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On February 26 2010 18:11 Schnake wrote:Show nested quote +On February 26 2010 18:01 Hollow wrote:On February 26 2010 17:14 {88}iNcontroL wrote:On February 26 2010 16:45 Hollow wrote: Man, I don't even feel like playing anymore. Most of my games were based around the Mothership. It was the only thing that helped deal with how overpowered T and Z are. If they are going to nerf it THIS bad they should have allowed making multiple motherships. Now we are stuck with this awkward and slow unit that takes an eternity to build. We have to wait for 200/200 energy to have a very poweful attack (Mass recall + Vortex). It's going to be very hard to turtle with this unit until 200/200... at least with arbiters we could use one or many to recall and others to statis. We are now limited to only one big slow vulnerable arbiter. Not only that but our GATES take longer to build? Is this so we die to roach rush every time if we don't make multiple cannons at our cliff or something? ... =/
Disappointing patch to say the least.. Yup protosses are useless without the imba mothership.. poor old protosses.. Wait.. oh nm, most of the league leaders are P SUP How are you making a point here? Most of the league leaders did not become leaders after the patch.... most of the ones I personally know including myself used the Mothership quite a lot. Speak for yourself... Toss is the weakest race right now as far as I can tell. The nerfing won't unable me to stay in the top of my division, but it certainly is going to make it much, much harder. I don't like feeling forced to go for quick games because I fear I'm going to get steamrolled in the late game. My main grip is with the PvZ. Well you can check this post and protosses didn't seem bad at all: Show nested quote +On February 25 2010 01:21 Nafaltar wrote:Platinum League 1v1 Rankings for the EU at ~3PM GMT on the 24th of February. I have played a couple of the Rank1's and the most devastating for me personally was Draco by a decent margin.
Proof that Terran is weak? top 8: 21 Protosses, 19 Zergs, 3 Randoms, 12 Terrans.
Top Ranks: 4 p, 2 z, 1 random. 0 t
can we get one of these plat division rankings for US servers?
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Guys, I never said toss was the weakest since the start.. I said they were the weakest right now as far as I can tell. This means post-patch. A good zerg seemed unbeatable mid to late game for me no matter what I was doing and that was pre-patch, so I can't even imagine how much struggle it must be now. Of course I don't mean to say that my own experience of playing the game for a week is an absolute and zerg is imbalanced, but it's definitely my feeling so far.
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Russian Federation1612 Posts
What I like in this patch: - HT ability change - Mothership Mass Recall added. I missed it ingame. - Infestor abilities changes
What i dont like: - Mothership Temporal Rift removed. It was rather cool ability. Maybe even cooler than Vortex.  - No Roach/Hydra nerf, especially Roach - No Nydus nerf, it's so imbalanced - No Sentry changes, it kinda sucks in current build
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On February 26 2010 16:45 Hollow wrote: Man, I don't even feel like playing anymore.
Can me has your key? k thx!
Seriously guys, this is the first patch in closed BETA. I know it's lame and redundant to say, but quit the whining about your scores, and test the frigging game or make room for the people who will. Just see it that way: If Protoss actually becomes hard to play in SC2, you will not be a newbie A-Mover anymore :-P
[Bring on the flaming now!!]
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This thread reminds me of WoW class forums and that's NOT a good thing. This shouldn't be a discussion of "this race beats this race".
What they should be patching for is interesting gameplay and overwhelming strategies.
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Anyone who says that reaper got buffed is forgetting that the weapon isn't on cooldown initially, thus after 1x Cooldowntime the unit has shot twice. The following table (first column = time in seconds , second = new damage done at that point of time , third = old damage done at that point of time.
0 30 40 1,8 60 40 2,5 60 80 3,6 90 80 5 90 120 5,4 120 120 7,2 150 120 7,5 150 160 9 180 160 10 180 200 10,8 210 200 12,5 210 240 12,6 240 240 14,4 270 240 15 270 280 16,2 300 280 17,5 300 320 18 330 320 19,8 360 320 20 360 360
So at many points at time previously the reaper even if undisturbed and being able to constantly fire was stronger then he is now. There are some timing windows where the new reaper is stronger though.
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so basically reapers are better for early game bunker rush or something then?
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On February 26 2010 20:10 CharlieMurphy wrote: so basically reapers are better for early game bunker rush or something then? Basically they are less "hit and run able". If you are running around and only stopping for one shot before moving again you must stop a lot more and move less to do the same damage.
In other words it's a nerf to their "harass" damage on buildings. But if they are left to just attack a building they will do the same damage.
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On February 26 2010 19:53 Jenia6109 wrote:What I like in this patch:- HT ability change - Mothership Mass Recall added. I missed it ingame. - Infestor abilities changes What i dont like:- Mothership Temporal Rift removed. It was rather cool ability. Maybe even cooler than Vortex.  - No Roach/Hydra nerf, especially Roach - No Nydus nerf, it's so imbalanced - No Sentry changes, it kinda sucks in current build
posts like that show why its good that blizzard seems to do things seemi slowish.
hydra nerf? they are a 2nd tier 2 supply 90hp unti with no armor and no special ability. also a roahc nerf would be overall very heavy on the zerg atm since they are pretty 1dimensional right now and are 70% roach vs evrything. they first need to sort out how to give zerg other possibilities before they just nerf roaches.
and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?
nydus while sick keep zerg somewhat onpar with all the cliffhopping,walking,blinking,dropping and warping of T&P. only time will tell if its too strong beeing a new mechanic mnost players dont even know about (hasuobs didnt even know how the mechanics of nydus were before yesterday in the esl thing)
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I think it's good to see that they're willing/capable of removing/implementing stuff in SC2 and not just give Unit X more HP and Unit Y a shorter buildtime etc.
But i still think they should make more radical changes with completely removing certain Units and implementing new ones.
There are several examples of "good" units in SC2 and several examples of "bad" ones:
Good Units should have the following qualities: 1) They should be versatile. 2) They shouldn't just be built to counter another Unit(-Type). 3) They should make Micro possible and encourage it. 4) They should synergise well with other Units
Some good examples in SC2:
Reaper/Hellion/Marauder:
1) Reaper and Hellion are fast and can be used to harrass, to defend quickly, but are also good in bigger Battles. 2) They don't just counter other Units and if they're too good against a certain unit-type, you can easily balance them and because they're so versatile, you don't make them useless. 3) Hellions are very fast, they're attack has interesting Aoe you have to micro well etc. With Reapers, youc an also do nice Micro with hopping up and down a ramp etc. marauders are also nice, because you have to target as many different units as you can, to utilize the slow properly. 4) Hellions are well with Dropships, to protect tanklines etc. Marauders work well with Marines, any type of AoE-Dmg and Reapers are very good in larger groups to destroy buildings, but not as much if they're in small numbers.
Now for some bad examples (yes; I really think those units should be kicked out of SC2 immediately, because balancing won't help to make them "good") Immortal, Roach, VoidRay, Collossus: 1) All of the above Units have one certain porpuse or counter a certain amount of Units. They're slow and can't really be Utilized for other purposes than for the single one intended by Blizzard. 2) As said above, they're counter-units and balancing them won't ever do the trick to make them better Units in terms of versatility, micro-possibilities etc. 3) All of the above Units are slow and you really can't do anything else in terms of Micro than A-Move. Compare the Micro-intensity of those Units with Units from SC1 (Mutas / Shuttle+Reaver / Scourge / Spellcasters without intelligent casting / M&M's VS Lurkers / Vulture-Patrol-Button-Micro and Micro against Vulture Mines) - Those aforementioned SC2 Units just feel very slow and boring and totally not versatile compared to the excellent SC1-Units, but also the "good" Units from SC2 I've mentioned before.
I also wan't to see changes in the gamemechanics, like: - I don't have a problem with Automining and Multiple-Building-Selection, because Blizz came up with neat stuff to keep players busy in the base macroing. That was because of one reason: The SC-Community raged heavily against MBS and AA, so Blizz had to come up with something. We didn't realize how the better pathfinding, non-microable-units, non-existing mutastacking, intelligent casting etc. would affect the Micro-aspect of the game, because all we were worried about was the Macro - now we have the problem with unsatisfiying micro and that needs to be said and fixed to make SC2 a really great game.
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I'm surprised they would patch the game this early. In the past they mentioned how they liked to let the players try to counter seemingly imbalanced strategies before manipulating the game themselves.
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What I don't like about feedback is if it's PvP or PvT where it might be a battle of who can EMP/FB the other person's ghost/high templar first, and making that the most deciding factor in the battle.
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On February 26 2010 16:46 Virtue wrote: Protoss still can't island expo... without recall lulz, anyone else notice that toss has no dropship.
What are you talking about?!
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im suprised they didnt try to do something about seige-tank
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And they added this cool new features which takes the candy out of the child's hand, because you can't watch replays without a key anymore.
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Russian Federation1612 Posts
On February 26 2010 20:23 BeMannerDuPenner wrote: and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?
So, whats so amazing about sentries? It cant stop mass zealots in PvP, it cant make anything to zerg in tier1, and in PvT its only usefull against marines which are not the biggest danger for Protoss
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On February 26 2010 22:02 Jenia6109 wrote:Show nested quote +On February 26 2010 20:23 BeMannerDuPenner wrote: and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?
So, whats so amazing about sentries? It cant stop mass zealots in PvP, it cant make anything to zerg in tier1, and in PvT its only usefull against marines which are not the biggest danger for Protoss
Guardian shield is a huge advantage against ranged attacks, Force field is excellent to manipulate terrain to your advantage, make a choke smaller, block out of your ramp the zealots and other units, of course you can't only use sentries against zealots, but as a support unit the sentry is excellent.
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On February 26 2010 22:02 Jenia6109 wrote:Show nested quote +On February 26 2010 20:23 BeMannerDuPenner wrote: and sentries suck? its one of the most amazing units in the game.a super utility caster that deals decent dmg at range ? what not to like?
So, whats so amazing about sentries? It cant stop mass zealots in PvP, it cant make anything to zerg in tier1, and in PvT its only usefull against marines which are not the biggest danger for Protoss I'm not too excited about Sc2 so far but i can tell you that the sentry is easily the most entairtaining and "fresh" unit. Force field is brilliant. This is one of the few new units in Sc2 that doesn't look bad and boring compared to reavers or vult.
edit: ok i understand, haven't played yet so i can't comment on the balance, just wanted to say that i love the concept
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Russian Federation1612 Posts
I dont mean that Sentry is boring and bad unit. I just point on that it must be cheaper and its abilities must cost less mana
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On February 26 2010 20:25 kickinhead wrote:
Some good examples in SC2:
Reaper/Hellion/Marauder:
1) Reaper and Hellion are fast and can be used to harrass, to defend quickly, but are also good in bigger Battles. 2) They don't just counter other Units and if they're too good against a certain unit-type, you can easily balance them and because they're so versatile, you don't make them useless. 3) Hellions are very fast, they're attack has interesting Aoe you have to micro well etc. With Reapers, youc an also do nice Micro with hopping up and down a ramp etc. marauders are also nice, because you have to target as many different units as you can, to utilize the slow properly. 4) Hellions are well with Dropships, to protect tanklines etc. Marauders work well with Marines, any type of AoE-Dmg and Reapers are very good in larger groups to destroy buildings, but not as much if they're in small numbers.
Now for some bad examples (yes; I really think those units should be kicked out of SC2 immediately, because balancing won't help to make them "good") Immortal, Roach, VoidRay, Collossus: 1) All of the above Units have one certain porpuse or counter a certain amount of Units. They're slow and can't really be Utilized for other purposes than for the single one intended by Blizzard. 2) As said above, they're counter-units and balancing them won't ever do the trick to make them better Units in terms of versatility, micro-possibilities etc. 3) All of the above Units are slow and you really can't do anything else in terms of Micro than A-Move. Compare the Micro-intensity of those Units with Units from SC1 (Mutas / Shuttle+Reaver / Scourge / Spellcasters without intelligent casting / M&M's VS Lurkers / Vulture-Patrol-Button-Micro and Micro against Vulture Mines) - Those aforementioned SC2 Units just feel very slow and boring and totally not versatile compared to the excellent SC1-Units, but also the "good" Units from SC2 I've mentioned before.
ROFL, let me guess you are terran player getting owned by these particular bad units :D Yep, marauders and reapers are totally not counter to anything, totally anything except armored, light and buildings... And yeah, we always just A move immortals or void rays to attack anything and we let collossus to go A move over the cliffs...
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