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Patch 6 Notes - Page 28

Forum Index > SC2 General
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-StrifeX-
Profile Blog Joined April 2007
United States529 Posts
March 26 2010 19:37 GMT
#541
Terran took a damn bullet...it's pain in the ass now. @ 1200+ though
Leoj
Profile Joined January 2010
United States396 Posts
March 26 2010 19:42 GMT
#542
I'm trying to figure out why Barracks should ever have Reactors now. It's slightly more expensive but a Rax+Lab is just as easy/quick to build and you can make Marauders AND Marines out of it. I feel like in pretty much any situation where I would want a reactor, building a 2nd barracks is now just easier.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
March 26 2010 19:58 GMT
#543
On March 27 2010 04:42 LUE.Leoj wrote:
I'm trying to figure out why Barracks should ever have Reactors now. It's slightly more expensive but a Rax+Lab is just as easy/quick to build and you can make Marauders AND Marines out of it. I feel like in pretty much any situation where I would want a reactor, building a 2nd barracks is now just easier.

You can later use the reactor for a factory or starport.
L0thar
Profile Blog Joined September 2007
987 Posts
March 26 2010 20:02 GMT
#544
On March 27 2010 04:09 Klockan3 wrote:
Show nested quote +
On March 27 2010 03:53 adelarge wrote:
On March 27 2010 03:47 SLush wrote:
On March 27 2010 02:52 Tropics wrote:
On March 27 2010 01:11 SLush wrote:
On March 27 2010 01:07 choboPEon wrote:
On March 27 2010 01:03 SLush wrote:
On March 26 2010 16:16 zee wrote:
wait... they buffed banelings? :I like they werent imba enough!


They weren't.

it just increases the damage vs armored so maybe a little bit more viable vs protoss, cuz they were useless for they cost.


Makes it pretty viable to break a Terran wall and then get right at a bio ball. In fact, I've seen this in every single TvZ I've played today in Platinum :O


That's because you dont know how to defend urself. Don't blame on imbalance if you dont know how to play yet.

If you were new to Broodwar you would call a lot of imbalance. But people says the game is perfectly balanced right?


yeah its definitely him just being bad

dimaga didnt roll over every terran barring demuslim (who did a build exclusively to hard counter it, that would put him behind if he didnt know it was coming) in the last zotac cup using this build, definitely not


Just wall with 2 buildings (no supply depot).

You have to think outside of the box here AKA not like SC1.


Funny how Blizzard themselves advocate for walling with supply depots by the submerging mechanics. Oh well, it could have worked if they also didn't make them paperthin at the same time.

Funny how you can make exactly the same argument with raxes and factories being able to fly!!


Erm no, you can't. Flying building are the same like in BW. On the other hand, supply depots were changed, which was the point of this argument.
Odds
Profile Joined May 2008
Canada1188 Posts
March 26 2010 20:09 GMT
#545
Barracks should really have never had reactors in the first place. It's simpler just to build another rax.
Odds.633, AM. Plat level currently. Would love more practice partners, add me, let's play!
lololol
Profile Joined February 2006
5198 Posts
March 26 2010 20:13 GMT
#546
On March 27 2010 03:09 Zeke50100 wrote:
It's Blizzard's "subtle" way of making a push towards mech, not to mention that Vikings cost less gas now. Viking on the ground is basically a mech unit that is better than the Stalker in many, many ways.


Vikings on the ground aren't more powerful than stalkers, and they have a higher cost and lower mobility, so no, they aren't better than stalkers in many many ways, they are better in one specific thing - destroying air, which is their main purpose(and the best unit in the game for that purpose) and the ground form is mostly to use up what you have left over, if the opponent stops making air or to harass undefended expos and such.
I'll call Nada.
Klockan3
Profile Blog Joined July 2007
Sweden2866 Posts
March 26 2010 20:18 GMT
#547
On March 27 2010 05:02 adelarge wrote:
Show nested quote +
On March 27 2010 04:09 Klockan3 wrote:
On March 27 2010 03:53 adelarge wrote:
On March 27 2010 03:47 SLush wrote:
On March 27 2010 02:52 Tropics wrote:
On March 27 2010 01:11 SLush wrote:
On March 27 2010 01:07 choboPEon wrote:
On March 27 2010 01:03 SLush wrote:
On March 26 2010 16:16 zee wrote:
wait... they buffed banelings? :I like they werent imba enough!


They weren't.

it just increases the damage vs armored so maybe a little bit more viable vs protoss, cuz they were useless for they cost.


Makes it pretty viable to break a Terran wall and then get right at a bio ball. In fact, I've seen this in every single TvZ I've played today in Platinum :O


That's because you dont know how to defend urself. Don't blame on imbalance if you dont know how to play yet.

If you were new to Broodwar you would call a lot of imbalance. But people says the game is perfectly balanced right?


yeah its definitely him just being bad

dimaga didnt roll over every terran barring demuslim (who did a build exclusively to hard counter it, that would put him behind if he didnt know it was coming) in the last zotac cup using this build, definitely not


Just wall with 2 buildings (no supply depot).

You have to think outside of the box here AKA not like SC1.


Funny how Blizzard themselves advocate for walling with supply depots by the submerging mechanics. Oh well, it could have worked if they also didn't make them paperthin at the same time.

Funny how you can make exactly the same argument with raxes and factories being able to fly!!


Erm no, you can't. Flying building are the same like in BW. On the other hand, supply depots were changed, which was the point of this argument.

Supply depots was changed to make them like other structures, not to make them more viable as walls than other structures. All that it changed was to allow for supply only walls.
L0thar
Profile Blog Joined September 2007
987 Posts
March 26 2010 20:32 GMT
#548
On March 27 2010 05:18 Klockan3 wrote:
Show nested quote +
On March 27 2010 05:02 adelarge wrote:
On March 27 2010 04:09 Klockan3 wrote:
On March 27 2010 03:53 adelarge wrote:
On March 27 2010 03:47 SLush wrote:
On March 27 2010 02:52 Tropics wrote:
On March 27 2010 01:11 SLush wrote:
On March 27 2010 01:07 choboPEon wrote:
On March 27 2010 01:03 SLush wrote:
On March 26 2010 16:16 zee wrote:
wait... they buffed banelings? :I like they werent imba enough!


They weren't.

it just increases the damage vs armored so maybe a little bit more viable vs protoss, cuz they were useless for they cost.


Makes it pretty viable to break a Terran wall and then get right at a bio ball. In fact, I've seen this in every single TvZ I've played today in Platinum :O


That's because you dont know how to defend urself. Don't blame on imbalance if you dont know how to play yet.

If you were new to Broodwar you would call a lot of imbalance. But people says the game is perfectly balanced right?


yeah its definitely him just being bad

dimaga didnt roll over every terran barring demuslim (who did a build exclusively to hard counter it, that would put him behind if he didnt know it was coming) in the last zotac cup using this build, definitely not


Just wall with 2 buildings (no supply depot).

You have to think outside of the box here AKA not like SC1.


Funny how Blizzard themselves advocate for walling with supply depots by the submerging mechanics. Oh well, it could have worked if they also didn't make them paperthin at the same time.

Funny how you can make exactly the same argument with raxes and factories being able to fly!!


Erm no, you can't. Flying building are the same like in BW. On the other hand, supply depots were changed, which was the point of this argument.

Supply depots was changed to make them like other structures, not to make them more viable as walls than other structures. All that it changed was to allow for supply only walls.


I still don't know if you understand what I meant...

SLush wrote, that you shouldn't use supply depots for walls, that it's a bad habit from SC1. And yet, Blizzard made some changes which in fact encourages using supply depots as walls in SC2. If you remember terran revelation video, there were specifically a wall made only from supply depots and Browder was like "Look, now you can submerge them and move freely outside".
lololol
Profile Joined February 2006
5198 Posts
March 26 2010 20:33 GMT
#549
On March 27 2010 03:47 Slayer91 wrote:
I think people are really overreacting about this baneling buff. I mean, they're good vs rines becaues they splash and rines have low hp. That won't change at all. Marauders are bigger and have more hp so they spread out splash and also take less damage.

Pre change:
15-1 = 14 damage vs a marauder
= 9 banelings to kill a 125 hp 1 armour marauder. (A bit more efficient when bunched but big marauder frames really means you won't splash that much.
250 mins 225 gas. MORE THAN A COLOSSUS in gas and only 75 less minerals to take down one marauder. (Because of the way splash works you would need more to take down like 3 marauders as well)
Post change:
20-1 = 19 damage vs a marauder.
=7 banelings to kill a 1 armour marauder
=175 mins 175 gas. MAYBE efficient in terms of minerals but never in terms of gas.

So you still REALLY need to micro them against marauder/marine because you can blow enough banelings to kill all his marines and kill only a couple marauders.

Result: Banelings are still worthless except really for marine hard counter, and maybe zealot/templar counter as well, and also baneling bombs on workers might be deadly. Still ridiculously inefficient vs anything not light, no real change. No doubt, they are still amazingly effective vs marines and I really hate this emphasis on mass marauder, it's already popular and got buffed. I was always a marine fan. Really weak vs splash but more firepower.

Other changes:
Double hellion harass openings nerfed a lot, my version used 5 rines to harass early which is not viable at all with slowed rine production/reactor production.
Slower rine/reactor production also means more minerals for teching. They probably want to encourage that.
Terrans given a lot more gas to encourage raven/ghost usage,
More minerals used with your vikings/ghosts means smaller core unit groups.

ZvZ:
Roach burrow now largely going to be unused. I never saw any real abuse of burrow micro so I always felt burrow being too weak not too strong, since you also lose the units firepower when you burrow it.


Banlings cost 50 minerals. 25 for the zergling and 25 morph cost, so your mineral costs are a lot lower than the actual ones.

A burrowed roach regenerated more hp than it could deal in damage, so losing their firepower was compensated. They regenerated 10 hp a second and dealt 16 damage every 2 seconds, they also have 2 armor, so the regen is even more helpful.
I'll call Nada.
Jandos
Profile Blog Joined December 2003
Czech Republic928 Posts
Last Edited: 2010-03-26 20:38:20
March 26 2010 20:35 GMT
#550

Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
Last Edited: 2010-03-26 20:41:28
March 26 2010 20:37 GMT
#551
On March 27 2010 05:13 lololol wrote:
Show nested quote +
On March 27 2010 03:09 Zeke50100 wrote:
It's Blizzard's "subtle" way of making a push towards mech, not to mention that Vikings cost less gas now. Viking on the ground is basically a mech unit that is better than the Stalker in many, many ways.


Vikings on the ground aren't more powerful than stalkers, and they have a higher cost and lower mobility, so no, they aren't better than stalkers in many many ways, they are better in one specific thing - destroying air, which is their main purpose(and the best unit in the game for that purpose) and the ground form is mostly to use up what you have left over, if the opponent stops making air or to harass undefended expos and such.


Vikings have a ground cooldown of 1, and a base attack of 14. Stalkers have a cooldown of 1.44, and a base attack of 10 (+4 vs Armored). Vikings also equal the Stalker's range. The only thing a Stalker beats it at is movement speed, with 2.9531 compared to 2.25.

Mobility isn't too big of a deal because it can transform into air, which is much more mobile than the Stalker, even with Blink (albeit requiring more micro and APM).

They out-price the Stalker by 25 Minerals and 25 Gas, which I can grant you; however, that is a small price to get the top anti-air unit, along with a decent ground unit.

It can soft-counter Banshees and Brood Lords (pretty well ) by being un-hittable, while the Stalker cannot. The Corruptor does not have enough range to be a successful counter, as well as Phoenixes (however, the Phoenix's speed can make up for it; a Viking can still transform into ground and be unhittable temporarily, and transform back to pseudo-hit and run). Both Roaches and Marauders can be beaten by a Viking much more efficiently by a Stalker, and even pseudo-hit and run via Transform micro.

Both suck against Immortals, although the Viking can just fly away, while the Stalker can be trapped by ground units/terrain. Stalkers are evenly matched against Stalkers, while the Viking's superior attack speed will overpower a Stalker. Zealots are...melee And so are Archons, Zerglings, etc.

Only Hydralisks, Marines, Stalker, and Sentry cannot be pseudo-hit and run by the Viking as ground units. However, a Hydralisk matches the Viking in movement speed, while having less range un-upgraded. Same can be said for Marines and Sentries, although their range cannot be upgraded (although Marines have stim).

Note that Vikings will kill things 44% quicker than Stalkers against Armored, and 101.6% quicker than Stalkers against Light, due to both base attack (compared to bonus) and attack speed.

Enough to support that Vikings are better than Stalkers, even as anti-ground?
-StrifeX-
Profile Blog Joined April 2007
United States529 Posts
March 26 2010 20:41 GMT
#552
I think im done with using terran. They are really bad now. I can't do shit vs zerg or protoss mid game / early
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2010-03-26 20:45:15
March 26 2010 20:44 GMT
#553
On March 27 2010 05:33 lololol wrote:

Banlings cost 50 minerals. 25 for the zergling and 25 morph cost, so your mineral costs are a lot lower than the actual ones.

A burrowed roach regenerated more hp than it could deal in damage, so losing their firepower was compensated. They regenerated 10 hp a second and dealt 16 damage every 2 seconds, they also have 2 armor, so the regen is even more helpful.


Thanks, edited.
PatandPat
Profile Blog Joined March 2010
Canada29 Posts
March 26 2010 20:46 GMT
#554
am i the only one tl.net that seemed to not be able to play sc2 after this patch due to lag problems ??
Wintermute
Profile Joined March 2010
United States427 Posts
March 26 2010 20:55 GMT
#555
Well in my non expert opinion, having now played with and against Terran a fair amount, they are god awful. The marine build time nerf really really hurts a lot, especially in tandem with the reactor change.
Don't let me say this, but you're no worse than me; it's crazy.
-StrifeX-
Profile Blog Joined April 2007
United States529 Posts
March 26 2010 21:00 GMT
#556
that is what i didn't understand...they cut marine production x2. Increase time it takes to build...and increase time it takes for the reactor for finish building...makes it harder to defend proxy and strong early game attacks.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 26 2010 21:05 GMT
#557
I'm guessing they figured Marines weren't meant to be massed, much like how it is currently. Nerfs to Roaches (and Zealots in a previous patch) may have been used to stop this "Click production building, click A/R/Z, repeat" nonsense.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
March 26 2010 21:07 GMT
#558
Toss is weak. And it's getting worse after every patch. ((
Blizzard pls fix those imba marauders.
randombum
Profile Blog Joined April 2007
United States2378 Posts
March 26 2010 21:21 GMT
#559
anyone else having a great time raping terran before they can even build a rax? send like 3 probes as you build your pylon and bam he cant build or he pulls half his scvs while probes can just pick one off and run while they regain shield.
lololol
Profile Joined February 2006
5198 Posts
March 26 2010 21:23 GMT
#560
On March 27 2010 05:37 Zeke50100 wrote:
Show nested quote +
On March 27 2010 05:13 lololol wrote:
On March 27 2010 03:09 Zeke50100 wrote:
It's Blizzard's "subtle" way of making a push towards mech, not to mention that Vikings cost less gas now. Viking on the ground is basically a mech unit that is better than the Stalker in many, many ways.


Vikings on the ground aren't more powerful than stalkers, and they have a higher cost and lower mobility, so no, they aren't better than stalkers in many many ways, they are better in one specific thing - destroying air, which is their main purpose(and the best unit in the game for that purpose) and the ground form is mostly to use up what you have left over, if the opponent stops making air or to harass undefended expos and such.


Vikings have a ground cooldown of 1, and a base attack of 14. Stalkers have a cooldown of 1.44, and a base attack of 10 (+4 vs Armored). Vikings also equal the Stalker's range. The only thing a Stalker beats it at is movement speed, with 2.9531 compared to 2.25.

Mobility isn't too big of a deal because it can transform into air, which is much more mobile than the Stalker, even with Blink (albeit requiring more micro and APM).

They out-price the Stalker by 25 Minerals and 25 Gas, which I can grant you; however, that is a small price to get the top anti-air unit, along with a decent ground unit.

It can soft-counter Banshees and Brood Lords (pretty well ) by being un-hittable, while the Stalker cannot. The Corruptor does not have enough range to be a successful counter, as well as Phoenixes (however, the Phoenix's speed can make up for it; a Viking can still transform into ground and be unhittable temporarily, and transform back to pseudo-hit and run). Both Roaches and Marauders can be beaten by a Viking much more efficiently by a Stalker, and even pseudo-hit and run via Transform micro.

Both suck against Immortals, although the Viking can just fly away, while the Stalker can be trapped by ground units/terrain. Stalkers are evenly matched against Stalkers, while the Viking's superior attack speed will overpower a Stalker. Zealots are...melee And so are Archons, Zerglings, etc.

Only Hydralisks, Marines, Stalker, and Sentry cannot be pseudo-hit and run by the Viking as ground units.

Enough to support that Vikings are better than Stalkers, even as anti-ground?


Comparing just DPS when they have a lot lower durability and higher cost doesn't prove anything.

Vikings suck vs marauders just as much as stalkers do, there's no such thing as vikings beating marauders efficiently. The transform kiting is also pretty useless, since people usually mix units.

Vikings beat stalkers slightly in 1v1, but not enough to compensate for the 50% higher gas cost. For example: in a 4v5(600/300 vs 625/250) battle, the stalkers win with 2 of them surviving, which is a very good advantage, especially since...

You're comparing vikings to a unit many players considered useless and the weakest unit in the game and the patch did nothing to buff their effectivness vs Vikings.
I'll call Nada.
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