I think protoss needs a buff after this nerf tho, even if its just in making zerg and terran weaker. Slight marauder nerf / queen spawn 3 larva instead of 4.
Patch 7 Notes - Page 21
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Pekkz
Norway1505 Posts
I think protoss needs a buff after this nerf tho, even if its just in making zerg and terran weaker. Slight marauder nerf / queen spawn 3 larva instead of 4. | ||
TFlame
United States25 Posts
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MMmmmmmmmm
United States36 Posts
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UbiNax
Denmark381 Posts
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flamewheel
FREEAGLELAND26781 Posts
Why nerf Psi storm again though? | ||
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flamewheel
FREEAGLELAND26781 Posts
Why nerf Psi storm again though? | ||
Feefee
Canada556 Posts
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DoomBacon
United States165 Posts
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Zato-1
Chile4253 Posts
On March 31 2010 07:42 DeMusliM wrote: hmm, dunno why this banshee buff is creating so much havoc - stalkers got a buff from taking 17 hits to 13 (now 14) - and phoenix still take the same number of shots to kill a banshee. I don't believe it's that bad - the only problem i find with it is: they were already pretty strong in tvt especially with the rine/reactor nerf. As for the HT nerf - i'm pretty happy with that, as it was far too mindless late game if you had 8 + HT which is very possible to spam the shit out of an army without much thought process. Oh wow, you're right. I'd just assumed Banshees were Armored 'till now- the combined effect of the static defenses buff and Stalker buff wasn't harsh only for mutas after all. | ||
Kaniol
Poland5551 Posts
I don't understand people complaining about banshee buff - you didn't play T ever or what? That's what beta is for - testing every race! The problem with banshees is that you devote to them and only them usually so you they have little role outside of harass/fighting non anti air units. Plus storm is so powerful, i don't understand people that don't use it - too inexperienced to aim properly or wtf? | ||
_Tetsuo_
Brazil42 Posts
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Two_DoWn
United States13684 Posts
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iSTime
1579 Posts
On March 31 2010 07:26 StorrZerg wrote: eah? zerglings are quite bad vs cannonz in sc1 with out any upgrades not to mention with walls/pulling probes ect You've obviously never seen how worthless cannons in BW are against run-bys at sub-pro level, or how much lings rape cannons when buildings aren't placed properly. Once people figure out how to build their structures based on the maps, cannons will appear much more powerful. For example, if you watch Nazgul's PvZ games his building placement is sick good, and he holds off dozens of lings and several roaches with 1-2 cannons. | ||
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Manifesto7
Osaka27149 Posts
On March 31 2010 08:14 _Tetsuo_ wrote: I cant see why people complain about all changes. It seens like "all nerfs are welcome, but not in the race i do play". Basically this haha. Play random like me and have mixed emotions! | ||
Knutzi
Norway664 Posts
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iSTime
1579 Posts
On March 31 2010 07:58 TFlame wrote: how about instead of nerfing damage values and radius, they do something interesting like make a unit cost more and be more powerful, you know, maybe so micro'ing it and keeping it alive matters more than massing as many as u can Yes, lets please make SC2 more like WC3. Ugh, no. I don't want battles to be based on who can micro around units and try to pick off one or two enemy units while losing none, then backing off again. Micro is already hugely important, and there's already units like the mothership, carriers, BCs, etc. which are large and cost a lot. | ||
BlasiuS
United States2405 Posts
On March 31 2010 07:42 DeMusliM wrote: hmm, dunno why this banshee buff is creating so much havoc - stalkers got a buff from taking 17 hits to 13 (now 14) - and phoenix still take the same number of shots to kill a banshee. I don't believe it's that bad - the only problem i find with it is: they were already pretty strong in tvt especially with the rine/reactor nerf. I think the SCV health nerf is the main reason that banshee harass is so strong in TvT. With 45 health, SCV dies to 2 banshee hits. | ||
Dx Fx
Russian Federation85 Posts
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Qikz
United Kingdom12022 Posts
On March 31 2010 08:21 Knutzi wrote: what people comparing the ghost nerf to the templar nerf is forgetting that the ghost also got a very nice reduction in gas cost and that templars is needed in 2 matchups, not just 1 The other thing is, the fact the Templars storm obliterated any M&M army incredibly quickly with the size it was at. It was making Bio almost unbearable late game when Protoss have a decent number of templers and you can't get a nice EMP on them all. It's more a balancing thing, means that two templars on their own can't take out an entire army within like two storms each. | ||
Shiladie
Canada1631 Posts
I first thought it would be a total joke build, but it could actually work, pushing with a swarm of crawlers + 3-4 queens to heal+creep tumour, and mutas counter anything that counters spine crawlers quite effectively... | ||
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