God bless you, blizzard. At least they are starting to see the light.
The roach range increase will be huge. HP increase to zerg buildings is very much welcomed as they are generally far more important structures than protoss and terran structures.
I don't agree with the idea that reapers will become useless. IMO, reapers shouldn't even have a speed upgrade and you are lucky enough to get it after the factory goes down. Barracks after supply is kind of a meh change, although I still approve. Being unable to blink out of fungal is also a welcome change.
However, the biggest thing they are missing is an overlord base speed buff.
And the hydralisk still needs some attention. I would much rather see a hydralisk range buff than a roach range buff. The roach is almost worth its cost right now, whereas the hydralisk is just so expensive for its efficacy.
On October 08 2010 03:31 lololol wrote: Rofl, they might as well have removed reapers in 1v1.
to be perfectly honest, I think the reaper-nerf is related to blizz' statement about balancing the game towards 2v2+ - because terran/terran double-reaper-cheese was impossible to hold if you have one protoss in your team, the pylon(s) powering everything will just get taken down in seconds
The question is why have reapers at all, if they aren't going to be used in the main mode?
As a zerg player, I think the roach buff will break the zvp mu, roaches gonna be so effective early game with micro vs toss gate unit. Roaches won't require much micro to trade hit with stalkers if the range has been increase. It would be almost no difference then hydras vs gate units.
I agree with fungal growth stopping blink, it is needed. With large amount of stalkers, if you're patient enough for your shield to regenerate, toss players can deal massive amount of damage without loss.
As for ZvT mu buff/debuff I only agree with zerg's building hp increase. This not will only help with early game, but late game as well vs multiple drops. Side note: on reaper's jet pack upgrade require factory, I doubt we would ever see this get use again. the tech tree just doesn't make sense. by the time you get right amount of number and upgrade for reaper, they are completely useless. I feel overall they need to do something for reapers mid/late game. It just hardly use and worth using considering other option T players has to offer.
One thing I want blizzard to consider for Terran is putting a small cool down on mule call down. I feel as if Terran's mechanic goes unpunished even if the player is forgetful. You can let it stack up and still receive the same benefit unlike the other two race.
On October 08 2010 03:38 Khol wrote: maybe they should spend some time on fixing the dropping issue that I have been having since JULY. It's nice having to play twice the amount of games to get the same outcome because 50% of the games I play I fucking drop. Mother fuckers. Angry post. I just dropped again.
I drop when I'm downloading maps/ladder files. And just last night I dropped from a practice game (with a friend that wouldn't drophack or anything).
Nice to know I'm not alone, I guess, but shit. Anyone else having these issues?
On October 08 2010 03:39 Licmyobelisk wrote: so how those the depo+rax requirement going to work? you make a depo burrow that shit then put a barracks on top of that?
how does the rax-factory or the factory-starport requirement work? you put them on each other?
On October 08 2010 03:38 Hypatio wrote: God bless you, blizzard. At least they are starting to see the light.
The roach range increase will be huge. HP increase to zerg buildings is very much welcomed as they are generally far more important structures than protoss and terran structures.
I don't agree with the idea that reapers will become useless. IMO, reapers shouldn't even have a speed upgrade and you are lucky enough to get it after the factory goes down. Barracks after supply is kind of a meh change, although I still approve. Being unable to blink out of fungal is also a welcome change.
However, the biggest thing they are missing is an overlord base speed buff.
And the hydralisk still needs some attention. I would much rather see a hydralisk range buff than a roach range buff. The roach is almost worth its cost right now, whereas the hydralisk is just so expensive for its efficacy.
Interesting choices for those changes. As mainly a Zerg player, I like the fix to Fungal growth. I think the barracks requiring a supply depot is a nice change.
I don't think they needed to make the Nitro Boosts for reapers require a factory. Even as Zerg I thought they were pretty easily dealt with once you got some Roaches, a Spine Crawler and a Queen or two. It is a strong opener, but usually if I wasn't caught completely offguard, I would defeat it and come out at an advantage.
HP Upgrade for Zerg buildings... Excellent. I think that really makes sense as killing a zergs Spawning pool, or any other unit production structure can be pretty crippling, whereas a Zerg player killing a single Rax or Gateway barely makes a dent in opponents unit production.
Roach range upgrade, though I think is nice and is a very strong upgrade, I don't think it's what the Roaches really needed. With 145 HP, for only 75m 25g, they are a great tanking unit. I would have like to see speed moved to T1, and maybe had them buff Hydras instead. I just have this sinking feeling this will lead to roaches being OP, and lead to some stupid nerf in the future.
Overall, a step in the right direction. I'm excited to see hwo this plays out. imight actually get over the hump into Diamond for 1v1...
Well maybe terrans should start using reapers 1v1 and losing games more and more (lowering win% to 45% I mean losing on purpose or make some stupid mistake. Blizzard looks data that something happened and decides not to nerf reapers, or supply before rax.