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[D] Patch 1.4 and its implications - Page 12

Forum Index > StarCraft 2 Strategy
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Squigly
Profile Joined February 2011
United Kingdom629 Posts
August 25 2011 22:51 GMT
#221
Something i dont get, people are saying that even with a second robo, they would still use it for colossi etc.

What if you needed a special building that cost the same as a robo and only built warp prisms. Would you build it and warp prisms?
Cryptos
Profile Joined May 2011
United States35 Posts
August 25 2011 23:07 GMT
#222
lol of course terran got nerfed again because protoss and zerg are to lazy to explore new builds
ganbatte ♥
ClanRH.TV
Profile Joined July 2010
United States462 Posts
Last Edited: 2011-08-25 23:16:25
August 25 2011 23:15 GMT
#223
On August 26 2011 00:23 spbelky wrote:
Show nested quote +
On August 25 2011 20:32 Psychobabas wrote:
I've been posting this on every thread about the patch!!!!!

Blue flame hellions still 2 shot a zergling! Nothing has changed in the Hellion v Zergling!!
Do the math! :D


I'm just gonna requote this because i think it's that important.

Unupgraded Hellion damage (vs light) 14 (x3 : 42dmg kills drone, zergling)
OLD BFHellion damage (vs light) 24 (x2 : 48dmg kills drone, zergling)
NEW BFHellion damage (vs light) 19 (x2 : 38dmg kills zergling, NOT drone)

Basic analysis: if you're going for worker kills, you need 3 hellions, regardless of upgrades
if you want to kill zerglings, you either need 3 hellions or 2 blue flame hellions (same as before)

I would hope blizzard doesn't keep the upgrade cost at 150/150... it's almost not worth it anymore, from a pure resources standpoint, and then when you factor in the time you have to commit a techlab on your factory, when you could have a reactor? Totally not worth it. I'd rather have double the the hellions.


Do you realize that for an average unit (most that don't do splash), to upgrade their attack +1-2 damage it costs more than that 150/150. The blue flame upgrade is still great.
"Don't take life too seriously because you'll never get out alive."
Keilah
Profile Joined May 2010
731 Posts
August 25 2011 23:20 GMT
#224
Warp prism not made of wet paper bag, immortal not so infuriating to micro alongside stalkers, and guardian shield buffed/bugfixed? Yay!

I like pretty much everything but I think BFH should be 100/100 now that the damage increase is less.

I wish they would make that stupid carrier instalaunch upgrade be automatic like in SC1, and decrease carrier build time by 10-20s. That's all it would take to make them semi-viable and nobody would call it imba.
_-NoMaN-_
Profile Joined May 2011
Canada250 Posts
Last Edited: 2011-08-25 23:32:34
August 25 2011 23:31 GMT
#225
_-NoMaN-_
Profile Joined May 2011
Canada250 Posts
August 25 2011 23:35 GMT
#226
Actually, a good Zealot wall with an Immortal behind it will be all but impenetrable vs. Roach-Ling, since the Lings cant get past the Zealots, and the Immortal can sit comfortably behind them sniping Roaches.

I generally go +1+1 mass pure ling w bane nest 'just in case'.pretty sure that would rock any zlot immo timing
FuzzyLord
Profile Joined September 2010
253 Posts
August 26 2011 00:08 GMT
#227
On August 25 2011 19:36 rpgalon wrote:
the Immortal +1 range and the blink 30+ seconds research is going to fuck PvP, I don't see both going through the PTR.

they should have buffed phoenix graviton beam instead of the immortal, making graviton beam 25 energy vs light units, it would make phoenix a great harras and counter to the 1-1-1, it would not make hydras useless since you need 1 phoenix for each hydra (energy is not a problem) while you need 1 phoenix for each 3-4 marines (energy IS a problem).




Increased immortal range makes them more viable against stalkers.
Later blink gives you time to respond to ridiculous blink micro.
Essentially, they just made PvP more playable.
BronzeKnee
Profile Joined March 2011
United States5226 Posts
August 26 2011 00:17 GMT
#228
I actually love every change in the PTR, not because it suits my own play (because the Blink change does not suit my style, I love 1 base Blink!) but because I think it actually goes a long way in addressing some fundamental problems with the game.
Vathus
Profile Joined October 2009
Canada404 Posts
Last Edited: 2011-08-26 00:31:00
August 26 2011 00:25 GMT
#229
On August 26 2011 09:08 FuzzyLord wrote:
Show nested quote +
On August 25 2011 19:36 rpgalon wrote:
the Immortal +1 range and the blink 30+ seconds research is going to fuck PvP, I don't see both going through the PTR.

they should have buffed phoenix graviton beam instead of the immortal, making graviton beam 25 energy vs light units, it would make phoenix a great harras and counter to the 1-1-1, it would not make hydras useless since you need 1 phoenix for each hydra (energy is not a problem) while you need 1 phoenix for each 3-4 marines (energy IS a problem).




Increased immortal range makes them more viable against stalkers.
Later blink gives you time to respond to ridiculous blink micro.
Essentially, they just made PvP more playable.


It also means immortal pushes might be stronger against quick colossus because they have the same range before thermal lance and stargate openers will be more viable so it could change pvp quite a bit.
SheerStress
Profile Joined July 2010
84 Posts
August 26 2011 00:29 GMT
#230
I love some of the changes to the other race. (Terran) Decreasing cost for overseer is great for zerg and matchups in general and i think is totally fair. Contaminate nerf is to compensate for this. Warp prism buff is a great idea to add variety to protoss play. Fungal nerf basically helps all races although it still burns marines the same way but at least vikings and i think ghosts will get take less which is super important.

I hate the rax time, there is a better way to address what they want without nerfing the whole race even if slightly. The blue flame is aweful, hurts mech just as mech was starting to take form. BFH was really unfair vs zerg as a timing atk, nerf the blue flame research time to stop that. Blue flame is not worth getting in its current form (except in full mech but probably as a 4 base research instead of 2 base) +1 mech will be better. It sucks that we lose blue flame hellion effectiveness massively just because of 1 imba timing attack against zerg.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
August 26 2011 00:38 GMT
#231
i am pretty sure immortal buff was not becuz of PvP, but because of terran 1/1/1.
SheerStress
Profile Joined July 2010
84 Posts
August 26 2011 00:43 GMT
#232
On August 26 2011 00:23 spbelky wrote:
Show nested quote +
On August 25 2011 20:32 Psychobabas wrote:
I've been posting this on every thread about the patch!!!!!

Blue flame hellions still 2 shot a zergling! Nothing has changed in the Hellion v Zergling!!
Do the math! :D


I'm just gonna requote this because i think it's that important.

Unupgraded Hellion damage (vs light) 14 (x3 : 42dmg kills drone, zergling)
OLD BFHellion damage (vs light) 24 (x2 : 48dmg kills drone, zergling)
NEW BFHellion damage (vs light) 19 (x2 : 38dmg kills zergling, NOT drone)

Basic analysis: if you're going for worker kills, you need 3 hellions, regardless of upgrades
if you want to kill zerglings, you either need 3 hellions or 2 blue flame hellions (same as before)

I would hope blizzard doesn't keep the upgrade cost at 150/150... it's almost not worth it anymore, from a pure resources standpoint, and then when you factor in the time you have to commit a techlab on your factory, when you could have a reactor? Totally not worth it. I'd rather have double the the hellions.


Do you realize that for an average unit (most that don't do splash), to upgrade their attack +1-2 damage it costs more than that 150/150. The blue flame upgrade is still great.


It isnt great...
its a 20% nerf to damage for a unit that attacks slow. Plus this is a specialized buff for the hellion, think about other specialized upgrades (stim, blink, ling speed, seige mode, storm) those add tremendous power. for blue flame its a 150/150 upgrade that hogs the techlab and increases damage only to light by 5 damage (30%). Stim by comparison is 100/100 and increases dmg and movement by 50%.
antz0r
Profile Joined September 2010
Australia168 Posts
August 26 2011 00:44 GMT
#233
How is the no gas FE into 3 other naked rax going to fare against 3gate robo?
Pseudo-
Profile Joined February 2011
52 Posts
Last Edited: 2011-08-26 01:08:38
August 26 2011 01:06 GMT
#234
On August 26 2011 09:44 antz0r wrote:
How is the no gas FE into 3 other naked rax going to fare against 3gate robo?


I don't see many terrans hold that kind of pressure, especially with the immortal range buff. That is what worries me the most with the barracks nerf, the timings are already as close at it is.
s0uljah
Profile Joined March 2011
Singapore143 Posts
Last Edited: 2011-08-26 01:14:16
August 26 2011 01:13 GMT
#235
On August 26 2011 10:06 Pseudo- wrote:
Show nested quote +
On August 26 2011 09:44 antz0r wrote:
How is the no gas FE into 3 other naked rax going to fare against 3gate robo?


I don't see many terrans hold that kind of pressure, especially with the immortal range buff. That is what worries me the most with the barracks nerf, the timings are already as close at it is.


You do realise that it is a fast expand against a semi all-in... of course you are going to have difficulties holding it regardless of timings... if every fast expand can hold easily against a semi-all in, every game whether on the ladder or in pro play will just turn into long macro games, and where will be the variety in that? 0o
Pseudo-
Profile Joined February 2011
52 Posts
August 26 2011 01:27 GMT
#236
On August 26 2011 10:13 s0uljah wrote:
Show nested quote +
On August 26 2011 10:06 Pseudo- wrote:
On August 26 2011 09:44 antz0r wrote:
How is the no gas FE into 3 other naked rax going to fare against 3gate robo?


I don't see many terrans hold that kind of pressure, especially with the immortal range buff. That is what worries me the most with the barracks nerf, the timings are already as close at it is.


You do realise that it is a fast expand against a semi all-in... of course you are going to have difficulties holding it regardless of timings... if every fast expand can hold easily against a semi-all in, every game whether on the ladder or in pro play will just turn into long macro games, and where will be the variety in that? 0o


Oh ok, I didn't know that........
Datum
Profile Joined February 2011
United States371 Posts
August 26 2011 01:28 GMT
#237
On August 26 2011 08:20 Keilah wrote:
I wish they would make that stupid carrier instalaunch upgrade be automatic like in SC1, and decrease carrier build time by 10-20s. That's all it would take to make them semi-viable and nobody would call it imba.


Holding down the right mouse button over the "launch carrier" button turns on insta-cast for launching carriers, making it just like in SC1
iNotZerg
Profile Joined August 2011
United States16 Posts
August 26 2011 01:29 GMT
#238
To me, it seems like Mass overseers in ZvZ will warrant a few extra spores around the hatchery, which will in turn also deter Muta harass.
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
August 26 2011 01:42 GMT
#239
About Seeker Missile meant as a splash damage spell:

I don't think it is. I'd argue it is there to THREATEN splash damage, but doesn't or shouldn't have to hit to be effective. Obvious examples would be firing one off at an oncoming wave of banelings, forcing them to retreat... forcing mutas to stop trying to kill an addon... cutting off a retreat path etc etc etc!

Seeker Missile can be used to provide positional advantages in the same way Nukes can, the obvious problems making them used less than nukes is the potency of PDD (why Missile when PDD almost always more effective), the fact that SM needs to be researched, and the fact that some of the positions you'd have to get in to fire these missiles are huge risks to take with a unit as slow and expensive as a raven.
I'm actually Fleetfeet D:
setmeal
Profile Joined March 2011
162 Posts
August 26 2011 01:55 GMT
#240
On August 26 2011 09:43 SheerStress wrote:
Show nested quote +
On August 26 2011 00:23 spbelky wrote:
Show nested quote +
On August 25 2011 20:32 Psychobabas wrote:
I've been posting this on every thread about the patch!!!!!

Blue flame hellions still 2 shot a zergling! Nothing has changed in the Hellion v Zergling!!
Do the math! :D


I'm just gonna requote this because i think it's that important.

Unupgraded Hellion damage (vs light) 14 (x3 : 42dmg kills drone, zergling)
OLD BFHellion damage (vs light) 24 (x2 : 48dmg kills drone, zergling)
NEW BFHellion damage (vs light) 19 (x2 : 38dmg kills zergling, NOT drone)

Basic analysis: if you're going for worker kills, you need 3 hellions, regardless of upgrades
if you want to kill zerglings, you either need 3 hellions or 2 blue flame hellions (same as before)

I would hope blizzard doesn't keep the upgrade cost at 150/150... it's almost not worth it anymore, from a pure resources standpoint, and then when you factor in the time you have to commit a techlab on your factory, when you could have a reactor? Totally not worth it. I'd rather have double the the hellions.


Do you realize that for an average unit (most that don't do splash), to upgrade their attack +1-2 damage it costs more than that 150/150. The blue flame upgrade is still great.


It isnt great...
its a 20% nerf to damage for a unit that attacks slow. Plus this is a specialized buff for the hellion, think about other specialized upgrades (stim, blink, ling speed, seige mode, storm) those add tremendous power. for blue flame its a 150/150 upgrade that hogs the techlab and increases damage only to light by 5 damage (30%). Stim by comparison is 100/100 and increases dmg and movement by 50%.



Are you suggesting that we increase Stim research cost to 200/200? That would make it more fair for terrans in general right? I always feel so bad when I research stim cos its simply way too cheap. Concussive shells should also be 150/100 in my opinion. What do you guys think?
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