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Yeah roach timings are gonna be problematic for terran. But i think it's still works.
Void Rays? Oracles are the damn problem! Defend with zealot/stalker early game, and then mass oracle! I've seen this so many times. And mech will die to 1) immortals 2) void rays and 3) oracles! + Vikings are friggin useless against oracles too. Protoss air has become too op imo.
terran reaper change i like.
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On January 18 2013 11:58 ki11z0ne wrote:Show nested quote +On January 18 2013 11:40 Lime-on wrote: Does anyone still think that the reaper is still not viable late game? For me it seems that their window to do damage is so small just like in WoL. their was a game WAY back in the day qxc made like 5 reapers and with +3 attack just ripped a mineral line in less then 2 sec and even killed the nexus (I think he was playing toss). it was on xel'naga their only good for harass, and plus Terrans have only gone MMM since day one they never NEEDED to change their strat.. why they don't try new stuff but that's a debate for a different topic Why Terrans dont try something different than MMM doesnt require a thread but rather some minor thinking. Just looking at their other units and looking for synergies will do the trick. They dont really work well together.
Games "WAY back" dont matter anymore since they removed the bonus damage from the Reaper ...
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A timer is just stupid, seriously.
Have an icon pop up like stim that'll blink as it wears off AND/OR have the beam glow a different hue, e.g. darker hue. Right now its so subtle, its hard to tell the beam got bigger from the overlap from more than one beam or if prismatic alignment was used.
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Voidray charge needs more visibility ? I found it was really easy to notice when you better avoid em lol. Guess they forgot the extended range on those things, which makes running away kinda hard. Activate the beam and move towards the opponent, no way they get out of range without losing half of their army unless they are super fast units. I had Zergs try it with Corruptors. Each Voidray basically gets on Corrupter before they leave the range. Though I guess most people will move the Voids with attack move, that way it is easier to run away from them.
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On January 18 2013 12:18 FeyFey wrote: Voidray charge needs more visibility ? I found it was really easy to notice when you better avoid em lol. Guess they forgot the extended range on those things, which makes running away kinda hard. Activate the beam and move towards the opponent, no way they get out of range without losing half of their army unless they are super fast units. I had Zergs try it with Corruptors. Each Voidray basically gets on Corrupter before they leave the range. Though I guess most people will move the Voids with attack move, that way it is easier to run away from them.
extended range should really be removed. there's no reason for it now that Void charge can be triggered on command rather than reliant on charging up via sustained attack on a single target.
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On January 18 2013 11:43 mtn wrote:Show nested quote +On January 18 2013 11:41 TheSwagger wrote: If people want to be so salty about the prismatic timer I guess we can just remove the overhead timer for stim on Marines/Marauders... Only fair, right?? You have a timer for Stim? What Am I Reading?
yeah man stim has the little multi-colored lightning bolt that shifts from green --> red when stim is drying out
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I think they should activate a "charge up" delay for the void ray ability. Would add more to the decision making, trying to force out a charge then bailing, etc. And it would keep it in line for the charge up it currently has in WoL. Only thing I fear is it will just add more to trying to fake out a Protoss army (like you try to do with FF).
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FINALLY blizzard does something right Ive been waiting for the day for burrow tech on hatchery. This changes so much is ridiculous. Im so excited for sc2's future
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I like burrow T1. Forces people to choose how to spend gas.
Reaper change is logical.
Ehh, void ray supply was already too much but oh well.
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I like all these changes!
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On January 18 2013 12:21 awesomoecalypse wrote:Show nested quote +On January 18 2013 12:18 FeyFey wrote: Voidray charge needs more visibility ? I found it was really easy to notice when you better avoid em lol. Guess they forgot the extended range on those things, which makes running away kinda hard. Activate the beam and move towards the opponent, no way they get out of range without losing half of their army unless they are super fast units. I had Zergs try it with Corruptors. Each Voidray basically gets on Corrupter before they leave the range. Though I guess most people will move the Voids with attack move, that way it is easier to run away from them. extended range should really be removed. there's no reason for it now that Void charge can be triggered on command rather than reliant on charging up via sustained attack on a single target.
I wish they would turn them back into the heavy micro variant, they are no fun anymore with their charge on a button. I like units that overkill alot, especially liked the Voidray with its special variant of Overkill, it gives you a reason to control them better. I like the extended range also as it makes it more interesting to micro against Voidrays and they aren't hard countered by Vikings that way. They wouldn't really work with Range 6 only, because of the way they attack.
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Reaper health increase is probably good. Void Ray timer is weird, there's nothing else that behaves like that in the game, is there?
Void Ray supply increase seems stupid, simply because VRs aren't just too good lategame, they're also too good mid game. Just nerf their damage.
Burrow change might crease interesting plays, or it might just give Zergs an unneeded boost to their ability to outmacro Protoss and Terrans safely. We'll see.
More importantly, where are the lategame buffs to mech? Where are the changes to Protoss to decrease reliance on a big dumb deathball?
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Burrow at hatch tech is a pretty significant change, it will allow zerg to use roaches/banelings in some pretty interesting ways. Not to mention some of the potential defensive uses for it early on like burrowing a bunch of drones vs an early drop, banshees, or stargate tech.
Overall I like the change a lot it will make burrow much more useful and the option to delay lair tech much more 'doable'.
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Nerf the additional range of charge. Make it +1 or even 0, That's why it's hard to micro against them...
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I have to say I like this patch a lot. +1 Blizzard. Earlier burrow just means you have to add turret at the front if you sense the zerg player is planning on being aggressive. It is similar to TvP, where you throw down a turret at 6mins mark.
Burrow definitely changes the entire early stage of the game completely, but I am sure it will only encourage more aggressive play rather than turtle death-ball play.
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On January 18 2013 13:13 Empirimancer wrote: Additional range? What?
«Once the Void Ray's beam is activated within its 6 range, there's an additional leeway of 2 if the target moves away.»
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So, even easier mode now to power to 60 drones. And if you get in trouble ever, you now can essentially cloak them all.
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holy shit the void ray timer thing really rustles my jimmies.
a good player will pay attention and even bait out the ability, wait for the charge to die then proceed to attack.
dafuq are they thinking, they're babying the micro for noobies.
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On January 18 2013 13:24 avilo wrote:So, even easier mode now to power to 60 drones. And if you get in trouble ever, you now can essentially cloak them all. 
This hardly makes it easier to power to 60 drones.
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