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On April 08 2010 14:37 Dice. wrote: Marauder is not imba at all.
And yes, Hellions would melt Zerglings. Why are people succeeding with mass marauder then if they arent imbalanced? Why are they "overused" this much?
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On April 08 2010 15:07 CrownRoyal wrote: lol @ zergs whining like us protoss did when we got raped
I'm random but zerg was by far my best race but is so f'ing boring to play and needs a major overhaul.
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On April 08 2010 13:26 mcneebs wrote:Show nested quote +On April 08 2010 13:11 Chuiu wrote: This patch didn't do anything to slow down marauders. I think this is kinda true. They slowed them down for the first 2-3 minutes they're out the gate, but you can still mass rax/rauders by the mid game. All this seems to have addressed is the rauder v zealot rush.
You didn't expect Terrans to stop massing marauder did you? Really it just addressed the free advantage terran got early game which is what it is supposed to do.
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On April 08 2010 15:07 CrownRoyal wrote: lol @ zergs whining like us protoss did when we got raped
zerg basically has 3 units they can build midgame. Roaches, Hydras, Mutas. Mutas got nerfed via thor splash / build time, and stalker buffs. Roaches and Hydras just got shit on as well. Zerg armies literally just melt now.
I play random at a ~20 platinum level, but now I just pick terran or protoss cause zerg just has no midgame options.
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On April 08 2010 13:26 mcneebs wrote:Show nested quote +On April 08 2010 13:11 Chuiu wrote: This patch didn't do anything to slow down marauders. I think this is kinda true. They slowed them down for the first 2-3 minutes they're out the gate, but you can still mass rax/rauders by the mid game. All this seems to have addressed is the rauder v zealot rush.
Bingo.
And when was a zeal rush that early effective against T without a proxy? It really isnt.
Rauders are just as potent as they were afte the first few mins of the game that we cannot really exploit. Thor's fast build time coupled with this has completely shut down our late game aswell. We now have a small window while the T starts spending real money on thors to exploit with a well-timed immo/zeal/sentry push. I suppose that's better than being on the ropes the whole game like last patch, but it's still the terran's game to win or lose.
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Any other Zerg players depressed now? I don't even feel like playing, and I only used roaches as a shield for everything else, now everything is light which falls to mech so easily.
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On April 08 2010 15:20 Trilogie wrote: Any other Zerg players depressed now? I don't even feel like playing, and I only used roaches as a shield for everything else, now everything is light which falls to mech so easily.
how is there that large of a difference regarding roaches? 1 armor difference is like nothing
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On April 08 2010 14:40 Yai wrote:Show nested quote +On April 08 2010 14:27 Rabiator wrote: The building time decrease for Thor and Tank wont make them "better" or "more desirable", because you can only build as many units as you can afford. Cost does include Minerals, Gas AND Food. A changed build time can be easily adapted by a one-time-investment into another factory. Build time changes for these expensive units only really matter for rush tactics!
What does keep Tanks from being good is that they cost 3 food and that they are only marginally tougher than a Marauder. I dont think the tank needs to be tougher, I think the Marauder needs to be softer. Turning the concussion part of the Marauders attack into an upgrade wont help with the imbalance, because the Terrans will just get that anyway and games in later stages will look the same as they do now. Marauders need to lose a lot of their hit points to make them less IMBA. Even at 100 hp they would have double the hp of a Marine and for the cost it would be good enough to get them anyway and fulfill the role as meatshields. srsly? u really dont know the game do you marauder change: tvp is now completely different. terra was only able to survive with fast exe because they could get fast stim packs out. now they need to upgrade 2 things. Honestly you want to NOT change the Marauder because you can't fast exe anymore? You are NOT complaining about surviving at all, just about FE and you are saying I am kidding and not knowing the game? Maybe there are ways of managing a FE without concussion shots? Ever tried bunkers and Marines in them? That should get rid of Zealots well enough and free up early gas for the upgrade. You do NOT need Stim Pack for defense, you need it for offense!
On April 08 2010 14:40 Yai wrote:that is in fact a huge nerf. games in later stages ahaha how do they look? Massive Marauder armies killing off buildings in two shots. Luckily those buildings didnt run away due to concussive shells. Killing armies doesnt matter, killing buildings (and workers) does.
On April 08 2010 14:40 Yai wrote:psi gg? What are you talking about? Psi Storm? Psi energy? Psionic units like Archons? Dude, if you want to criticize me at least write clearly. And if you are too lazy to use Ghosts to counter Psi Storm it is not my problem. (hint: look at my Signature)
On April 08 2010 14:40 Yai wrote:half hp Who said anything about half hp? I said that a Marauder with 100 hp would still be good enough. A change from 125 to 100 is NOT reducing their hp by half, but it would set the Siege Tank apart from the Infantry a little more.
On April 08 2010 14:40 Yai wrote:u obviously must be kidding No I am not kidding.
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its like they listen to us about nerfing roaches and marauders but then for some silly reason through other nerfs in there that are uncalled for like hydra and void ray nerfs.
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On April 08 2010 15:26 omninmo wrote: its like they listen to us about nerfing roaches and marauders but then for some silly reason through other nerfs in there that are uncalled for like hydra and void ray nerfs.
except that marauders weren't nerfed
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On April 08 2010 15:24 kNyTTyM wrote:Show nested quote +On April 08 2010 15:20 Trilogie wrote: Any other Zerg players depressed now? I don't even feel like playing, and I only used roaches as a shield for everything else, now everything is light which falls to mech so easily. how is there that large of a difference regarding roaches? 1 armor difference is like nothing
That's like saying upgrading attack or armor once is nothing -_-
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On April 08 2010 15:26 -orb- wrote:Show nested quote +On April 08 2010 15:26 omninmo wrote: its like they listen to us about nerfing roaches and marauders but then for some silly reason through other nerfs in there that are uncalled for like hydra and void ray nerfs. except that marauders weren't nerfed I have to fully agree with both of you!
You are building an army of Marines and Marauders. Now you simply build Marines first while saving up gas for the upgrade and then start spamming Marauders. It is not a nerf, it is only a delay and you arent defenseless at the time.
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The roach nerf was a nerf. What they did to marauders was a love-tap.
Marauders are still way out of balance. The slow effect being delayed a few mins and costing 100/100 is grossly underestimating their effectiveness on the part of the devs.
The concussion change on marauders coupled with the build time buff on thors is making terran stronger than ever. I have no idea what they were thinking.
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The concussion upgrade was needed to balance early game terran/toss rushes, so that marauder vs zealots/stalker wasn't retarded lopsided and that both races had a chance to be the aggressor and punish fast expanding. This makes early game TvP balanced, which we can say is a huge step in the right direction.
Mid/late game, the problem is the marauder having similar HP to a siege tank, while doing ridiculous DPS to buildings. Marauder HP needs to go down and siege tank gas cost should go down to compensate.
After that, just need to give zerg and the mothership a little love on next patch and I think we are pretty close to game balance.
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On April 08 2010 15:40 Inori wrote: It's funny how Zerg players *can't play at all anymore* over slight nerf that should've been forseed long ago, whereas Protoss players had to eat up nerf after nerf for like 5 patches in a row and still be competitive.
Although I agree that Marauder wasn't nerfed at all. It just slightly slows massing them for like 30 seconds, that's all. Seven maybe 8 with this one, its arguable that the void ray change was a nerf, since its more expensive and less durable in exchange for being better vs light units, which means now its terrible vs them instead of being absolutely useless.
On April 08 2010 15:24 kNyTTyM wrote:Show nested quote +On April 08 2010 15:20 Trilogie wrote: Any other Zerg players depressed now? I don't even feel like playing, and I only used roaches as a shield for everything else, now everything is light which falls to mech so easily. how is there that large of a difference regarding roaches? 1 armor difference is like nothing in alot of circumstances, 1 armor is nothing, but in some specific areas its pretty significant. ie now 0 atk immortals 3-shot roaches instead of leaving them at 2-3 hp, lings get a 33% atk buff vs them, zlots gain a 16% atk boost, and marines get a 25% attack boost. vs things like tanks and thors, obviously the 1 armor is irrelevant, but early game especially its pretty big. although his claim that they are useless in large battles even as a shield is probably just whining
Isnt it really easy just to get the burrow upgrade with roaches and just pop right on top of the tanks? They cant see you moving at them unless they have a raven, and with mech being sooo gas intensive that seems unlikely
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I might be looking at this wrong but...T have to spend 100/100 early to get the marauder back to where they were pre-patch, zerg can just do the same with the armor upgrade at he evo chamber, except all their ground get 1 armor. Obviously not going to be the same late game at max upgrades, but that 1 armor really only affects marines/zealots/zerglings.
"OmFG marines do dmg to my Roaches now wTf imba." You still have banelings...
"Thor splash dmg!!!!!" I still remember how to micro vs corsair, I imagine its not terribly different.
"Hydra HP NERF omg they're so useless now." They still do a shit ton of dmg and they're still behind a wall of lings/roaches, or are you just trying to mass 1 unit and expect to win?
Seems like zerg players are mad they have to get good at the game now that its becoming balanced.
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On April 08 2010 15:46 kidcrash wrote: Mid/late game, the problem is the marauder having similar HP to a siege tank, while doing ridiculous DPS to buildings. Marauder HP needs to go down and siege tank gas cost should go down. Many mid/late game battles in SC2 happen "out in the field" and one side loses. If the Terrans lose it doesnt matter, but if the non-Marauder-force loses it often does not make sense for them to run away, because concussive shot (and relatively fast Marauder movement) means that they will lose extra units and can not run away. Often enough a lone surviving Immortal tries to limp back to its home base, but it gets picked off by the Terrans due to the slowing effect. The importance of this effect does not end with early game, although it shines there most.
I fully agree with the hp nerf and reducing the cost for Tanks would make them more desirable.
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On April 08 2010 14:22 Chen wrote:Show nested quote +On April 08 2010 14:14 Pekkz wrote:On April 08 2010 12:56 Skyze wrote:On April 08 2010 12:47 2SCV1cup wrote:On April 08 2010 12:42 WorkersOfTheWorld wrote: Each thor can completely shut down an immortal, the rest can be handled easily by stim rauders (which out-damage them through the shield cost for cost).
do u even have beta key? do you? Stimmed marauders OBLITERATE immortals.. and Thors take out any air unit within seconds. I think marauders need more nerf, this "upgrade" bullshit isnt enough. Its just like 1 less marauder in their army, thats it. Marauders need a serious stat reduction. So do thors, esp how they get cheaper and faster to get with each patch. Its clear Blizzard loves terran. CowGoMoo is a employee, any coincidence? Try throw in a warp prism and pick up your hurt immortals. Also marauder isnt a counter to immortals, they are pretty balanced against eachother, specially after patch where you wont get slow and stim as fast. Sigh when I read your last sentence I wonder why I even bother to reply. Obviously you are clueless. how would warp prisms help at all? you might get to reuse them later but you really cant afford to have some immortals not in a fight shooting. doesnt even help them live longer since a good player will just 1-shot them the minute you drop it. I can see this working with colossi and their longer range, but unless you are extremely good at being able to pick up units before the shot reaches them and after its fired, i see no point. I find it slightly irking that 12 marauders can win vs 3-4 immortals since they then 2-shot the unit that "counters" them.
If you dont want marauders to work vs immortal, then only mass marine would counter them. Protoss would add one collossus and terran would have to go Air vs toss every game. Yeah that would make everything alot better....?
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After playing patch 8, my verdict is:
Zerg is broke. Kerrigan is doing Terran's dishes while being pimp-slapped by Zeratul at the same time.
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