Patch 8 Discussion - Page 15
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evotech
48 Posts
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ColorsOfRainbow
Germany354 Posts
On April 08 2010 03:38 spinesheath wrote: Wait, they didn't fix the Planetary Fortress? what should be fixed there ? seems pretty fine | ||
TheAntZ
Israel6248 Posts
On April 08 2010 03:41 G4MR wrote: Next steps are to: Nerf Immortal Energy Shields a tad bit Switch Hallucination (Default) and Forcefield (as an upgrade) Both bad Its not the immortals shields that people are hating on, its the ridiculous damage it does And the sentry thing...come on...really? Protoss is supposed to hold off early aggression how exactly, without force field? | ||
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flamewheel
FREEAGLELAND26781 Posts
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3FFA
United States3931 Posts
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Matrijs
United States147 Posts
On April 08 2010 03:39 Floophead_III wrote: Protoss is going to be able to expand pretty quickly now. Stalkers will be able to hit and run vs marauders earlygame, so you can widdle down their force as you retreat just like goons did in BW. There is now absolutely no reason to get more than 1 zealot earlygame PvT. I think we'll see a lot more tanks being used TvP (or thors) simply because of the difficulties of making marauder pressure effective. If you combine early expansion for protoss with marauder spam for T, protoss will have lots of templar with storm or collosi and chargelots to deal with it. Mass mara is going to be a losing game now I feel, which is good. On the other hand, TvZ is still a concern for me. There still seems to be no answer to mass roach other than the marauder. Marines with medivacs do alright, but banelings/infestors are just as problematic as before. I really wanted to see the roach changed in a much much different way. Regardless, I think it's a step in the right direction. At the least ZvZ and TvP will possibly open up to more dynamic strategies. I definitely would not expect P to hit and run with Stalkers vs. Marauders. Marauders and Stalkers have identical range, do similar damage to each other, and Marauders are significantly cheaper. Any time Stalkers are in range of an equal cost force of Marauders, they're losing, so there's really no reason to hit and run. Zealots, on the other hand, are now probably a solid bet against Marauders in the early game because pre-stim or concussive shell, Marauders can't just kite them forever. | ||
Puosu
6985 Posts
On April 08 2010 03:43 ColorsOfRainbow wrote: what should be fixed there ? seems pretty fine The damage is bugged so it deals more damage to units that are farther from the hit or something along those lines, doesn't really make sense at all. | ||
zomgzergrush
United States923 Posts
On April 08 2010 03:43 ColorsOfRainbow wrote: what should be fixed there ? seems pretty fine Theres a bug that the splash does 1.5x damage. That's more than the actual target XD | ||
Deleted User 31060
3788 Posts
I didn't really use marauders much aside from that, so I'm happy about the mech buffs :D | ||
3FFA
United States3931 Posts
On April 08 2010 03:43 ColorsOfRainbow wrote: what should be fixed there ? seems pretty fine Search for the bug for the PF. We found out it does more damage with splash than with normal damage. edit: I'm sooooo glad I'm not in beta! If I was I would be cowering behind BW lol. | ||
nodule
Canada931 Posts
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whaTITdoz
United States92 Posts
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zomgzergrush
United States923 Posts
"oh that was a description mistake, in reality, the PF bounces its projectile off its main target rather harmlessly but the shrapnel does the real damage to surrounding units." | ||
Zhek
Canada342 Posts
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zomgzergrush
United States923 Posts
On April 08 2010 03:46 Zhek wrote: Anyone ever realized maybe they want PF to be like that? It's pretty clear that that's not the case because it's not in the unit description. Also the damage description would just be plain wrong. On April 08 2010 03:46 nodule wrote: unupgraded thors now thoroughly 1-shot hydras. holy shit I completely forgot about that | ||
StorrZerg
United States13919 Posts
On April 08 2010 03:33 Xyik wrote: when are they going to fix dts??? lol what? | ||
3FFA
United States3931 Posts
On April 08 2010 03:46 whaTITdoz wrote: I like these changes...hopefully it will move away from mass maurders and mass roaches! Nothing too drastic and upgrade isn't to bad for maurders...maybe a little long. At least they didn't nerf banshees! As toss roaches sucked before hand. Now the suck more! ![]() | ||
Captain Peabody
United States3099 Posts
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kickinhead
Switzerland2069 Posts
On April 08 2010 03:33 creepcolony wrote: You dont play Z do you ? Clearly overpowered ? Hydras ? No you dont play Z.. -1 armor to roaches was expected and correct. Hydra nerf is just ridiculous.. Maybe I don't see it from a TvZ but from a PvZ standpoint and from what I've seen so far (played over 500 Games myself, currently Platinum and watched a buttload of reps) roach+hydra is ridiculously hard to deal with, even with like 5-10 HT's and perfect storms, if the Z reacts well, he can go without loosing a single Hydra/roach in a big fight. Against Terran, I don't really know how it will affect Zerg, but I guess Tanks, Thors and Marines will be used more often, but Zerg still has Mutas, Broodlords and Roaches to deal with Tanks and lots of possibilities to do heavy counterattacks when Terran tries to move out with his slow-moving Units like Tanks and Thors. I guess it will feel a lot more like TvZ Mech in SC1. It was very hard to win in a big fight against Tanks and Goliaths and it was hard defending against Vultures in the beginning, but it was all about the right air-to-ground-ratio and heavy expanding/massing up stuff while the Terran was preparing for his push. I actually think TvZ Mechplay will be awesome now. I guess the Patch will force all races to play a bit differently without really making a race imba... I mean, I've played 250+ Games with Terran whithout Massing Marauders (I was mostly using Marines and Tanks in the first Betaweeks and had easily over 60% wins and it was much more fun than massing marauders as well). | ||
De4ngus
United States6533 Posts
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