Blizzard on 1v1 Balancing and the new patch - Page 61
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birdkicker
United States752 Posts
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Zelniq
United States7166 Posts
On October 08 2010 06:12 biology]major wrote: If fruitdealer can hold a 7 rax reaper with a 14 hatch, then "early reapers" should not be a problem. And even if they were, it shouldnt be supply before rax LOL he got lucky that hopetorture really REALLY screwed up badly he wasnt watching his reapers for liek 2 seconds while zerglings just autoattacked them behind smoke, he was too busy canceling a barracks. and earlier his first reaper got raped by a bunch of lings spawning, bad positioning from him | ||
canikizu
4860 Posts
On October 08 2010 05:36 VashTS wrote: I agree with this. Roach Range is very welcome, even if its only +1. I wonder how much the increase will be? Supply before Rax is stupid. Reaper "change" is good, but I think if they are doing then, then reduce the build time back down to 40. The FG vs BlinkStalk is a welcome change. It's almost like a fix, if you ask me. Zerg Tech building HP buff is nice, though I doubt it will have much of an impact. Roach range should have big impact. You can theorycraft it Normally, if T don't wall off, their base will be run over with zergling, but if they wall off, in some strat, they have to defend against 3,5 roach pressure. A supply depot equals 2 range. so if roach is range 3, marines which is range 5 can defend against roaches by clinging on the sd. Now if roach is range 4, they can attack T's supply depots, tech structures without worrying about marines shooting them. Only marauders can barely shoot them now. Another thing is normally, the ramp have length of 6 (at least lost temple and test map that I normaly use), and you need at least range 4 to see what's up there. With range 3, roach insufficiently has to walk up way off to shoot the SP on the ramp, with roach range of 4, you can nicely shoot the structures and see who's up there. So roach range 4 is pretty big deal. if roach has range 5, it'll be insane. No one will ever create marines early game since 3 roaches can 1 shot a marine any way. | ||
clusen
Germany8702 Posts
On October 08 2010 06:08 DoubleReed wrote: Queens, archons, and banelings are neither light nor armored. Units do not necessarily have to be light or armored. They can be neither. I always thought that the "psionic" trait accounts for the armorclass(except Blings all units that do not get any bonus damage are psionic, Queens and Archons aswell), which is does apparently not. The armorclass does not have a name :p Yeah sorry, my mistake. | ||
vnlegend
United States1389 Posts
On October 08 2010 06:14 Mr_Kzimir wrote: It's not really about building you depot earlier. It's about building your Barrack while the depot is not finish , cause you know that there is a cheese incoming Scout 6 pool. Frantically try to set up a wall.... oh wait, my depot's not done. | ||
Railxp
Hong Kong1313 Posts
Zerg buffs are fine, but roaches are already used a lot, but none of these mentioned buffs diversify zerg early game. WIth the exception of maybe spine crawlers getting more HP, im not sure this is going the right way... | ||
Randomaccount#77123
United States5003 Posts
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taintmachine
United States431 Posts
1) hydras need a buff, not roaches. a range upgrade for what is practically a melee unit just makes me laugh at how much of a bad idea it was to put the zerg ranged infantry unit at t2. 2) depot change hurts terran identity (being able to build wherever and being more flexible w/ buildings at the cost of having an "idle" scv) to stop 1 push from 1 niche unit. 3) fungal growth is going to be seen as OP by the time GSL 2 finishes imo (still might not be used against P). altho, banelings might get the blame for being OP when it's rly FG being undefendable via micro in combination w/ blings 4) factory req for speed upgrade on a rax unit is rly stupid. just tells me that the hellion and reaper are a little redundant if they have to move a harassment/anti-light unit's tech to another harassment/anti-light unit's building 5) zerg buildings don't need more HP. marauder drops against buildings needed to be nerfed. rebalance building armor type imo. i could go on i guess. i don't think this patch is going to be nearly as helpful as the last one for balance and seems to either just have unnecessary "fixes" or things that will make the game a bit more boring. | ||
Shikyo
Finland33997 Posts
On October 08 2010 06:13 vnlegend wrote: Blizzard is just hilarious. They build a weird new unit and call it the Reaper. But wait, the reaper rush is too strong. So Blizzard's plan is to nerf the reaper into oblivion so now nobody will use it. This way their mistake just becomes an unpopular strategy. Reapers are useless as it is mid-late game. As if the 5 sec build time wasn't enough for the other races to stop it, they might as well just remove the unit from the game. Would it be a bad idea to have the Reaper require a building that cost about 100/100? The building would have Barracks as a prerequisite and would enable Reapers. Reapers would have Nitro packs by default. That way we could have slower initial Reapers without screwing them completely over. The build time should be something like maybe 50 sec. | ||
darklordjac
Canada2231 Posts
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ScarletKnight
United States691 Posts
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Onioncookie
Germany624 Posts
I already was like ... okay nerf medivacs or make buildings stronger Cuz i dont think its fair if u loose ur hatch (wich is only one building) on 2 bases u loose like friggin 50% of ur production and ur income at the same time ... if they kill the queen aswell its rly pain in the ass.... | ||
banana
Netherlands1189 Posts
Reaper speed change is bit odd in my opinion, reapers are pretty useless if not for early harass, setting the speedupgrade at +100gas (factory), you might just as well get helions instead. We'll see how this plays out, but I love how zerg is getting the needed love. | ||
checo
Mexico1364 Posts
OMG... what a bullshit... Hope blizzard give sthis a good test before it comes out, ZvT seems balance these days hope this doesn't fuck it up | ||
GinDo
3327 Posts
On October 08 2010 05:59 Shikyo wrote: This is the replay if anyone wants to see how to defend vs 6pool even if everything goes as wrong as it can: http://www.sc2rep.com/replays/download?id=1880 Ehh make Hydras not be light? Yeah that would actually fix alot. Think it would even help ZvZ. | ||
Dommk
Australia4865 Posts
On October 08 2010 06:14 Mr_Kzimir wrote: It's not really about building you depot earlier. It's about building your Barrack while the depot is not finish , cause you know that there is a cheese incoming If this is the case, them maybe something like an 8/9 depo will become standard for Terran? I don't get what all the fuss is about, it just means an earlier depo for most people... | ||
Mr_Kzimir
France268 Posts
On October 08 2010 06:16 vnlegend wrote: Scout 6 pool. Frantically try to set up a wall.... oh wait, my depot's not done. Nah versus it's okey , you will have done your depot before. It's about protoss cheeses where they can drop a pylone at you entrance and then slow down your supply building while the pylone is building. Well tbh the problem would be none existant if we didn't have small map such as steppe of war | ||
Perscienter
957 Posts
@MrBitter: Cool used roaches a lot. | ||
Kazeyonoma
United States2912 Posts
agreed. this makes early timings kind of ridiculous. 6 pools will be very difficult to stop if i scout it, and don't have my supply depot up yet, i can't even throw down my barracks, let alone get a marine out in time. the factory for reaper speed just means reaper speed will almost never be used. reaper attacks are stopped the moment roaches (especially higher ranged roaches come patch) or stalkers come out. no speed means speedlings will stop reapers already, and 1 stalker will be able to kill endless reapers. I'm not crying bloody murder here, i think some of the changes especially the buffs to zerg are reasonable, but the rax req supply and the factory for speed just really makes the terran early game super weak. I mean, if blizzard is seriously worried about super early timings and attacks that are ridiculous right now or are just too hard for your "average" player to deal with because the timings have to be perfect why don't they release LARGER MAPS. | ||
kojinshugi
Estonia2559 Posts
On October 08 2010 05:40 torq wrote: 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. Holy crap. I've seen some rage in my day but that makes the WoW forums look like a Bible study group. | ||
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