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Blizzard on 1v1 Balancing and the new patch - Page 44

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
Prev 1 42 43 44 45 46 87 Next
Pekkz
Profile Joined June 2009
Norway1505 Posts
Last Edited: 2010-10-07 19:22:57
October 07 2010 19:22 GMT
#861
On October 08 2010 04:11 SLush wrote:
We should start a thread that collect terrans tears now.


I can only imagine how sweet it will be for the top zergs like yourself to once again be feared opponents
shindigs
Profile Blog Joined May 2009
United States4795 Posts
October 07 2010 19:22 GMT
#862
This is totally baseless, but it would be awesome to see reapers be used in the midgame to complement some type of Terran Mech play.

Something like during engagement, reapers run in and snipe key buildings. D8 charge sniping buildings during the heat of battle would be awesome.
Photographer@shindags || twitch.tv/shindigs
ThirdStorm
Profile Joined September 2010
21 Posts
October 07 2010 19:22 GMT
#863
Even after these changes, Zerg will still keep losing because all the buffs in the world won't make up for the lack of skill Zerg players lack to fully play their race. Reapers will now be useless and Roaches will be overpowered. Good job you whining Zergs, Christmas is coming early for you guys.
lindn
Profile Joined July 2010
Sweden833 Posts
October 07 2010 19:22 GMT
#864
On October 08 2010 03:41 Licmyobelisk wrote:
Show nested quote +
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.



Why don't we just make zerg into god mode, yes?

[image loading]

+
[image loading]

problem solved.

anyways, hydras does not need a range buff, that'd make them ridiculous against way to much, they need to be less squishy and one part on fixing that is making them faster so that kiting and fleeing is possible
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
October 07 2010 19:22 GMT
#865
The more I think about the changes as a zerg player the more I hate them. They just seem to be masking the problems with the game.

Building health for instance, why not nerf the biggest real problem with this. the stimmed marauders damage vs buildings which affects more than just z.

Roach range will certainly help, but why not fix the Hydralisk instead of making the roach even more attractive? I think something has to be fixed about zerg ground armies, but it's evident that the hydra needs way more help than the roach.

Supply before barracks is just the biggest joke of a fix ever, completely limits build options and choice just to fix one stupid unit.
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
October 07 2010 19:22 GMT
#866
Depot for rax? NOOO!! Now i can't 6 rax rush anymore

jk i play Zerg and i approve. HOPEFULLY these changes make it "better"
I'm like badass squared | KeitZer.489
pirouni
Profile Joined May 2010
Greece31 Posts
October 07 2010 19:23 GMT
#867
1. roaches actually become more than tank units, it is rediculous to have t1 units like marauders and stalkers own so easily
2. fg touch is logical
3. supply depot thing works fine for protoss
4. the most suitable fix would be 2 supply for reapers, cause a couple of reapers is ok at first 3-4 mins, but 10 reapers is almost impossible to defend against
5. the hp for zerg building should be double imo, lossing hutch to marauder sniping so fast without any defence like taking off or pf is awful
exog
Profile Joined April 2010
Norway279 Posts
October 07 2010 19:23 GMT
#868
The roach buff is just icing on the cake. The real benefit is that zerg to a lesser extent will suffer through the whole game because of terran harass with guaranteed positive return on investment.
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
October 07 2010 19:23 GMT
#869
Increasing range of roaches-> bad idea. ther are already cheap; now there are going to be even good.
Fungal growth change is good.
Supply depot before rax IS STUPIDSTUPID. You just cut alot of terran possibilities. A little bit of cheese is part of the game and they already nerfed repears. This change is awful.
Reaper speed needs factory. meh. They were already nerfed, but it might be ok. Can't really say as a toss,

The big change wich is needed is the PvT matchup. Terran is really strong at the start and toss has a big advantage is lategame.
Anomandaris
Profile Joined July 2010
Afghanistan440 Posts
October 07 2010 19:24 GMT
#870
4. the most suitable fix would be 2 supply for reapers, cause a couple of reapers is ok at first 3-4 mins, but 10 reapers is almost impossible to defend against

That seems an interesting suggestion
Seam
Profile Blog Joined April 2010
United States1093 Posts
October 07 2010 19:24 GMT
#871
On October 08 2010 04:19 Sv1 wrote:
I think it's odd that blizzard is sort of changing things in a game that have been around for 10+ years.

seige damage


Tanks did 35 to small in BW, and 70 to Large, and 56ish to medium.

Now they do 35 to all, and 50 to Armored.

It's not that different.
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
Gonzodamus
Profile Joined September 2010
United States273 Posts
October 07 2010 19:25 GMT
#872
Man, that depot first seems like a bad idea.

I'm not a particularly high level player (#1 in my gold league) but if I'm suspicious that I'm going to get cheesed, I'll open with an early Rax so I can have a marine or two out early enough to stop it.
avilo
Profile Blog Joined November 2007
United States4100 Posts
October 07 2010 19:26 GMT
#873
On October 08 2010 04:20 Arcanne wrote:
bad changes


Pretty much all that can be said about this patch you just said. But i'll add some more too

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.


This. It's just another micromanagement thing that blizzard is trying to take out of the game to make it more "simple." They have been removing very intricate micro things like "fazing," and now this, because they want it to be a shallow, "X beats Y, Y beats Z, Z beats X" type of counter game.

There is a hard counter system, so it's pretty hard to argue they do not want it to be like that.

And intricate and rewarding micromanagement possibilities like reaper vs roach, like vulture spider mine vs dragoons, like dragoon vs spider mines...they are systematically patched out of Starcraft 2 until it's a game of, "I have more units than you do at this location on the map - I win."

If anyone complaining about SC2's shallowness wants some more fuel for their argument...this type of patch is exactly what you would cite.

It's interesting that Blizzard never listened to the TL articles that were put out by drone and others during the beta on how to make this game have more depth...

At this point, it looks like they are feverently against adding in abstract depth to the game. They want "balance," but they want it the shallow, simple, easy way.
Sup
Fianchetto
Profile Joined September 2010
United States157 Posts
October 07 2010 19:26 GMT
#874
Barracks requiring supply depot, and nitro packs requiring factory seem really stupid to me. I don't understand why blizzard wants to limit the options of Terran players. I don't think I will expect to see reapers at all now, especially with roaches getting range too.
Sqq
Profile Joined August 2010
Norway2023 Posts
October 07 2010 19:26 GMT
#875
Most Terrans knew nerfs would be inc. If they had targeted the Marauders or Mules wouldn't people be more outraged ? The nerfed a extremely cost effective early game unit. Makes it less useful, but its still not horrible ? You can still apply pressure with it, but you can't take out 500 drones like you used too. Then they proceed to nerf early cheese, again not the WORST thing they could nerf ? Nerfs where comming and I think most Terrans are crying because their race is slowly comming to equal footing with Protoss \ Zerg.

Dead girls don't say no.
Hypatio
Profile Joined September 2010
549 Posts
Last Edited: 2010-10-07 19:28:51
October 07 2010 19:26 GMT
#876

anyways, hydras does not need a range buff, that'd make them ridiculous against way to much, they need to be less squishy and one part on fixing that is making them faster so that kiting and fleeing is possible

Consider that tanks have a range of 13 and do splash damage.

Range 7 hydralisks would only work now because they are slow, are light, have only 80 hp, and are quite expensive basic T2 units. In fact, a range 7 hydralisk would probably still lose vs. stalkers with blink micro when off creep.
Seam
Profile Blog Joined April 2010
United States1093 Posts
Last Edited: 2010-10-07 19:28:26
October 07 2010 19:28 GMT
#877
On October 08 2010 04:26 avilo wrote:


This. It's just another micromanagement thing that blizzard is trying to take out of the game to make it more "simple." They have been removing very intricate micro things like "fazing," and now this, because they want it to be a shallow, "X beats Y, Y beats Z, Z beats X" type of counter game.

There is a hard counter system, so it's pretty hard to argue they do not want it to be like that.

And intricate and rewarding micromanagement possibilities like reaper vs roach, like vulture spider mine vs dragoons, like dragoon vs spider mines...they are systematically patched out of Starcraft 2 until it's a game of, "I have more units than you do at this location on the map - I win."

If anyone complaining about SC2's shallowness wants some more fuel for their argument...this type of patch is exactly what you would cite.

It's interesting that Blizzard never listened to the TL articles that were put out by drone and others during the beta on how to make this game have more depth...

At this point, it looks like they are feverently against adding in abstract depth to the game. They want "balance," but they want it the shallow, simple, easy way.


The issue is, while the Reaper can out-micro the Roach, and so can the Helion...and the Marauder...

What of Zerg can out-micro to counter a Terran unit?

Mutas never counter Thors. Not even with Magic Box. You still need a quite higher cost of Mutas to kill Thors.
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-10-07 19:30:38
October 07 2010 19:28 GMT
#878
On October 08 2010 04:22 floor exercise wrote:
Supply before barracks is just the biggest joke of a fix ever, completely limits build options and choice just to fix one stupid unit.

I'd say making Nexus before Gateway, CC before Rax, and Hatch before Pool viable openings that don't auto-lose to reapers is a little more than "fixing one stupid unit".

On October 08 2010 04:28 Seam wrote:
Mutas never counter Thors. Not even with Magic Box. You still need a quite higher cost of Mutas to kill Thors.

You often need a higher cost of Mutas to snipe Templar in BW ZvP. That doesn't stop it from being a favorable trade for Zerg.
Moderator
Phrencys
Profile Joined August 2010
Canada270 Posts
October 07 2010 19:29 GMT
#879
Forcing Terran to 10supply pretty stupid in my humble opinion. First of all, the vast majority of the builds already 10supply. The builds that don't use 10supply are the 9rax cheese stuff, which is relatively easily countered unless you played too greedy.

Zerg can 6-10 pool if he wants to. A protoss can 10pylon+10 double gates and then chrono boost zeals. 9rax reaper and 9-11rax marines were the only cheese threat of Terran. Without this threat, everyone will be able to FE with impunity vs Terran.

They could've upped the Queen's ground range or something instead if Terran's rush sounded too strong vs Zerg. As for Protoss, they do have safe builds already. If they systematically go for some kind of FE, then their greed should be punishable.
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 07 2010 19:29 GMT
#880
On October 08 2010 04:21 Carnivorous Sheep wrote:
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?



Who spams 10 thors to counter mutas?

I don't think one Thor should kill 20 mutas in one volley, but a handful of mutas shouldn't roflpwn marineless thors either. Mutas are retardedly fast and kill workers like nothing else. En masse they really don't seem harmed by turrets either. The only thing I have that kills mutas reliably is stimmed marines and that doesn't really fit into mech builds that well.

Leave thors as is, but buff turrets v light, imo. Or give them splash.
whatsgrackalackin420
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