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Patch 6 Notes - Page 10

Forum Index > SC2 General
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HalfAmazing
Profile Joined May 2008
Netherlands402 Posts
March 26 2010 01:16 GMT
#181
Most of these changes make no sense. They didn't touch the bandaid (marauder/immortal) units at all. Their only reason for being so strong is so that they can deal with zerg's crutch unit the roach. Unfortunately this makes thors and tanks less effective than they should be. Cheaper tech lab, factory and ghost simply means units that are already heavily used will be used more, and units that aren't will be used even less. Faster banshee rush, cheaper marauders, cheaper and faster ghosts. Fewer hellions, tanks, thors. Banelings buffed and marines nerfed? Mutalisks are gonna tear shit up. Not even gonna comment on the dt nerf.

Kenniget... sigh. Loosen up on that trigger finger, son.
You can figure out the other half.
anch
Profile Blog Joined June 2006
United States5457 Posts
March 26 2010 01:17 GMT
#182
so slower marines and reactor, and garbage SCVs
Doesn't this just make mass Mutalisk happy?
Sc2ggRise
Profile Blog Joined January 2009
United States607 Posts
March 26 2010 01:17 GMT
#183
i think its good that i picked zerg as my main last week ;D
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 26 2010 01:18 GMT
#184
Nerf to the face - That just made my day :D

Here's how many hits a Stalker will kill light units in post-patch (not regarding regeneration); note that this does not, in any way, depict how well it will actually perform (although relatively it will obviously perform better, without upgrades):

Protoss

Probe: 4 hits, compared to 5
Zealot: 17 hits, compared to 22 (K...)
Sentry: 9 hits, compared to 12 (Kk)
High Templar: 8 hits, compared to 10
Dark Templar: 14 hits, compared to 18 (you require additional detection)
Archon: 36 hits, compared to 45 (incredibly inaccurate, although the number of hits needed reduced by about 9)
Observer: 6 hits, compared to 8
Phoenix: 18 hits, compared to 23 (Pretty good, relatively speaking >.>)
Interceptor: 8 hits, compared to 10


Terran

SCV: 5 hits, compared to 8 (Woohoo!)
MULE: 6 hits, compared to 8
Marine (w/o Shield): 5 hits, compared to 6
Marine (with Shield): 6 hits, compared to 7
Stimmed Marine (w/o Shield): 4 hits, compared to 5
Stimmed Marine (with Shield): 5 hits, compared to 6
Reaper: 5 hits, compared to 7 (Definitely a Reaper counter)
Ghost: 10 hits, compared to 13 (With the EMP nerf, this might be viable)
Hellion: 9 hits, compared to 12 (Kewl)
Banshee: 13 hits, compared to 17 (wut)
Point Defense Drone: Absorbs 200 damage, compared to 160 (zomg nerf)


Zerg

Larva/Cocoon: Infinite hits, compared to infinite (nerf teh larvaz pl0x XD)
Drone: 4 hits, compared to 5
Queen: 20 hits, compared to 25 (queek! go queen harass w/ stakz?)
Zergling: 4 hits, compared to 5 (Yesh)
Baneling: 3 hits, compared to 4 (Moar yesh due to Baneling buff vs Armored...like the Stalker)
Hydralisk: 9 hits, compared to 12 (Much needed?)
Broodling: 3 hits, compared to 4 (Still not anti-Mustache Lord XD)
Changling: 1/2 hits, compared to 1 (just kidding)
Infested Terran: 5 hits, compared to 7
Mutalisk: 12 hits, compared to 15 (YAY)
Tamerlane
Profile Joined July 2009
Canada426 Posts
Last Edited: 2010-03-26 01:20:24
March 26 2010 01:19 GMT
#185
On March 26 2010 10:03 Smuft wrote:Cloaking and detection are more expensive in SC2 than SC1, yet observer price remained the same and it doesn't require an observatory. Good change.

Doesn't make this banelings more powerful vs terran where they are already extremely powerful? I guess it might make them come out a bit more often in ZvP but zerg seems to already have enough good options in ZvP.


Totally agree with those 2 points...

On March 26 2010 10:04 zazen wrote:
Why make tech lab cheaper? And why make Fac cheaper allowing EVEN FASTER tech to banshees? T is now clearly the strongest race in the game, and ZvT is gonna fucking suck even more now.

And no, the Baneling buff won't really cut it.


what about the marine production time that got nerfed by times?? weren't marines at the core of any winning strategy against zergs?

...it's so easy to counter fast banshees (at least counter banshee harassment), it's not even funny

On March 26 2010 10:17 anch wrote:
so slower marines and reactor, and garbage SCVs
Doesn't this just make mass Mutalisk happy?


Yeah, very much, imo

although the vikings are a bit cheaper, so you can supplement teh marines a little better with those
Savio
Profile Joined April 2008
United States1850 Posts
Last Edited: 2010-03-26 01:20:53
March 26 2010 01:19 GMT
#186
Awesome patch. Best changes:

* Improved the visibility of units on zerg creep.

always a plus

* Improved the system that handles promotion and relegation between Leagues.

Been needed for a while. I'm interested in knowing how it works now.

o Pathing has been improved so units can now properly block ramps and choke points.

Also been needed for a while

+ EMP Round radius decreased from 3 to 2.

Ghosts were mega against toss

o SCV

+ Life decreased from 60 to 45.


The single BEST change of the patch. I never understood the logic behind scvs having 60 freaking HP! Especially now with Planetary fortress it was ridiculous. Workers shouldn't be tanks.

o Observer

+ Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas.
+ Build time increased from 33 seconds to 40 seconds.

Also something I love. Toss have been getting their obs out on me way early and for very little money. In Sc1 it didn't matter so much since zerg had detection all over their base but now we only ever build a very few detectors so it was way more powerful. Glad to see this change.

o Stalker

+ Particle Disruptors damage increased from 8 (+6 Armored) to 10 (+4 Armored).
+ Weapon upgrade damage decreased from +1 (+1 Armored) to +1 (+0 Armored).

And ofc, this will be nice for toss against muta. I don't think the armor bonus change will matter that much. Its not like stalkers before the patch were being used as the Protoss "muscle" in end game armies anyway. Who needs a good bonus to armored when you have immortals in your army?


Overall, amazing patch. I don't really care that much about the DT changes but I can see people's point about DTs not needing a nerf.

Awesome patch Blizz!
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
Icx
Profile Blog Joined November 2009
Belgium853 Posts
March 26 2010 01:19 GMT
#187
On March 26 2010 10:17 anch wrote:
so slower marines and reactor, and garbage SCVs
Doesn't this just make mass Mutalisk happy?


Muta's come out way later then the moment marines start coming out

It isn't a nerf to the, okay I know mutalisk will be coming soon, I better prepare.
It is a nerf to the, omg mutalisks in my base, quickly throw down some reactors and make some marines.

You will have to plan more ahead, but what real implications this patch is gonna have, we will see over the coming weeks.
pwnst4r
Profile Joined March 2010
United States5 Posts
March 26 2010 01:20 GMT
#188
On March 26 2010 10:15 PatandPat wrote:
hey sorry kinda off topic but with the new patch coming, how many of u think the ladder reset will happen after battle.net comes back online?


I'm guessing (and hoping) they will reset it. I'm really anxious to try out the new patch.
.
Postaljester
Profile Joined December 2002
United States128 Posts
March 26 2010 01:21 GMT
#189
i have had lots of success using DTs to take map control vs terran and then expoing. dunno how much this change will have on that. I thought having dts & HTs on different tech buildings was painful enough on its own but i guess blizzard thought differently.

slight stalker buff, doubt it will make to much difference.
If you cant do something well, learn to enjoy doing it poorly
BC.KoRn
Profile Joined February 2003
Canada567 Posts
March 26 2010 01:22 GMT
#190
On March 26 2010 10:03 NET wrote:
Just an idea, maybe blizzard should also release a statement along side the patch notes in order for the starcraft community to have a better understanding of what is going through their heads. This will keep everyone from playing guessing games and auto complaining about everything.

On a side note, why kill DT's even more T_T...


Very unlikely, that would only cause problems for Blizzard.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
March 26 2010 01:23 GMT
#191
On March 26 2010 10:19 Savio wrote:
Awesome patch. Best changes:

Show nested quote +
* Improved the visibility of units on zerg creep.

always a plus

Show nested quote +
* Improved the system that handles promotion and relegation between Leagues.

Been needed for a while. I'm interested in knowing how it works now.

Show nested quote +
o Pathing has been improved so units can now properly block ramps and choke points.

Also been needed for a while

Show nested quote +
+ EMP Round radius decreased from 3 to 2.

Ghosts were mega against toss

Show nested quote +
o SCV

+ Life decreased from 60 to 45.


The single BEST change of the patch. I never understood the logic behind scvs having 60 freaking HP! Especially now with Planetary fortress it was ridiculous. Workers shouldn't be tanks.

Show nested quote +
o Observer

+ Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas.
+ Build time increased from 33 seconds to 40 seconds.

Also something I love. Toss have been getting their obs out on me way early and for very little money. In Sc1 it didn't matter so much since zerg had detection all over their base but now we only ever build a very few detectors so it was way more powerful. Glad to see this change.

Show nested quote +
o Stalker

+ Particle Disruptors damage increased from 8 (+6 Armored) to 10 (+4 Armored).
+ Weapon upgrade damage decreased from +1 (+1 Armored) to +1 (+0 Armored).

And ofc, this will be nice for toss against muta. I don't think the armor bonus change will matter that much. Its not like stalkers before the patch were being used as the Protoss "muscle" in end game armies anyway. Who needs a good bonus to armored when you have immortals in your army?


Overall, amazing patch. I don't really care that much about the DT changes but I can see people's point about DTs not needing a nerf.

Awesome patch Blizz!



SCVS got more HP because they don't regenerate. Yes, they can be repaired. YES, it costs minerals. So 60 -> 45 is too much of a nerf. And its not Starcraft this way
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 26 2010 01:24 GMT
#192
I have nothing to say in this thread. It'll take a lot of testing to figure out exactly what all these changes do... Bah.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
hifriend
Profile Blog Joined June 2009
China7935 Posts
March 26 2010 01:24 GMT
#193
On March 26 2010 10:22 BC.KoRn wrote:
Show nested quote +
On March 26 2010 10:03 NET wrote:
Just an idea, maybe blizzard should also release a statement along side the patch notes in order for the starcraft community to have a better understanding of what is going through their heads. This will keep everyone from playing guessing games and auto complaining about everything.

On a side note, why kill DT's even more T_T...


Very unlikely, that would only cause problems for Blizzard.

Why would it cause problems? I thought it was a good suggestion actually.
Ranix
Profile Blog Joined March 2009
United States666 Posts
March 26 2010 01:26 GMT
#194
On March 26 2010 10:24 hifriend wrote:
Show nested quote +
On March 26 2010 10:22 BC.KoRn wrote:
On March 26 2010 10:03 NET wrote:
Just an idea, maybe blizzard should also release a statement along side the patch notes in order for the starcraft community to have a better understanding of what is going through their heads. This will keep everyone from playing guessing games and auto complaining about everything.

On a side note, why kill DT's even more T_T...


Very unlikely, that would only cause problems for Blizzard.

Why would it cause problems? I thought it was a good suggestion actually.


I agree- if there was a logical flaw in their reasoning people could point it out too and help them shape the game the way the mass players/competitors want it instead of just the dev team.
Legends never gg
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
Last Edited: 2010-03-26 01:29:22
March 26 2010 01:27 GMT
#195
What the nuts SCV?

Boxer must be frowning at this.
Writerdamn, i was two days from retirement
Too_MuchZerg
Profile Blog Joined February 2008
Finland2818 Posts
March 26 2010 01:28 GMT
#196
At least bunker rushes kinda stays the same.

-SCV:s weaker
-slower marine production
-faster bunker

Postaljester
Profile Joined December 2002
United States128 Posts
March 26 2010 01:28 GMT
#197

SCVS got more HP because they don't regenerate. Yes, they can be repaired. YES, it costs minerals. So 60 -> 45 is too much of a nerf. And its not Starcraft this way



scvs had 60 hp in sc1 because they are vulnerable while building, had acceleration, and had shorter range than the other workers. they dont have either of the last two problems in sc2. 45 is a fair number imo.


If you cant do something well, learn to enjoy doing it poorly
Alou
Profile Blog Joined March 2010
United States3748 Posts
March 26 2010 01:29 GMT
#198
On March 26 2010 10:03 Smuft wrote:
Show nested quote +
On March 26 2010 08:54 floor exercise wrote:
o Observer

+ Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas.
+ Build time increased from 33 seconds to 40 seconds.


Cloaking and detection are more expensive in SC2 than SC1, yet observer price remained the same and it doesn't require an observatory. Good change.


I didn't think of this at all. Good point.
Life is Good.
Savio
Profile Joined April 2008
United States1850 Posts
Last Edited: 2010-03-26 01:32:04
March 26 2010 01:29 GMT
#199
On March 26 2010 10:23 G.s)NarutO wrote:
Show nested quote +
On March 26 2010 10:19 Savio wrote:
Awesome patch. Best changes:

* Improved the visibility of units on zerg creep.

always a plus

* Improved the system that handles promotion and relegation between Leagues.

Been needed for a while. I'm interested in knowing how it works now.

o Pathing has been improved so units can now properly block ramps and choke points.

Also been needed for a while

+ EMP Round radius decreased from 3 to 2.

Ghosts were mega against toss

o SCV

+ Life decreased from 60 to 45.


The single BEST change of the patch. I never understood the logic behind scvs having 60 freaking HP! Especially now with Planetary fortress it was ridiculous. Workers shouldn't be tanks.

o Observer

+ Cost increased from 25 Minerals and 75 Vespene Gas to 50 Minerals and 100 Vespene Gas.
+ Build time increased from 33 seconds to 40 seconds.

Also something I love. Toss have been getting their obs out on me way early and for very little money. In Sc1 it didn't matter so much since zerg had detection all over their base but now we only ever build a very few detectors so it was way more powerful. Glad to see this change.

o Stalker

+ Particle Disruptors damage increased from 8 (+6 Armored) to 10 (+4 Armored).
+ Weapon upgrade damage decreased from +1 (+1 Armored) to +1 (+0 Armored).

And ofc, this will be nice for toss against muta. I don't think the armor bonus change will matter that much. Its not like stalkers before the patch were being used as the Protoss "muscle" in end game armies anyway. Who needs a good bonus to armored when you have immortals in your army?


Overall, amazing patch. I don't really care that much about the DT changes but I can see people's point about DTs not needing a nerf.

Awesome patch Blizz!



SCVS got more HP because they don't regenerate. Yes, they can be repaired. YES, it costs minerals. So 60 -> 45 is too much of a nerf. And its not Starcraft this way


Its not "Starcraft" if Terran doesn't have workers that pwn all other workers?

Also, I don't see why T's should be complaining about having killable workers. For 10 years we had a game where:

1. 1 probe could build an entire base in seconds, probes regenerated fast enough that they could harrass a drone trying to expo (while denying his expo) and sometimes kill it

2. SCVs did more damage and were tougher than any other worker

3. Drones could......only make 1 building.....ummm....have their expos blocked by annoying probes and SCVs....die to probes and scvs....and need to be made constantly since building a base = losing harvesting workers.

I think it is much better as it is.
The inherent vice of capitalism is the unequal sharing of the blessings. The inherent blessing of socialism is the equal sharing of misery. – Winston Churchill
Kezzer
Profile Blog Joined December 2008
United States1268 Posts
March 26 2010 01:30 GMT
#200
On March 26 2010 08:54 floor exercise wrote:
o Stalker

+ Particle Disruptors damage increased from 8 (+6 Armored) to 10 (+4 Armored).
+ Weapon upgrade damage decreased from +1 (+1 Armored) to +1 (+0 Armored).



While this is a good start in terms of buffing the stalker, I feel stalkers still don't do enough damage. Considering their cost, their role, and their tech(getting blink for them is timely and expensive for such an important ability for the unit) they should do much more damage.
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