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Blizzard on 1v1 Balancing and the new patch - Page 65

Forum Index > Community News and Headlines
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shykoreangirl
Profile Joined October 2010
China14 Posts
October 07 2010 22:00 GMT
#1281
I don't know if it's been mentioned but on smaller maps or if i can scout out opposing zerg fast enough i can punish them for going hatch first FE with rax first. one of the reasons i scout early against zerg in small maps or maps with potentially close spawns.

It's not a game breaker but it gurantees the zerg he can go hatch first without fear of any early aggresion. Instead of rax first my next most viable and potentially effective early game pressure is probably going to be hellion harass if they micro/block ramps effectively. But with the roach range upgrade that's going to be difficult, i guess against hatch first zerg i'm going to have to feign hellion and go banshee's and hope he doesn't have a 3 queens or spores down. But that almost feels a little all in harass as to do that i have to 1 base while he'll be macroing up on 2 base. So stick with MM play and time it before he gets infestors? banelings are still a problem if he spreads creep. Might have to go MM + hellion and tank leap ideally with a raven for PDL against hydra/muta/roach. Either way i feel like terran is starting to become the more reactionary race as zerg FE openings got a bit of a buff.
The Maurder has no mother.
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
October 07 2010 22:00 GMT
#1282
The supply before barracks change is the best by far.
This will be a good start to stabilise the early game of both PvT and ZvT.

Then they have over-nerfed reapers unnecessarily.
The reaper speed to factory is unnecessary.
Plus roach range will make defending against reapers easier.

Of course the roach change will also help a lot versus hellions.
But maybe a hellion change would have been better idea instead. Reduced range but more splash and more base dmg less +light perhaps.

Terran will need late-game buffs pretty soon. And they also need to address the issue of it being too easy.
Don't hate the player - Hate the game
lololol
Profile Joined February 2006
5198 Posts
October 07 2010 22:00 GMT
#1283
On October 08 2010 06:58 swordsaint wrote:
Show nested quote +
On October 08 2010 06:49 lololol wrote:
On October 08 2010 06:44 ToxNub wrote:
On October 08 2010 06:41 cogwheel wrote:
- Barracks require a depot: not a fan. I feel like this will reduce Terran cheese, but if Blizzard is limiting Terran cheese, they should probably try to limit P and Z cheese as well. I don't see that happening.


Uh...

1 pylon = 100 minerals
1 depot = 100 minerals

1 barracks = 150 minerals
1 gateway = 150minerals

1 pool = 1 drone + 200 = 250 minerals

So your "limited cheese" is now exactly equal to protoss and zerg cheese, and you want them to limit the rest?

This change couldn't be more fair.


How are 6 zerglings by the time you have 1 marine out "exactly equal"?
The races are different, their production capabilities are not equal, their first combat units are not equal against each other, e.t.c.
Zerg had it's pool cost increased from 150 to 200 in BW to balance them out, and that change certainly didn't even them out with the cost of barracks.


Yes because games are won by the number of units you produce at your own base without taking into consideration travel distances, wall-offs and static defenses.

"I just built 6 lings with no speed vs your 1 marine. I've already won. Quit now".



If you're not going to address what I posted, then don't quote me.
I'll call Nada.
misaTO
Profile Joined September 2010
Argentina204 Posts
October 07 2010 22:00 GMT
#1284
On October 08 2010 06:48 DoubleReed wrote:
Show nested quote +
I'm a zerg user and I think it's a horrible change. Zerg has the OPTION of ling rushing by going 10 pool, whereas Terran now doesn't. Hell, Zerg has the option of getting 6-pool.

I think it's a stupid idea.


It should be mentioned that a spawning pool costs 250. A gate and a pylon costs 250. And a depot and rax costs 250. This really isn't as unfair as it sounds.

Show nested quote +
extractor denying ftw!


More like Spire denying and Ultralisk Cavern denying...and those buildings aren't cheap...



i rather snipe his gas early so i delay his gas units while abusing marines.
OHSHITOHSHITOHSHITOHSHIT
SKtheAnathema
Profile Joined September 2010
United States885 Posts
October 07 2010 22:01 GMT
#1285
On October 08 2010 06:18 checo wrote:
Make zerg need an Ovie before pool...

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


yes, please make zerg require an overlord to make a pool. i keep getting 6-pooled by zergs that happen to not spawn with an overlord
pi_rate_pir_ate
Profile Joined April 2010
United States179 Posts
October 07 2010 22:03 GMT
#1286
Reapers didn't need further nerfing.

Roach range increase seems viable.

Zealots are now 100% useless.

Immortals are going to be more important.

Thor, Banshee, Hellion is still very viable against Zerg. Especially for a while as every zerg will go hard roach. High ground vs. Zerg will be more important.

There will be no more advanced canon walls for Protoss.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 07 2010 22:03 GMT
#1287
On October 08 2010 07:00 lololol wrote:
Show nested quote +
On October 08 2010 06:58 swordsaint wrote:
On October 08 2010 06:49 lololol wrote:
On October 08 2010 06:44 ToxNub wrote:
On October 08 2010 06:41 cogwheel wrote:
- Barracks require a depot: not a fan. I feel like this will reduce Terran cheese, but if Blizzard is limiting Terran cheese, they should probably try to limit P and Z cheese as well. I don't see that happening.


Uh...

1 pylon = 100 minerals
1 depot = 100 minerals

1 barracks = 150 minerals
1 gateway = 150minerals

1 pool = 1 drone + 200 = 250 minerals

So your "limited cheese" is now exactly equal to protoss and zerg cheese, and you want them to limit the rest?

This change couldn't be more fair.


How are 6 zerglings by the time you have 1 marine out "exactly equal"?
The races are different, their production capabilities are not equal, their first combat units are not equal against each other, e.t.c.
Zerg had it's pool cost increased from 150 to 200 in BW to balance them out, and that change certainly didn't even them out with the cost of barracks.


Yes because games are won by the number of units you produce at your own base without taking into consideration travel distances, wall-offs and static defenses.

"I just built 6 lings with no speed vs your 1 marine. I've already won. Quit now".



If you're not going to address what I posted, then don't quote me.

Zerg can't proxy.

Oh and, you can still bunker rush a hatch-first Zerg with a 11rax and bunker.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
KillerPenguin
Profile Joined June 2004
United States516 Posts
October 07 2010 22:03 GMT
#1288
Blizz stats conflict with sc2ranks.com and common sense.

NA Protoss in Gold win 61% of their games against other races which is a huge imbalance and yet sc2ranks.com says NA Protoss in Gold win only 51.29% total and have the lowest win % of all 3 races. That is a HUGE difference and whatever adjustment they are doing for player skill would have to be very strange to account for that.

On sc2ranks.com Terran have the highest win percentage in every league followed by Protoss then zerg in the higher leagues and that goes with common sense whereas in these Blizz statistics Terran is getting destroyed. In every league Terran has below 50% win percentage they are even losing significantly to Zergs in Plat which does not agree with common sense. Looking at these stats you would conclude that Terran is the worst race and yet myself and many others that I have talked to who play random sometimes would argue they have the easiest time as Terran and hardest as Zerg.

Thank god they are not balancing based on these stats which I believe are wrong or they would be nerfing Protoss and buffing Terran.
http://www.escapeintolife.com/
sLiniss
Profile Blog Joined May 2009
United States849 Posts
October 07 2010 22:03 GMT
#1289
On October 08 2010 07:01 SKtheAnathema wrote:
Show nested quote +
On October 08 2010 06:18 checo wrote:
Make zerg need an Ovie before pool...

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


yes, please make zerg require an overlord to make a pool. i keep getting 6-pooled by zergs that happen to not spawn with an overlord

Zergs start with an ovie... so that wouldnt change a thing lol

The supply depot -> rax seems kinda o.O
kojinshugi
Profile Joined August 2010
Estonia2559 Posts
October 07 2010 22:03 GMT
#1290
On October 08 2010 06:58 Kazeyonoma wrote:
9 pylon probe can now walk over to terran base, see his supply depot building with no rax, harass the scv building that supply, and if he is successful at stopping the supply from coming, the barracks will be so late, 1 zealot will be at the terran door before the rax is even finished, let alone a marine is out. Oh, what's what? I should pull another scv out to stop the harassing probe? he'll just run, regenerate shield, while now i'm down TWO harvesters worth of economy, and everytime i trade out an scv to continue building, i lose mining time. as well as delayed OC timing now.


What the fuck. I've NEVER opened against toss with anything but 10 depot 12 rax and this is not a problem at ALL. Yeah, you might have to switch out the SCVs that are building but you'd have to be alt tabbed to porn to actually let one die. And once your rine is out the probe will almost certainly die if he's still around.

Whereas toss is utterly incapable of killing your SCV until he gets stalkers.

Hell, I'm in gold league and I don't have these massive problems. TvP is my best matchup.
whatsgrackalackin420
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-10-07 22:10:33
October 07 2010 22:05 GMT
#1291
On October 08 2010 07:03 Shikyo wrote:
Show nested quote +
On October 08 2010 07:00 lololol wrote:
On October 08 2010 06:58 swordsaint wrote:
On October 08 2010 06:49 lololol wrote:
On October 08 2010 06:44 ToxNub wrote:
On October 08 2010 06:41 cogwheel wrote:
- Barracks require a depot: not a fan. I feel like this will reduce Terran cheese, but if Blizzard is limiting Terran cheese, they should probably try to limit P and Z cheese as well. I don't see that happening.


Uh...

1 pylon = 100 minerals
1 depot = 100 minerals

1 barracks = 150 minerals
1 gateway = 150minerals

1 pool = 1 drone + 200 = 250 minerals

So your "limited cheese" is now exactly equal to protoss and zerg cheese, and you want them to limit the rest?

This change couldn't be more fair.


How are 6 zerglings by the time you have 1 marine out "exactly equal"?
The races are different, their production capabilities are not equal, their first combat units are not equal against each other, e.t.c.
Zerg had it's pool cost increased from 150 to 200 in BW to balance them out, and that change certainly didn't even them out with the cost of barracks.


Yes because games are won by the number of units you produce at your own base without taking into consideration travel distances, wall-offs and static defenses.

"I just built 6 lings with no speed vs your 1 marine. I've already won. Quit now".



If you're not going to address what I posted, then don't quote me.

Zerg can't proxy.

Oh and, you can still bunker rush a hatch-first Zerg with a 11rax and bunker.


So both of you are trying to explain to me that the races are different, which is exactly what I said in my post?

The races are different! They do not need to have anything that shares the same costs or tech paths or whatever. If some of these are even, that does not mean they have the same capabilities, because everything else is different.
I'll call Nada.
DreXxiN
Profile Joined July 2010
United States494 Posts
October 07 2010 22:05 GMT
#1292
On October 08 2010 07:03 kojinshugi wrote:
Show nested quote +
On October 08 2010 06:58 Kazeyonoma wrote:
9 pylon probe can now walk over to terran base, see his supply depot building with no rax, harass the scv building that supply, and if he is successful at stopping the supply from coming, the barracks will be so late, 1 zealot will be at the terran door before the rax is even finished, let alone a marine is out. Oh, what's what? I should pull another scv out to stop the harassing probe? he'll just run, regenerate shield, while now i'm down TWO harvesters worth of economy, and everytime i trade out an scv to continue building, i lose mining time. as well as delayed OC timing now.


What the fuck. I've NEVER opened against toss with anything but 10 depot 12 rax and this is not a problem at ALL. Yeah, you might have to switch out the SCVs that are building but you'd have to be alt tabbed to porn to actually let one die. And once your rine is out the probe will almost certainly die if he's still around.

Whereas toss is utterly incapable of killing your SCV until he gets stalkers.

Hell, I'm in gold league and I don't have these massive problems. TvP is my best matchup.


To be fair I don't think anyone in gold league is capable of really intelligent probe harass.
SKtheAnathema
Profile Joined September 2010
United States885 Posts
October 07 2010 22:06 GMT
#1293
On October 08 2010 07:03 sLiniss wrote:
Show nested quote +
On October 08 2010 07:01 SKtheAnathema wrote:
On October 08 2010 06:18 checo wrote:
Make zerg need an Ovie before pool...

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


yes, please make zerg require an overlord to make a pool. i keep getting 6-pooled by zergs that happen to not spawn with an overlord

Zergs start with an ovie... so that wouldnt change a thing lol

The supply depot -> rax seems kinda o.O


i know was failed sarcasm
Kazeyonoma
Profile Blog Joined April 2010
United States2912 Posts
October 07 2010 22:06 GMT
#1294
On October 08 2010 07:03 kojinshugi wrote:
Show nested quote +
On October 08 2010 06:58 Kazeyonoma wrote:
9 pylon probe can now walk over to terran base, see his supply depot building with no rax, harass the scv building that supply, and if he is successful at stopping the supply from coming, the barracks will be so late, 1 zealot will be at the terran door before the rax is even finished, let alone a marine is out. Oh, what's what? I should pull another scv out to stop the harassing probe? he'll just run, regenerate shield, while now i'm down TWO harvesters worth of economy, and everytime i trade out an scv to continue building, i lose mining time. as well as delayed OC timing now.


What the fuck. I've NEVER opened against toss with anything but 10 depot 12 rax and this is not a problem at ALL. Yeah, you might have to switch out the SCVs that are building but you'd have to be alt tabbed to porn to actually let one die. And once your rine is out the probe will almost certainly die if he's still around.

Whereas toss is utterly incapable of killing your SCV until he gets stalkers.

Hell, I'm in gold league and I don't have these massive problems. TvP is my best matchup.


i'm saying this WILL BECOME A PROBLEM. wow.
I now have autographs of both BoxeR and NaDa. I can die happy. Lim Yo Hwan and Lee Yun Yeol FIGHTING forever!
ckw
Profile Blog Joined February 2010
United States1018 Posts
Last Edited: 2010-10-07 22:09:06
October 07 2010 22:07 GMT
#1295
On October 08 2010 01:40 Rhyme wrote:
I really don't think the supply depot change is bad. It doesn't affect a standard build, but squashes cheese.

It's especially fair when you think about how protoss needs a pylon before gateway, and zerg can't proxy at all.

Yes but Protoss is Protoss and Zerg is Zerg and Terran is Terran. Why should they all have the same mechanics? And no Zerg can't proxy but they can 6/7/8 pool, so since Terran and Protoss need supply to stop cheese let's make a second Overlord mandatory to build a pool. Right? Oh yeah and while were at it, let's make it so Supply Depots have power lines that reach only so far and the SCV's have to hook up the power lines to buildings in range for them to work. Oh yeah and make it so Terran can scout with their supply depots and warp in marines where ever the said Supply Depot lands. Oh yeah and Zerg should have shields.
Being weak is a choice.
Rybka
Profile Joined March 2010
United States836 Posts
October 07 2010 22:08 GMT
#1296
On October 08 2010 06:53 Kazeyonoma wrote:

but lets look at what we can generate out of those 3 scenarios.

1 gateway is up, and you get 1 zealot, capable of killing 3 zerglings, or 2 zergings if there's 4 that surround. same zealot can kill endless marines if they are not grouped up, probably 4 marines kiting can kill a zealot.

1 spawning pool is up, 6 zerglings, can kill many marines, and 1 zealot but not 2 zealots.

1 barracks is up, 1 marine can kill... nothing. behind a wall in, it can kill melee units but only as long as the wall in holds.

how to play zerg versus terran:

6 pool to scare terran into throwing down early supply/rax/marine pump. both players econs are hurt but zerg has queen out earlier to power drones. tech switch to roach. annihilate terran who has nothing but marines. gg



Not trying to troll here but...

Since when the fuck do terrans push out with 1-3 marines against Zerg at 6 minutes or less? Never? K. And since when do good Zergs spend their first 3 larva on lings if no cheese is detected? Never? K.

6-pool is a joke. Zerg econ is behind by 5, count em, 1-2-3-4-5 drones to get a 6-pool hatch up... not to mention all of the minerals that they would mine. 6-pool is joke, and still will be even if you have to spend (GASP) 100 minerals a minute or two earlier in your build order.

If this supply depot change goes through,Terran is in a somewhat reactionary stance for a very small window in the early game only. That's it. Welcome to what Zergs have dealt with since beta.

Lastly, solutions were found to reaper rush before this nerf was announced, but that doesn't mean they still aren't a superior choice to anything Zerg has in the early/early-mid game on some maps. Each race should have nasty, tricky options at their disposal at each stage of the game, but not an option that's CLEARLY SUPERIOR to any option an opposing race might have. That's not an "interesting" early game, that's just dumb.
"I like winter, you can put a beer outside of the window and come back later to have it nice and cold. But in Belgium, it'd better be the 3rd floor window." -Rowa
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 07 2010 22:08 GMT
#1297
On October 08 2010 07:05 DreXxiN wrote:
Show nested quote +
On October 08 2010 07:03 kojinshugi wrote:
On October 08 2010 06:58 Kazeyonoma wrote:
9 pylon probe can now walk over to terran base, see his supply depot building with no rax, harass the scv building that supply, and if he is successful at stopping the supply from coming, the barracks will be so late, 1 zealot will be at the terran door before the rax is even finished, let alone a marine is out. Oh, what's what? I should pull another scv out to stop the harassing probe? he'll just run, regenerate shield, while now i'm down TWO harvesters worth of economy, and everytime i trade out an scv to continue building, i lose mining time. as well as delayed OC timing now.


What the fuck. I've NEVER opened against toss with anything but 10 depot 12 rax and this is not a problem at ALL. Yeah, you might have to switch out the SCVs that are building but you'd have to be alt tabbed to porn to actually let one die. And once your rine is out the probe will almost certainly die if he's still around.

Whereas toss is utterly incapable of killing your SCV until he gets stalkers.

Hell, I'm in gold league and I don't have these massive problems. TvP is my best matchup.


To be fair I don't think anyone in gold league is capable of really intelligent probe harass.

Didn't even once have that problem vs 1200 diamond Protoss players, or do you have to go even higher? If you do, I imagine you're good enough to deal with it.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Reptilia
Profile Joined June 2010
Chile913 Posts
Last Edited: 2010-10-07 22:11:58
October 07 2010 22:09 GMT
#1298
Nerf for the Reaper? this must be a joke. With the last nerf they got completely useless but now .. oh wow
supply before barracks? uhm i dont agree
The rest are pretty fine

On October 08 2010 07:03 pi_rate_pir_ate wrote:

Zealots are now 100% useless.



what!? unless you mean in pvz only...
The secret to creativity is knowing how to hide your sources
Kazeyonoma
Profile Blog Joined April 2010
United States2912 Posts
October 07 2010 22:10 GMT
#1299
On October 08 2010 07:08 Rybka wrote:
Show nested quote +
On October 08 2010 06:53 Kazeyonoma wrote:

but lets look at what we can generate out of those 3 scenarios.

1 gateway is up, and you get 1 zealot, capable of killing 3 zerglings, or 2 zergings if there's 4 that surround. same zealot can kill endless marines if they are not grouped up, probably 4 marines kiting can kill a zealot.

1 spawning pool is up, 6 zerglings, can kill many marines, and 1 zealot but not 2 zealots.

1 barracks is up, 1 marine can kill... nothing. behind a wall in, it can kill melee units but only as long as the wall in holds.

how to play zerg versus terran:

6 pool to scare terran into throwing down early supply/rax/marine pump. both players econs are hurt but zerg has queen out earlier to power drones. tech switch to roach. annihilate terran who has nothing but marines. gg



Not trying to troll here but...

Since when the fuck do terrans push out with 1-3 marines against Zerg at 6 minutes or less? Never? K. And since when do good Zergs spend their first 3 larva on lings if no cheese is detected? Never? K.

6-pool is a joke. Zerg econ is behind by 5, count em, 1-2-3-4-5 drones to get a 6-pool hatch up... not to mention all of the minerals that they would mine. 6-pool is joke, and still will be even if you have to spend (GASP) 100 minerals a minute or two earlier in your build order.

If this supply depot change goes through,Terran is in a somewhat reactionary stance for a very small window in the early game only. That's it. Welcome to what Zergs have dealt with since beta.

Lastly, solutions were found to reaper rush before this nerf was announced, but that doesn't mean they still aren't a superior choice to anything Zerg has in the early/early-mid game on some maps. Each race should have nasty, tricky options at their disposal at each stage of the game, but not an option that's CLEARLY SUPERIOR to any option an opposing race might have. That's not an "interesting" early game, that's just dumb.


when did i even say anything about pushing out with 1-3 marines against zerg? and yes it does happen when we rush with an scv to build a bunker, but that wasn't even the point.

i'm just not even going to respond to this thread anymore.
I now have autographs of both BoxeR and NaDa. I can die happy. Lim Yo Hwan and Lee Yun Yeol FIGHTING forever!
Thor-axe the Impaler
Profile Joined April 2010
United States331 Posts
October 07 2010 22:10 GMT
#1300
I'm giving Blizzard the benefit of the doubt for now. They've dealt with just as drastic changes before, like Roach supply change. I hated it when it happened but it was for the better, and yes, as smart as we think we are I'm going to see this through just like Blizzard will.

Course I'm a Zerg player so this is awesome for me. It looks rough for Terran players, but I think it's their turn anyway.
Psychedelic Rock Album http://soundcloud.com/dead-rock-music
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