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Blizzard on 1v1 Balancing and the new patch - Page 32

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
Prev 1 30 31 32 33 34 87 Next
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
October 07 2010 18:12 GMT
#621
I think the depot before rax rule is completely awesome. This reduces the cheese/lucky factors, and increases the skill factors of the game, I don't see how anybody would think that is stupid. Both Terran and Protoss can wallin perfectly, making them safe to do whatever the hell they want early game, while zerg has to roll the dice and choose between playing it safe with an economic disadvantage, or risking it for even chances.
JHancho
Profile Joined May 2010
United States166 Posts
October 07 2010 18:12 GMT
#622
On October 08 2010 03:06 kasumimi wrote:
Why so much complaining about the barracks change? From what I've seen T only goes 7-8 racks first only for cheese or some auto-win reaper build vs 14 hatch Z.
Can someone explain?

I don't understand the "but we need more options argument", unless you are a cheese addict this change has zero impact. I'm not a T user and I'm not trolling, just trying to understand if this change is as bad as people make it out to be.


Right... But this removes that option. Though Terran have the best and most numerable options, taking a bunch of them out for seemingly no reason makes no sense and constrains them similar to a Zerg (not quite though...)

It's not about the cheese option - it's about strategy. It's about scouting. It's about reaction. If there's no fear of a 7 proxy rax, there's no reason to scout it. There's no reason to fear it. It takes away from the experience, nearly eliminating any variation in the very early game.

Take it easy. And if it is easy, it must be cheese
attackfighter
Profile Joined November 2009
Canada308 Posts
October 07 2010 18:12 GMT
#623
that seems like way too many nerfs to reapers... really, the extra roach range alone would make them almost useless in TvZ, there's no need to pile on the speed nerf and supply depot thing. also why buff roach's and not hydras? roach's are pretty decent how they are, but hydras are definately too weak.

these changes don't seem very well thought out, I'd rather they focus on fixing the overall game then just nerfing a few popular strategies every patch (5rax reaper, 2gate rush, usage of battlecruisers, etc.). I'd like for them to mix up the races playstyles a bit so that Terran doesn't have to harass all the time and protoss/zerg have more to do then turtle till tier 3 tech.
Punkstar
Profile Joined July 2010
Slovakia522 Posts
October 07 2010 18:12 GMT
#624
Woah, seems like 4-gating all day long is very common in lower leagues, my guess would be they're gonna nerf warpgate time research or something along those lines. Supply for barracks is a bit off but I dont play 2's so really dunno whats goin on there. As for roaches buff, hell its about damn time...
When in doubt, just drone up.
dekuschrub
Profile Joined May 2008
United States2069 Posts
October 07 2010 18:12 GMT
#625
so terran basically can't cheese? needing supply depot b4 barracks is so fucking retarded i can't believe it

now zerg can just 12 hatch every fucking game unchecked

terran is gonna be so shitty lol... lategame tvp is already completely impossible and now this shit.
SaikOuLighT
Profile Blog Joined August 2010
Canada742 Posts
October 07 2010 18:13 GMT
#626
The zerg changes are really nice, but the reaper and racks nerf are stupid, as it essentially destroys the reaper's viability and it removes one of the old classic builds, the BBS
ilovesin
Profile Joined June 2007
Germany92 Posts
October 07 2010 18:13 GMT
#627
Roach range Buff: Nice, makes sense should have been earlier..
Reaper Speed needs Factory together with depot required for Racks should really be one change: "Reapers removed from SC2"

Also if you say Racks requires a depot which i feel is stupid you should add that a pool needs 2 overlords... so that everyone can fast expand in peace...
It followed me home, can I keep it?
Phrencys
Profile Joined August 2010
Canada270 Posts
October 07 2010 18:13 GMT
#628
I can't see the "depot first" thing go live. It's simply too game breaking, and more importantly not needed at all.

Nerfing Nitro Packs make sense, because as it stands now, it basically comes by default because you let the upgrade completes while building up your Reapers raid.

But factory requirement is overboard IMO. By the point at which you get a factory, people rarely keep building reapers. Perhaps Blizzard foresees that the metagame will evolve into players making mid-late game reaper raids ?

If anything, the only thing I'd do for Terran upgrades is make Conc Shell and Nitro Packs cost 100/100 and take 120sec to research. Unless they plan to give a mid-game use for Reapers, making Nitro Packs require factory will basically make the unit unused.
LuciferSC
Profile Joined August 2010
Canada535 Posts
October 07 2010 18:14 GMT
#629
Supply depot before racks is just plain wrong.

Protoss needs pylon before gateway just 'cause they need the power from pylon.

Any good explanation as to why Terran would need to have a supply depot before racks??
Come get some
numberThirtyOne
Profile Joined March 2008
United States294 Posts
October 07 2010 18:14 GMT
#630
Haha, I bet TLO wishes this had been in place a month or so ago.

+ Show Spoiler +
Hyperduuuuuuuuuuuuuub! *shakes fist*
voIDRAys are the most bm unit in SC2
monkxly
Profile Blog Joined January 2009
Canada241 Posts
October 07 2010 18:14 GMT
#631
i'm z, and i'm saying that roach range increase is OP, protoss fe is very difficult now
get a spire
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 07 2010 18:14 GMT
#632
On October 08 2010 03:12 JHancho wrote:
Show nested quote +
On October 08 2010 03:06 kasumimi wrote:
Why so much complaining about the barracks change? From what I've seen T only goes 7-8 racks first only for cheese or some auto-win reaper build vs 14 hatch Z.
Can someone explain?

I don't understand the "but we need more options argument", unless you are a cheese addict this change has zero impact. I'm not a T user and I'm not trolling, just trying to understand if this change is as bad as people make it out to be.


Right... But this removes that option. Though Terran have the best and most numerable options, taking a bunch of them out for seemingly no reason makes no sense and constrains them similar to a Zerg (not quite though...)

It's not about the cheese option - it's about strategy. It's about scouting. It's about reaction. If there's no fear of a 7 proxy rax, there's no reason to scout it. There's no reason to fear it. It takes away from the experience, nearly eliminating any variation in the very early game.


If Z starts going 16-hatch every game, I'm sure T's will figure out that something like 8-depot->double rax will kill it. Will have to see.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
TellMeWhy
Profile Joined September 2010
United States39 Posts
October 07 2010 18:14 GMT
#633
On October 08 2010 03:12 Shikyo wrote:
Show nested quote +
On October 08 2010 03:07 AveiMil wrote:
On October 08 2010 03:01 Shikyo wrote:
On October 08 2010 02:55 AveiMil wrote:
On October 08 2010 02:50 Shikyo wrote:
You probably don't build enough SCVs or stuff, T late/mid is still extremely strong vs Z.


Right, Terran rarely ever wins against Zerg in the mid/late game UNLESS Terran has harassed the Zerg's eco successfully early on. I watch the high level replays that come out with TvZ and they struggle with the same shit I do versus Zerg (obviously they're better, but so are their Zerg opponents).

In short:

Terran either wins the game early (by killing the Zerg off or hurting his eco BADLY) or Zerg wins later down the road.

That's not my experience at all, as the upgrades get larger T units actually have a bigger and bigger advantage because their units tend to gain more dmg per upgrade so the opposing armor upgrades aren't as powerful. Off the top of my head the ret vs Morrow game:

http://www.sc2rep.com/replays/download?id=1281

...where ret defends vs early reapers almost perfectly and is in a huge lead in the mid/late game can't kill Morrow who turtles and gets PF's, MMM ball, tanks even by using Ultras and Broodlords. Even though that might not be the case for every game, I definitely wouldn't agree that the lategame is hugely in Z's favor.


@Jinro Yeah I understand, but I still think that Hellions should be viable. You just might need to open with a Hellion drop or something like that, both tanks and Thors are still quite strong vs Roaches. Marauder-mech should still be possible if Roaches turn out to be too strong.


Thanks for the replay, I'll check it out. Though it is worth mentioning that Morrow is one of the best players around and even if he pulls it off it doesn't mean "Terran often wins late game". I've seen almost all the TvZ replays that go up at sc2rep.net and every single Terran seem to struggle mid/late game unless they've damaged their eco heavily early on. Please provide me with more replays of Terran winning the late game though, maybe I can learn something

Yeah but it seriously is like 5base Zerg with broodlord and ultra and 200/200 vs Morrow with 3base and like 150 supply etc, that's just my counter-example. I know Morrow is the better player but =P yeah

Show nested quote +
On October 08 2010 03:01 Malminos wrote:
Blizzard obviously has tested the new supply depot-barracks thing a ton. I'm sure the first thing they tested was it VS a 6pool. I'm sure it'll be fine.

I don't understand people who say 6pool will be too strong, every T opens 12rax anyway without problems. That won't change at all because it's always built after the depot in that case anyway, and the 12-rax can easily defend against 6pool, both when walled in and when built next to your CC. Why does a "6pool will instawin now" post always be in every patch thread <_>


yeah, i definitely agree. 6pooling can be stop pretty easily by the standard terran opener unless its on something like scrap station.
fantomex
Profile Joined June 2009
United States313 Posts
October 07 2010 18:15 GMT
#634
The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.

That is garbage. So are the reaper changes.

User was warned for this post
Replay or GTFO
MagisterMan
Profile Blog Joined December 2008
Sweden525 Posts
October 07 2010 18:15 GMT
#635
On October 08 2010 03:12 dekuschrub wrote:
now zerg can just 12 hatch every fucking game unchecked


Well in BW zergs would pretty much 12 hatch every game safely. Sure there could be an occasional BBS but a BBS in BW was much more of an allin than a fast reaper rush in SC2.

Still think the supple/barracks change is unnecessery.
Nachos?
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
October 07 2010 18:15 GMT
#636
On October 08 2010 03:10 gREIFOCs wrote:
Show nested quote +
On October 08 2010 03:03 Woony wrote:Maybe they don't want Terran to be the "needs to be in the opponents face all the time to be effective" race anymore? Could be, I don't know but I think it's ridiculous, people want something, they get it and now they cry about it. Shows how you can't take the communitys QQ as a measure for balancing.


I think the "Terran must harrass to win" is plain wrong. They have great static defenses, they have wall-ins, they have PFs, they have mules. They can take a easy expand and trough mules get an advantage in minerals. Also their units are more cost effective and have choices towards a highly movile army (MMM is the most mobile thing in the game) and a great mech to stand in ground until you decide to attack.

So... Who's that if they don't attack all the time they get behind? I would understand that if a 200/200 army would be less effective than a 200/200 zerg army. But that's not the case.


Terran must harass to win, this is the truth. It's been well known for a long time that T lategame is worse than P lategame (terran has no counter to protoss HT/zealots). Terran is at a disadvantage against Z lategame as well, when upgraded ultras are cost effective against every Terran army and broodlord/ultra tech switches rip apart your ability to optimize your production.

I've been saying for months that Terran has a much stronger early-mid game that the weaknesses in their lategame have been hidden. The balance of TvX is sitting on the edge of a knife, and if Terran loses the ability to secure an advantage going into the lategame the matchups are going to be very broken.
vileEchoic -- clanvile.com
Zhek
Profile Blog Joined January 2010
Canada342 Posts
October 07 2010 18:16 GMT
#637
+ Show Spoiler +
On October 08 2010 01:16 Woony wrote:
http://eu.battle.net/sc2/en/blog/761331

Otherwise, Blizzard does now actually give some statistics of them which they normally keep secret.
However please note this statistics are only from the NA server, those from europe or asia might differ.

Also interesting are the things they are considering for the next patch. (Zerg buffs!)

Oh and guys, these aren't the final changes and it will be ATLEAST one or two months until the next patch, so these changes aren't set in stone. No reason to freak out.

Show nested quote +
We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game.

Fungal Growth will now prevent Blink, which will give zerg a way to stop endlessly Blinking stalkers which can be very challenging to deal with in large numbers.

The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.

The reaper speed upgrade will require the Factory, which is meant to weaken a lot of the early terran reaper attacks that dominate so many matches, especially in team games.

We're making a number of increases to the health of zerg buildings, which will make the very vulnerable zerg technology structures more resistant to raids. We don’t expect these hit point changes to have a super significant impact on the game, but the current numbers felt way too low.







User was warned for this post
prototype.
Profile Blog Joined July 2009
Canada4215 Posts
October 07 2010 18:16 GMT
#638
On October 08 2010 03:10 StifSokSamurai wrote:
So then I'm assuming the patch following this one they will rename the Reaper to "Scout" just to solidify their useless role.

It'd be a fair change because that's all the reaper will be doing from now on... scouting
( ・´ー・`)
Fu[G]u
Profile Joined August 2010
United States187 Posts
October 07 2010 18:16 GMT
#639
For those who are freaking out about the depot before barracks thing, it HAS to be mainly for the broken 2v2 matchups where TZ goes 7pool + 8rax reaper every game and wins with it 90% of the time. If you have experienced it, you know that if you dont have a Z on your team you are pretty much fucked. That build alone has almost broken top level 2v2's (I am a top 10 diamond 2v2 player). So the depot before rax nerf is sorely needed. Reapers wont be completely useless, u can still 8depot into 4 or 5 rax reapers, it wont make a big difference. Only to the 8rax proxy will it matter. I pretty much approve of all the changes listed above, except for the reaper speed requiring factory. I think the depot nerf is enough, and reapers really need speed to be effective once zling speed is out. But like the author said, none of this is set in stone, so i wouldnt be suprised if they nixed that one before the patch comes out. The roach range thing is nice, not needed that badly but will give z more early/metagame option which they do need.
Triscuit
Profile Blog Joined April 2010
United States722 Posts
October 07 2010 18:17 GMT
#640
I like the idea of making a barracks tech lab upgrade require factory.

I don't think it should be reaper speed though, I think it should be concussive shell. IMO.
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