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[D] Patch 1.4 and its implications - Page 40

Forum Index > StarCraft 2 Strategy
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Prev 1 38 39 40 41 42 43 Next All
Doc Daneeka
Profile Joined March 2010
United States577 Posts
September 20 2011 21:01 GMT
#781
mostly all seem like good, well-thought-out changes. im interested to see how the players take it from here.

the no massive units nerf to NP was insanity and almost functionally equivalent to removing it from the game altogether, so i'm happy to see this adjusted. however, it seems like blizzard is still (ever so slowly) attempting to nudge the mothership towards viability. if this is true, then the mothership really should not be NP-able. it's a no brainer to NP it.
payed off security
Fig
Profile Joined March 2010
United States1324 Posts
September 20 2011 21:14 GMT
#782
On September 21 2011 05:57 Raiznhell wrote:
i hate that they at least didnt lower the price of pre-igniter i mean 150/150 mins/gas for 5 damage to just light units....it should be a 100/50 upgrade or something for that. Not to mention if Mech wasn't playable before vs protoss it definitely isn't now because zealots will now live forever as they charge into your tanks killing everything.

Yeah sure mech was never used competitively but now even master league and lower will get completely stomped going mech.

Maybe you should watch the only game Byun took off Oz last night, or any of Goody's games before saying mech isn't viable now. There are many abilities in the game that cost more than 150/150 and do less for you than blue flames does. Just be happy that you still have it, unlike something like void ray speed or amulet.
Can't elope with my cantaloupe
Scisyhp
Profile Blog Joined April 2011
United States200 Posts
September 20 2011 21:16 GMT
#783
Disclaimer: If this has already been mentioned, sorry. I didn't see it in the OP so I assumed it wasn't.

While reading through the 1.4 patch notes on the launcher while installing it I noticed "The range for structures hitting other structures is now consistent with non-structure units." I immediately thought of spine crawlers vs. bunkers and the weird diagonal thing you have to do, and got a friend to help me test it. I found that now, if you have exactly 6 squares between the spine crawler and the bunker, the spine can hit the bunker but the marines can't return fire. No more funny diagonal thing should be necessary. This is a nice little buff against 2raxes in addition to the +5sec on rax
Raiznhell
Profile Joined January 2010
Canada786 Posts
September 20 2011 23:24 GMT
#784
On September 21 2011 06:14 Fig wrote:
Show nested quote +
On September 21 2011 05:57 Raiznhell wrote:
i hate that they at least didnt lower the price of pre-igniter i mean 150/150 mins/gas for 5 damage to just light units....it should be a 100/50 upgrade or something for that. Not to mention if Mech wasn't playable before vs protoss it definitely isn't now because zealots will now live forever as they charge into your tanks killing everything.

Yeah sure mech was never used competitively but now even master league and lower will get completely stomped going mech.

Maybe you should watch the only game Byun took off Oz last night, or any of Goody's games before saying mech isn't viable now. There are many abilities in the game that cost more than 150/150 and do less for you than blue flames does. Just be happy that you still have it, unlike something like void ray speed or amulet.


Pretty sure that was pre-nerf and then also pretty sure thats a pretty bad example of mech working with 3 tanks ont he low ground happening to win the game cuz the protoss decided to not deal with it.
Cake or Death?
Squigly
Profile Joined February 2011
United Kingdom629 Posts
September 20 2011 23:44 GMT
#785
On September 21 2011 06:01 Doc Daneeka wrote:
mostly all seem like good, well-thought-out changes. im interested to see how the players take it from here.

the no massive units nerf to NP was insanity and almost functionally equivalent to removing it from the game altogether, so i'm happy to see this adjusted. however, it seems like blizzard is still (ever so slowly) attempting to nudge the mothership towards viability. if this is true, then the mothership really should not be NP-able. it's a no brainer to NP it.


NP it and then have an invisible infestor. I agree, that i kinda, well, stupid.
skatbone
Profile Joined August 2010
United States1005 Posts
September 21 2011 00:13 GMT
#786
[B]On September 13 2011 23:53 Squigly wrote:

Everyone gets a robo...

EDIT: "Observers require you to commit to a tech path" Really? Reaaalllly?


I would love to not go robo tech within the first 10 minutes against Terran. I would prefer to safely go 6-gate 2-base chargelot/templar/upgrades and not need to find a timing to drop a robo solely for an obs.

I am not whining about toss detection. I love observers. But I am frustrated that if I want to focus on a twilight tech-path, I am forced to detour to robo-tech or I risk auto-losing to banshees (I know I can make cannons...if I am feeling risky, that's what I do.).

tl;dr Everyone gets a robo because we need it for observers. If we didn't, those of us going twilight tech might not go robo...at least not until later in the game.
Mercurial#1193
Conquerer67
Profile Joined May 2011
United States605 Posts
September 21 2011 00:47 GMT
#787
The OP should put this into the OP.

Poll: Are you satisfied overall with Patch 1.4

Pretty much, some useless things, but I like it overall (32)
 
35%

Not really, they changed some things that were balanced to now being imba (21)
 
23%

Yes, it's the best patch ever (17)
 
19%

Hell no, this is the worst patch ever (11)
 
12%

I feel that the patch made absolutely no changes to the metagame (10)
 
11%

91 total votes

Your vote: Are you satisfied overall with Patch 1.4

(Vote): Yes, it's the best patch ever
(Vote): Pretty much, some useless things, but I like it overall
(Vote): I feel that the patch made absolutely no changes to the metagame
(Vote): Not really, they changed some things that were balanced to now being imba
(Vote): Hell no, this is the worst patch ever



I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
Lelden
Profile Joined August 2010
United States24 Posts
September 21 2011 00:49 GMT
#788
I don't know if anyone has seen this, I haven't seen a mention, but they changed the Neural Parasite nerf. It still can target massive units, but it now has a range of 7 instead of 9.

http://us.battle.net/sc2/en/blog/3549513
BeeNu
Profile Joined June 2011
615 Posts
September 21 2011 00:50 GMT
#789
On September 21 2011 09:49 Lelden wrote:
I don't know if anyone has seen this, I haven't seen a mention, but they changed the Neural Parasite nerf. It still can target massive units, but it now has a range of 7 instead of 9.

http://us.battle.net/sc2/en/blog/3549513


[image loading]

User was warned for this post
Squigly
Profile Joined February 2011
United Kingdom629 Posts
September 21 2011 00:51 GMT
#790
On September 21 2011 09:13 skatbone wrote:
Show nested quote +
[B]On September 13 2011 23:53 Squigly wrote:

Everyone gets a robo...

EDIT: "Observers require you to commit to a tech path" Really? Reaaalllly?


I would love to not go robo tech within the first 10 minutes against Terran. I would prefer to safely go 6-gate 2-base chargelot/templar/upgrades and not need to find a timing to drop a robo solely for an obs.

I am not whining about toss detection. I love observers. But I am frustrated that if I want to focus on a twilight tech-path, I am forced to detour to robo-tech or I risk auto-losing to banshees (I know I can make cannons...if I am feeling risky, that's what I do.).

tl;dr Everyone gets a robo because we need it for observers. If we didn't, those of us going twilight tech might not go robo...at least not until later in the game.


Why do you need a robo in PvT. Im not saying you dont but im curious. T only have cloak banshees. If you are going heavy gate you already have a forge. Just plop down a cannon in each min line, and one i dunno somewhere to cover your army.

The Min line cannons double as great drop defense so they pay for themselves anyway. Get a robo when you take your 3rd maybe?

Or is is not you are worried about detection, just lack of information? Hallucinate stuff phoenixes. Best scouting ever. I give you: http://www.teamliquid.net/forum/viewmessage.php?topic_id=267359

I may be wrong, its very possible. Im just not sure why you need a robo so soon. Maybe there is a timing between observer and halluc that can be exploited? Seems unlikely but a possibility i guess.

Also, ive assume you want a robo purely for observers here. Maybe im missing how much you need immortals with twighlight tech? Didnt think so but again, what the fuck do i know, i play T
drybones
Profile Joined August 2011
United States69 Posts
September 21 2011 00:54 GMT
#791
why wouldnt u want a robo warp prisms and immortal buff...
if ur not improving ur falling behind
Squigly
Profile Joined February 2011
United Kingdom629 Posts
September 21 2011 01:30 GMT
#792
On September 21 2011 09:54 drybones wrote:
why wouldnt u want a robo warp prisms and immortal buff...


I agree you should want a robo. However, people seem to be saying they NEED one. Noone has yet to tell me why apart from, "We need observers", which i posted above asking why this is true.
hellraiser1110
Profile Joined November 2010
Croatia70 Posts
September 21 2011 01:57 GMT
#793
What about ghosts the unit that counters 2 races. I also think marines need some kind of nerf like attack speed or some damage nerf. Also i don't know how neural will work now because it was already buffed with range due to being unusable that close :/ It's like they're playing ring around the rosie with changes and i don't like it.
sechkie
Profile Blog Joined January 2010
United States334 Posts
September 21 2011 02:33 GMT
#794
On September 21 2011 10:30 Squigly wrote:
Show nested quote +
On September 21 2011 09:54 drybones wrote:
why wouldnt u want a robo warp prisms and immortal buff...


I agree you should want a robo. However, people seem to be saying they NEED one. Noone has yet to tell me why apart from, "We need observers", which i posted above asking why this is true.


If you get no robo you are basically unable to pressure the terran if they have cloak banshees and you also basically have no way of telling what they are doing unless you went phoenix.
Allred
Profile Joined November 2010
United States352 Posts
September 21 2011 04:42 GMT
#795
i really like the new immortal range, it helps so much!!! just played a game and with half decent micro i had like 20 kills on 2 immortals and 10 on a third immortal vs a terran player until half way through the game i gave the immortals an accideental move command haha into there army alone but still can't wait to see what the pros can do with them
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
Techno
Profile Joined June 2010
1900 Posts
September 21 2011 04:48 GMT
#796
On September 21 2011 11:33 sechkie wrote:
Show nested quote +
On September 21 2011 10:30 Squigly wrote:
On September 21 2011 09:54 drybones wrote:
why wouldnt u want a robo warp prisms and immortal buff...


I agree you should want a robo. However, people seem to be saying they NEED one. Noone has yet to tell me why apart from, "We need observers", which i posted above asking why this is true.


If you get no robo you are basically unable to pressure the terran if they have cloak banshees and you also basically have no way of telling what they are doing unless you went phoenix.

Or hallucination.
Hell, its awesome to LOSE to nukes!
Channel Pressure
Profile Joined July 2011
United States62 Posts
September 21 2011 06:39 GMT
#797
On September 15 2011 23:28 Shadrak wrote:
Show nested quote +
On September 15 2011 03:33 Sottilde wrote:
On September 13 2011 23:53 Squigly wrote:

"Observers require you to commit to a tech path" Really? Reaaalllly?



Absolutely they do. There are many times I would love to go straight to blink stalkers, or to DTs, or to stargate play, but the specter of the opponent throwing some cloaked units at me is enough to force me to go Robo. Honestly I think it's downright crazy that you are forced to go early robo just in order to have detection. Cannons are expensive as hell and you can't really realistically afford putting one or two in your mineral line and others around your buildings in case a DT or cloaked banshee shows up. And when something does catch you off guard, that's 200/100 + 25/75 to get detection, plus 65+40 in build time. 105 seconds is more than enough for anything cloaked to kill you or set you seriously behind.

Lair is a tech choice every Zerg must make eventually as a prereq to other tech, and scan is so damned useful that every single Terran always has it and generally never bothers with Ravens.


I'm a zerg and I support this message

Toss is truly forced to get a robo for observers, which limits their potential builds in the mid game.



+1
"A pastor I was listening to was talking about Job and referenced that his belongings had been burned down by marauders -- and heres where I blew it -- I immediately and arbitrarily replied aloud, "Were they stimmed?"
Xequecal
Profile Joined October 2010
United States473 Posts
September 21 2011 06:49 GMT
#798
On September 21 2011 09:51 Squigly wrote:

Why do you need a robo in PvT. Im not saying you dont but im curious. T only have cloak banshees. If you are going heavy gate you already have a forge. Just plop down a cannon in each min line, and one i dunno somewhere to cover your army.


It takes three cannons to protect a mineral line from banshees. Four if you don't want to put them in the way of mining probes and slow down your income. Just placing one or two lets him snipe probes off at the end or deny the gas.
weiliem
Profile Joined January 2008
2071 Posts
September 21 2011 06:59 GMT
#799
Overall good changes except for the baneling drop nerf.... i like the reduce cost on overseer.... :D while i would like to c a +1 range for ht feedback the next patch.... it would make tvp so much btr to watch as i feel ghost r currently too strong....
Oppa feeding style
Big J
Profile Joined March 2011
Austria16289 Posts
September 21 2011 07:08 GMT
#800
yeah, just like expected, Im now playing against Thor/Hellion all the time from terrans...
"Hey, I didn't kill you when you had >5 thors and still don't have Broodlords, because apparently it is minute 15.... gg"
Tried to neural... Infestors got stuck behind roaches and when they finally NPed he just killed them...
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