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On March 26 2010 09:02 Jonoman92 wrote: Nooo making reactor and marines take longer!!! And srsly now that I finally switch to T in sc2 they make scvs have only 45 life.
On the upside, P got kinda hurt too, except for stalkers. Also... why did they make dark shrine take longer and more expensive? Were there noob terrans in battle.net complaining about dt rush? Dts don't seem to used a ton anyway in my experience so far.
Did this patch JUST happen now I'm guessing? I just stopped playing and didn't notice these changes.
Also, force fields screw up pathing sometimes so units will just keep walking against it instead of going around it. It'd be nice if that were fixed.
Newbie Zerg & Protoss players were actually complaining about DT's.
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Jesus the SCV/Marine/Reactor nerfs are really pissing me off. Why the fuck did they have to do this omfg raaaaaaaaaage
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Specific changes might not be that good, but there's something big here that's very promising. If we have units that deal A damage plus B vs whatever, some B damage has been moved to A. In other words, damage has been moved from contingent on armor type to base damage, which is undermining the hard counter problem a little. I hope we see more of that type of shift in future patches.
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I honestly don't get the baneling buff. If anything they were overpowered, but certainly not underpowered. And I find it sad that they found no better solution than reducing SCV HP.
Weird changes in general though. Except for the ones that were expected like unit walls and stalker buff.
I love that observers aren't cheaper than overseers anymore. Seriously, Zerg with the most expensive detection was sooooo stupid.
Oh btw, with marine/reactor/SCV nerfs, and baneling buffs... I guess all the tvz fe build have to be designed anew from scratch.
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Great changes to stalkers, roaches, EMP.
Kind of scratching my head over observers and dark templar and the baneling buff. I guess that Terran weren't staying in their base enough?
The change to SCVs is weird. I would have thought the increase to Marine/Reactor build time would have solved the early game cheese rush. I can't see a ton of purpose in using reactors on barracks now.
It's almost like they said "You want to use Mech? DAMN RIGHT YOU WILL USE MECH, BITCHES!"
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United States17042 Posts
the blizzard people must be seeing something in the game that I don't understand...
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why would they nerf DTs...
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Obs cost even more gas T_T
Zerg barely got nurfed, this is bs.
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United States47024 Posts
A lot of convention-breaking with respect to SC1. First the deviation in zealot stats, and now the change to factory cost, add-on cost, SCV HP and observer cost.
Obviously, balance is more important, but it hurts the nostalgia factor just a tiny bit.
On March 26 2010 09:04 Mastermind wrote:Show nested quote +On March 26 2010 08:58 sith wrote: Nerf's across the board.
...Nice stalker buff though. 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. A good comparison to make is the Viking in patch 1. Even though on paper, the stats don't seem better, helping define the unit's role only helps make the unit stronger. Just like the pre-patch 1 Viking, the Stalker was a unit that did a lot of things pretty poorly. This should help people pin down a role for it as it got better at some things and worse at others.
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while i like the stalker buff/collosus nerf - i think they changed costs/times pretty heavily and to the wrong stuff.
Reactor build time doubled? i really dislike that - and Dark shrine didn't need changing imo, that was abit odd.
My biggest gripe with this patch so far - Marine/reactor times increased (lol?) and baneling buffed. Don't actually understand what the reasoning was behind the reactor increase (marine/scv rush was already nerfed vs protoss with longer marine time and 45 hp scvs) didn't even use reactors in this build.
Not too impressed.
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I like most of these changes. I think Toss will be weak now, but i think overall, this is an improvement. They seem to be softening up some of the hard counters.
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o SCV
+ Life decreased from 60 to 45.
so much for epic TvT's....
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Canada5565 Posts
- Should be able to block communication with anyone, not just someone you played - Protoss units needed a more distinct display of team colors in general, not just for warp-in - Units can block ramps now!! - Interested to see how zerg visibility on creep has been handled - SCV life decreased. thank god. - Bunker cost decreased: looks like they want terran using bunkers more (why not?) - So many terran changes... - Observers wayy too expensive now - Stalkers got the much needed damage switch! (I thought weapons upgrade did the same thing for all units??) - Have no idea what the HT / DT armor type change means - Looks like DTs will become an even rarer phenomenon - Blizz wants banelings to become more viable
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Very good patch. emp radius decreased as well as stopping some of the early rushes with marines scvs and one marauder. Pretty surprised dts less buffed since the dark shrine already takes awhile to build but the best upgrade is the pathing so that units can block ramps easier. I cant even remember how many times i have had units "blocking" the ramp and mass lings run into my base.
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On March 26 2010 09:11 HazMat wrote: Obs cost even more gas T_T
Zerg barely got nurfed, this is bs.
Zerg isnt overpowered?
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i was wondering about the obs cost increase too, but overseers are 50/100, and scanning hurts a lot, so i guess it's not irrational to make obs cost more
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They are no longer scvs to me.
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On March 26 2010 09:03 lepape wrote:
45 HP scvs?
The AI of unfocused combat units values workers above other combat units.
A good illustration of them being used for combat is Day[9] Daily #87 (Jinro vs Lucifron) Which is an epic cast that I am now going to watch again 8>
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I think obs change is good
P were spoiled
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I'm guessing the SCV / marines/ bunker changes have been made for balancing bunker rushes / rax proxies
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