Patch 6 Notes - Page 22
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WhiteKnight
New Zealand134 Posts
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Velr
Switzerland10716 Posts
I fully understand the Baneling buff... They were kinda a pure hard counter unit and that just sucks for a unit that is dead after one use. | ||
Kyuki
Sweden1867 Posts
I think the observer nerf was really needed - Toss scouting was extremly powerful, and increasing the buildtime alone was really needed imho. Too much screaming here though, just play it and see how it works.. | ||
Foreplay
United States1154 Posts
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kickinhead
Switzerland2069 Posts
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Psycho-SoniC
Switzerland31 Posts
Ghost EMP was OP I used them all the time in TvP (I'm a T only player). Guess the nerf is justified. | ||
humblegar
Norway883 Posts
Patch generally looks great, everything made sense to me except the DT nerf. I do think terran will have to use 2 scvs to build the first barracks now, but I'll have to test tonight. I'm dissapointed in top players (and posters) whining in this thread without mentioning the buffs they get. This to me shows that sometimes people are better posters/balancers when they play less, otherwise they get to attached to their own results/builds. And no, that does not mean that posting without even playing the beta is a good idea :p | ||
GoDannY
Germany442 Posts
Also, what is that baneling buff about? I strongly disagree that zergs needed another rush n bust opportunity than auto-surrounding speedlings. I still cant believe how fast they are anyway, so OUTSIDE they are hardly to avoid. But hey, let's see how it develops ![]() I like the TvP changes as far as it appears on the paper, definately gonna change the gameflow. | ||
Kaniol
Poland5551 Posts
On March 26 2010 17:29 Foreplay wrote: lol what terran has a balanced worker unit now? Oh i didn't notice that they gave SCVs regen O.o | ||
hellitsaboutme
Singapore118 Posts
On March 26 2010 11:20 DeMusliM wrote: 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... I don't understand why you don't like this patch. It's not guaranteed that Protoss still will lose Terrans until people won't try it out. As for the Zerg buffs, haven't you won last zotac beating 3-1 one of the best zergs? I believe you have more rooms in TvZ now. Cheaper and faster factories = fast vikings/banshees. I remember you were trying Air against zerg and now it becomes more reasonable. | ||
mfukar
Greece41 Posts
On March 26 2010 18:33 Kaniol wrote: Oh i didn't notice that they gave SCVs regen O.o They can be healed. They can be repaired. They can't tank. Me likey. | ||
DiTH
Greece116 Posts
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Salteador Neo
Andorra5591 Posts
Obs price is kinda sad tho, considering you need one to see high ground all around the map and to blink. | ||
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Plexa
Aotearoa39261 Posts
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Jandos
Czech Republic928 Posts
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Qikz
United Kingdom12022 Posts
On March 26 2010 15:32 checo wrote: Ya get just +5 hit points for the only worker that is expose while building and that can't regenerate at all on his own... Pretty damn good... I think this is the main fault with SCV life being removed. We can get attacked mostly all the time while building which leaves us very vunerable to just getting killed straight off by whatever scout. No other race has ever needed to pull another worker off to save the unit building their building :S | ||
Velr
Switzerland10716 Posts
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ProoM
Lithuania1741 Posts
Also, Roach regen rate decreased significantly =(. | ||
Jdanzi
England78 Posts
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goszar
Belarus119 Posts
How can you miss the overall picture? Terran was buffed hardcore, assuming you don't just build marines only and win everyone with that. Protoss was nerfed big AGAIN. I'm so glad I'm Zerg, the changes in the last patch are not noticeable. I'll just have to use some stupid all-in strat vs Terran to have any chance to win, and get free wins vs Protoss. | ||
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