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Patch 7 Notes - Page 21

Forum Index > SC2 General
Post a Reply
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Pekkz
Profile Joined June 2009
Norway1505 Posts
Last Edited: 2010-03-30 23:01:06
March 30 2010 22:58 GMT
#401
Agree that high templar nerf may be abit much for protoss at their current state, however it was too strong with smartcast. Specially when you can warp in HT with storm ready.

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
Profile Joined March 2010
United States25 Posts
March 30 2010 22:58 GMT
#402
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
You yarg and you blarg and you end up with shyarg.
MMmmmmmmmm
Profile Joined May 2009
United States36 Posts
March 30 2010 23:00 GMT
#403
seems like a pretty good batch the static defense was definitely lacking
UbiNax
Profile Joined February 2010
Denmark381 Posts
March 30 2010 23:01 GMT
#404
hmm thought psi storm was alright since it doesnt do instant damage :/
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
March 30 2010 23:03 GMT
#405
Hello static defense buffs!
Why nerf Psi storm again though?
Writerdamn, i was two days from retirement
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26782 Posts
March 30 2010 23:03 GMT
#406
Hello static defense buffs! Hopefully this way we'll see some more FEing and defensive macro games.
Why nerf Psi storm again though?
Writerdamn, i was two days from retirement
Feefee
Profile Joined November 2009
Canada556 Posts
March 30 2010 23:05 GMT
#407
Honestly, that Psi storm nerf is a non-issue to me. Two storms generally covered the entire terran army. My other 3 templar just sit there waiting. When EMP got nerfed it didn't make EMP non-viable, it just meant you needed more than one ghost to do things right. And templar are easily massed up.
DoomBacon
Profile Joined February 2010
United States165 Posts
March 30 2010 23:06 GMT
#408
I fully approve of all changes in this patch :3
/boggle
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
March 30 2010 23:13 GMT
#409
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.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Kaniol
Profile Blog Joined March 2009
Poland5551 Posts
Last Edited: 2010-03-30 23:18:41
March 30 2010 23:14 GMT
#410
Wow the best patch so far! Only bad part is roach thing

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_
Profile Joined March 2010
Brazil42 Posts
March 30 2010 23:14 GMT
#411
I cant see why people complain about all changes. It seens like "all nerfs are welcome, but not in the race i do play".
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
March 30 2010 23:17 GMT
#412
Its just a good thing that missile turrets got a buff as well as banshees. Given Terran's lack of detection at low levels, I think it will become mandatory to get a couple to protect your base as soon as you see the other terran drop a starport.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
iSTime
Profile Joined November 2006
1579 Posts
March 30 2010 23:18 GMT
#413
On March 31 2010 07:26 StorrZerg wrote:
Show nested quote +
On March 31 2010 07:24 mOnion wrote:
On March 31 2010 07:22 StorrZerg wrote:
On March 31 2010 07:18 Fayth wrote:
On March 31 2010 07:18 Yamoth wrote:
Another Protoss nerf, I would say I am sock if it wasn't for this being the 7 straight neft protoss been getting. As a loyal Protoss player since SC1, I guess not is as good of a time as ever to move to Terran.

cannons have been buffed


so muradors and roaches still plow through them easy mode


so did zerglings in SC1! IMBA, oh wait T_T



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.
www.infinityseven.net
Manifesto7
Profile Blog Joined November 2002
Osaka27174 Posts
March 30 2010 23:21 GMT
#414
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!
ModeratorGodfather
Knutzi
Profile Joined July 2009
Norway664 Posts
March 30 2010 23:21 GMT
#415
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
iSTime
Profile Joined November 2006
1579 Posts
March 30 2010 23:22 GMT
#416
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.
www.infinityseven.net
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
March 30 2010 23:24 GMT
#417
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.
next week on Everybody Loves HypnoToad:
Dx Fx
Profile Joined March 2010
Russian Federation85 Posts
March 30 2010 23:26 GMT
#418
i guess they wanna see if they can recreate the situation of sc1 that protoss won't be loved at all... honestly i have nothing against balancing but there are ways to nerf or to buff something.... and the first one is making the game slower and less intense....
Sn!per
Qikz
Profile Blog Joined November 2009
United Kingdom12042 Posts
March 30 2010 23:29 GMT
#419
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
March 30 2010 23:30 GMT
#420
With the crawler buff I can honestly say I will be trying some mass crawler +queen builds, where gas goes towards mutas.

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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