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Blizzard on 1v1 Balancing and the new patch - Page 43

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
Prev 1 41 42 43 44 45 87 Next
shindigs
Profile Blog Joined May 2009
United States4795 Posts
October 07 2010 19:14 GMT
#841
On October 08 2010 04:06 iEchoic wrote:
Show nested quote +
On October 08 2010 04:05 kojinshugi wrote:
On October 08 2010 04:02 iEchoic wrote:
On October 08 2010 04:00 Zelniq wrote:it's not like terran doesnt have a million other strong early game openers/harass/aggression/all-ins vs zerg


What other early game aggression is there besides reapers and hellions?


Banshees? Drops?

Guess that depends on your definition of early.


T3 units aren't early aggression lol.


Ironically they are for Terran via 1-1-1 build.

In any case, I would agree that this definitely shuts down the main opening aggressions for Terran such as reaper of Hellion. What I'm hoping is that players take it a step further and go for pure MM timing pushes, which I think would be pretty awesome.
Photographer@shindags || twitch.tv/shindigs
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
October 07 2010 19:14 GMT
#842
On October 08 2010 04:10 kojinshugi wrote:
Show nested quote +
On October 08 2010 03:58 ffdestiny wrote:
So their statistics point to an overwhelming Protoss imbalance in almost all match-ups, and then they nerf Terran? I seriously just had to break out in pathetic laughter.


They didn't nerf Terran, they nerfed cheesy rax first builds. They buffed Zerg early game, which I'm happy about because all the complaining is really starting to get annoying.


9rax isn't necessarily cheesy. There are many players who open 9rax 10 supply in almost every matchup because they like the faster opening into bio. I don't see why the possibility to do this should be removed. Do you feel that 9rax 10 supply was hurting the game?
vileEchoic -- clanvile.com
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
October 07 2010 19:15 GMT
#843
On October 08 2010 04:11 SLush wrote:
We should start a thread that collect terrans tears now.


It would still pale in comparison to the ocean of Zerg tears that have been shed already. Terran had it coming. Even with this nerf, Terran will still be the majority race in top 100 diamond.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 07 2010 19:15 GMT
#844
1) reduce the damage that marauders do vs buildings (which will be hard because if u nerf their armored damage they suffer vs units too)
2) nerf conc. shells by adding a cooldown or something.. at least something that allows ur unit to escape after the 1st shot
3) reduce the MULE's lifespan
4) there has to be something done to PDD's, i dunno what tho
5) decrease the ghost EMP radius and decrease the ghost cost (to at least 100 or 125 gas)

Ahahaha, come on now - this is overkill. By a LOT - especially if you arent going to nerf protoss in any way.

I dunno about the banshee change, itd be annoying if they didnt 2 hit marines now that marines are so much better (tank nerf).
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
seiferoth10
Profile Joined May 2010
3362 Posts
October 07 2010 19:16 GMT
#845
The roach range is enough, I don't think any Reaper changes were needed. As long as slow roaches can actually reach reapers, that should be effective at holding it off. The supply depot --> barracks change, and even moreso the factory --> nitro pack are overkill.

Roach range, increase in overlord speed, and some way to deal with tank drop, and IMHO Zerg would be in a good position.
Hypatio
Profile Joined September 2010
549 Posts
October 07 2010 19:16 GMT
#846

Hopefully they'll take a look at mutas in ZvT though. Magic boxing them just makes turrets/thors somewhat impotent at dealing with them, and running around with mass rines against infestors/blings makes me cry.

Magic box does nothing vs. turrets. Turrets are way better in SC2 than they were in SC1 whereas mutas have been left virtually unchanged. Also, it's good that thors are not the insta-muta kill. Get marines and have fun obliterating mutas with a third of the cost.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 07 2010 19:16 GMT
#847
On October 08 2010 04:14 shindigs wrote:
Show nested quote +
On October 08 2010 04:06 iEchoic wrote:
On October 08 2010 04:05 kojinshugi wrote:
On October 08 2010 04:02 iEchoic wrote:
On October 08 2010 04:00 Zelniq wrote:it's not like terran doesnt have a million other strong early game openers/harass/aggression/all-ins vs zerg


What other early game aggression is there besides reapers and hellions?


Banshees? Drops?

Guess that depends on your definition of early.


T3 units aren't early aggression lol.


Ironically they are for Terran via 1-1-1 build.

In any case, I would agree that this definitely shuts down the main opening aggressions for Terran such as reaper of Hellion. What I'm hoping is that players take it a step further and go for pure MM timing pushes, which I think would be pretty awesome.

If by awesome you mean vomit inducingly lame then yes ! I sense a lil bit of sarcasm in your post so Im assuming that is indeed what you meant lol
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
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
October 07 2010 19:17 GMT
#848
Like everyone else, making the rax require a depot seems a bit much. It's pretty much eliminates Terran cheese. Which is good in a sense, as you'll end up with more straight-up macro games.

Reapers will still have their place in the game. They're being used for way too much right now. They're the only unit that could ignore terrain so early into the game. Now they're going to be adjusted to what they're supposed to do. Which is harass and scout, not win the game. In the heat of battle, send 3 reapers to their mineral line to 1 shot workers. Or a few more and snipe off critical buildings. They're extremely strong when it comes to killing off light units and sniping buildings.
You'll see top players make reapers every now and then to scout and harass. People think just because you can't reaper rush, they are useless. Not the case.
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 07 2010 19:17 GMT
#849
On October 08 2010 04:08 BlueChipKiwi wrote:
"These numbers take individual player skill into account"

This is a really interesting statement. It'd be interesting to know how they calculate this. Is this based on win/loss vs other players? If so, then it would already have bias built in.


It means they only consider matches within a certain MMR range instead of the entire league, i.e. not a 500 diamond playing a 1500 diamond.
whatsgrackalackin420
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
October 07 2010 19:18 GMT
#850
On October 08 2010 04:11 Liquid`Jinro wrote:
Show nested quote +
On October 08 2010 04:09 Bitters wrote:
why are people complaining about how much further roaches now counter hellions? they are suppose to counter them!

should zerg complain about how with extra micro their lings should be able to mess with blue-flame hellions? terrans units which were designed to counter zerg do a great job at their counter... now zerg's counters are being made to measure up

Because overcoming counters with micro was a huge part of SC1 and it fucking sucks when that is removed from the game.

Thors counter mutas but with magic box, mutas do fine.

Lurkers counter marines but with good micro, marines do fine.

Show nested quote +
fast viking
turbo-newb (tank drop on cliff)

Are both pretty terrible, and you cant even turbo-newb on like 90% of the map pool.

hellions still counter speedlings w/ micro, hellions w/ micro are still 10x more effective than non microed hellions

they didnt totally remove it from the game and you dont even know if hellions can outmicro roaches still or not
ModeratorBlame yourself or God
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-10-07 19:20:42
October 07 2010 19:18 GMT
#851
On October 08 2010 04:11 Liquid`Jinro wrote:
Show nested quote +
fast viking
turbo-newb (tank drop on cliff)

Are both pretty terrible, and you cant even turbo-newb on like 90% of the map pool.


plenty of high-level players do early viking harass (and win), so it's definitely viable, and therefore not terrible.

And you can turbo-newb on LT and DQ, that's 2 out of 9. And you can tank your opponents mineral line from right outside his rocks on Shakuras Plateau; not quite a turbo-newb, but basically forces you to break your own rocks every game against T.
next week on Everybody Loves HypnoToad:
Pekkz
Profile Joined June 2009
Norway1505 Posts
October 07 2010 19:19 GMT
#852
On October 08 2010 04:10 iEchoic wrote:
Show nested quote +
On October 08 2010 04:08 BlasiuS wrote:
On October 08 2010 04:02 iEchoic wrote:
On October 08 2010 04:00 Zelniq wrote:it's not like terran doesnt have a million other strong early game openers/harass/aggression/all-ins vs zerg


What other early game aggression is there besides reapers and hellions?


3rax
hellion/banshee
fast cloak banshee
hellion/marauder
hellion/igniter hellion drop
mass marine
fast viking
turbo-newb (tank drop on cliff)


3rax - terrible
mass marine - terrible

The rest of those are t3 units, not early aggression.

Show nested quote +
On October 08 2010 04:08 Pekkz wrote:
Everyone agreed that zerg needed a buff. When actuall changes comes, people start to whine. I think pretty much anything could have been buffed and people would still be outraged.

Reaper is dead. Ok that removes one of 10 openings.
10 rax is dead. Ok that removes two of 10 opening.

So? EVERYONE agreed that terran had too many openings and thats what made them so friggin good.

Roach range is a much needed buff to make something before muta counter mass helllions. You can basicly make only hellions+expand and be safe against anything zerg can do. In addition you allmost allways burn a ton of drones with em aswell.


I'm a terran player and I thought the nerfs in the last patch were fine, you can even look at my post history. The tank nerf was great, the reaper nerf was great. This shit is just stupid though. Almost nobody that is actually good likes these changes, so far almost everyone for them has been gold level zerg players that think imbalance is holding them back. Supply before rax? Seriously? I feel like I'm playing WoW.

Terran doesn't have 10 TvZ openings, there are essentially two - reaper and hellion. Almost every good T player uses one of these two openings, with very few exceptions.



Nobody that is good likes this changes? Only seen jinro and zelniq in this thread that can be considerd good, and they have different opininons.....

I think the supply depot before rax is overkill myself, since roach>reaper and reaper speed after factory. They only put that in there for team games and that is pretty retarded.

However, the terran whine in here cus of a 1 range upgrade on roach will make hellions useless is so retarded. You lost reaper opening, and 10 rax bunker shit. Deal with it.
Winter_mute
Profile Joined September 2010
Germany40 Posts
Last Edited: 2010-10-07 19:20:59
October 07 2010 19:19 GMT
#853
On October 08 2010 04:08 BlueChipKiwi wrote:
"These numbers take individual player skill into account"

This is a really interesting statement. It'd be interesting to know how they calculate this. Is this based on win/loss vs other players? If so, then it would already have bias built in.



I am still WTFing about that expression. "Individual player skill"? What is my individual player skill? Square root of 2? Over 9000? Half past four? And as you said if they just take the MMR and only compare games of players with equal MMR, then this thing is indeed biased. Because that so called "player skill" would consist of "real skill * race bonus/malus".

If I am not making a mistake here, then:

For all players with the same MMR rating
((Winratio of Matchup 1 * frequency of occurence of that matchup) + (Winratio of Matchup 2 * frequency of occurence of that matchup) + (Winratio of Matchup 3 * frequency of occurence of that matchup)) / 3 = 50%

Sv1
Profile Joined June 2010
United States204 Posts
October 07 2010 19:19 GMT
#854
I think it's odd that blizzard is sort of changing things in a game that have been around for 10+ years.

seige damage/depot before rax.

I mean, yes depot is usually first anyway so it isn't a huge deal.

As for reaper nerf, they basically put reapers on the table when they buffed them before the game went live with the reduction to the upgrade cost, they can't have their cake and eat it too! Reapers won't become completely extinct, but it looks like they're going the way of the 250mm cannon.
Arcanne
Profile Joined August 2010
United States1519 Posts
October 07 2010 19:20 GMT
#855
bad changes

User was warned for this post
Professional tech investor, part time DotA scrub | Follow @AllMeasures on Twitter
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21244 Posts
October 07 2010 19:21 GMT
#856
On October 08 2010 04:11 Liquid`Jinro wrote:
Show nested quote +
On October 08 2010 04:09 Bitters wrote:
why are people complaining about how much further roaches now counter hellions? they are suppose to counter them!

should zerg complain about how with extra micro their lings should be able to mess with blue-flame hellions? terrans units which were designed to counter zerg do a great job at their counter... now zerg's counters are being made to measure up

Because overcoming counters with micro was a huge part of SC1 and it fucking sucks when that is removed from the game.

Thors counter mutas but with magic box, mutas do fine.

Lurkers counter marines but with good micro, marines do fine.



Except mass Mutas don't -actually- counter equal cost of even pure Thors with magic box :3 Add a handful of Marines and it's even more lol.

Or is counter now defined as "my one Thor can't rape 20 Mutas in one volley now! It's countered!" -__-

So basically Terran units can hard counter Zerg units (cause let's face it, no amount of micro is gonna make a Hydralisk match up against a Marine [is that even supposed to be a counter lol] or a Roach against a Marauder), but we can't have it the other way?

TranslatorBaa!
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 07 2010 19:21 GMT
#857
On October 08 2010 04:11 Liquid`Jinro wrote:
Because overcoming counters with micro was a huge part of SC1 and it fucking sucks when that is removed from the game.

Thors counter mutas but with magic box, mutas do fine.


Calling magic boxing micro is a bit of a stretch imo. It's like attack moving except you don't hit A.
whatsgrackalackin420
monterto
Profile Joined June 2010
Canada103 Posts
October 07 2010 19:21 GMT
#858
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.


Agree 100% I think they are trying to balance the teamplay matchups. Like it matters...
I'm pretty much Hyuk but white...
DigitalD[562]
Profile Joined April 2010
United States80 Posts
October 07 2010 19:22 GMT
#859
If this shit gets patched into the game I'll just stop playing. They site stats from scrub players (myself included) and their internal play-test. I haven't seen a single mention of specific pro players opinions or tournament results in any of Blizzards balance changes since beta. Fucking up the Terran tech tree just to change one shitty unit is fucking retarded.
mardi
Profile Blog Joined August 2010
United States1164 Posts
October 07 2010 19:22 GMT
#860
fruitseller is gonna be undefeated in GSL2 with these changes.
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