Patch 6 Notes - Page 19
Forum Index > SC2 General |
thezergk
United States492 Posts
| ||
BoNE-JuGG
Canada15 Posts
Thanks in advance for any headway on this. | ||
0neder
United States3733 Posts
On March 26 2010 13:01 MavercK wrote: creep looks like crap. completly grey. looks like sandstone or something yea zerg units are very easily seen on it but god it looks awful The problem isn't the units on creep. It's the zerg units themselves. They are too dark. They need to be lightened up, with contrast on the unit textures beefed up a little. Also, gray? That's not organic at all. Give it some kind of tint at least. | ||
DeCoup
Australia1933 Posts
This may also allow us to get a few extra Vikings out to help deter mutas (even if they are not the most cost effective counter). Viking harass in TvT is also slightly more scary now as your first 2 vikings can 1 shot SCVs when focus firing together. Ghost; It was only taking me 2 EMPs to hit the whole P army and very little planning on where to land the emp. Increased decision making is always a plus. To use EMP on an enemy of the same size you will need more Ghosts now. By adopting a higher ghost mix into the bio builds they are making the Ghost vs HT caster battle a lot more interesting IMO. Marine/Colossus: I like the new upgrade relationship between Marines and colossus. With no upgrades it now takes 2 hits to kill a full HP marine, or 1 if they stim. Combat shield does not allow them to take an extra hit from full health, but does allow them to use 1 stim and still take 2 hits. I like it. Reactor: Removing early rine rushes does not bother me too much. Early hellion harass will also be slower. None of that strikes me as a too bad thing. We will probably see a shift towards additional barracks being used over reactor for increased marine production in early game (which I like). The biggest reactor change for me is to do with air. (Forgetting lift off for a moment)... Previously if you would get your first 2 vikings or medivacs out faster if you use the reactor at the expense of the additional gas investment. Now you get your first 2 out faster if you don't build a reactor, but get your first 3/4 out faster if you did get reactor first. This will make build and timing choices more interesting, as the advantage of the reactor is still evident but more situational. This applies to all reactorable units, but air is where the decision making will more effect me. I also want to note that I feel that now you always have to decide if you can afford to drop a reactor at all stages in the game. Previously in mid-late game if you didn't need a Tech-Lab on it then you always wanted a reactor. Now you have to ask yourself if you can survive without the production while it builds. If you just build 4 rax you may want to build the reactors 1 or 2 at a time now instead of clunking them all down at once. SCV: First off I would like to say that I like the threat level system in SC2. Workers>Military>Buildings. This creates an interesting decision. By pulling workers you are decreasing your economy. But by including workers in your unit-mix you are able to use their HP as a 'shield' for your army and gain a military advantage. By lowering the HP of the mule to be more on par with that of the other races workers you now allow each race to make this economy/army decision making on more even terms. This 'meta mechanic' allows you to effectively sacrifice future income for current advantage. It is a choice which I am glad has been introduced in SC2 and feel that now homogeneous worker HP will make this an important part of the economic decision making process instead of as a cheese strat.+ Show Spoiler + A bit more Off topic: Each race will be able to use the worker inclusion in different ways. Protoss can run them in front of their army and pull them back as they take hits (trying not to go too far below shields). They can reuse these probes when their shields return, keeping them in the back in the mean time. It also forces the enemy to micro more because sending 1 probe ahead (and a little to the side) of his army will force tanks/colossus etc to fire at the incorrect target and have 1-2 shots perform no splash to the mass of your army). Terran has a decision to make regarding the use of their SCV's in combat now. Do you attack-move them in, taking hits for your army and add slightly to the dps if you make it to them? or Do you set 9 SCV to auto-repair and keep them in a small cluster between your force and theirs to take more hits for your army but add less to the dps? Zerg regen slow so I expect them to be used primarily in an attack-move fashion than either of the other ways. We don't see players really using workers in this was atm (except the pre nurfed SCVs) but I think that as long as you weigh up the current gain to future economic loss it may become useful for all races. Observers: Don't like it? Deal with it. Detection is meant to have a higher value in SC2. I know you may be use to being able to get as many observers as you want, but now you have to take ecconomy into consideration a little more. Poor you. (Seriously tho, it may hurt you a little early on, and it will make observer sniping a bit more OH SHIT!, but I don't see that as too bad a change). Stalker: Nice buff early game. They will be able to better hold off muta, and other early attack until you get a wider choice of units to use against other threats (no +heavy with upgrades means that they still don't want them being massed against everything in later game, but they will hold off early air agression). Can't complain. Oh... and for all those of you who are... + Show Spoiler + All these people winging that Stalkers are still weak against Marauders, Roaches and Hydras... You are SUPPOSE to be bad against marauders and roaches, thats the point... It's not an all-in one killing machine. Just because you have bonus to heavy does not mean you should counter all heavy units in the game. And why does everyone lump hydra in with that comment? They are not heavy, and you just got a damage buff against them. We should all know by now that maths theory =/= game play. Test out the patch and see how they fair against Hydra now before complaining about them pls. DT: I don't see this as much of a nurf. More like reinforcing the role Blizzard has for them. They are less encouraged for cheese now. You can still add 1-2 in with your unit mix to force detection or waste enemy scans. And now they can one shot SCVs. Late game expansions will have to be more wary till they are properly defended, warp-prism DT warp-ins in mineral lines will be more scary etc. DT/HT: I feel it was a mistake that these units did not have a armor type. Pretty much everything else does, and clearly they are not heavy anyway ![]() Baneling: I find this unexpected. I still don't fell they will be economically viable against heavy units, but the economic loss will not feel quite as sever when they hit the wrong targets. Roach: Needed change Edit: Improved replay map downloading: Yay! I can stop breaking the terms of use by adding maps to cache manually -.-" | ||
radiaL
Andorra2690 Posts
not great | ||
j4vz
Canada976 Posts
On March 26 2010 13:04 Newguy wrote: high templar arent nerfed, they are actually buffed indirectly, because the tech time and cost is the same but emp radius is nerfed.... since they are considered light unit now, they are weaker against unit like hellion/reaper/ghost | ||
Augury
United States758 Posts
| ||
CharlieMurphy
United States22895 Posts
On March 26 2010 12:36 Spinel720 wrote: I still don't know how to deal with CharlieMurphy's "Mustaches" brood lords still gonna be able to kill me :/ gotta get carriers and mofo ship imo, I think a few archons might actually help to defend the stalkers from broodlings too. | ||
Nightmarjoo
United States3360 Posts
On March 26 2010 13:02 Ftrunkz wrote: what? hellions toast zealots worse than vultures did in broodwar... those things definitely have a use. They're not even very good against slowlots, let alone chargelots lol. I guess if you don't mind wasting the money on making and upgrading them, having a few to do a suicide ht snipe like you use vults for in bw could work, the difference being that you're always making vults in bw tvp since they're always useful, unlike hellions, which are rarely useful. | ||
Zato-1
Chile4253 Posts
On March 26 2010 13:12 CharlieMurphy wrote: gotta get carriers and mofo ship imo, I think a few archons might actually help to defend the stalkers from broodlings too. Are carriers really viable considering the huge damage bonus Corruptors get against them? | ||
wishbones
Canada2600 Posts
| ||
diehilde
Germany1596 Posts
| ||
afg-warrior
Afghanistan328 Posts
| ||
arew
Lithuania1861 Posts
Edit: Server is still down in Europe server? :p coz i can't login. | ||
TheAntZ
Israel6248 Posts
If this is true, does it also apply to this portion of beta, since they're trying to simulate launch? Fucking got 3 PvZ and lolmutas, so was put in silver. would be frustrating as hell if I was stuck there | ||
QibingZero
2611 Posts
And like everyone else has said, the baneling and DT changes just make you boggle. | ||
Jenia6109
Russian Federation1612 Posts
| ||
Meta
United States6225 Posts
![]() Also, if you're a zerg and you're not going banelings before lair vs T, you're doing it wrong. They allow you to fast expand 100% safely, and at the same time delay an expansion for the terran. | ||
Wintermute
United States427 Posts
On March 26 2010 14:43 TheAntZ wrote: I heard from someone that it was announced that in the actual game release, you wont get promoted between leagues, as in the league you get placed in is the one you'll stay in? If this is true, does it also apply to this portion of beta, since they're trying to simulate launch? Fucking got 3 PvZ and lolmutas, so was put in silver. would be frustrating as hell if I was stuck there Hard to say since the promotion system was so spotty before the patch anyway. | ||
cartoon]x
United States606 Posts
On March 26 2010 09:04 Mastermind wrote: It's really not much of a buff. Stalkers will be better at stopping mutas and in the early game in general, but in the late game they will be weaker against armored units due to being less effected by upgrades. The fact you can go stalkers in the first place would be a buff. Slower marine production, too. I'm guessing we'll see stalkers in PvT | ||
| ||