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Blizzard on 1v1 Balancing and the new patch - Page 81

Forum Index > Community News and Headlines
1732 CommentsPost a Reply
Prev 1 79 80 81 82 83 87 Next
xs101
Profile Joined June 2010
Romania86 Posts
October 08 2010 10:31 GMT
#1601
ZvZ's will be a bit of a pain when trying hidra infestor now, getting fungal on roaches should become top priority (if you even get to lair tech).
Aetherial
Profile Joined August 2010
Australia917 Posts
Last Edited: 2010-10-08 11:04:42
October 08 2010 10:36 GMT
#1602
I don't mind the changes except the supply depot prerequisite to build a barracks, that one just seems stupid imo.
Gimpb
Profile Joined August 2010
293 Posts
October 08 2010 10:38 GMT
#1603
As a zerg, that seems like a totally overboard reaper beatdown.

The toss beating T and Z in lower leagues might be more about cannon rushes than anything else. That one type of cheese is extremely prevalent there. Tweaking that should be fairly strait-forward to do if they feel it's necessary, although such changes might impact toss FEs quite a bit.
FreedonNadd
Profile Joined August 2010
Austria573 Posts
October 08 2010 10:39 GMT
#1604
On October 08 2010 19:27 inTheMood wrote:
Show nested quote +
On October 08 2010 19:23 FreedonNadd wrote:
Finally Blizzard read my post:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=155249#13

^^
I think I had a nerdgasm. (Like much more the Evilgasm from OOTS :-)



Hehe, well I agree that nitro nerf (req factory) is a good thing, but do you agree on the fact that barracks might need depot to be built? To me, that makes zero sence


I think that the nitro nerf is pretty ok, cause at this moment in the game you could have a unit like stalker of helion to defend against reaper, but its your fault if you don't build one. The supply depot prerequisite is imho really not necessary. They should play some rush games on steppes of war and some maps especially with a big ramp and see if they can hold of with a gold player level micro early aggression.

Some people wear Superman pajamas, but Superman has Day[9] pajamas.
JXO
Profile Joined August 2010
United States23 Posts
Last Edited: 2010-10-08 11:00:56
October 08 2010 11:00 GMT
#1605
I don't think the supply depot prerequisite to build a barracks is such a great idea...however if you made some tweeks to the reaper speed upgrade (like discussed in this post or if you had to get an engineering bay?) it would help out some. Zerg player here btw XD
ChidoriPOWAA
Profile Joined May 2010
Sweden17 Posts
October 08 2010 11:00 GMT
#1606
The only nerf Terran gets from this is to early cheese IMO. I think it's valid. Why is everyone saying that Reapers are gonna be useless now? It's like saying zerglings suck unless you six pool. I bet if Terran players explore the mid-game harass with reapers they're gonna be even more dangerous than the expected reaper rush.
LittLeD
Profile Joined May 2010
Sweden7973 Posts
Last Edited: 2010-10-08 11:04:11
October 08 2010 11:03 GMT
#1607
On October 02 mkkmk wrote:
Show nested quote +
On October 08 2010 01 begin_of_the_skype_highlighting              08 2010 01      end_of_the_skype_highlighting:59 57 Corvette wrote:
Protoss (even though they do, not technically) do not require a pylon to build a gateway.


fail blog candidate?


In team games, if you play PP , you can build a gateway in your ally's warp-field, cant you?
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
Riouh
Profile Joined July 2010
Netherlands60 Posts
October 08 2010 11:08 GMT
#1608
On October 08 2010 20:03 LittleeD wrote:
Show nested quote +
On October 02 mkkmk wrote:
On October 08 2010 01:59 57 Corvette wrote:
Protoss (even though they do, not technically) do not require a pylon to build a gateway.


fail blog candidate?


In team games, if you play PP , you can build a gateway in your ally's warp-field, cant you?


if he had put it this way:
You do not have to build a pylon to build a gateway, he wouldve been correct. but a pylon is DEFINATELY required to build a gateway. as you will not be able to build one without having A pylon.

Hence the A.

hihi glgl
Devlin
Profile Joined August 2010
Sweden91 Posts
October 08 2010 11:28 GMT
#1609
As a zerg player I like these changes overall, but the depot before barracks confuses me a little. Could it be to equalize the cost/value of early pressure a bit?

Zerg
Drone 50 (17 sec)
Pool 200 (65 sec)
---------------------------
250 minerals (82 sec)

Protoss
Pylon 100 (25 sec)
Gateway 150 (65 sec)
---------------------------
250 minerals (90 sec)

Terran
Supply depot 100 (30 sec)
Barracks 150 (60 sec)
---------------------------
250 minerals (90 sec)

I know the calculation for zerg isn't really accurate as you don't need to build a drone before pool. But due to you losing the drone and having to make a new one to get back to previous amount of drones - as well as lost income - I feel it should be counted, to be on equal terms after the production of the buildings.
"if someone puts a ling under a lifted cc the terran can no longer land and loses"
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
October 08 2010 12:29 GMT
#1610
On October 08 2010 20:08 Riouh wrote:
Show nested quote +
On October 08 2010 20:03 LittleeD wrote:
On October 02 mkkmk wrote:
On October 08 2010 01:59 57 Corvette wrote:
Protoss (even though they do, not technically) do not require a pylon to build a gateway.


fail blog candidate?


In team games, if you play PP , you can build a gateway in your ally's warp-field, cant you?


if he had put it this way:
You do not have to build a pylon to build a gateway, he wouldve been correct. but a pylon is DEFINATELY required to build a gateway. as you will not be able to build one without having A pylon.

Hence the A.


If in a game you're at a stalemate where you have a warp prism but no pylons left, will you be able to build a gateway?
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
TheGreatHegemon
Profile Joined September 2010
61 Posts
Last Edited: 2010-10-08 12:45:57
October 08 2010 12:30 GMT
#1611
On October 08 2010 20:28 Devlin wrote:
Zerg
Drone 50 (17 sec)
Pool 200 (65 sec)
---------------------------
250 minerals (82 sec)

*snip*

I know the calculation for zerg isn't really accurate as you don't need to build a drone before pool. But due to you losing the drone and having to make a new one to get back to previous amount of drones - as well as lost income - I feel it should be counted, to be on equal terms after the production of the buildings.


You should count it for mineral cost, but you can be building that new drone at the same time as the pool is building. Zerg pressure is 250 mineral (65 sec)

Edit: That being said, I think there's far too much QQ about Depot before rax, and I play Terran.
mierin
Profile Joined August 2010
United States4943 Posts
Last Edited: 2010-10-08 12:32:52
October 08 2010 12:31 GMT
#1612
On October 08 2010 18:25 Angra wrote:
Show nested quote +
The Barracks are going to require a Supply Depot, which will impact a lot of early terran reaper pushes.




uhhhhhhh..


might as well be:

"We decided to automate the openings for all Terrans to 10supply/12rax/13 gas, all Protoss to 9pylon/12gate/13gas, and all Zergs to 9ovie/14pool/18hatch in order to prevent early rushes from being too powerful. You will regain unit control once these structures are automatically built in this order."




Talk about killing a game's diversity just because people complain too much...


Well...honestly, welcome to the club. Zerg has so few viable builds, now everyone else might know what that feels like.

EDIT: I really agree with you, I just wish that Blizz was going to diversify zerg instead of homogenizing everyone else.
JD, Stork, Calm, Hyuk Fighting!
Roniacz
Profile Joined September 2010
Philippines3 Posts
October 08 2010 12:39 GMT
#1613
Depot req for Rax.... There goes my anti-cheese openning
Wanna wanna wanna get better in SC2!
N.geNuity
Profile Blog Joined July 2009
United States5112 Posts
Last Edited: 2010-10-08 12:56:31
October 08 2010 12:50 GMT
#1614
On October 08 2010 16:39 NovaTheFeared wrote:
People think that because terrans go depot before rax the vast majority of the time making it a requirement doesn't amount to a big change. But it does. The threat matters more than the execution. It allows the opponent to play much greedier if rax first isn't an option, despite it being used infrequently. Think about in BW if rax required depot. The only thing stopping protoss from going 12 nex every single game was the threat of the proxy rax first. Because those kinds of greedy openings had an auto-lose % to rax first, they were done far less often than they would have been if terrans were unable to do that build.


this. Also, I haven't read a ton of this thread, but in the maybe 8 or so pages I've looked at I've seen no mention of tvt.

Hyperdub beat TLO with a proxy 2 rax, building the first on 8/11 supply and the second on 11/11 supply. First marine started on 10/11 and was the 11/11th supply.

There are other proxy rax builds in tvt, though probably used less often. But people will still try a reaper proxy now and then.

Summary: marine was started and a second barracks was building BEFORE any supply depot. Which means with this patch, none of this would happen. Starcraft has cheeses in it and it's part of the game. TvT is guarenteed to have 0 cheese early on now. Hell, your scout is basically worthless as he can't see anything. Just send a late scout to check for position; there is no reason to send a scout earlier as the 12rax builds its marine before anything tactical happens.
iu, seungah, yura, taeyeon, hyosung, lizzy, suji, sojin, jia, ji eun, eunji, soya, younha, jiyeon, fiestar, sinb, jung myung hoon godtier. BW FOREVERR
arb
Profile Blog Joined April 2008
Noobville17921 Posts
October 08 2010 12:52 GMT
#1615
On October 08 2010 19:36 Aetherial wrote:
I don't mind the changes except the supply depot prerequisite to build a barracks, that one just seems stupid imo.

Basically it'll make reaper rushing impossible,or atleast delay it, and people who play normal wont even notice

good change imo
Artillery spawned from the forges of Hell
noD
Profile Blog Joined August 2010
2230 Posts
October 08 2010 12:52 GMT
#1616
about 1600 posts here, 800 in eu battle.net, 3.500 in battle.net us, Do they ever read feedback from users?
I never saw a patch update being so discussed and hated ...
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
October 08 2010 13:02 GMT
#1617
On October 08 2010 21:52 noD wrote:
about 1600 posts here, 800 in eu battle.net, 3.500 in battle.net us, Do they ever read feedback from users?
I never saw a patch update being so discussed and hated ...


because it effects terran.... so in turn it effects 50%+ of all sc2 players.
Forever ZeNEX.
Perscienter
Profile Joined June 2010
957 Posts
October 08 2010 13:13 GMT
#1618
On October 08 2010 20:00 ChidoriPOWAA wrote:
Why is everyone saying that Reapers are gonna be useless now? It's like saying zerglings suck unless you six pool. I bet if Terran players explore the mid-game harass with reapers they're gonna be even more dangerous than the expected reaper rush.

Speedlings hard counter slow reapers. The speed upgrade of the Zerglings usually kicks in shortly after your first 3 reapers harrassed a little bit. Early reaper openings, which involve one to three reapers at the beginning, won't be viable anymore.

And how do you want to use them in the midgame? Protoss might have chargelots, stalkers, colossi and/or phoenixes. Zerg will have roaches, infestors and/or mutalisks. TvT almost always involves tanks and marauders, maybe banshees, too. Even if you perfectly hide reapers from the enemy, which is highly improbable, you'd have to sneak them into some enemie's base without encountering any of his main forces, because anything can hard counter them.
Mastadon6900
Profile Joined September 2010
United States46 Posts
October 08 2010 13:18 GMT
#1619
The Power of the Swarm Rises...Kerrigan approves of this patch

But seriously, as a zerg player, I see no reason for Terran to have to build a depot before a barracks.
The Swarm's Power Rises
RedHelix
Profile Joined August 2010
250 Posts
October 08 2010 13:19 GMT
#1620
i'm really digging the roach range, nnot only does it help to fend off reapers like a stalker would, but it would mean that roaches can actually counter another unit that they were supposed to counter in the first place, hellions, now you cant go mass blue flame hellions and demolish the roaches while also roasting drones at will(sorry TLO but im still a fan :D) also this means that roaches dont need a perfect concave to deal the moderate damage that they do, especially since most of the maps tend to disfavor zerg in that theres either an abuseable cliff or narrow choke points. Nitro packs was not a needed nerf since the roach range already addresses reapers though.

I'm wondering if someone could explain the depot before barracks complaining to me though, i used to play terran before zerg and depot before barracks never really affected my wall-in's and the only time i would go barracks before depot was to perform some kind of proxy cheese or to fend off some lulzy tactics in 2v2's
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