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On April 08 2010 04:57 Paladia wrote:Show nested quote +On April 08 2010 04:54 StarcraftMan wrote:On April 08 2010 04:51 3FFA wrote: Why do I seem to be the only one worried about TvP/PvT and the fact that on scrap station if the terran proxies their fact and gets a Thor out the fact that it is just about impossible for protoss to counter this except with some sort of luck in that they actually scout the rush when the fact is just being built. How are they going to proxy their factory if they have to spend an extra 100 min/ 100 gas to research concussive damage for Marauders before building a factory? Jeez, why are there so many morons on this forum? Why would they need to research that when they are not even making marauders? Watch the VOD I posted twice on this topic already. I'm not posting it again.
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On April 08 2010 04:56 Inori wrote: Void Ray Changed to only have 2 damage levels instead of 3. Still takes the same amount of time to fully charge. Base damage changed from 2 (+4 armored) to 5. Powered-up damage changed from 8 (+16 armored) to 10 (+15 armored).
I'm not sure it's a "buff".
This helps Protoss lack of good air-to-ground(air) how?..
It does 5/5/10 against non-armored, whereas before it did 2/4/8.
That is a 150%, 25%, and 25% boost in dmg against non-armored in various stages. It does less initial damage against armored, but more over time (e.g., against buildings)
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You can't call it strictly a nerf or buff. Either is wrong.
They're nerfed in a way that 2 levels now take the same time to charge as 3 levels used to. So the extra damage previously done by level 2 will be in level 1 now.
They're buffed in a way that they now do more damage to unarmored units. They're nerfed in a way that they deal less damage to armored units. They're nerfed in a way that they cost more now.
I don't see the need to stuff all that into a single nerf/buff box.
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Now it takes 15 seconds less per Thor, and 5 less per siege tank.
30s less for 2 thors 1 minute less for 4 thors
10s less for 2 tanks 20s less for 4 tanks...
Well, this should help, although I wish the tank time would be decreased more. Nerf the Marauder to oblivion, I don't care, I just want tanks to be more viable in non-mirrors.
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On April 08 2010 04:59 StarcraftMan wrote:Show nested quote +On April 08 2010 04:57 Paladia wrote:On April 08 2010 04:54 StarcraftMan wrote:On April 08 2010 04:51 3FFA wrote: Why do I seem to be the only one worried about TvP/PvT and the fact that on scrap station if the terran proxies their fact and gets a Thor out the fact that it is just about impossible for protoss to counter this except with some sort of luck in that they actually scout the rush when the fact is just being built. How are they going to proxy their factory if they have to spend an extra 100 min/ 100 gas to research concussive damage for Marauders before building a factory? Jeez, why are there so many morons on this forum? Why would they need to research that when they are not even making marauders? LOL, a Terran that doesn't build marauders is a Terran that gets run over mid game. You think Marines are going to stop mass roaches or mass zealots/sentires/stalkers? So, you're suggesting Terran just make marines to survive early and then jump to banshees? Wow, the stupidity on this forum just grows!
are you fucking kidding me?
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On April 08 2010 04:59 StarcraftMan wrote:Show nested quote +On April 08 2010 04:57 Paladia wrote:On April 08 2010 04:54 StarcraftMan wrote:On April 08 2010 04:51 3FFA wrote: Why do I seem to be the only one worried about TvP/PvT and the fact that on scrap station if the terran proxies their fact and gets a Thor out the fact that it is just about impossible for protoss to counter this except with some sort of luck in that they actually scout the rush when the fact is just being built. How are they going to proxy their factory if they have to spend an extra 100 min/ 100 gas to research concussive damage for Marauders before building a factory? Jeez, why are there so many morons on this forum? Why would they need to research that when they are not even making marauders? LOL, a Terran that doesn't build marauders is a Terran that gets run over mid game. You think Marines are going to stop mass roaches or mass zealots/sentires/stalkers? So, you're suggesting Terran just make marines to survive early and then jump to banshees? Wow, the stupidity on this forum just grows!
Thor rush =/= Marauders
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It's nice they nerfed roaches, but why make something which isn't used aka moving burrowed roaches even more unusable? Same was true for the last patch hive upgrade regen nerf.
This isn't W3 where you have like 10 crypt fiends and have enough time to burrow/unburrow micro them individually during a huge battle.
Marauder nerf was great. Void ray buff is nice, however, why not buff phoenix instead?
The most awesome thing about this is that it seems that Blizzard is closely following most highly discussed TL topics and making changes accordingly  Respect to them
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On April 08 2010 04:56 aLka wrote:Show nested quote +On April 08 2010 04:52 SAF.Jesus wrote: void ray nerf is ok... maruader and roach nerfs are retarded.... pvt and pvz i feel are pretty balanced and maruader and roaches have been the main unit. So if you nerfed the main unit its gonna be ez win for P. Part of the problem is the fact that there isn't much creativity.
I think the reason for the lack of creativity is the trend to play 1-2 base strategies
If the game evolves into a more macro-oriented game and gets into an actual late-game, then a lot more strategies will be viable because of more various viable decisions due to an increased economy
P.S.: The Void-Ray Change is a slight nerf since its supposed to be encountered by light AA-units and even against armoured AA they comparably take more damage over time than the attack-buff inflicts They only situation in which void rays take advantage of this change is if they don't encounter enemy AA-units at all, which isn't a situation u should get in in the first place
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for anyone else thats curious how this patch affects marine vs marauder @ killing roaches
cheers to the marines :D
and for the hydra
cheers to the marauder xd
less hard counters each patch that comes!
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On April 08 2010 04:58 3FFA wrote:Show nested quote +On April 08 2010 04:54 StarcraftMan wrote:On April 08 2010 04:51 3FFA wrote: Why do I seem to be the only one worried about TvP/PvT and the fact that on scrap station if the terran proxies their fact and gets a Thor out the fact that it is just about impossible for protoss to counter this except with some sort of luck in that they actually scout the rush when the fact is just being built. How are they going to proxy their factory if they have to spend an extra 100 min/ 100 gas to research concussive damage for Marauders before building a factory? Jeez, why are there so many morons on this forum? Watch this VOD: I posted it earlier in the thread and Lucifron made this strat so why don't u argue with him about how in the world he does it? Youtube VOD with commentary by Husky the Husky
Did you analyze that video at all? Because if you did, the Terran player had virtually no marines and no ground forces up to the Thor. Proper scouting by the Protoss = GG for the Terran. The timing window to kill the Terran was before the Thor came out but the Protoss player missed the window.
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Let's everybody put on our thinking caps for a while.
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I don't understand the Hydra nerf. Now they get run over even harder by ground units, particularly Terran ground. Can someone speculate on their reasoning?
What am I supposed to kill Marauders with?
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On April 08 2010 05:05 0neder wrote: Well, this should help, although I wish the tank time would be decreased more. Nerf the Marauder to oblivion, I don't care, I just want tanks to be more viable in non-mirrors.
Tanks own Zerg pretty hard in tvz, However they are situational in tvp, like if the toss is going for a 3 gate rush.
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april's fools, right? really really really bad joke
Hydra soon will be like in BW only that it costs twice as much
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On April 08 2010 05:06 StarcraftMan wrote:Show nested quote +On April 08 2010 04:58 3FFA wrote:On April 08 2010 04:54 StarcraftMan wrote:On April 08 2010 04:51 3FFA wrote: Why do I seem to be the only one worried about TvP/PvT and the fact that on scrap station if the terran proxies their fact and gets a Thor out the fact that it is just about impossible for protoss to counter this except with some sort of luck in that they actually scout the rush when the fact is just being built. How are they going to proxy their factory if they have to spend an extra 100 min/ 100 gas to research concussive damage for Marauders before building a factory? Jeez, why are there so many morons on this forum? Watch this VOD: I posted it earlier in the thread and Lucifron made this strat so why don't u argue with him about how in the world he does it? Youtube VOD with commentary by Husky the Husky Did you analyze that video at all? Because if you did, the Terran player had virtually no marines and no ground forces up to the Thor. Proper scouting by the Protoss = GG for the Terran. The timing window to kill the Terran was before the Thor came out but the Protoss player missed the window. It gives a basic idea of the rush. The fact can be placed at many different places, for instance somewhere hidden by the 3rd (at edge) or between 3rd and high yield. This just gives a basic idea and as was said, this can defeat Platinum players! The rush comes even faster now with the faster build time of the Thor.
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On April 08 2010 05:08 Geo.Rion wrote: april's fools, right? Too late for an april fool's
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On April 08 2010 04:34 kickinhead wrote:Show nested quote +On April 08 2010 04:30 EuroBlast wrote: From watching the top platnum zerg streams ZVP when they do the 3-4 immortal push + gateways units pretty much is insta-win.... so how does it make sense to nerf zerg further and leave protoss ground untouched? i want to BM blizzard to bad right now. Everyones complaining about roaches but recently i find that they dont really ever work. but to appease the masses sure give them what they wanted.... but hydra? how does that nerf make any sense without lowering the cost? Ever played PvZ? Those timing attacks are very hard to pull off and basically need the Zerg to play bad to work. If the Z has Units out on the Map backstabbing your Immortals and doesn't let half the Army trapped by forcefields, you'll be able to deflect this timing push. Also, Zerg is 1 expansion up on this point and is going to be far ahead economically, so it's only fair that it's a little bit hard to defend a 1-base-timing-attack that is basically an all-in. Also, even Plat-players aren't really that good at doing counterattacks and not every Zerg knows the timing of those timing-pushes, in fact, most Protoss don't know it either. ^^' Another point is, that this timing-push-army of the Protoss isn't very versatile: Immos are only worth the money against roaches and are worthless against Mutas, Zealots are obviously bad against Mutas too and then you also have to have the right number of sentrys. It's pretty delicate to have the right Unit-composition so that you don't loose to Mutas/hydras even if you did major DMG with the timing-attack. It's just sad that an allin is the only real option Protoss HAD in PvZ. Now I think you can go for a more versatile Unit-composition and also have a chance in the lategame with Hydra-nerf against a Zerg, that is economically ahead almost everytime in the mid-to lategame against Protoss.
Hmm the backstabbing is an idea id like to try out. basically i saw the streamers just wait for the death push and gg so i had been doing the same thing. do u backstab into their base or try to hit their units with a surround? also is the counter ling/hydra? i hate that zerg seems to HAVE to go air vs this then they warp straight stalk and ur tech is useless and all econ advantage is spent on useless tech... can ling/new hydra hold off this all in attack?
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On April 08 2010 05:05 BentoBox wrote:
Thor rush =/= Marauders
Yes, because the 15 second faster build time for Thors is going to make Thor rushes the de facto strategy for Terran players now. LOL, whatever you are smoking, I want some too!
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On April 08 2010 04:57 Paladia wrote:Show nested quote +On April 08 2010 04:54 StarcraftMan wrote:On April 08 2010 04:51 3FFA wrote: Why do I seem to be the only one worried about TvP/PvT and the fact that on scrap station if the terran proxies their fact and gets a Thor out the fact that it is just about impossible for protoss to counter this except with some sort of luck in that they actually scout the rush when the fact is just being built. How are they going to proxy their factory if they have to spend an extra 100 min/ 100 gas to research concussive damage for Marauders before building a factory? Jeez, why are there so many morons on this forum? Why would they need to research that when they are not even making marauders?
Well now that marauders have no slow, stalkers should give protoss complete map control for the beginning of the game, making a proxy really difficult to conceal. However, I could imagine it being an issue on every map except scrap station...
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On April 08 2010 05:08 w_Ender_w wrote: I don't understand the Hydra nerf. Now they get run over even harder by ground units, particularly Terran ground. Can someone speculate on their reasoning?
What am I supposed to kill Marauders with?
Compare the Hydra to the Stalker for example: The Stalker and the Hydra are both very veratile Units that can be used to fight Air-units and ground-units, they have nice upgrades and are kinda fast to move around with on the Map. They aren't supposed to be heavy-hitting Tank-Units IMHO, thats why they should loose in a straight-up battle against Units like Marauders, Tanks, Thors etc.
Besides, Roaches were in front of the Hydras taking most of the DMG anyways, so I guess Blizzard made the change to buff Collossi (who can actually reach the Hydras) standing behing the Roaches and Storm, which were both underpowered after the last few patches against Roach/Hydra and Zerg in general.
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