Blizzard on 1v1 Balancing and the new patch - Page 50
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Angelbelow
United States3728 Posts
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sob3k
United States7572 Posts
On October 08 2010 04:59 Elefanto wrote: Bw also had its niche / crap units, scout any1? It's still possible to cheese with them etc., imo not every fucking needs to be part of a strategy, played every game etc. BW had ONE useless unit and this isn't something we should try to emulate.... there was nothing good about scouts being entirely useless. | ||
Deadlyfish
Denmark1980 Posts
On October 08 2010 04:48 kickinhead wrote: Turrets are OP as it is, T Anti-Air in general is, at least against Zerg (okay, Vikings not against Mutas, but Broodlords), so whats the Problem? Oh and Ghosts tear apart every Zerg Air-Unit, why doesn't any1 use them? But I do think the reaper-nerf is abit harsh, but T has more than enough strats early on, so mass-reapers not being that good anymore won't hurt T at all - no1 has been playing them since the slight change anyways. Ghosts cannot fight other units tbh. They cost alot (150/150?), and have almost no health. Only against ultralisks are they actually worth something, but even then they kinda suck when they arent doing nuke/EMP. | ||
SoLaR[i.C]
United States2969 Posts
Roaches are meant to fit in a specific, niche roll. They are tough, almost melee like units. Hydralisks should really be considered instead if they want to create a viable, ranged attack unit. The sad part is that Infestors are easy to obtain, make the issue of roach range a moot point, and are somehow still not used nearly enough by zerg players. I believe this potential change would be an easy cop out for lower level players with poor unit compositions. Cool and many others have shown that their range is simply not an issue. In fact, they are best utilized by applying pressure mid-map and at base fronts, forcing the opponent to micro either stalkers and hellions, while the zerg player comfortably builds up and techs. | ||
townie
Germany19 Posts
uhh and yeah... nitro rec factory?? why this... i dont know but from my games i can tell that terra started to use hellions more often than reapers against zerg... so well maybee im wrong but i dont understand this nerv on reapers. reapers are somthing like roaches in beta... every patch they get nerved more and more as long no one uses them. | ||
Champ24
177 Posts
On October 08 2010 04:59 FrostedMiniWeet wrote: I'd like to hear what Idra has to say about this. I don't. The dance he did when he heard about the first round of reaper nerfs made me shutter. | ||
TymerA
Netherlands759 Posts
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kojinshugi
Estonia2559 Posts
On October 08 2010 04:58 klauz619 wrote: In the time it takes for a turret to kill 1 mutalisk, 5 of them would have slain 10 SCVs. This. They're really fast, and saccing 2-3 mutas to kill half of your enemy's workers is nothing. I just don't feel like I can deter mutas except by having all of my shit around my mining bases. Vikings are complete pants against them, Thors are too slow, and turrets don't kill them fast enough. Yeah, I'm sure a lot of it is my L2P but I don't feel like that about any other air units from any race. | ||
Crisium
United States1618 Posts
So Reaper speed is essentially 200/150/160 seconds + loss of SCV mining instead of 50/50/100. Yes the factory opens up a lot, but for those that want pure Bio for a while it seems unnecessary. I'd rather see Reaper speed not require the factory, and simply be more expensive. | ||
Smackzilla
United States539 Posts
Just a guess: T is OP | ||
TedJustice
Canada1324 Posts
On October 08 2010 04:59 BlasiuS wrote: using that analogy the barracks also has a +30s build time. It doesn't, because the supply depot can be built at the same time. But my point was that terran can still do early aggressive or proxy openings, they just get delayed by 100 minerals. | ||
Raiznhell
Canada786 Posts
Well he's obviously gunna like it XD. | ||
kojinshugi
Estonia2559 Posts
On October 08 2010 05:02 TymerA wrote: what about fixing Point defence drone? banshee rine raven is pretty hard to play... even when scouted it requires lots of micro :s Force the PDD away from critical structures and then kite them away from it. | ||
Reptarem
155 Posts
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sob3k
United States7572 Posts
On October 08 2010 05:01 Angelbelow wrote: I dont feel like the reaper thing is an overkill nerf anymore (like i mentioned earlier in this thread). the other day i played against my top tier diamond friend and he used 6 reapers on me as a drop almost. what he did was he attacked my 3rd while slipping in those reapers into my main. it was well over 15 minutes at that point. IMO thats a very interesting way to use them because you dont expect reapers at that point yet they are arguably MORE powerful because of the element of surprise. The reason they are useless in this scenario is that it would have been far more effective for your "top tier diamond friend" to drop a medivac of stimmed marauders in there, both rape buildings and the marauders have the advantage of being a bitch to clean up and actually forming a useful part of his army when not harassing. Reapers are completely useless past early game. | ||
klauz619
453 Posts
I thought people forgot he even existed after losing at RO64 and Fruitdealer showing everyone he was 10x more skilled ? | ||
Treemonkeys
United States2082 Posts
To the people who think the reaper will be useless, isn't it going to still be a great scout? I mean it's dirt cheap and it uses tech you already need for just about anything. It can bypass walls on most maps and find tech that can easily be hidden from the scan. I think a handful of reapers mid/late game to harass zerg expos is also still going to be quite good and probably is closer to Blizzard's intentions of the unit rather than limiting it exclusively to early game harass. It doesn't take too many reapers to quickly kill spine crawlers and even hatcheries and once again you don't have to spend for extra tech to get them. It forces zerg to either lose expos or split forces, both are worth the price of a few reapers. | ||
DoubleReed
United States4130 Posts
Protoss are played 38.5% of the time. Terran are played 38.0% of the time. Zerg are played 23.5% of the time. Uhm... this adds up to 100%. How is that possible if there are Random players??? I guess they count the randoms as 1/3 each? This just seems strangely inflated, but I didn't know zerg was that bad. Yay for beating reapers into the ground. Rejoice, everyone! I think it's a little awkward for factory requirement. I would prefer Engineering Bay mechanically. Roach range seriously?! That's absurd. Honestly, I like roaches already! This dramatically changes zerg early game. | ||
Mr_Kzimir
France268 Posts
Old , but I wouldn't expect any different comment from him. He will prolly go around his usually comment like "these changes aren't affecting terran enough". Which is fair I guess , it's not like I am playing in tournament where you win 60k $ | ||
kojinshugi
Estonia2559 Posts
On October 08 2010 05:04 klauz619 wrote: I thought people forgot he even existed after losing at RO64 and Fruitdealer showing everyone he was 10x more skilled ? Pro tip: mods don't like that kind of bashing. And it was RO32. And 10x is random hyperbole with no basis in fact. (I don't like Idra but he's a good player) | ||
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