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Blizzard on 1v1 Balancing and the new patch - Page 55

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
Prev 1 53 54 55 56 57 87 Next
Mr_Kzimir
Profile Joined August 2010
France268 Posts
October 07 2010 20:37 GMT
#1081
You guys need to realize that it's not only about zergs vs terran.

Proxy gate + probe harass on your scv which is building that damn supply is gonna be really annoying to deal with. Not impossible , just annoying.

This change mostly prohibit terran to build depot at a choke.

I guess we'll have to proxy our 1st depot then.
"Infantry , it's all about it"
Zvendetta
Profile Joined July 2010
United States321 Posts
October 07 2010 20:38 GMT
#1082
None of these changes are implemented yet- blizzard has plenty of time to play test and determine if these are the changes they really want. Don't QQ just quite yet :p

Why are people saying the 5RR will be dead? Somebody explain the logic to me-
The blizzard note doesn't say that this will need to be researched, they flat up say "We're increasing roach range. This will allow roaches to be more effective in large groups, giving the zerg more options in the mid to end game."
I took this as roaches will be getting an inherent range upgrade.
I like it, roaches didn't feel much like a ranged unit, even though I love my range upgrades for them.

Zerg will now have a reasonable chance against terran mech. Thor tank just annihilates anything the zerg has. And of course, if there's a roach buff, than that means-->
hydras would become viable in ZvT!!! Maybe, we'll have to wait. I think that would diversify the MU so much more.
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
tGhOeOoDry
Profile Joined August 2010
United States48 Posts
October 07 2010 20:38 GMT
#1083
My two cents:

Roach range: huge help against reapers, hellions, and sentries. I think I would have preferred a little backtracking on some of the beta changes, but this is a small change that I like. Side note: they mention increasing late-game options, but I see this as more help in the early game. Maybe I'm wrong?

Fungal Growth: Surprised it didn't prevent blink before, since blink is movement, really. Good call.

Barracks: I have no idea what effect this will have on gameplay. Cheese is still possible, apparently (HUGE thanks to EnderCN), but more all-in. Hard to argue with that. It reduces flexibility, but Terran was already the most flexible, so....it's a big change, but it's hard for me to come up with concrete, empirically-backed reasons to say it's a bad idea.

Reaper speed: The roach and barracks change both made reapers less powerful...but this seals the deal. I can't picture reapers being used after this. Perhaps the game will evolve to the point where a reaper backstab becomes a viable part of Terran mid/late game play? I don't yet know. Drastic change that makes me apprehensive.

Zerg buildings: This helps greatly against medivac drops, but watching Fruitdealer beat Rainbow helps a lot more .
Yggdrasill
Profile Joined June 2010
France6 Posts
October 07 2010 20:39 GMT
#1084
It's obvious that the numbers regarding zerg winning rate provided by Blizzard are fake. Seem to me they are trying to sugarcoat the fact that this race is not yet balanced in order to play equally with the others.
Still waters may run deep.
MythicalMage
Profile Joined May 2010
1360 Posts
October 07 2010 20:39 GMT
#1085
On October 08 2010 05:37 Mr_Kzimir wrote:
You guys need to realize that it's not only about zergs vs terran.

Proxy gate + probe harass on your scv which is building that damn supply is gonna be really annoying to deal with. Not impossible , just annoying.

This change mostly prohibit terran to build depot at a choke.

I guess we'll have to proxy our 1st depot then.

Build it in his mineral line, then lower/raise it constantly to distract him. =]
Nokeboy
Profile Joined December 2008
United States1009 Posts
October 07 2010 20:39 GMT
#1086
On October 08 2010 05:37 MythicalMage wrote:
Show nested quote +
On October 08 2010 05:36 On_Slaught wrote:
Why do people keep spouting all over this thread that all of a sudden the depot req means 6pools will now crush terrans?

Were you walling off your ramp with 2 rax?

The thought is, and someone correct me if I'm wrong, that you won't have the units to stop it or some such.

SCVs can repair, and 6 zerglings (as a zerg player), take a very long time to kill the wall considering maybe 2 or 3 zergs can hit. I think 1 SCV can repair the damage taken by 2 zerglings.
Fu[G]u
Profile Joined August 2010
United States187 Posts
October 07 2010 20:39 GMT
#1087
@Saechiis-

Im pretty sure they dont mean moving the reaper speed upgrade to the factory, just that you have to have a factory before u can upgrade it at the barracks. Not that it really matters but i feel some people are interpreting the changes wrong....
torq
Profile Joined September 2010
United States44 Posts
October 07 2010 20:40 GMT
#1088
On October 08 2010 05:35 kojinshugi wrote:
Show nested quote +
On October 08 2010 05:26 torq wrote:
On October 08 2010 05:22 clusen wrote:
On October 08 2010 05:17 torq wrote:
i wholeheartedly agree with you, i mean in a normal opening everyone build a depot first anyway, but thats not the point, this changes the basic mechanics of terran in such a fundamental way that it won't feel like terran anymore. an increase to barracks building time is a good nerf imo,

lol.

Only because some all-in strats have been nerfed the whole basic mechanics of Terran are changed? Why do you contradict yourself when you admit that it doesn't even touch any normal opening?

It would be bad to increase the building time of barracks because that would change ANY opening.


Do you realized that requiring a depot before a rax is equivalent to increasing the build time of the rax? i hate faggots like you with no logic, go back to your moms basement.


Do you "realized" that the second and third and fourth and so on raxes aren't affected?

Do you "realized" that no one in their right mind says Gateway build time includes Pylon build time?

no shit the subsequent rax arent affected you halfwit tard, terran early all-ins usually require more than 1 rax and that means give the rax a longer build time would be a better nerf and without breaking terran mechanics.

wtf gateway pylon reference? what the fuck is wrong with you why does that have anything to do with this you stupid estonian poor fag

User was temp banned for this post.
MythicalMage
Profile Joined May 2010
1360 Posts
October 07 2010 20:41 GMT
#1089
So Fungal will now stop blink, but it still won't stop viking mode changes, unless I'm mistaken. That seems like something that deserves a change as well, and would certainly help with the occasional viking harass.
Ryuu314
Profile Joined October 2009
United States12679 Posts
October 07 2010 20:41 GMT
#1090
Wow...okay this is going to be a dumb patch imo.
Roaches don't need range increase, they need supply and stats decrease (both of them).
Terran doesn't need gimped barracks, they need gimped bio (mostly marauders).
The only changes that they said they'll do that I even semi-agree with is Zerg building hp+ and maybe nitro pack nerf.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
October 07 2010 20:41 GMT
#1091
On October 08 2010 05:32 ComusLoM wrote:
Increasing Roach range is going decimate the pvz matchup unless it's just to 3.5. Looking forward to seeing how this goes.

i dunno because at the top level alot of the Z pros feel that PvZ is imbalanced in favor of P so decimating the imbalance at the top seems good to me.
GinDo
Profile Blog Joined September 2010
3327 Posts
October 07 2010 20:41 GMT
#1092
On October 08 2010 05:32 Pekkz wrote:
Show nested quote +
On October 08 2010 04:48 The6357 wrote:
lol how is terran going to stop 6pool? all I wanted was a little bit of firebear nerf...


Go watch tarson vs mardow. Tarson went for 10 supply and gass before rax. STILL he held off 6 pool 2 times in a row. 6 pool vs terran isnt a viable option e v e r.


Only against 14 CC
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
October 07 2010 20:41 GMT
#1093
so the roaches are going to be a hydra without air attack and gets the same role as a marauder in the t army (rine+marauder with higher rine count cause of DPS and same for hydra+roach just that the roach has the shorter range and the hydra more range). this 2 combos are just to similar imo. I mean marauder and roaches both tank and are T 1,5 with higher attack damage and hydra/rine are both DPS wise better and can attack air and ground, but are more fragile.
(the more I think about it even stalker/immortal is to similar to the 2 mentioned combos. I dont know how to explain what I mean but in sc1 you had MM(+F) against lurker/ling for example. Marines are ranged and zerglings melee and firebat is melee with splash and lurker has splash but ranged and the splash weas in a line.It were just 2 different armys and sc2 feels more like mirror combination of each other.

The depot/rax change seems just stupid, without the fear of of maybe getting 9 raxed, a zerg can just get totally greedy and a Z FE > T FE. I mean the time the terran gets enough scvs out of his 2 CCs/OCs to benefit or to have his minerallines saturated the Z will have 2 fully running bases AND an army ready AND a 3rd base in building.
In TvP this will make proxygates extremely strong again. I opened 9 rax on nearly every 1v1 map since beta cause of the proxygates and now? even if I scout it I cant just throw down a 9 rax to defend I have to finish/start that supply. seems pretty stupid for me.
after 2 years i reached it = marine icon
SC2Syndicate
Profile Joined September 2010
United States134 Posts
October 07 2010 20:42 GMT
#1094
All I can say is this is what happens when players "Overcry" about balance issues to a money-tycoon gaming company.

Zerg vs terran was actually balanced b4 the reaper nerf... except zerg players afk blogged Blizzard after every loss. With this next nerf I'm probably switching to protoss. Terran is becoming UP.
Ask a reaper nicely to leave your base, you will be surprised how respectful they are
numberThirtyOne
Profile Joined March 2008
United States294 Posts
October 07 2010 20:42 GMT
#1095
Any terran worried about 6 pool needs to play Protoss for a while. T can easily get their wall up AND repair it without losing to the rush. With Protoss, you have to finish the wall and then keep making additional buildings to hold it together until a cannon comes out. Since you can't repair, your first pylon is going down and there's no way to stop it. Not saying it's imbalanced. P should still hold if off if they scout it in time, but being able to repair and shoot from behind the wall, not to mention lowering the depot when you're ready to move out, makes the 6 pool argument pretty weak imo.
voIDRAys are the most bm unit in SC2
r3z3nd3
Profile Blog Joined November 2007
Brazil522 Posts
October 07 2010 20:42 GMT
#1096
reapers are the worst designed unit in any sc game.

I really like the changes on the roach, but I still think that the Overlord need base speed increased =/
Born to fast expand
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 07 2010 20:42 GMT
#1097
On October 08 2010 05:39 Nokeboy wrote:
Show nested quote +
On October 08 2010 05:37 MythicalMage wrote:
On October 08 2010 05:36 On_Slaught wrote:
Why do people keep spouting all over this thread that all of a sudden the depot req means 6pools will now crush terrans?

Were you walling off your ramp with 2 rax?

The thought is, and someone correct me if I'm wrong, that you won't have the units to stop it or some such.

SCVs can repair, and 6 zerglings (as a zerg player), take a very long time to kill the wall considering maybe 2 or 3 zergs can hit. I think 1 SCV can repair the damage taken by 2 zerglings.


2 SCVs on autorepair with 1 marine can kill all 6 lings. 6 pool is pretty much a joke vs terran, as long as you scout it before it hits you and start the second depot.
whatsgrackalackin420
MythicalMage
Profile Joined May 2010
1360 Posts
October 07 2010 20:42 GMT
#1098
On October 08 2010 05:39 Nokeboy wrote:
Show nested quote +
On October 08 2010 05:37 MythicalMage wrote:
On October 08 2010 05:36 On_Slaught wrote:
Why do people keep spouting all over this thread that all of a sudden the depot req means 6pools will now crush terrans?

Were you walling off your ramp with 2 rax?

The thought is, and someone correct me if I'm wrong, that you won't have the units to stop it or some such.

SCVs can repair, and 6 zerglings (as a zerg player), take a very long time to kill the wall considering maybe 2 or 3 zergs can hit. I think 1 SCV can repair the damage taken by 2 zerglings.

Well, perhaps killing the worker that's building the barracks? That's my biggest fear, and vulnerability when defending a six pool. And combined with drone harass, a later rax could be quite effective.
Gecko
Profile Joined August 2010
United States519 Posts
October 07 2010 20:43 GMT
#1099
"The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes."

if this is true then protoss macro builds just got a whole lot easierr in PvT
Teddyman
Profile Joined October 2008
Finland362 Posts
October 07 2010 20:43 GMT
#1100
On October 08 2010 05:35 iEchoic wrote:
A competitive game like SC2 shouldn't be balanced around team

Yeah no way people would ever consider 2v2 worth playing competitively.

+ Show Spoiler +
"Chess is a dead game" -Bobby Fischer 2004
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