protoss, need to cut probes in order to wall off with a second pylon completely. Just like you could wall off with a second depot. Besides, a 6 pool is all in. Defend it and you win. Also- Marines will be better because you can repair Terran buildings and they're built faster while being cheaper than Zealots.

People, Terrans, seem to be whining that they're going to have to play macro against a race which is balanced against playing macro? I honestly can't see the upset people feel with any of these changes.

If you cant be aggressive against zerg, and put pressure on them, you are - on a lot of maps/positions - forced into playing a ridiculously boring turtle style where you simply camp until the zerg commits suicide out of boredom.

But once again Im not commenting patch specifically here - Im just saying that if terran were to lose all options of aggression the matchup would probably be broken in zergs favour UNLESS terran plays a very specific and very boring (for both players) style.

Note that pressure doesnt have to be a rax before supply type pressure, but if the new roach change ruins a lot of other terran openings, well that could be bad for the matchup.
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
snowdrift
Profile Blog Joined February 2009
France2061 Posts
Last Edited: 2010-10-07 17:23:53
October 07 2010 17:23 GMT
#395
On October 08 2010 02:21 heishe wrote:
Wow, so many people in here against the depot->barracks change.

So you like random coinflipping and guessing games instead of actual skill-dependent games?

Because that's exactly what it is when you proxy, or when you 6-pool etc. It's just gamble which either wins you the game outright, or loses you the game outright, with little to no margin of error in between. It's not just a "risk-taking" strategy like going for a little more econ instead of army which may give you a small disadvantage if it fails, it's a 99.99% definitive All-in which fails in every case except the ones that you're trying to luck-counter (and call metagame what you want, in the end it's just luck and nothing more, since the "i know that you know that i know" game can be continued endlessly)


The threat of all-ins and cheese is necessary to force players to be honest. Otherwise everyone can go for the greediest opening every game.
NaDa. Our Lord and sAviOr shall return. Learn to nydus you scrub
MonkeyKungFu
Profile Joined June 2010
Norway154 Posts
October 07 2010 17:23 GMT
#396
I'm excited to see how this changes will come into play. I love the roach buff, hope it will get range 4.
Depot first, yes, early bunker/proxy rush will be weaker, but holding a 6 pool will go just fines if you scout it and account for it as dangerous, where as now, terran just laugh when they see a 6 pool.
..
Litess
Profile Joined July 2010
Bulgaria40 Posts
October 07 2010 17:23 GMT
#397
On October 08 2010 02:17 On_Slaught wrote:
Why do people keep saying the supply change is bad? It isn't going to change 99% of builds and the few it does were probably cheesy shit anyway. Were you really not going to build a wall against zerg? No? Then you deserve to get punished.

Welcome to what Protoss has always had to deal with.

People are blowing this change WAY out of proportion.

As a zerg who actually thinks terran is op, i don't really like the change. It kills an option you have and these kind of changes will stop some interesting game developments.(or not, maybe it's full potential has been realized atm and it's op)
I really like the roach range, it's hard to imagine how good roaches would be if they had +1 range, but i'm sure it would help a lot.
The reaper change seems a bit harsh. Reapers with late nitropacks aren't gonna be scary at all.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
October 07 2010 17:23 GMT
#398
They won't implement the depot before rax or they will change it back later. It's obvious bullshit for anyone who knows something about the game lol
Revolutionist fan
Twistacles
Profile Blog Joined June 2010
Canada1327 Posts
October 07 2010 17:24 GMT
#399
The factory change should have been for concussive instead.
"If you don't give a shit which gum you buy, get stride" - Tyler
[Agony]x90
Profile Blog Joined September 2009
United States853 Posts
October 07 2010 17:24 GMT
#400
I'm not gonna lie, shifting the reaper speed tech upgrade and requiring a depot for barracks seems redundant, since i feel like slow reapers are awful against speedlings and roaches (with up'd range) and marines are easily counterable without a bunker. The only issue i find is marauder rushes, but they take even longer to get out, so this is even up to debate.
JF dodger since 2009
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