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On October 08 2010 05:04 kojinshugi wrote:Show nested quote +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.
could you maybe rephrase that? Because the way i hear it, you want to kite the terran, i don't think he will go anywhere soon if he has critical structures in sight.
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On October 08 2010 05:01 sob3k wrote:Show nested quote +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.
So, Dark Archons, Devourer are used more frequentely? Valks are also a rare sight, still more used than those other 3.
Reapers still can be used to cheese or economy backstabs, and that should be their sole purpose.
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On October 08 2010 04:58 klauz619 wrote:Show nested quote +On October 08 2010 04:54 JHancho wrote:On October 08 2010 04:47 kojinshugi wrote:On October 08 2010 04:39 JHancho wrote: Buff Turrets?
Screw it... you can have your Reapers back, and your supply-less Barracks.
Seriously... 1 Turret can fend off 4 Mutas. Any more than that, and you should be building counters to your opponents airborne army. Give them splash? You mean make Turrets into scarier Thors? No thanks. Just tested in the map editor and 5 mutas with micro kill a turret without a single casualty. It wouldn't be so bad if they didn't kill workers so damn fast. Wow, so 500/500 can take out 100/0 with no casualties? Amazing. Looks like I wasn't too far off with what I was thinking though. How damaged were the Mutas? 1 nearly dead and 1 in yellow? They do tend to waste workers, yeah. What about a Turret getting repaired? I bet that number goes up a fair amount. In the time it takes for a turret to kill 1 mutalisk, 5 of them would have slain 10 SCVs. Well why aren't you using 10 turrets vs 10 mutas? I mean, it makes perfect sense!
are you guys really argumenting that turrets are too weak? i mean... wow... even on the bnet forums people wouldnt say such things.
just noticed the wording on the blizz blog "Here are a few of the changes we currently have planned"
so 1.2 wont be as dissappointing as 1.1 just having the few changes that were prev anounced?
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On October 08 2010 05:06 DoubleReed wrote:Show nested quote +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.
Randoms have the element of surprise and random players are not as proficient(usually) as a dedicated race player.
That's a pretty good incentive to not count them in.
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United States7166 Posts
On October 08 2010 05:00 EnderCN wrote:Show nested quote +On October 08 2010 04:56 TedJustice wrote: So the first barracks essentially costs 100 minerals more, and gives supply.
Kind of a fair trade, isn't it? If you want to do an aggressive opening, you just have to pay an extra 100 minerals.
I'm not saying it was unbalanced before, but I'm not complaining about how it'll be after this either. I tried messing around in yabot some. I can still open depot on 8 and double barracks following it. I had to chose between a bunker or an orbital command now but I still got a bunker down with 4 marines in it under 4 minutes into the game. Terran cheese is still viable, just not nearly as strong. Before you could do double rax on 9 and keep econ and military pumping non stop easily. give this man a medal because he seems to be one of the only ones who's not just going "oh well now X is just fucking impossible. nope no way now barracks rushes are completely impossible, everyone will 14 hatch/14 nexus w/o any concern, i know everything there is to know about this game, im not actually going to try to overcome patch changes with testing/trying stuff out, but instead im just going to bitch on a forum" i've never yet been more annoyed with SC2 tl forum posters yet than i have after reading this thread
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On October 08 2010 05:06 DoubleReed wrote:Show nested quote +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.
What are you confused about? There are 3 possible outcomes when you select random. If it truly is random, the ratio you see amongst race distribution will be unchanged. The random outcome is simply being factored in these statistics.
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United States47024 Posts
On October 08 2010 05:03 TedJustice wrote: 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. What?
You do realize that "requires supply depot" means that the depot has to be FINISHED, right?
So yes, they do need to wait out the depot's 30 second build time if they want to proxy. So the "first barracks takes 30s more to build" analogy is accurate.
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On October 08 2010 05:06 TymerA wrote:Show nested quote +On October 08 2010 05:04 kojinshugi wrote: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. could you maybe rephrase that? Because the way i hear it, you want to kite the terran, i don't think he will go anywhere soon if he has critical structures in sight.
Engage the Terran away from critical structures. He has to use PDD or the Raven gets sniped.
Then retreat to your structures. He can't engage because the PDD isn't in range.
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On October 08 2010 05:04 klauz619 wrote:Show nested quote +On October 08 2010 05:02 Smackzilla wrote:On October 08 2010 05:00 Mr_Kzimir wrote:On October 08 2010 04:59 FrostedMiniWeet wrote: I'd like to hear what Idra has to say about this. Same Just a guess: T is OP I thought people forgot he even existed after losing at RO64 and Fruitdealer showing everyone he was 10x more skilled ? it was Ro32. NEXGenius is by many considered to be at the very top but he got knocked out in the Ro64. People sometimes have bad days.
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On October 08 2010 05:08 Zelniq wrote:Show nested quote +On October 08 2010 05:00 EnderCN wrote:On October 08 2010 04:56 TedJustice wrote: So the first barracks essentially costs 100 minerals more, and gives supply.
Kind of a fair trade, isn't it? If you want to do an aggressive opening, you just have to pay an extra 100 minerals.
I'm not saying it was unbalanced before, but I'm not complaining about how it'll be after this either. I tried messing around in yabot some. I can still open depot on 8 and double barracks following it. I had to chose between a bunker or an orbital command now but I still got a bunker down with 4 marines in it under 4 minutes into the game. Terran cheese is still viable, just not nearly as strong. Before you could do double rax on 9 and keep econ and military pumping non stop easily. give this man a medal because he seems to be one of the only ones who's not just going "oh well now X is just fucking impossible. nope no way now barracks rushes are completely impossible, everyone will 14 hatch/14 nexus w/o any concern, i know everything there is to know about this game, im not actually going to try to overcome patch changes with testing/trying stuff out, but instead im just going to bitch on a forum" i've never yet been more annoyed with SC2 tl forum posters yet than i have after reading this thread
This man speaks the truth. God forbid cheese actually is a risky and non-standard maneuver.
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are people serious about these changes? wow i almost puked that this crap, forget it theirs no point in saying something, blizzard just keeps on shitting on sc2 more and more and the happy go lucky gold players are all excited about how rax now needs a supply depot because thats fair and exciting ... i cant believe this crap..
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While I like the idea of "factory" Reaper speed I don't understand why the Hydralisk doesn't get a speed upgrade. I almost never build hydras vs Terran and against toss they are still slow as snares. I somehow have the feeling that the balance between roach and hydra is a little bit strange. Why not make them both more specialized (vs light and armor)?
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On October 08 2010 05:03 TedJustice wrote:Show nested quote +On October 08 2010 04:59 BlasiuS wrote:On October 08 2010 04:56 TedJustice wrote: So the first barracks essentially costs 100 minerals more, and gives supply.
Kind of a fair trade, isn't it? If you want to do an aggressive opening, you just have to pay an extra 100 minerals.
I'm not saying it was unbalanced before, but I'm not complaining about how it'll be after this either. 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.
haha, fail
On October 08 2010 05:03 TedJustice wrote: But my point was that terran can still do early aggressive or proxy openings, they just get delayed by 100 minerals.
and 30 seconds.
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What is different about protoss and terran that makes pylon before gateway okay and supply before rax absurd?
It lowers the number of terran openings, but didn't they already have the most openings to choose from?
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finally zerg gets buffed
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Roach range is huge. Not only for fighting in a ball but also vs helion and reaper harass.
I really think they could have kept reapers as they were now and keep roach buff and it would all be ok.
Reapers are useless now?
Also supply depot change is weird?
Is this changes to help the bronze leaguers that loose over and over to 3-4 reapers in their mineral line?
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Supply depot a requirement for building a Barracks?
Is it just me or is this a knee-jerk reaction? It seems really retarded to change the way Terran works just because they're too stubborn to admit that reapers are a broken unit (after this no-one is going to make them anyways).
All builds people have practiced with Barracks first are now out the window, I really think it's a stupid decision on Blizzard's side .... just awful.
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Nitro pack requiring factory? no one is going to get it now.
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On October 08 2010 05:08 TheYango wrote:Show nested quote +On October 08 2010 05:03 TedJustice wrote: 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. What? You do realize that "requires supply depot" means that the depot has to be FINISHED, right? So yes, they do need to wait out the depot's 30 second build time if they want to proxy. So the "first barracks takes 30s more to build" analogy is accurate. Oh, you're right. My bad.
Still, it's not like terran cheese or aggression has been completely killed. They're just in a similar situation zerg was in previously, where they're going to have to figure some new stuff out.
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On October 08 2010 05:13 Treemonkeys wrote: What is different about protoss and terran that makes pylon before gateway okay and supply before rax absurd?
It lowers the number of terran openings, but didn't they already have the most openings to choose from? Well at least in SCBW it was the fact that Zealots are in small numbers and early in the game absurdly powerful. As in, it's impossible to beat Zealots with workers without taking insane casualties whereas you can surround a marine pretty well. something like proxy 6-gate would be broken beyond measure.
Then again I really think people are overreacting, T can still cheese. The cheese just becomes more allin now because you have to cut significant amount of workers in order to get a fast supply depot for the barracks. I don't know how that is a fast thing? An allin that actually is an allin, something bizarre?
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