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It's kinda ridiculous -_- I guess we are going to see 150 limit of maradeurs in TvP. Recent games from Morrow and Demu were so boring, just spamming maraduers whole game. Like some noobs, no offense.
But I think thats because maradeurs are way more cost effective compared to other terran units. Blizzard should've think of that. I've tried new psi storm, it literally sucks. Terran just stims and ran away barely damaged. That skill supposed to counter multiple cheap small units so that opponet didn't mass them. It would force terran to use high level units
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On March 31 2010 12:40 StorrZerg wrote:Show nested quote +On March 31 2010 12:28 -orb- wrote: i give up
I don't understand what Blizzard could have possibly been thinking. same :/ new patch hurry up With all of their switching of bonus damage to base damage I think they are trying to soften some of the hard counters. Not sure about storm thou.
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It's a Beta. Blizzard is going to make changes that are questionable, changes that are highly experimental, and changes that end up being dead wrong. Then, they look at the information and feedback from us, the players, and they will tweak the changes, alter them, or take them back completely, based on how things work out in practice. This is the reason they have a Beta in the first place; to test the game, the balance, and see what works and doesn't.
Blizzard has so far shown a remarkable ability to respond to feedback and trends fairly quickly. Rest assured, if Protoss is losing too much after this patch, then they will buff Protoss; if HTs aren't used enough, then they will buff HTs; if Roaches aren't used enough, then they will buff Roaches.
If anyone can't handle this, then they really shouldn't be in the Beta in the first place.
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On March 31 2010 12:54 danl9rm wrote:Show nested quote +On March 31 2010 12:20 FabledIntegral wrote: I miss speedlots being so good, I do agree with the general feeling that SC2 has become more of a ranged vs ranged game.
dude, speedlots are good! they absolutely force terran to get either hellions(and ruin their perfect little mmm force) or more marines(and the more marines terran has, the more vulnerable to coloxen©/storm)
There are no speedlots....
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On March 31 2010 13:07 FabledIntegral wrote:Show nested quote +On March 31 2010 12:54 danl9rm wrote:On March 31 2010 12:20 FabledIntegral wrote: I miss speedlots being so good, I do agree with the general feeling that SC2 has become more of a ranged vs ranged game.
dude, speedlots are good! they absolutely force terran to get either hellions(and ruin their perfect little mmm force) or more marines(and the more marines terran has, the more vulnerable to coloxen©/storm) There are no speedlots.... chargelots sound stupid
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buff banshee's, the strongest thing against toss (which can CLOAK) who have shit AA, and nerf storm to shit, the only thing that keeps toss in the game. Ridiculous patch.
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I really dont' get the HT storm nerf. It's already been downsized since SCBW and now an AoE nerf? Storm wasn't imbalanced before anyways because moving out of it was already quite easy. The only people who would get completely roflstomped by it were noobs who just sat and took the entire duration of storm. -.-
the buff to static defense was much needed tho.
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Also, I wouldn't be surprised if, now that Storm and Roaches have both been nerfed, we see a Marauder nerf in the near future. With storm and Roaches in their pre-patch state, nerfing Marauders significantly would probably involve almost completely crippling Terran bio. Now, however, after the requisite information is in, Blizzard will feel much more "free" to deliver whatever nerfs are needed for Terran, without having to worry about catastrophic balance losses.
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Psionic storm hasn't even been all that overpowered in games that I've observed and now it receives a nerf :[
At least increase the total damage to compensate for area reduction.
Also if structures were not classified as "armored" they would be more durable. Seems like buildings are way too fragile from the way armies can simply run into expansions and snipe the cc/hatchery/nexus before running back out.
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Ok, nerfing storms is the worst thing that they can do. Saying psi storms are overpowered when people deliberately ball up their units is like saying mutas are overpowered when you build nothing but zealots. During a battle when all the units are in a big firing line, storms hits like 4 guys. Now that there are high HP units such as roaches and marauders, I don't see what's the problem in 20 dps for 4 seconds on 4 measly units at the cost of a whopping 150 gas. Let's look at sc1. Storms do 114 damage at a larger radius, and the average unit has less HP. Storms are fair because in competitive play, people don't clump up all their units, or at least try not to. The same thing applies in sc2.
My suggestion is to keep storm the same, but make the animation smaller. Right now, the storming animation covers a much larger area than it damages and I think that's why people think it's so good. With a smaller area, people don't need to pull back their entire army, they just pull back 4 units. Problem solved.
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Aotearoa39261 Posts
So this stops the fast expand 6-7 rax marauder build TvP how.....?
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On March 31 2010 13:17 Plexa wrote: So this stops the fast expand 6-7 rax marauder build TvP how.....?
Now marauders need one extra hit to take down photon cannons!
YAAAAARRRRRRR
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On March 31 2010 13:14 Chairman Ray wrote: Ok, nerfing storms is the worst thing that they can do. Saying psi storms are overpowered when people deliberately ball up their units is like saying mutas are overpowered when you build nothing but zealots. During a battle when all the units are in a big firing line, storms hits like 4 guys. Now that there are high HP units such as roaches and marauders, I don't see what's the problem in 20 dps for 4 seconds on 4 measly units at the cost of a whopping 150 gas. Let's look at sc1. Storms do 114 damage at a larger radius, and the average unit has less HP. Storms are fair because in competitive play, people don't clump up all their units, or at least try not to. The same thing applies in sc2.
My suggestion is to keep storm the same, but make the animation smaller. Right now, the storming animation covers a much larger area than it damages and I think that's why people think it's so good. With a smaller area, people don't need to pull back their entire army, they just pull back 4 units. Problem solved.
Please enlighten me on how to not clump all the units? The collision size is so much smaller amongst units accompanied by the fact that most units used are ranged in SC2. Hydras could dodge storm much easier in SC1 and were much cheaper.
It's nigh impossible not to attack in a ball, they almost automatically do it, even if you just tell them to run to the enemy.
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On March 31 2010 13:22 FabledIntegral wrote:Show nested quote +On March 31 2010 13:14 Chairman Ray wrote: Ok, nerfing storms is the worst thing that they can do. Saying psi storms are overpowered when people deliberately ball up their units is like saying mutas are overpowered when you build nothing but zealots. During a battle when all the units are in a big firing line, storms hits like 4 guys. Now that there are high HP units such as roaches and marauders, I don't see what's the problem in 20 dps for 4 seconds on 4 measly units at the cost of a whopping 150 gas. Let's look at sc1. Storms do 114 damage at a larger radius, and the average unit has less HP. Storms are fair because in competitive play, people don't clump up all their units, or at least try not to. The same thing applies in sc2.
My suggestion is to keep storm the same, but make the animation smaller. Right now, the storming animation covers a much larger area than it damages and I think that's why people think it's so good. With a smaller area, people don't need to pull back their entire army, they just pull back 4 units. Problem solved. Please enlighten me on how to not clump all the units? The collision size is so much smaller amongst units accompanied by the fact that most units used are ranged in SC2. Hydras could dodge storm much easier in SC1 and were much cheaper. It's nigh impossible not to attack in a ball, they almost automatically do it, even if you just tell them to run to the enemy. It's not collision size it's better pathing. SC1 units could potentially clump like SC2 units do, they just don't because the pathing AI makes them scatter or pause a bit. Also the magic box probably had something to do with it.
Blizzard really needs to implement some sort of hold-formation+move command and, on a completely unrelated note, bring back F2-F4 screen position hotkeys.
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They're obviously balancing the game for copper players.
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On March 31 2010 13:31 LunarC wrote:Show nested quote +On March 31 2010 13:22 FabledIntegral wrote:On March 31 2010 13:14 Chairman Ray wrote: Ok, nerfing storms is the worst thing that they can do. Saying psi storms are overpowered when people deliberately ball up their units is like saying mutas are overpowered when you build nothing but zealots. During a battle when all the units are in a big firing line, storms hits like 4 guys. Now that there are high HP units such as roaches and marauders, I don't see what's the problem in 20 dps for 4 seconds on 4 measly units at the cost of a whopping 150 gas. Let's look at sc1. Storms do 114 damage at a larger radius, and the average unit has less HP. Storms are fair because in competitive play, people don't clump up all their units, or at least try not to. The same thing applies in sc2.
My suggestion is to keep storm the same, but make the animation smaller. Right now, the storming animation covers a much larger area than it damages and I think that's why people think it's so good. With a smaller area, people don't need to pull back their entire army, they just pull back 4 units. Problem solved. Please enlighten me on how to not clump all the units? The collision size is so much smaller amongst units accompanied by the fact that most units used are ranged in SC2. Hydras could dodge storm much easier in SC1 and were much cheaper. It's nigh impossible not to attack in a ball, they almost automatically do it, even if you just tell them to run to the enemy. It's not collision size it's better pathing. SC1 units could potentially clump like SC2 units do, they just don't because the pathing AI makes them scatter or pause a bit. Also the magic box probably had something to do with it. Blizzard really needs to implement some sort of hold-formation+move command and, on a completely unrelated note, bring back F2-F4 screen position hotkeys.
Units definitely couldn't clump as close in SC1.
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On March 31 2010 13:38 FabledIntegral wrote:Show nested quote +On March 31 2010 13:31 LunarC wrote:On March 31 2010 13:22 FabledIntegral wrote:On March 31 2010 13:14 Chairman Ray wrote: Ok, nerfing storms is the worst thing that they can do. Saying psi storms are overpowered when people deliberately ball up their units is like saying mutas are overpowered when you build nothing but zealots. During a battle when all the units are in a big firing line, storms hits like 4 guys. Now that there are high HP units such as roaches and marauders, I don't see what's the problem in 20 dps for 4 seconds on 4 measly units at the cost of a whopping 150 gas. Let's look at sc1. Storms do 114 damage at a larger radius, and the average unit has less HP. Storms are fair because in competitive play, people don't clump up all their units, or at least try not to. The same thing applies in sc2.
My suggestion is to keep storm the same, but make the animation smaller. Right now, the storming animation covers a much larger area than it damages and I think that's why people think it's so good. With a smaller area, people don't need to pull back their entire army, they just pull back 4 units. Problem solved. Please enlighten me on how to not clump all the units? The collision size is so much smaller amongst units accompanied by the fact that most units used are ranged in SC2. Hydras could dodge storm much easier in SC1 and were much cheaper. It's nigh impossible not to attack in a ball, they almost automatically do it, even if you just tell them to run to the enemy. It's not collision size it's better pathing. SC1 units could potentially clump like SC2 units do, they just don't because the pathing AI makes them scatter or pause a bit. Also the magic box probably had something to do with it. Blizzard really needs to implement some sort of hold-formation+move command and, on a completely unrelated note, bring back F2-F4 screen position hotkeys. Units definitely couldn't clump as close in SC1.
It's both really. Collision size and better pathing makes it much harder to split units. Units clump up more due to less collision size, and the removal of the magic box means that units will automatically try to clump up no matter how they are ordered to move.
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I would have prefered a spore crawler range buff to a spine crawler damage buff as a zerg. Tbh it feels like you are forced to fast tech or AI cheese vs terran at the moment. Banshees pretty much destroy me if i dont fast tech. At the same time they made fast tech mutas vs terran worse, so i m wondering about a good strat atm.
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Hehe, I just spread the marauder out and hammer the protoss, I don't even bother to dodge the tiny storm.
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On March 31 2010 13:22 FabledIntegral wrote:Show nested quote +On March 31 2010 13:14 Chairman Ray wrote: Ok, nerfing storms is the worst thing that they can do. Saying psi storms are overpowered when people deliberately ball up their units is like saying mutas are overpowered when you build nothing but zealots. During a battle when all the units are in a big firing line, storms hits like 4 guys. Now that there are high HP units such as roaches and marauders, I don't see what's the problem in 20 dps for 4 seconds on 4 measly units at the cost of a whopping 150 gas. Let's look at sc1. Storms do 114 damage at a larger radius, and the average unit has less HP. Storms are fair because in competitive play, people don't clump up all their units, or at least try not to. The same thing applies in sc2.
My suggestion is to keep storm the same, but make the animation smaller. Right now, the storming animation covers a much larger area than it damages and I think that's why people think it's so good. With a smaller area, people don't need to pull back their entire army, they just pull back 4 units. Problem solved. Please enlighten me on how to not clump all the units? The collision size is so much smaller amongst units accompanied by the fact that most units used are ranged in SC2. Hydras could dodge storm much easier in SC1 and were much cheaper. It's nigh impossible not to attack in a ball, they almost automatically do it, even if you just tell them to run to the enemy. use multiple control groups? just attack in a couple staggered clumps rather than one giant ball and see what happens, I see top players doing it all the time and it works wonders on both collosi and storm. when you do this your units will naturally make a very nice arc when attacking, which is much harder to storm than the giant ball that you get if you 1a your units in. if you arc correctly, those 150 gas templar can hit... maybe 4 marauders with storm.
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