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Blizzard on 1v1 Balancing and the new patch - Page 38

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
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251
Profile Blog Joined March 2008
United States1401 Posts
October 07 2010 18:45 GMT
#741
WTF barracks requires depot? 10rax is the only way to stay alive/competitive in 3v3+ o.o
"If you can chill..........then chill."
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
Last Edited: 2010-10-07 18:46:14
October 07 2010 18:45 GMT
#742
as a terran who never goes rax before supply, i don't see what the issue is. Granted i don't play 2v2 etc

Toss have to pylon first, zerg need creep to build and all their units have to spawn at a hatch.

I've been proxy gated enough to know that pylon first isn't hindering toss doing cheese, so why should it stop terran? If you really want to proxy rax then just drop a supply in ur base while your SCV is on its way to ur proxy location...... logic?

I personally think all cheese builds suck (even if they are effective) and as a player won't cry over them going, as a spectator they are fun to watch but also frustrating when you watch an online tourney and someone like TLO or Dimaga go out in an early round due to gettin cheesed. Hell TLo even got cheesed to go out of GSL...... thats gotta be the worst way to go out imo ;p
When there is nothing left to lose but your dignity, it is already gone.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
October 07 2010 18:45 GMT
#743
On October 08 2010 03:37 iEchoic wrote:
Reaper and hellion openings aren't going to do it, and we know that an unpressured Zerg is an incredibly hard Zerg to stop.


while im not too sure i like the changes (primarily the supply depot first change) -

what exactly about this will stop hellions from being very effective to put pressure on z early game?
they'll just go from being INSANELY effective to "an effective way to pressure as an opening"


hellion into banshee/expo is still going to be strong as shit..
Fredbrik
Profile Joined August 2010
Denmark28 Posts
October 07 2010 18:46 GMT
#744
Although the roach change definitely is welcome, i'd much rather that they would fix other things like overlord base speed, NP and hydralisks. I don't really feel that the roach needs more love compared to the other zerg units, as it is used a lot in all matchups.
SilentDrop
Profile Joined October 2010
Brazil29 Posts
October 07 2010 18:46 GMT
#745
I think this will make early game of zerg vs terran a lot different.
Increasing roach range is a HUGE buff, even its increased to only 4 or 3.5.

But i like all the changes overrall
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-10-07 18:49:37
October 07 2010 18:47 GMT
#746
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.

uh
what?
how did hellion builds die? uh it's not like hellion drops or blue flame hellion drops ever depended on roach range being low? sure it helps a little bit for the drop but doesnt really matter for roasting drones

also even w/o drops, hellions are still going to be sick at sprinting for drone lines and roasting them, and still getting away. they just cant be used to kite roaches anymore, which really wasnt the scariest part about hellions anyway nor their purpose. roaches still move slow as hell w/o speed upgrade and hellions dont require any upgrade to move at rocket speeds either .. it's kind of like speed vultures in sc, sure they cannot kite hydras due to hydra range but what does it matter when your vultures run right by em and go for your mineral line

and not to mention many players rely on speedlings and so those situations arent even effected whatsoever
ModeratorBlame yourself or God
Marl
Profile Joined January 2010
United States694 Posts
Last Edited: 2010-10-07 18:52:07
October 07 2010 18:47 GMT
#747
This really feels like a world of warcraft patch

warlocks(reapers) own face for a month, so make them crappy for the next month.

And about the depot before rax change, they should just make it so no units can deal damage for the first 15 minutes of the game so everything is fair.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2010-10-07 18:48:32
October 07 2010 18:47 GMT
#748
On October 08 2010 03:45 travis wrote:
Show nested quote +
On October 08 2010 03:37 iEchoic wrote:
Reaper and hellion openings aren't going to do it, and we know that an unpressured Zerg is an incredibly hard Zerg to stop.


while im not too sure i like the changes (primarily the supply depot first change) -

what exactly about this will stop hellions from being very effective to put pressure on z early game?
they'll just go from being INSANELY effective to "an effective way to pressure as an opening"


The thing about hellion opening is that it's vulnerable to roach counter-pressure. Currently you have a timeframe where you can hold this off by microing the hellions to kill the roaches as they move across the map, which is the deterrent against this pressure. If hellions get hit when they try to take shots at the roaches (because of range buff), this will no longer be possible, and you'll get rolled by a roach push.

See TLO vs Losira GSL Game 1 for an example.
vileEchoic -- clanvile.com
cerebralz
Profile Joined August 2009
United States443 Posts
Last Edited: 2010-10-07 18:50:40
October 07 2010 18:47 GMT
#749
I like these changes mostly. Except if they are delaying barracks they might as well make the reaper 5 seconds faster again. The factory requirement is basically adding back a de facto academy, which i think is a good thing, except you don't have another production-less building.

I could do without the roach range buff, but them still being slow as hell, i don't think it will be really game breaking.

People have to remember that 2 base zerg is equal if not behind 1 base terran with mules. Early pressure still forces zerg to make zerglings or spines instead of drones. Blue hellions still wipe a drone line in a matter of seconds.

I think the only people who will be mad are the proxy rax bunker rush people. Which you can still do btw, but just have to wait for another set of production before attacking.

Fungal growth change should go without saying. I think it was a bug to begin with that stalkers can still blink while under FG.
MuuMuuKnight
Profile Joined February 2010
Thailand107 Posts
October 07 2010 18:48 GMT
#750
On October 08 2010 03:40 asianinvasian wrote:
zvp i don't think will be effected to much, immortals can pop out pretty fast(let alone stalkers) and you can scout the roach push.


If roaches become so effective early game vs toss, why makes anything else? There won't be much variety in this mu with +range on roaches I believe.
WARNING:I'm allergic to cheese. Syndrome; Rage, QQ, and your race OP
Toxigen
Profile Joined July 2010
United States390 Posts
October 07 2010 18:48 GMT
#751
Roach range is freaking awesome and will definitely change Zerg's early game for the better (Zerg early game is the issue here).

That being said, I really don't see the need to nerf reapers further -- it'll end up being a unit that nobody uses. The increase on roach range is more than enough to discourage 5RR. Reapers aren't an issue for Protoss if he gets that chrono'ed stalker out. If anything, nitro packs on the factory is the most reasonable, but making Terrans build a supply depot BEFORE a barracks is unnecessary and absurd. It forces the Terran to open the game like a Protoss would, and I (for one) enjoy the fact that all 3 races are so different.

I still feel like hydralisks could use a survivability or speed-off-creep buff (but I'd prefer the former over the latter), but I feel like some of these changes are steps in the right direction. I might be biased since hydralisks have been my favorite SC unit since BW and it annoys me that they've taken a backseat to everything in the Zerg arsenal in ZvT (there's never a situation in which using hydras in ZvT is the best choice available).
Amui
Profile Blog Joined August 2010
Canada10567 Posts
October 07 2010 18:48 GMT
#752
I would think that a relatively quick upgrade at 40-60 secs for 50/50 available at hatch tech for the roach range would already allow zerg to deal with harass, and push out once the upgrade finishes.
As a toss though, I'm worried about what roaches with extra range can do to my forgefe

SD >barracks is questionable
Nitro packs for reapers on factory is stupid IMO, since toss dealt with reapers relatively easily, and zerg should have a way to deal with reapers well.

Porouscloud - NA LoL
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
October 07 2010 18:48 GMT
#753
i agree with the roach range increase, although big care has to be taken. anything above 4 range is definitely too much. i think 4 would be ok.

one additional reaper nerf sounds reasonable, but wtf is this supply before rax shit? i never use a rax before supply build anyway, but still this is just stupid and wrong.

fungal preventing blink is also nice and needed. certain zerg tech buildings having more strength is also a welcome change imho.

all in all i like this patch, with the exception of the supply before rax thing. i dont mind the reaper becoming completely unused in 1v1 tbh, never liked or used them anyway
"What am I supposed to do against this?" - "Lose!" :-]
yups
Profile Joined August 2010
Denmark116 Posts
October 07 2010 18:49 GMT
#754
I think zerg will be OP efter this.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 07 2010 18:49 GMT
#755
On October 08 2010 03:47 iEchoic wrote:
Show nested quote +
On October 08 2010 03:45 travis wrote:
On October 08 2010 03:37 iEchoic wrote:
Reaper and hellion openings aren't going to do it, and we know that an unpressured Zerg is an incredibly hard Zerg to stop.


while im not too sure i like the changes (primarily the supply depot first change) -

what exactly about this will stop hellions from being very effective to put pressure on z early game?
they'll just go from being INSANELY effective to "an effective way to pressure as an opening"


The thing about hellion opening is that it's vulnerable to roach counter-pressure. Currently you have a timeframe where you can hold this off by microing the hellions to kill the roaches as they move across the map, which is the deterrent against this pressure. If hellions get hit when they try to take shots at the roaches (because of range buff), this will no longer be possible, and you'll get rolled by a roach push.

See TLO vs Losira GSL Game 1 for an example.

TLO though does hellions -> cc -> 2 more factories -> more hellions

I don't think it'd be that much of a stretch to just... transition faster.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Licmyobelisk
Profile Blog Joined August 2008
Philippines3682 Posts
Last Edited: 2010-10-07 18:53:39
October 07 2010 18:49 GMT
#756
On October 08 2010 03:40 Geo.Rion wrote:
Show nested quote +
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?



Thanks for this, feel dumb but at least I'm enlightened

I guess only opening I can do now is Siege FE or Thor drops. Hellions are pretty useless to harass now with the roach range buff.

hhhmmm.. might switch to zerg now (at least MorroW is doing the right thing) What's IdrA's take on this?
I don't think I've ever wished my opponent good luck prior to a game. When I play, I play to win. I hope every opponent I ever have is cursed with fucking terrible luck. I hope they're stuck playing underneath a stepladder with a black cat in attendance a
Raigeki
Profile Joined September 2010
Hong Kong207 Posts
October 07 2010 18:49 GMT
#757
this is really messed up, now protoss has to make a pylon, terran has to make a supply depot, but zerg can still 6 pool w/o making another overlord?
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
Last Edited: 2010-10-07 18:51:51
October 07 2010 18:49 GMT
#758
All the changes are good. While they're at it, make Spawning Pool require a second Ovie.

EDIT:

On October 08 2010 03:49 RickyKo wrote:
this is really messed up, now protoss has to make a pylon, terran has to make a supply depot, but zerg can still 6 pool w/o making another overlord?


It's not really a big deal. Both terran and toss can deal with 6 pool really easily (at least in 1v1).
whatsgrackalackin420
Quasimoto3000
Profile Blog Joined December 2009
United States471 Posts
October 07 2010 18:49 GMT
#759
On October 08 2010 01:16 Woony wrote:

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



I strongly dislike this change... Do you think this will make early proxy raxing insignificant?
Every sunday a nun lays from my gunplay
Mjolnir
Profile Joined January 2009
912 Posts
October 07 2010 18:50 GMT
#760

Man, these don't make sense to me and I'd love if someone would explain the reasoning behind this:

In an effort to help Zerg vs. harass (like Reapers which were mentioned specifically) they're improving Roach range and buffing buildings. At the same time they're making Reapers less effective by requiring Factory for speed upgrade and removing the ability to build a Barracks first.

Isn't this reducing the efficacy of Reapers two-fold? Why not just pick one of those options?

On top of which, the pros seem to have managed to come up with strategies that nullify the Reaper harassing anyhow.

As much as I dig Zerg (after Random), that seems a bit over-the-top in terms of "balancing." I thought Reapers were just fine after the 5 sec. build time increase.

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