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Patch 6 Notes - Page 14

Forum Index > SC2 General
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muzzy
Profile Joined March 2010
United States640 Posts
March 26 2010 02:16 GMT
#261
I'm a Zerg player, but I gotta say, that SCV hit seems pretty extreme... sorry, Terran players!
bendez
Profile Joined February 2010
Canada283 Posts
March 26 2010 02:16 GMT
#262
o Pathing has been improved so units can now properly block ramps and choke points.


NOOOOOOO no more speedling rush through the wall hehe

Great patch. Very satisfied with the changes.
G4MR
Profile Blog Joined February 2010
United States371 Posts
March 26 2010 02:17 GMT
#263
Yeah I love this patch fuck terran XD marine rushes in 2v2's XD hehe.
www.G4MR.net personal blog!
theon.vbn
Profile Joined March 2010
United States5 Posts
March 26 2010 02:18 GMT
#264
Seems to me that Blizzard's main focus in this patch is to try to promote longer games. This patch dealt with a lot of stupid rushes like the marine/scv rush, double hellions are now built FASTER so that Dimaga baneling wall bust might just lose those precious few seconds to be that effective... marine/scv in tvt might also be no longer feasible since bunkers can now be built faster and scv's weaker.

Also keep in mind - Reactor build time used to be 40, not 25 (pre-patch 2). Seems like Blizzard doubled back on that decision...
Chen
Profile Joined June 2009
United States6344 Posts
March 26 2010 02:18 GMT
#265
On March 26 2010 10:12 machinus wrote:
1. SCVs should have at least 50 health.

anything less than 48 is completely pointless, as scv all-in rushes vs toss would have almost the exact same strength. 50 hp=4 hits from zeals, the exact same as a 60 hp zlot.
Funchucks
Profile Joined June 2007
Canada2113 Posts
March 26 2010 02:18 GMT
#266
So, still no fix for the AI bug that makes units on attack-move stop at lowered supply depots?
I serve my houseguests slices of butter.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-26 02:25:06
March 26 2010 02:20 GMT
#267
SCV HP NERF YESSSS

REST OF TERRAN BUFFS WTFFF NOOOOOOOOOOO

omfg, how did they not touch the marauder at all. That fucker needs to be changed.

oh, damn instead of making zerg detection better, they made protoss detection on par. That still doesn't help zerg vs dark templar though.
The build time and cost of dark shrine helps a little..
nice, a stalker buff

The bling change i like, Seemed like they were too worthless versus anything other than marines.

wow the regen nerf on roaches is fucking huge. Now ling/muta might actually be more valid strat.
..and then I would, ya know, check em'. (Aka SpoR)
Mora
Profile Blog Joined October 2002
Canada5235 Posts
Last Edited: 2010-03-26 02:24:22
March 26 2010 02:20 GMT
#268
2 things to note:

1) this is a beta. the developer may throw some over-nerfs/over-buffs in to see how it effects the game. (when something is underpowered, it's far easier to balance the unit by OVER-buffing and then scaling back, then it is to 'guess the perfect number'. When you're CLOSE to that perfect number but not directly on the perfect number, it takes longer to uncover what's imbalanced).

It's similar with overpowered units. When a unit is overpowered, everyone makes it, and everyone makes a lot of it. They're skill with the unit will increase (regardless of its stats). By nerfing it harder than is needed (ie: getting it to a threshold where it's hard to use despite increased familiarity with it), you're better able to measure how far it needs to come back up.

2) none of you know what the fuck you're talking about. you cannot play ~1k matches of a game like Starcraft/Starcraft 2, and have any where close to the skill/experience needed to proximate a hypothesis. Hell, before Bisu came around, many people considered PvZ 'highly imbalanced'. I guarantee the likes of Nal_rA, Reach, and Kingdom were better at SC1 at that time than you are now at SC2. Give it some time. Your opinions are important, but put them forth with a bit of humility - take a moment to acknowledge how ignorant you are.

edit - i'd like to point out that i'm not speaking as a player who thinks he's better than you at sc2, but as a game developer who's been in the industry for 4 years - Balance Design in particular.
Happiness only real when shared.
DeMusliM
Profile Joined February 2010
United Kingdom401 Posts
March 26 2010 02:20 GMT
#269
i'm pretty annoyed by baneling buff actually, the more i think about it - the less it makes sense, unless they want to appeal to the casual zerg players once more.

ZvT largely consisted of MMM + ravens/tanks vs ling/baneling/hydra/infestors

The fights consisted of marines getting fungal growthed, and being blown up (banelings running around the marauders, then clicking a+move onto the marines) - i automatically assumed that blizz recognised that the matchup was pretty tough for terran to handle.
Even without infestors, the zerg could attack+move the terran army, except the banelings and just hunt down the marines (if the marines pulled back, it would leave the marauders to fight the hydras, which would probaly leave the terran in a vulnerable state anyway).

Now, the way i see this nerf is - it means that banelings rather than having to avoid the marauder wall (it was the best way of beating zergs who a+moved - running the marines back and letting him blow up the marauders to prevent major losses, and only minor) it means that a+moving everything, including the banelings isn't half as ineffective. Personally i really dislike this change - it gives zerg less reason to micro in fights, but purely concentrate on where to fungal growth. The fact fights are becoming less micro orientated (yes, the baneling buff does decrease the need for micro) i am gradually becoming more skeptical of Blizzard's future plans with this game.

I don't believe the patch has looked at the right things - while yes the marine/scv rush was nerfed vs protoss, sure - i don't believe it's helped protoss at all. The more reliable Marauder expo strategy was buffed (less gas cost, faster starports) and stalker buffing won't make a difference vs marauder but will probaly be less effective (same damage vs armoured, 8+6 10+4, but less with upgrades) slower immortal, and more cost on observers. I can only see this further swaying the matchups in favour, of what they were already in favour of.
Protoss will lose to Terrans more frequently, and Terrans will further struggle vs Zergs.

Obviously my main gripe is with the Baneling buff, but also the reactor nerf (this wasn't even part of any of the "scv/rine rush"), personally it just feels as if blizz really want to remove all micro factors in this game, and just turn it into a a+move slugfest. Not impressed at all...
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
March 26 2010 02:20 GMT
#270
Sad that SCV's health went down, even though I play toss. The only think I don't like from the patch was increasing the cost of dark shrine and observers. That was just uncalled for.
Feefee
Profile Joined November 2009
Canada556 Posts
March 26 2010 02:21 GMT
#271
On March 26 2010 11:14 Attica wrote:
It used to take 9 banelings to kill a marauder. That's 450/225 to kill one unit. I think blizzard just wanted them to be a little more cost efficient vs armored units. I think the DT nerf was an adjustment to the scv nerf because now they 1 shot scvs.


People keep saying that about the DT nerf, but that's not really how DT's work. Either you detect them and they're useless, or you don't and they kill everything you have. If you have a DT in your mineral line, who cares if they one or twoshot your workers, you're dead =P

Also: banelings do splash damage so that's not exactly a fair comparison. I don't think banelings should ever be "cost efficient" against armored units. If banelings were cost efficient against marauders AND marines then ..well damn =P. That being said marauders will still soak up alot of banelings so I'm hoping it won't make too much of a difference.
shruburb
Profile Joined February 2010
18 Posts
March 26 2010 02:22 GMT
#272
On March 26 2010 11:21 Feefee wrote:
If you have a DT in your mineral line, who cares if they one or twoshot your workers, you're dead =P

One shotting workers means you don't get alerts..
Blacklizard
Profile Joined May 2007
United States1194 Posts
March 26 2010 02:26 GMT
#273
Seems clear this patch is designed to test early to mid TvP among a few other things. Very interesting.

It's not that they are afraid dark temps are suddenly becoming more powerful vs. terran, the race with the built-in always going to get scan option and cheapest tower/turret option. I mean in BW and SC2 Z and P always had to put up with Dark Templar threats and never had an uhoh button in a scan or a worker that yelled help in SC/BW b/c- it didn't one shot die. It is that they want to test certain things and want to take dark templars out of the picture for this patch.

I have a feeling, without Dark Templar as a quick (OK, not quick... zero) threat, they are looking if Protoss can manage vs Terran if they go non-robo tech. Or at least less dependent on robo. Then again immortals are still juicy... so I dunno. But the obvious dynamics that are changed/things they are testing:

a. Protoss don't have to worry about SCV/Marine rushes, but do have to worry about bunkers and/or marauders. This patch is testing zealot strength vs certain Terran builds and Marauder strength against all Protoss builds.

b. Protoss harass has a chance of killing workers who aren't 60 HP tanks. Colossi can still one shot drones/probes, but SCVs still take 2 shots, so it's not that. Blink harrass? Ummm... I can't see it happening but OK maybe in some insane build on the perfect map. Zealot/HT drop? Yeah, probably. Or just general drops with warp-ins.

c. Colossus can't one shot marines. So you may expect more High Templar play. They want to test if Protoss can genuinely advance to mid and/or late game by going mostly all gateway tech. The observer nerf (which is horrible IMO, Protoss always have the worst time scouting early and mid game) also decreases the urge to go Robo tech.

d. Just how strong Marauders are in general.

e. If Protoss can hang vs. Mutas with the new stalker. That's why no Phoenix buff. Yet.

f. If Zerg will use banelings more in general.

g. How good ghosts should be.

h. Terran mech builds.


Oh, and I called that SCV 45 HP change over a decade ago. More to the point I've been playing a ton of Terran lately in SC2, and I think that the drop is absolutely fine... even expected. The only thing bad that could come of the SCV nerf is if they really do die too easily while creating buildings. If so the fix should be that they aren't targetable when building, *except* when building bunkers, to avoid overpowered bunker rushes. Or hell take half damage while building non-bunkers... with the new fancy engine that should be easy. Although their repair speed has been nerfed so hugely from SC/BW, I'm not horribly worried about a bunker rush being overpowered at a glance. Except we still have salvage as Terran. -evil grin-


Feefee
Profile Joined November 2009
Canada556 Posts
Last Edited: 2010-03-26 02:27:13
March 26 2010 02:26 GMT
#274
On March 26 2010 11:22 shruburb wrote:
Show nested quote +
On March 26 2010 11:21 Feefee wrote:
If you have a DT in your mineral line, who cares if they one or twoshot your workers, you're dead =P

One shotting workers means you don't get alerts..


Even in SC2? Are you sure about that? Not that that would change in any way by a longer dark shrine build time either^^;
eNtitY~
Profile Joined January 2007
United States1293 Posts
March 26 2010 02:27 GMT
#275
How is NonY still playing when its down? Or is it only down for certain areas still?
http://www.starcraftdream.com
r4j2ill
Profile Blog Joined September 2009
Canada111 Posts
March 26 2010 02:27 GMT
#276
I M raging over the scv hp
tho factory cost is sweet for helliions those reactor is pretty uncalled for
The enemy of my enemy of my enemy is my enemy but his enemy is my friend ;D - r4j2ill
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 26 2010 02:29 GMT
#277
On March 26 2010 11:21 Feefee wrote:
Show nested quote +
On March 26 2010 11:14 Attica wrote:
It used to take 9 banelings to kill a marauder. That's 450/225 to kill one unit. I think blizzard just wanted them to be a little more cost efficient vs armored units. I think the DT nerf was an adjustment to the scv nerf because now they 1 shot scvs.


People keep saying that about the DT nerf, but that's not really how DT's work. Either you detect them and they're useless, or you don't and they kill everything you have. If you have a DT in your mineral line, who cares if they one or twoshot your workers, you're dead =P

Also: banelings do splash damage so that's not exactly a fair comparison. I don't think banelings should ever be "cost efficient" against armored units. If banelings were cost efficient against marauders AND marines then ..well damn =P. That being said marauders will still soak up alot of banelings so I'm hoping it won't make too much of a difference.


1 hit from a DT can be huge. Let's say they get 4 hits off pre-patch before you pull away your SCVs, bring back your forces, and throw down a scan. That's 2 SCVs lost, + the SCVs lost during the action. Post-Patch, if they get 4 hits off, that's 4 SCVs dead. It kills TWICE as many SCVs before you can do something about it.

When looking at larger scales, it's even more noticable. What if they DT rush both your expansion and your main? What if multiple DTs are dropped, doubling the rate of attack?


As for banelings, you've got to admit they were absolutely terrible against Marauders. If you were using Marines and met Banelings, you could transition to Marauders relatively quickly, nullifying any further damage. With the buff, you can't do that without feeling SOME pain.

Also, look at it in conjunction with the Reactor build time increase; there will no longer be as many Marines on the field, reducing the Baneling's potential. The solution? Make it not absolutely suck against Marauders, which will be seen comparatively more than pre-patch, relative to Marines.
Freezard
Profile Blog Joined April 2007
Sweden1011 Posts
March 26 2010 02:30 GMT
#278
Reason SCV got less health is that they can be repaired. So now you all got what you wanted - more micro!
Mora
Profile Blog Joined October 2002
Canada5235 Posts
Last Edited: 2010-03-26 02:37:46
March 26 2010 02:30 GMT
#279
edit - that was not a constructive response. removing.
Happiness only real when shared.
Deviation
Profile Joined November 2009
United States134 Posts
March 26 2010 02:32 GMT
#280
Can someone take a screenshot of units on Zerg creep when you're able? I'd like to see the difference. Thanks.
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