Beta Balance Update #11 (Jan 9, 2013) - Page 38
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rj rl
648 Posts
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number01
203 Posts
On January 10 2013 19:29 BerthaG wrote: You are mixing everything look like a lot of people drunk too much the 31 december. I am saying that P need quick detection(without forcing obs or anything....), What if Isay if terran need detection they need to go mech.... lol that exactly what happen to P. What a fabulous RTS, and they want to mix hellbat to bioball .... So stupid again. Look T as Banchies and now mine and P as dt, compare both path and follow up and you will understant or not (that you problem I can not help you then) that the race with the most possibilities in term of clock unit as also the best response. The logical will be the opposit. this is why bronze players should not argue about balance, it ends up looking like this.^^^^ | ||
Mech0z
Denmark22 Posts
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BerthaG
France74 Posts
On January 10 2013 20:48 number01 wrote: this is why bronze players should not argue about balance, it ends up looking like this.^^^^ So you should shut up. I am master on WOL, but i don t care, make me save some money from a shitty game that all. | ||
virpi
Germany3598 Posts
And tanks without siege mode...dunno. I expect to see tons of allins centered around that vs. zerg. The reaper changes are hilarious. If they continue to walk down that road, it soon will be possible to research the "reapercopter" upgrade, which will allow you to drop reapers from a banshee. | ||
Adonminus
Israel543 Posts
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Rollora
2450 Posts
On January 10 2013 19:29 BerthaG wrote: @observerYou are mixing everything look like a lot of people drunk too much the 31 december. I am saying that P need quick detection(without forcing obs or anything....), What if Isay if terran need detection they need to go mech.... lol that exactly what happen to P. What a fabulous RTS, and they want to mix hellbat to bioball .... So stupid again. Look T as Banchies and now mine and P as dt, compare both path and follow up and you will understant or not (that you problem I can not help you then) that the race with the most possibilities in term of clock unit as also the best response. The logical will be the opposit. since it was that way in BW too and this game today considerend perfectly balanced, your argument is invalid. But a tip for you: there is nothing wrong in sacrificing a probe from time to time to see what the opponent is doing | ||
Everlong
Czech Republic1973 Posts
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SgtCoDFish
United Kingdom1520 Posts
On January 10 2013 20:43 rj rl wrote: Next patch: scvs cannot repair\shileds regenerate no more? Blizzard would you please avoid changing at least some classical things, which are familiar with since broodwar? Posts like this make me feel sorry for Blizzard. People will literally complain for any reason they can. How can they possibly ever hope to win? | ||
SSVnormandy
France392 Posts
1) remove of the vision up cliff -> increase the risk/tension of the reaper harass which is good because it was way too easy to harass with this ability. allow good positionned marines to pick off reapers. 2) increase speed without upgrades anymore : fantastic up that people don't seem to care about. this basically allow you to outrun stalkers and MsC vs P and is good vs Z too for the same reason with queens. as dommage vs stalkers and queens didn't moved you can still pick off those units if u manage to isolate one (which is more easy with the speed upgrade). this also punish harder a bad positionnning of your opponent which is good imo. 3) nerf of the dommage vs light unit : main impact in TvT because the basic defense is marine and it is light. don't affect so much TvZ because even it's becoming more difficult to kill lings early on you can quit them with so much more ease. vs Protoss more difficult to kill Zealot but com'on who is using reaper to kill zealot as main purpose anyway.. this nerf is understandable as you can move faster to mineral line it is expected you kill probe slower. This also allow zerg to counter reaper with speedlings and not forcing him to roach. 4) produce reaper without techlab : awesome as it allow you to put pressure on with more than 1 rax and still expand very fast . for example 3 rax reaper you econ 150 min 75 gas which is huge on early game. reactor reaper seems nice too didn't tested yet though. overall : nerf reaper in TvT because of the remove of both light dmg and cliff vision huge buff vs Z and P as you can now harass with less investment on tech (no tech lab no need upgrade on fac anymore which represent as an example for a 3rax reaper an economy of 300 mineral 175 gas on very early game which is huuuuuuge) and the nerf of dmg doesnt impact so much those matchup as lings and Zealot are no threat or priority target of reaper anyway. they seems to be in the good direction we wanted nerf reaper in TvT this patch clearly nerf reaper in TvT we wanted more use of reaper in TvZ TvP this patch provide good buff to reaper harass vs those race. why whine so much? maybe a later lategame upgrade could be put in to allow reaper being usefull lategame. like an upgrade improving dmg vs light again or giving back grenade vs building . | ||
Adonminus
Israel543 Posts
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Elendur
Canada43 Posts
On January 10 2013 18:59 Umpteen wrote: Without commenting on the changes themselves, early game changes lead to late-game changes. Queen range? Overlord speed buff? Removing the siege tank upgrade drastically changes your mineral/gas investment early on. Think how big a change gasless openings in ZvX turned out to be - how much more economy Zergs could support. It changes what Terran is capable of in the early game, which imposes new restrictions on your opponent, which feeds through to the rest of the game. This. I'm only platinum Zerg working on Masters, but I can see Terrans securing a third faster, or pressuring that 2nd base when the Zerg has been pumping too many drones, or the Protoss has been greedy with the chronoboost. Maybe the robo goes down faster or the chronoboost gets dumped into that immortal instead. That changes the timing of the Terran max army, versus the other races max army. One other thing many may not be realizing is that the tank change is a broad buff to all Terran styles of play against all races. Not just a tweak to deathball issues, etc. It should be a welcome change by terrans in my view. | ||
DrGreen
Poland708 Posts
I don't like removing stuff. Obviously there're good things about this patch as well. Like the reaper one. | ||
dreadlordx
United States80 Posts
I dont play toss, but I think the changes are very good. Because early game oracle harass is a bitch to deal with and all those time warps on a spammable unit was too much, Time Warp and Colosus was soo bad. So now with less time warps it makes it less of an easy mode spell. And moving detection to startgate or robo is soo much better, because the toss could defend banshees and widow mines with such ease it was ridiculous and broken. Terran are early game race that needs to pressure, so imo that is good. And now you have fighting units that can detect as well and you still dont need robo which is nice. I think Zerg needed a little more love and nerfing fungal hurts ZvP. And the siege tank buff just made all ins and timings sooo much more potent, but does absolutely nothing for TvP mech in the mid and late game, since it is the engagement against toss that is the problem not teching to mech. | ||
Elendur
Canada43 Posts
On January 10 2013 19:20 Everlong wrote: try some new Terran mech openings with more useful mines, faster armory, faster 3rd base, 2base pressure against air switching Toss, new HSM, buffed Hellbats and other stuff.. :-) This. You see things as I do with respect to this patch change. I think it will help Terran climb the ladder faster once everyone realizes what they can't do against Terran anymore... I believe it will affect Zerg/Toss supply at X time in the game versus Terran, in many cases. | ||
Unshapely
140 Posts
The siege mode upgrade removal was unwarranted and completely thoughtless. | ||
Jerom
Netherlands588 Posts
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Unshapely
140 Posts
On January 10 2013 22:06 Jerom wrote: Blizzard doesn't seem to understand why mech in TvP doesn't work. They don't have a single clue about what should happen to make it work it seems. Yeah. They really need to give Terran a better counter to immortals or modify the battle statistics of immortals so that just a few of them aren't able to crush an entire battalion of tanks and thors. | ||
domeultra
Thailand13 Posts
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Evangelist
1246 Posts
Next time you play Mech, throw in a few of the new Ravens and a few Medivacs. They basically can't get at your tanks. A healed Hellbat is not far off immortal. | ||
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