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Patch Notes Contest

Forum Index > SC2 General
Post a Reply
Normal
legendin
Profile Joined April 2010
United States10 Posts
Last Edited: 2010-04-23 01:00:01
April 20 2010 17:53 GMT
#1
Contest Finished!
Ending time is 2:40 KST on April 22nd 2010. Any post after that time is not counted.

Well, the patch notes are released and I am fairly underwhelmed by the amount of balance changes but there are lots of content and map changes which are very cool. It should be fairly easy to figure out who called this one.

For a list of the original rules hit the spoiler link below:

+ Show Spoiler +
Test your design/balance skills and see if you have what it takes to be a SC2 balancer. With the anticipation of the a new reset/patch on the horizon be the one to accurately guess up to 5 of the new balance changes that the patch will bring.

The winner gets my permission to do a victory dance, point at their monitor, and yell, "I called it, noobs!" as loud as they want. Perhaps other people could offer better prizes, but seriously, what's more awesome than that.

Rules:

1) List exactly 5 (no more no less) balance changes that the patch will bring.

2) It's OK to list closely related changes, such as ones that affect the attack of a single unit, under the same number.

3) Predictions should NOT be overly general.

Examples of general predictions:
1. Protoss is going to get nerfed.
2. Infestors are going to get a new spell.
3. Marauders are going to be easier to kill.

Examples of correctly specific predictions:
1. Phoenix are going to have their attack speed increased by 0.5 and their attack will now stun an enemy for 1 second.
2. All Terran and Zerg buildings are going to have their HP increased by 500 and All Protoss buildings are going to have their HP and Shields increased by 250.
3. A new upgrade will be added to the Infestor Pit which costs 100 minerals,100 gas, and 30 seconds to research which grants the Infestor the ability to eat any unit to gain 100 energy

4) The predictions must be balance changes to units or buildings and NOT bug fixes, map fixes or content updates.

5) Each person may only post once.

6) In the unlikely event of a tie the person who posted first wins.

The contest ends when the patch notes are posted on the SC2B forums and no submissions will accepted after the time of that post.

EDIT: Patch notes can be found here instead:
hhttp://forums.battle.net/thread.html?topicId=23240933862&postId=243993087677&sid=5010#9

I will personally go through every entry and judge a winner which I will post here after the competition is complete. That person will have bragging rights for at least a good hour after being declared the winner. Predictions will be judged not only on the amount of correct balance changes a person predicts but also their accuracy.

EDIT: If not one balance change is accurately predicted it's OK. You get credit for coming close. I'm enjoying reading the posts, serious and silly, keep it up and please respect other people's opinions. If you think someone's predictions are completely unfounded then try to do better. Remember it's all just for fun.

Good Luck!


The Final Results!

Immortal Build time increased by 15 seconds (40 seconds to 55 seconds)

Who predicted it exactly:
+ Show Spoiler +
SichuanPanda, Ner0, nodule

Who predicted the increase but didn't get the exact time:
+ Show Spoiler +
nedsat, whatupyo02, junemermaid, zazen, Zoltan, link0, DoomBacon, daywiss, summerloud, Knutzi, TBO, kavaron, flme, goszar


Concussive Shells research cost decreased by 50 minerals, 50 gas, and 20 seconds (100/100 and 80 seconds to 50/50 and 60 seconds)

Who predicted it exactly:
+ Show Spoiler +
onmach

Who predicted the cost decrease exactly but didn't get the exact time:
+ Show Spoiler +
TheTuna, Madcatcf, Knutzi, Guy.Incognito, febreze, Jonoman92

Who predicted the time decrease exactly but didn't get the exact cost:
+ Show Spoiler +
Doso

Who predicted the decrease but didn't get the exact cost or time:
+ Show Spoiler +
iounas, Archerofaiur, Zoltan, DrivE, CannonsNCarriers, DrSmoke, goszar, Paladia, WorkersOfTheWorld, tknq, fiGGedyFliP


Neural Parasite range increased by 2 (7 to 9)

Who predicted it exactly:
+ Show Spoiler +
onmach, pzea469

Who predicted the increase but didn't get the exact range:
+ Show Spoiler +
Thamoo, Shiladie, FabledIntegral, Smurfz, goszar


Queen's speed off creep decreased by 0.562 (1.5 to 0.938)

Who predicted it but didn't get the exact speed:
+ Show Spoiler +
Karma_

No other balance changes were accurately predicted.


WINNER
+ Show Spoiler +
goszar
Although the predictions were not exact, goszar predicted 3 balance changes correctly, which is more than any other poster. You may begin bragging.
1) Concussive Shells upgrade time and cost reduced.
2) Immortal build time increased
3) Neural Parasite range increased


RUNNER UP
+ Show Spoiler +
onmach
Although only getting 2 predictions correct those predictions were 100% accurate.
1) marauder concussion grenades will end up 50/50 and cost only 60 seconds upgrade time.
4) neural parasite will have ranged increased from 7 to 9.


HONORABLE MENTIONS
+ Show Spoiler +
Karma_
For being the only one who called the queen speed decrease off of the creep.
5. Queen speed decreased slightly when off creep

Trap
For a post with only 3 very vague and general predictions but coincidently being right on all accounts.
1. A Protoss unit will receive a slight nerf
2. A Terran unit of marginal use will be buffed but will remain unused
3. A Zerg unit's stats will be changed but nothing will change about how boring Zerg is


Thanks to everyone who participated! There were a lot of posts to go through so my sincerest apologies if I left anyone out.
Good at Puzzles, Bad at Life.
shmoo
Profile Joined March 2010
United States139 Posts
Last Edited: 2010-04-20 20:40:59
April 20 2010 17:54 GMT
#2
Bears are godless killing machines
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
April 20 2010 17:56 GMT
#3
How do you know there will be 5 balance changes? How can you expect people to get changes exactly right?
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
April 20 2010 17:56 GMT
#4
On April 21 2010 02:54 shmoo wrote:
Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.


And you have six more posts?
n.Die_Jaedong <3
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 20 2010 17:56 GMT
#5
On April 21 2010 02:54 shmoo wrote:
Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.


dont be a jerk, this could be fun. like fantasy pro-league but less satisfying.
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
pzea469
Profile Blog Joined September 2008
United States1520 Posts
April 20 2010 17:58 GMT
#6
On April 21 2010 02:56 asdfTT123 wrote:
Show nested quote +
On April 21 2010 02:54 shmoo wrote:
Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.


And you have six more posts?


Mega owned lol
Kill the Deathball
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-20 18:23:57
April 20 2010 17:59 GMT
#7
i think it would be more interesting to just add some polls on hot topics such as "will immortal get nerfed"
this is too detailed xd

like this would be more interesting imo ^^ not a contest tho so sry if im off-topic
POLLS
+ Show Spoiler +

Poll: will the immortal get a nerf?

yes (108)
 
54%

no (93)
 
46%

201 total votes

Your vote: will the immortal get a nerf?

(Vote): yes
(Vote): no


Poll: will sentry get a nerf?

yes (91)
 
53%

no (81)
 
47%

172 total votes

Your vote: will sentry get a nerf?

(Vote): yes
(Vote): no


Poll: will broodlord and/or broodling get a nerf?

yes (92)
 
56%

no (71)
 
44%

163 total votes

Your vote: will broodlord and/or broodling get a nerf?

(Vote): yes
(Vote): no


Poll: will terran mech get buffed?

yes (93)
 
58%

no (66)
 
42%

159 total votes

Your vote: will terran mech get buffed?

(Vote): yes
(Vote): no


Poll: will infestor get changed in any way?

yes (114)
 
74%

no (40)
 
26%

154 total votes

Your vote: will infestor get changed in any way?

(Vote): yes
(Vote): no


Poll: will queen get nerfed?

no (117)
 
84%

yes (23)
 
16%

140 total votes

Your vote: will queen get nerfed?

(Vote): yes
(Vote): no


Poll: will marine get buffed?

no (108)
 
79%

yes (28)
 
21%

136 total votes

Your vote: will marine get buffed?

(Vote): yes
(Vote): no


Poll: will mother ship get changed or removed?

yes (78)
 
53%

no (68)
 
47%

146 total votes

Your vote: will mother ship get changed or removed?

(Vote): yes
(Vote): no




anyhow to get back on-topic heres 5 of mine:
force field 50 to 75 energy
immortal build cost 40 to 50
broodlord 25 less hp

i dont think this will happen but i gotta write 5 so xd

reactor build timed 50 to 35
tech lab build time 25 to 35

if i could add 2 more id say
emp and storm 75 energy to 100 and increased radius on both )
Progamerpls no copy pasterino
Marine0945x
Profile Joined May 2009
United States25 Posts
April 20 2010 18:01 GMT
#8
Who thinks that hatchery cost needs to increase to 350. Zerg has larva inject and they don't need to build additional hatcheries anywhere other than at mineral bases in sc2. Makes sense to balance the cost to all races now.
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
April 20 2010 18:02 GMT
#9
I'm tired of seeing "Patch *" in the Starcraft 2 forum... gets my hopes up every time.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Puosu
Profile Blog Joined April 2007
6985 Posts
April 20 2010 18:02 GMT
#10
Eh its all about the name of the prize

when its "nothing" it attracts .. no one

call it "Mensrea no prize" and you get tons of contestants
Thamoo
Profile Joined March 2010
Canada234 Posts
April 20 2010 18:02 GMT
#11
1. Hydralisk health reverted to 90.
2. Force field energy cost is now 75
3. Warp gate tech cost increase to 100/100
4. Thor's air damage no longer deal bonus damage to light units
5. Neural parasite's range is now 8.
wat?
legendin
Profile Joined April 2010
United States10 Posts
Last Edited: 2010-04-20 18:07:30
April 20 2010 18:04 GMT
#12
Wow, I must be the only game designer on this site. Chris Crawford said that there are 3 different types of people: Those who play games, those who design games, and those who criticize games. Now, I understand most people on here are players and criticizers but there is nothing wrong with being designers for a little bit. It's OK to have specific opinions on balance changes and when you start thinking critically about it you might even have fun.
Good at Puzzles, Bad at Life.
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
April 20 2010 18:05 GMT
#13
1. Tank gas cost decreased
2. Tank supply dropped
3. Thor cooldown decreased
4. Hellion can now attack while moving
5. Roach's hive upgrade now does exactly nothing.
We spend our youth attaining wealth, and our wealth attaining youth.
CheAse
Profile Blog Joined July 2009
Canada919 Posts
April 20 2010 18:08 GMT
#14
come on guys, its not actually like hes offering a free beta key that he doesn't have or something... and the idea isn't too bad. Cut the guy some slack....

Here's my sympathy post

Chease's estimations

Roaches hp decreased by 25, damage decreased by 2
Maurader hp decreased by 15, bonus damage to armored decreased to 5
Imortal hp increased by 25, bonus damage to armored decreased by half
Forcefield is no longer able to be cast on top of units
Infestor ability fungal growth, is now a researched ability at infestor pit for 100/100 with build time of 80
SCV good to go sir
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
April 20 2010 18:08 GMT
#15
banelings nerfed back to their pre-buffed state doing less damage to non-light units

forcefield cost increased from 50 energy to 75

spawn larva takes 45 seconds up from 40

Scan ability removed from OC. Comsat upgrade available from OC for 50/50. Uses separate energy from mule.

Overseers regenerate hp much more quickly when not in combat (think protoss shield)
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 20 2010 18:10 GMT
#16
Well, why not.

1. Immortal bonus damage reduced to 25 (obvious)
2. Marauder HP reduced to 100, Marauder Stim HP drain reduced to 15 (from 20 I think?)
3. Spawn Larva now spawns 3 Larvae at a time (I hate the new spam drones style)
4. Broodling base damage reduced to 2, Broodling movement speed reduced by 50%
5. Void Ray speed upgrade replaced with a range upgrade (to deal with Broodlords and Collossi)

But in fact they will do some unreasonable and weird changes that no one saw coming.
If you have a good reason to disagree with the above, please tell me. Thank you.
nedsat
Profile Joined April 2010
27 Posts
April 20 2010 18:10 GMT
#17
Slight increase in immortal build time (5-10sec)

Immortal damage nerf vs armored. From 30 to 25

Small nerf to marauder damage. -2

Forcefield energy cost increased to 75

Forcefield duration reduced to 12 seconds
StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
April 20 2010 18:12 GMT
#18
idk seems like it could be some fun
Hwaseung Oz fan for life. Swing out, always swing out.
Tdelamay
Profile Joined October 2009
Canada548 Posts
April 20 2010 18:16 GMT
#19
1. Roach supply cost increased to 2
2. Sentry's forcefield cost increased to 75
3. High templar's psystorm radius reverted to previous patch
4. Broodlord health decreased to 220
5. Tank's gas cost reduced to 100
This road isn't leading anywhere...
Makavw
Profile Joined April 2010
Croatia165 Posts
Last Edited: 2010-04-20 18:24:51
April 20 2010 18:17 GMT
#20
1. Forcefield energy up to 75
2. Immortal bonus dmg vs armored nerfed to 15
3. Thor's ground dmg nerfed to 40 per shot
4. Hydra's health increased to 85
5. Roach hp decreased by 10 but burrowed movement speed back to to previous patch speed.
Mios
Profile Joined April 2010
United States686 Posts
April 20 2010 18:17 GMT
#21
1. The Sentry's Force Field ability now acts as a small building, requiring a 1x1 grid area to place.
2. The Phoenix's Graviton Beam ability is no longer channeling and the duration has been reduced to 7 seconds down from 10.
3. The Reaper no longer passively jumps up and down cliffs, requiring the Nitro Pack upgrade which also increases the Reaper's movement speed. The cost and time of the Nitro Pack upgrade is unchanged.
4. The Ultralisk now has the passive ability "Towering Stature" allowing the Ultralisk to ignore collision from 1-supply units such as zerglings, marines, and roaches.
5. The Infestor's "Neural Parasite" ability is no longer channeling and now costs 75 energy and lasts 10 seconds.
no LAN and intercontinental bnet = T_T
MidKnight
Profile Joined December 2008
Lithuania884 Posts
Last Edited: 2010-04-20 18:18:48
April 20 2010 18:17 GMT
#22
  • Buff to supply drop (less energy or adds additional hp/armor)
  • Buff to infestor (Infested Terran reworked)
  • Forcefield energy up to 75
  • Hallucination Energy up to 75
  • Ultralisk buff (cost reduced)
iounas
Profile Joined July 2008
409 Posts
Last Edited: 2010-04-20 18:34:17
April 20 2010 18:18 GMT
#23
Marauder slow research reduced by 30 sec
Marauder slow research costs 100 100
Reduced broodling damage
Spawn larvae now spawns 3
sentry ff is 75 energy shield 50
psi storm is now channeled ability (disabling templar for duration) targeted on a single pixel
protoss removed from the game
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
s2pid_loser
Profile Joined March 2010
United States699 Posts
Last Edited: 2010-04-20 18:19:42
April 20 2010 18:19 GMT
#24
On April 21 2010 02:54 shmoo wrote:
Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.


says the guy with only 10 posts


other than the obvious 3v3 and 4v4 maps and hopefully galaxy editor

i predict nerf to siege tanks and banshees
Et Ducit Mundum Per Luce
Spaceball
Profile Joined November 2007
United States213 Posts
April 20 2010 18:20 GMT
#25
Sentry - reduced maximum energy to 150.
Stalker - Increased bonus dmg vs armored from 4 to 6
Immortal - Reduced bonus dmg vs armored from 30 to 20
Siege Tank - Reduced gas cost from 125 to 100
Broodlord - Broodlings no longer deal dmg.
Gescom
Profile Joined February 2010
Canada3370 Posts
April 20 2010 18:22 GMT
#26
1 -- ultralisk collision size reduced
2 -- broodlord damage reduced
3 -- sentry forcefield energy cost up (probably trading places with guardian shield)
4 -- infested terran spawns faster
5 -- archon combine time reduced
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
cernunnos
Profile Joined April 2010
France32 Posts
April 20 2010 18:23 GMT
#27
Forcefield "uncastable" on units. (as pointed by cheAse)
Neural Parasite constantly consuming energy (as cloak).
Unsieged tank's attack rate slowed down a bit.
Starport build time upped by a little, like 5 more "seconds" to build.
Broodlord hitpoints reduced.

Not sure something will be done to tier 3 units and building though cause I think it'll be done in a later patch.

This thread will have to deal with troll so soon...

Touch eyeballs to screen for cheap laser surgery.
Flameberger
Profile Joined March 2010
United States226 Posts
April 20 2010 18:24 GMT
#28
Stalker damage up 2
Immortal base damage increased by 5, bonus damage decreased 10
Siege tech decreased by 25/25
Roach armor reverted to 2, damage down by 4
Pheonix attack cooldown reduced 0.5 seconds
An engine of annihilating power.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-04-20 18:25:39
April 20 2010 18:24 GMT
#29
On April 21 2010 03:16 Tdelamay wrote:
1. Roach supply cost increased to 2
2. Sentry's forcefield cost increased to 75
3. High templar's psystorm radius reverted to previous patch
4. Broodlord health decreased to 220
5. Tank's gas cost reduced to 100
6. pvz now has a new victory condition: Survive 12 minutes. Victory is granted to any protoss that lasts this long.
If you have a good reason to disagree with the above, please tell me. Thank you.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
April 20 2010 18:25 GMT
#30
I like this idea.

1. Forcefield energy up to 75
2. Broodlord fire rate reduced by 10%
3. Storm damage increased from 80 to 95
4. Roach creation time increased by 15%
5. Ultralisk has default armor of 2 instead of 1
Jaedong <3 HOOK'EM HORNS!
iounas
Profile Joined July 2008
409 Posts
April 20 2010 18:26 GMT
#31
On April 21 2010 03:19 s2pid_loser wrote:
Show nested quote +
On April 21 2010 02:54 shmoo wrote:
Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.

i predict nerf to banshees

No way.. They dont nerf something they previously buffed or otherwise, even if it makes sense..
Mothership will be laughing stock when sc2 is released.. It is destined..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 20 2010 18:26 GMT
#32
why r ppl excepting tank to get buffed? i think that unit is absolutely amazing in tvz and tvt
i think its more likely that the toss units r good vs the tank rather than the tank being a bad unit imo
Progamerpls no copy pasterino
Hammy_
Profile Joined April 2010
United States29 Posts
April 20 2010 18:26 GMT
#33
- Force fields have 150 hp and can be destroyed
- Reaper speed reduced by .1
- All Infester spell ranges increased by 1
- Roach tunneling speed increased to 1.6
- Marauder build time increased to 35 seconds
umop apisdn
Matrijs
Profile Joined May 2009
United States147 Posts
April 20 2010 18:27 GMT
#34
1) Stalker build time decreased by 5 seconds.
2) Immortal bonus damage vs. armored reduced by 10.
3) Tank siege time reduced by 1 second, armor increased by 1.
4) Ventral sacs research cost decreased to 100/100, research time decreased to 100 seconds.
5) Opponents who have not scouted a Sensor Tower cannot see its radius. Once the Sensor Tower is spotted, the radius appears and stays until the Tower is destroyed.
synesthesia
Profile Joined April 2010
United States4 Posts
April 20 2010 18:27 GMT
#35
1. psi storm no longer works vs M&M
2. phoenix damage cut by 50%
3. tanks can stim
4. roach upgrades have no effect
5. zergling -10 hp
Tdelamay
Profile Joined October 2009
Canada548 Posts
Last Edited: 2010-04-20 18:29:47
April 20 2010 18:29 GMT
#36
On April 21 2010 03:24 spinesheath wrote:
Show nested quote +
On April 21 2010 03:16 Tdelamay wrote:
1. Roach supply cost increased to 2
2. Sentry's forcefield cost increased to 75
3. High templar's psystorm radius reverted to previous patch
4. Broodlord health decreased to 220
5. Tank's gas cost reduced to 100
lasts this long.

6. pvz now has a new victory condition: Survive 12 minutes. Victory is granted to any protoss that


Hey, it says to post 5. If there was 6 and 7, you wouldn't be complaining about pvz imbalance ;P
This road isn't leading anywhere...
whatupyo02
Profile Joined March 2010
United States20 Posts
April 20 2010 18:31 GMT
#37
1. Forcefield energy cost increased to 75.
2. Immortal Bonus damage to Armored decreased by 5.
3. Immortal Build time increased by 10 seconds.
4. Ultralisk now ignore collision with non-massive units. ( Similar to colossus )
5. Broodling damaged decreased by 2.
pragm4
Profile Joined April 2010
United States6 Posts
April 20 2010 18:32 GMT
#38
1. Phoenix attack speed increased by 0.5 and Graviton Beam can now disable air units.
2. Psi Storm aoe reverted back to original size of 2 (if memory serves) and Feedback is changed to a new spell.
3. Archon now has Feedback instead of Templar, and starts with 2 shield armor.
4. Warp Gate cost increased to 75/75
5. Siege tank cost changed to 175/100
In Canada it's 1eh2eh3eh
Chaoz
Profile Joined March 2010
United States507 Posts
Last Edited: 2010-04-20 18:35:19
April 20 2010 18:34 GMT
#39
1 - Forcefield duration decreased to 10 seconds.
2 - Broodlords will now spawn 1 Broodling on each attack.
3 - Planetery Fortress reduced to 35 damage.
4 - Banshee requirements increased to 150 gas.
5 - Phoenix base damage increased to 7.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
Last Edited: 2010-04-20 18:36:56
April 20 2010 18:35 GMT
#40
1. Stalkers can now blink up cliffs
2. Burrow now costs 50/50 (like warp gate)
3. Roaches now take up two supply
4. Roaches now have health decreased
5. Burrowed Roach Regen rate increased
6. Changed Corruption spell of Corrupter, Now when a building is corrupted it will remain corrupted until the enemy attacks the corruption. The corruption will have 100 hp biological.
7. Infestor neural parasite range increased like it was before.
8. Marauder movement speed decreased.
9. EMP now has a short animation of it being fired, maybe 0.5 seconds
10. Storm damage increased but over more time
11. Archon attack and range increased
12. Archon spell added which steals ally units energy to refill its shield(maybe enemy units too? idk)
13. pheonix are now quite a bit cheaper
14. Templar archives now allows you to build both DT's and HT's
15. Dark Shrine has been removed
16. Overlords can detect again
17. Overseer's have greatly increased vision, (better scouting, great for nydusing)
18. Tanks are now cheaper
19. Tank attack increased
20. Reaper damage to buildings reduced
21. Amount of stored energy possible in CC's decreased(late game, just mass mule at new base is too good atm)
22. Viking transform animation made faster
22. Viking AA range decreased
23. Viking ground attack increased
24. Banshee health decreased
25. Banshee attack decreased
26. Infestor spawn infested terran spell duration increased.
27. Broodlord health decreased
28. Broodlord no longer attacks with two broodlings on first attack
29. Baneling morph cost increased
30. Baneling attack increased(one baneling at the mineral line will kill workers if no defense upgrade)
31. Ghost snipe range increased
32. Mothership has been removed
33. Arbiter, or some other air caster for toss has been added.
34. Arbiter has normal recall and stasis
35. Upgrade for arbiter to allow bigger mothership recall
36. Thor cost increased
37. Thor now built by scv
38. Speed upgrade for phase prism made cheaper
39. Charge now 150/150 like blink
40. Hellion attack increased
41. Supply drop now adds hp and armor to supply depos

Things that i think would be sweet:

1.first person to type gg, all your buildings explode (seriously, wouldn't that be amazing?!)

2.When a nuke is produced in the ghost academy, if the ghost academy is destroyed, BOOM, so you gotta be careful. Ghost academy would look completely different when nuke is available so you can recognize it quickly. Would make terran place them away from their mineral line as an immortal drop would pwn. Could also be useful for defense to keep on your choke, and if enemy is running in with alot of units, just kill ur ghost academy and BAM. Would be pimp.

3.More things like the /dance commands for all races.

thats all i can think of atm
Kill the Deathball
smore
Profile Joined February 2010
United States156 Posts
April 20 2010 18:36 GMT
#41
this is a good idea...i think TL should sponsor this contest with a beta key =D
Ideas
Profile Blog Joined April 2008
United States8087 Posts
April 20 2010 18:38 GMT
#42
time increased before "is being revealed" message appears after all town halls die.
roach loses 20 HP but gets a speed boost (both before and after speed upgrade)
vikings gas decrease by 25
ghost gas decrease by 25
phoenix +1 base armor
Free Palestine
Topazas
Profile Joined March 2010
Lithuania86 Posts
Last Edited: 2010-04-20 18:49:56
April 20 2010 18:40 GMT
#43
3. The Reaper no longer passively jumps up and down cliffs, requiring the Nitro Pack upgrade which also increases the Reaper's movement speed. The cost and time of the Nitro Pack upgrade is unchanged.


Now that's just stupid -_-

Seriuosly, are you kidding me? Reapers suck allready, you don't build more than 5 in the entire game most of the time, and sometimes you don't build them at all.

Only because he can kill like 3 of your probes, it doesen't mean its too overpowered, jeez, its suppose to be a harasing unit.

3. Thor's ground dmg nerfed to 40 per shot
4. Hydra's health increased to 85


No, lets make thor do 20 dmg per shot, and mutas/hidras have 1000 hp each, that would be cool huh? --__--
GoDannY
Profile Joined August 2006
Germany442 Posts
Last Edited: 2010-04-21 06:40:55
April 20 2010 18:40 GMT
#44
Unbelievable how biased most posts are...
Team LifeStyle - it's more than a game
metasonic
Profile Joined April 2010
United States115 Posts
April 20 2010 18:43 GMT
#45
I don't know why people are flaming at the OP's low post count, I think it sounds like a fun competition even if there isn't a proper prize. Plus I'm sure TL would appreciate the community helping them find ways to pass out their keys :D

Anyway, my predictions:
1. Forcefield reduced to 10 secs
2. Forcefield given 5 second cooldown
3. Siege tank gas cost reduced to 100
4. Immortal base damage reduced to 15 (so now 15+30)
5. Reactor build time changed to 40.
iounas
Profile Joined July 2008
409 Posts
Last Edited: 2010-04-20 19:12:02
April 20 2010 18:43 GMT
#46
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
whatupyo02
Profile Joined March 2010
United States20 Posts
April 20 2010 18:44 GMT
#47
On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played


You forgot about Nexus being able to lift-off.
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
Last Edited: 2010-04-20 18:47:25
April 20 2010 18:46 GMT
#48
On April 21 2010 03:40 Topazas wrote:
Show nested quote +
3. The Reaper no longer passively jumps up and down cliffs, requiring the Nitro Pack upgrade which also increases the Reaper's movement speed. The cost and time of the Nitro Pack upgrade is unchanged.


Now that's just stupid -_-

Seriuosly, are you kidding me? Reapers suck allready, you don't build more than 5 in the entire game most of the time, and sometimes you don't build them at all.

Only because he can kill like 3 of your probes, it doesen't mean its too overpowered, jeez, its suppose to be a harasing unit.

speed upgrade on harassment unit - I think he was aiming for a decked-out vulture here.
edit: unless he meant to leave the speed part of the upgrade the same. in which case, lame
cloudJR
Profile Blog Joined April 2010
United States266 Posts
April 20 2010 18:51 GMT
#49
On April 21 2010 03:40 GoDannY wrote:
- Force field duration decreased to 10 seconds OR Force field now has 400HP and is destructable
- Tank cost decreased by 25/25 and cost 2 supply
- Phoenix now deals 0.5 splash damage
- Archons have +2 armor
- Broodlords -25 HP and can spawn max 6 broodlings at once (2x3 spawners flying around him)


I love the idea of giving the force field HP. Great call.
All I can hear are thousands of children screaming imbalance.......
junemermaid
Profile Joined September 2006
United States981 Posts
Last Edited: 2010-04-20 18:56:16
April 20 2010 18:52 GMT
#50
1. Forcefield now drains energy continuously for each forcefield a sentry has cast (3 energy/s). forcefields disappear respective to the sentry that cast them after the sentry has zero energy [encourages energy management on toss, can't cast 2 forcefields with 110 energy, they will dissipate in a second]
2. Number of spawned larva adjusted to 2 larva for hatchery, 3 for lair, 4 for hive
3. Immortal damage changed from 20(+30 armored) to 25(+10) armored
4. Immortal build time increased from 40s to 50s
5. Infestors can now cast spells while burrowed
the UMP says YER OUT
zazen
Profile Blog Joined April 2009
Brazil695 Posts
April 20 2010 18:55 GMT
#51
1- Immortals building time increased.
2- Infestors price decreased
3- Tank gets additional HP
4- Broodlords decreased attack speed / generate 1 broodling at time
5- Phoenix increased armor by 1

Mothership should get buffed in some way too.
"The quest for nexus has brought many men of genius to insanity... HUEHUEHUE!"
MrBlonde
Profile Joined April 2010
United States11 Posts
Last Edited: 2010-04-20 18:59:16
April 20 2010 18:56 GMT
#52
1. Forcefeild increased to 75 energy
2. Immortal's super shield made an upgrade, with a nerf to armored damage down 5-10
3. Just and overall Buff to Ultras, decrease build time, and increase damage a bit, make them a viable option instead of a useless waste of minerals and gas.
4. Nerf the damage of the banshee from 12X2 to 10X2
5. Decrease the Vespene gas cost of the siege tank down 25 making it 100, and lower the supply down to 2

I have a couple more.....but those are the five I would like to see.

6.....Make the Brood Lord only shoot one broodling at the beginning, and lower the atk of each broodling by 1.
I need to put six sorry
The House Always Wins
colacan
Profile Joined April 2010
Canada1 Post
April 20 2010 18:59 GMT
#53
1. Tech lab cost increased to 50/50
2. Reactor build time decreased to 40 seconds
3. Hydralisk den now can build with Hatchery tech, Hydralisk speed upgrade now can be researched at Hydralisk den, Hydralisk damage rescaled to 5 + 5 vs armored, cost rescaled to 75/25, build time rescaled to 28, supply rescaled to 1
4. Roach Warren is now moved to Lair tech, Roach now regens 5hp/sec and comes with 2 armors, burrowed roach regens at 10 hp/sec, upgraded Roach regens 10hp/sec when not burrowed and 25/sec when burrowed, damage rescaled to 20, cost rescaled to 100/50 , build time rescaled to 40, supply rescaled to 2
5. Hallucination does not research now, Force Field is no longer a base skill of sentry. Force field is now researchable at Cybernatics Core, cost 100/100 and takes 110 seconds

Honestly, I think roaches and hydras should switch tech and roaches should get their identity back.
And also more of hallucination uses
zerglings are cute
dynamite
Profile Joined April 2010
Germany33 Posts
April 20 2010 19:02 GMT
#54
1. Ultralisks now smaller & faster
2. Carrier cost decreased 300/250
3. Queen air attack increased to 16
4. Immortal damage against armored reduced to 20
5. Infested Terran spawns 2 Terrans and duration increased.
alexanderzero
Profile Joined June 2008
United States659 Posts
April 20 2010 19:02 GMT
#55
1. Thor's 250 mm cannon does less damage or loses its stun function.
2. The lurker is reintroduced to the game.
3. Broodlings do less (maybe none) damage.
4. Archon's are given splash damage.
5. Colossus is made more expensive.

Eh, maybe in my wildest dreams
I am a tournament organizazer.
c.Deadly
Profile Joined March 2010
United States545 Posts
April 20 2010 19:05 GMT
#56
Protoss

- Warp gate research moved to Citadel of Adun (50/50), research time decreased from 140 to 120
- Force Field is now an upgradeable ability from the Cybernetics Core (100/100, research time 140)
- Hallucination research time decreased 110 -> 100, Hallucination energy cost decreased to 75

Terran

- Reaper build time increased 40 -> 45
- Tech lab build time increased 25 -> 30
- Siege tank and Thor pivot speed slightly increased =D

Zerg

- Brood Lord armor decreased 2 -> 1
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
Last Edited: 2010-04-20 19:06:33
April 20 2010 19:06 GMT
#57
1. Sentry forcefield decrease time to 10 seconds
2. Broodlord's no longer able to shoot two broodlings at once

I don't think there will be 5 predictable changes
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
April 20 2010 19:10 GMT
#58
Really dude??

I'd be impressed if anyone was able to predict ONE change correctly considering how specific you have to be with this...
( ・´ー・`)
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 20 2010 19:12 GMT
#59
What I hope will happen
1. Forcefield energy up to 75
2. Marauder damage reduced to 9+9
3. immortal bonus damage reduced to 20
4. Neural parasite range increased to 8
5. Infested Terran removed, replaced with new spell.

What I'm afraid will happen:
Roach HP lowered to 100
Hydra attack speed lowered again
Broodlords now have 0 armour
Broodlings do 1 damage
Fungal growth area of effect reduced
neural parasite now only usable in melee
Infested terrans now last half as long and move speed reduced
Ultralisk no longer has cleave
corrupt is now channeled
Mutalisk hp now 90
mutalisk speed reduced
nydus worm now costs 200 minerals and 200 gas each
spawn larva now spawns only 1 larva per cast
creep tumours are no longer invisible
spine crawlers now take twice as long to root and move slower.
KrUtiAL
Profile Joined April 2010
United States41 Posts
April 20 2010 19:12 GMT
#60
1. Roaches get buffed burrowed speed back to 2
2. Immortals bonus damage get nerfed 20 + 10
3.Thors build time increases back to its previous time
4. Infestors mind control ability goes back to pre-patch
5. Hydras hp increased back to 90
lolreaper
Profile Joined April 2010
301 Posts
April 20 2010 19:15 GMT
#61
On April 21 2010 04:05 c.Deadly wrote:
Protoss

- Warp gate research moved to Citadel of Adun (50/50), research time decreased from 140 to 120
- Force Field is now an upgradeable ability from the Cybernetics Core (100/100, research time 140)
- Hallucination research time decreased 110 -> 100, Hallucination energy cost decreased to 75

Terran

- Reaper build time increased 40 -> 45

- Tech lab build time increased 25 -> 30
- Siege tank and Thor pivot speed slightly increased =D

Zerg

- Brood Lord armor decreased 2 -> 1

cant imagine reapers building any longer than now lol
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
April 20 2010 19:16 GMT
#62
1. Forcefield nerfed in some way
2. Roach supply increased to 2
3. Broodlord nerf
4. Tanks buffed
5. And just a Lot of the +dmg to armored nerfed/changed.
no dude, the question
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
April 20 2010 19:20 GMT
#63
My Predictions:

1. Marines gain the ability to "go prone," greatly reducing movement speed but increasing damage by 2. proning and unproning is nearly immeadiate and causes a 25% miss rate from ranged ground units, but increased damage from air units and coloxen.

2. To increase realism, Marines and Mauraders lose the ability to /dance and /cheer, but gain the ability to fart, groan, howl, sit dejectedly on the cliffside.

3. Instead of placing a stationary forcefield, sentries can emit a directional forcefield that pushes units out of the way for a short distance and then dissapears. Still reduces dps of massed armies, but cannot trap them. Good for clearing ramps but less good for holding them. Blocked by massive units, passes under coloxen.

4. To make archons viable, they gain a robe and wizard hat, exponentially increasing their charisma.

5. Increase phoenix movement speed, armor, damage, and allow them to levitate entire armies. Give them passive cloaking and let them shoot flame missiles which light bio units afire and saps their hp (like irradiate). When you kill a phoenix you create an indestructible pile of ash that will morph into a larger and even more powerful phoenix, which can only be countered by Flash.
alexanderzero
Profile Joined June 2008
United States659 Posts
April 20 2010 19:21 GMT
#64
On April 21 2010 04:15 lolreaper wrote:
Show nested quote +
On April 21 2010 04:05 c.Deadly wrote:
Protoss

- Warp gate research moved to Citadel of Adun (50/50), research time decreased from 140 to 120
- Force Field is now an upgradeable ability from the Cybernetics Core (100/100, research time 140)
- Hallucination research time decreased 110 -> 100, Hallucination energy cost decreased to 75

Terran

- Reaper build time increased 40 -> 45

- Tech lab build time increased 25 -> 30
- Siege tank and Thor pivot speed slightly increased =D

Zerg

- Brood Lord armor decreased 2 -> 1

cant imagine reapers building any longer than now lol


Yeah I can't really imagine a reaper nerf at this point. Reapers can be annoying early game, but they aren't that hard to defend against.
I am a tournament organizazer.
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 20 2010 19:22 GMT
#65
Predictions:
1. Immortal will have its build time increased by 15 seconds.

2. Tank cost reduced from 150/125 to 125/100.

3. Infestor will see another re-tool of Neural Parasite. I predict a 2 range increase, while implementing a slightly longer time to cast.

4. Brood Lord gas cost down 25, rate of fire slower by 65%.

5. A race wide increase of structure hit points by 25% (except defensive structures).

Rationale:
1. Chrono Boosted Immortals simply come out incredibly fast and the likely place Blizz will look for a nerf is build time.

2. Tank build time decrease helped, but they are still too costly on resources, especially with the basically essential Reaper opening.

3. The main issue with Infestor and NP is the fact that they must be brought to the front lines to get a cast off. A range increase will help make this easier, the increased time to cast will also allow them to be noticed by the opponent making countering them still very possible.

4. Getting Brood Lords as a counter to mass ground as Zerg is often too gas costly to do effectively. Gas decrease will make this more viable for Zergs, meanwhile a substantial rate of fire decrease (over half as slow as they attack now), will make out-right mass Brood Lords more balanced.

5. Buildings simply die too fast to T1.5 pushes, a HP increase is likely to happen.
i-bonjwa
Jugan
Profile Blog Joined July 2009
United States1566 Posts
April 20 2010 19:23 GMT
#66
On April 21 2010 02:54 shmoo wrote:
Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.


To be honest, it's an impressive post for a person with only 4 posts.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
kidcrash
Profile Joined September 2009
United States620 Posts
April 20 2010 19:23 GMT
#67
1. Force field energy cost increased to 75.
2. Immortal build time increased to 50 seconds.
3. Warp Gate upgrade increased to 100/100 cost.
4. Ultralisk starting armor increased from 1 to 2.
5. Reactor build time decreased to 40 seconds.

Really liked the idea of being unable to cast force field directly on units but I thought about it real hard and I changed my mind on that idea. Force field would only be used to block ramps at that point. Battles would turn into fumbling around for 3-4 wasted second trying to find a location to place it, and finally ending up settling for a pointless spot which has little to no effect on the outcome of the battle.

Sure you could use it preemptively but no one is going to attack head on into it if they see FFs up. Gives the spell very little offensive purpose and makes the ability only used for a camp fest.
Tone_
Profile Joined May 2009
United Kingdom554 Posts
April 20 2010 19:25 GMT
#68
Reaper gas cost increased to 75.
Broodlord hp reduced & broodling damage & health reduced.
Phoenix's attack & health increased.
Infestors range increased & spawn infested terran / reworked / removed / (model made decent).
Carriers health inceased.
Hasta La Victoria Siempre | 톤
Cade)Flayer
Profile Joined March 2010
United Kingdom279 Posts
April 20 2010 19:26 GMT
#69
1. Cost of Concussive Shells for Marauder reduced to 50/50 Min/Gas and time to research reduced to 40 seconds.
2. Energy cost of Forcefield increased to 75
3. Siege Tanks food cost reduced to 2
4. SCVs gain 2 bonus armour when constructing a building
5. Reactor build time reduced to 40 seconds
That boys a monster
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 20 2010 19:28 GMT
#70
On April 21 2010 03:02 Thamoo wrote:
1. Hydralisk health reverted to 90.
2. Force field energy cost is now 75
3. Warp gate tech cost increase to 100/100
4. Thor's air damage no longer deal bonus damage to light units
5. Neural parasite's range is now 8.

I'm pretty sure this is a zerg player
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 20 2010 19:30 GMT
#71
1) Force field only keeps your units from moving through.
2) Immortals take 50 bonus damage from terran units.
3) Reapers have a 5% chance to go rogue and start killing your scvs.
4) Roach armored reduced to -50.
5) Units now all automatically attackmove from your base to theirs and cannot be controlled.
Half man, half bear, half pig.
NiiPPLES
Profile Joined April 2010
United Kingdom201 Posts
April 20 2010 19:30 GMT
#72
On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped


This would be the best game ever.
Floophead_III
Profile Joined September 2009
United States1832 Posts
Last Edited: 2010-04-20 19:32:51
April 20 2010 19:32 GMT
#73

On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped


How did I miss this post. This is the single best thing I've ever read on TL. Also that image is my desktop =P
Half man, half bear, half pig.
rANDY
Profile Blog Joined November 2005
United Kingdom748 Posts
April 20 2010 19:35 GMT
#74
Here's my entry

1. Hydralisk Speed Upgrade avaliable at Hydra Den for 150/150
2. Sentry's Forcefield spell is now a channelling spell.
3. Colossus range upgrade to 8 instead of 9, damage reduced by 5
4. Marine build time reduced by 4 seconds
5. Reduce armour of Broodlords by 1
jewce
Profile Joined May 2009
United States68 Posts
April 20 2010 19:35 GMT
#75
1. Observers now require robotics bay.
2. Price of robotics bay decreased by 25m/50g
3. Thor's ground damage reduced to 40 per attack.
4. Overseer upgrade gas cost reduced by 25.
5. Spawn larva now only spawns 3 larva, but has a 10 second reduced cast time.
Nothing but a worthless waste of breath.
onmach
Profile Blog Joined March 2009
United States1241 Posts
April 20 2010 19:36 GMT
#76
1) Ultralisks will have slightly better pathing or possibly 2 armour to start.
2) Roach will probably have a regen change, perhaps regaining some regen at hive above ground, or via burrow being cheaper or something.
3) Turret will lose a hair of damage. Not a ton, but just a bit.
4) Brood lords will lose something small, like perhaps broodlings will do 1 less damage, or their armor will decrease by 1, or they will lose 50 hp.
5) Infestor will get infested terran buffed beyond belief, against all the wishes of every zerg player in existence.
Fanciful
Profile Joined March 2010
United States59 Posts
April 20 2010 19:37 GMT
#77
1.stalker build time will be slightly increased
2.planetary fortress will have a splash damage reduction
3.broodlord attack speed will drop slightly
4.the sentry will have less energy
5.Thor's will have a longer cool down on air and ground attacks

crossing my fingers that this is the release of MAC beta!
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
Last Edited: 2010-04-20 19:38:18
April 20 2010 19:37 GMT
#78
On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped


hope someone makes this happen with the editor :D
Orpheos
Profile Joined April 2010
United States1663 Posts
April 20 2010 19:41 GMT
#79
On April 21 2010 04:23 Jugan wrote:
Show nested quote +
On April 21 2010 02:54 shmoo wrote:
Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.


To be honest, it's an impressive post for a person with only 4 posts.


hmm do i sense a beta key scholarship attempt?
EZjijy
Profile Blog Joined February 2010
United States1039 Posts
April 20 2010 19:41 GMT
#80
1. Forcefield energy now costs 75 up from 50.
2. Stalkers can no longer blink up destructible rocks.
3. Broodlings deal 1 less damage.
4. Thor repair rate slightly reduced.
5. Cannons now take 10 more seconds to construct.
RogerChillingworth
Profile Joined March 2010
2840 Posts
April 20 2010 19:45 GMT
#81
On April 21 2010 03:19 s2pid_loser wrote:
Show nested quote +
On April 21 2010 02:54 shmoo wrote:
Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.


says the guy with only 10 posts




Ugh. How can people make this mistake over and over.

Yeah he has 10 posts, but he's not making the thread. See the difference? ><

On topic: I liked Liquid`Drone's post and, in light of it, am glad that this patch is taking a couple of weeks. It's really difficult to say what's going to be changed. The trend has been that the big "nerf outcry" from the community gets attention after a while. And I think it's really about time the immortal get's changed to 30 (+5) vs armored or 25 (+15) or something along those lines. It's the hardest hard counter in the game and the fact that its outlasted the marauder and roach nerfs is somewhat surprising.

Other than that, I'd say give the game some more time. I think these marauder, roach and immortal builds will slowly get passed on to creativity. Possibly reduce how beefy they [marauder/roach] are, but don't mess with the supply (as some people have been suggesting). I'd say the best thing about the roach right now is that it costs 1 supply. But I could be painfully wrong.

I kind of wish the viking wasn't so air based. I like the unit for the most part, but it'd be nice to see "assault mode" not just for the occasional drone harass on Kulas Ravine. As it stands, no one would make them for the effects of a supplemental ground force due to their cost and excellent viability in ship form, so perhaps it'll remain wishful thinking until some other creative uses roll around.

I'd say that, by "Legacy of the Void" (the second expansion), this game's edges will have been smoothed. Not only by years of testing, but with new units and abilities to fill in the cracks.

aka wilted_kale
Unstable
Profile Joined February 2010
Sweden64 Posts
Last Edited: 2010-04-20 19:49:27
April 20 2010 19:47 GMT
#82
1. Reaper build-time increased from 40 to 45
2. Sentries' Force-field cost increased from 50 to 75 energy
3. Brood lords attack range decreased from 9 to 7
4. Immortals damage decreased from 20 (+30 to armored) to 20 (+25 to armored)
5. Marauders health decreased from 125 to 115
If it involves luck, skill and money ... Im probably already playing it.
agleed.agleed
Profile Joined March 2010
Germany110 Posts
April 20 2010 19:49 GMT
#83
On April 21 2010 04:30 NiiPPLES wrote:
Show nested quote +
On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped


This would be the best game ever.


that's totally hilarious
tso
Profile Joined April 2010
United States132 Posts
April 20 2010 19:50 GMT
#84
1] zerglings +1 speed
2] roaches -1 speed
3] transfusion costs 25E
4] blink cooldown 2/3 of what it is (cause stalkers are awesome)
5] hallucinated units require appropriate tech building for units that require tech beyond the production building (say immortal but no colossus at t2)
...
EnvoYofAiuR
Profile Joined October 2002
Netherlands71 Posts
April 20 2010 19:51 GMT
#85
you made me laugh LOL

On April 21 2010 04:49 agleed.agleed wrote:
Show nested quote +
On April 21 2010 04:30 NiiPPLES wrote:
On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped


This would be the best game ever.


that's totally hilarious

Conquer, but dont triumph
Luga
Profile Joined April 2010
52 Posts
April 20 2010 19:51 GMT
#86
Sentry cost up by 15 minerals
Sentry forcefield energy up to 75 (it's a reasonable number, and many seem to agree)
Broodlings from Broodlords needs to be researched.
Phoenix dmg increased by 2
Phoenix cost increased with 15 minerals.
... What do I say?
Archerofaiur
Profile Joined August 2008
United States4101 Posts
April 20 2010 19:52 GMT
#87
-World Editor
-Ladder Reset
-Mac Beta 3-4 days after
-Concussive shot research time decreased
-Concussive shot research cost decreased
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-04-20 19:53:10
April 20 2010 19:52 GMT
#88
Oh hey look I win. What are the odds?
http://www.shacknews.com/onearticle.x/63394
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2010-04-20 19:58:09
April 20 2010 19:57 GMT
#89
On April 21 2010 04:52 Archerofaiur wrote:
Oh hey look I win. What are the odds?
http://www.shacknews.com/onearticle.x/63394

You won reading lessons!

1) List exactly 5 (no more no less) balance changes that the patch will bring.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 20 2010 19:58 GMT
#90
So just a question. How many people who posted in this thread have even played the beta?
i-bonjwa
Whyx
Profile Joined April 2010
United States73 Posts
Last Edited: 2010-04-20 20:10:14
April 20 2010 20:03 GMT
#91
- Gave reapers a slight cooldown (1-3 seconds) for cliff jumping
- Reduced roach armor to 0 ---> Created research similar to Chitinous plating for ultralisk, but for roach warren (100 minerals/gas, 120 build time, +2 armor)
- Removed 'bonus' armor type damage
- Protoss may now warp units on top of collosi in order to attack air units better. If the collosi dies, the unit dies.


The Golden Sun will rise again...
fulmetljaket
Profile Blog Joined December 2008
482 Posts
April 20 2010 20:04 GMT
#92
On April 21 2010 02:54 shmoo wrote:
Guy with 4 posts holds contest with no reward. I for one look forward to an excellent thread.

"Hunter Seeker Missile Is Gay, Just Like You." - Anon @ US
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 20 2010 20:04 GMT
#93
On April 21 2010 04:52 Archerofaiur wrote:
Oh hey look I win. What are the odds?
http://www.shacknews.com/onearticle.x/63394



As for balance changes in the patch, I'm told that Marauders will be buffed a bit following the "over-nerf" they received in Patch 8, according to lead designer Dustin Browder.

Marauder will be buff o.O

As a terran, i feel it weird because he is ok now
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Trilogie
Profile Joined March 2010
United States21 Posts
April 20 2010 20:05 GMT
#94
Really getting tired of people wanting to nerf the roach even more, get over it, learn to beat them. Terran and Toss both have units who +dmg to armored and zerg dont, USE THEM.
Zoltan
Profile Blog Joined March 2010
United States656 Posts
April 20 2010 20:09 GMT
#95
Immortal- build time incerased
Concussive Shells Build time decreased
Concussive Shells Cost Decreased
Sentry Forcefield duration decreased / Sentry Forcefield mana increased
Roach HP increased by 10
'HOW LONG HAVE THOSE REAPERS BEEN KILLING MY PROBES?!?!
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2010-04-20 20:20:42
April 20 2010 20:11 GMT
#96
1. Gateways no longer make Warp Gates.
2. Immortals have bad pathfinding.
3. Immortals no longer make force fields.
4. Phoenix's spell changed to Disruption Web.
5. Void Ray's attack reduced to 10.
6. Scout reintroduced.
7. Void Ray gains Stasis and Recall abilities.
8. Observer requires Observatory to produce.
9. Observer's cost changed to 25//75.
10. Warp Prism no longer has the Pylon Function.
11. Void Rays need a Void Ray Tribunal to be built.
12. Reaver reintroduced.
13. Dark Archon reintroduced.
14. Storm no longer stacks.
15. Storm's radius increased.
16. Storm's damage increased to 112.
17. Chrono boost removed.
18. Photon cannons' HP and shields reduced to 100.
19. Sentry removed.
20. Stalker removed.
21. Immortal now produces from Gateway.
22. Blink ability removed.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
link0
Profile Joined March 2010
United States1071 Posts
April 20 2010 20:12 GMT
#97
1. Sentry Guardian Shield costs 100 energy.
2. Sentry FF costs 75 energy.
3. Immortal build time increased by 5 seconds.
4. Tanks cost 175/100.
5. Scans cost 25 energy.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
MisterAlex
Profile Joined April 2010
Belgium16 Posts
April 20 2010 20:13 GMT
#98
1. Sentry : Damage has been decreased from 8 to 6.5
2. Sentry : Force Field : The duration of this ability has decreased from 15 to 8
3. Sentry : Force Field : The energy cost of this ability has increased from 50 to 100
4. Hydralisk : Damage has been decreased from 12 to 10
5. Pylon no longer provide energy to buildings who are not on the same ground level

Thx to the TL for the contest !
DoomBacon
Profile Joined February 2010
United States165 Posts
April 20 2010 20:22 GMT
#99
1. Force field energy up to 75
2. Force field now requires research from the twilight council (120 seconds 150/150)
3. Thor's now use ranged attack versus the colossus if out of range of ground attack
4. Immortal build time up to 50 from 40
5. Marauder concussive shell research time down to 60 and cost down to 50/50

--
1-4 are more things I hope will happen than things I expect to >.>
/boggle
AeroGear
Profile Joined July 2009
Canada652 Posts
Last Edited: 2010-04-20 20:35:21
April 20 2010 20:25 GMT
#100
What are some things I'd like changed...!

1. Tank cost/food count reduced but siege damage lowered.
2. Reapers made viable mid/late game and not just as a cheese or early harass strat unit.
3. HSM damage slightly lowered
4. non defensive buildings gain 10-15% durability (Planetary fortress splash reduced too X_X)
5. Destructible FF
6. Hardcounters slightly toned down.

Very vague I know >_> Just seems like fights are insanely fast currently.

Would also like some zerg lair or hive tech to place a "dark swarm" over a small definited area of your base, sort of like a fog that prevents scouting from comsat/observer, as a way to hide zerg tech.

Hallucination made cheaper as well, as of now its useless.
Driven by hate, fueled by rage
daywiss
Profile Joined March 2010
United States83 Posts
April 20 2010 20:27 GMT
#101
1. +10 sec to immortal build time.
2. -1 sec to duration of sentry force field.
3. Spawn larva capped to 7 max per hatchery.
4. -10 to broodling hp.
5. -1 to thor anti air range
deo.deo
Profile Joined April 2010
135 Posts
April 20 2010 20:28 GMT
#102
you can always tell what race each poster is playing :D
GoDannY
Profile Joined August 2006
Germany442 Posts
April 20 2010 20:31 GMT
#103
On April 21 2010 05:28 deo.deo wrote:
you can always tell what race each poster is playing :D


Absolutely (okay I'm biased myself as well but this is just a fun thread isn't it)?
Team LifeStyle - it's more than a game
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
April 20 2010 20:31 GMT
#104
On April 21 2010 05:28 deo.deo wrote:
you can always tell what race each poster is playing :D


Don't tempt me.

1. Motherships can be massed.
2. Void rays have 4 levels of attack, 5, 10, 30, and infinity.
3. Carriers can make 32 interceptors.
4. Zealots can get Adrenal Glands.
5. Colossi have 1000 HP.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Scope
Profile Joined February 2009
Sweden147 Posts
April 20 2010 20:32 GMT
#105
1. Reapers remade, now places timed destructable bombs for massive damage to buildings and armoured. Build time and hp increased.
2. Ultralisks made able to swat fliers from the air, like a reverse Phoenix.
3. Sentrys can no longer attack.
4. Hunter Seeker Missile moved from Raven to Overlord.
5. New Zerg ground unit, the Zerg Troll. Builds from Hatchery or randomly spawns under bridges. Calls for Protoss nerf. Self-references.
I think therefore I win
k!llua
Profile Blog Joined March 2010
Australia895 Posts
April 20 2010 20:32 GMT
#106
Terran

Marine build time decreased by 2 seconds.
Raven build time decreased by 5 seconds.
HSM ability no longer requires Fusion Core to be researched.
Siege Tank cost reduced from 150/125 to 150/100.

my hair is a wookie, your argument is invalid
m3rciless
Profile Joined August 2009
United States1476 Posts
Last Edited: 2010-04-20 20:34:51
April 20 2010 20:34 GMT
#107
On April 21 2010 05:11 [UoN]Sentinel wrote:
14. Storm no longer stacks.


Afaik, storm never stacked and never will stack in BW or SC2. I don't know how this idea got to be so pervasive.

Edit: typo
White-Ra fighting!
Sandrosuperstar
Profile Joined November 2009
Sweden525 Posts
April 20 2010 20:35 GMT
#108
On April 21 2010 04:57 Liquid`NonY wrote:
Show nested quote +
On April 21 2010 04:52 Archerofaiur wrote:
Oh hey look I win. What are the odds?
http://www.shacknews.com/onearticle.x/63394

You won reading lessons!

Show nested quote +
1) List exactly 5 (no more no less) balance changes that the patch will bring.

´
So funny :D
I'm homo for Lomo, gay for GGplay, but at the end of the day I put my dong in Lee Jaedong
randomnine
Profile Joined April 2010
United Kingdom56 Posts
April 20 2010 20:35 GMT
#109
1. Forcefield made destructible with 200hp and 2 armour. Vulnerable to anti-building attacks.
2. Phoenix build time reduced to 35s.
3. Immortal bonus against armoured reduced to +25. HP increased to 240.
4. Tech Lab build time increased to 35s.
5. Tank bonus against armoured in mobile mode increased to +15.

Justification:
1. Forcefield loses value as a ramp block after the early game and becomes counterable by units with limited or no use atm against Protoss - reapers and banelings - increasing unit diversity. Armour means it holds its value vs zerglings.
2. Makes the very situational phoenix easier to build on demand without changing its combat balance.
3. Take the micro focus off Immortals a bit by reducing the speed at which they influence battles.
4. Slow down reaper harass by 10s. Make reactors and thus marines relatively a bit more viable.
5. Make unsieged tank useful in more situations, strengthening factory tech.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
April 20 2010 20:36 GMT
#110
On April 21 2010 05:28 deo.deo wrote:
you can always tell what race each poster is playing :D


On April 21 2010 03:10 spinesheath wrote:
1. Immortal bonus damage reduced to 25 (obvious)
2. Marauder HP reduced to 100, Marauder Stim HP drain reduced to 15 (from 20 I think?)
3. Spawn Larva now spawns 3 Larvae at a time (I hate the new spam drones style)
4. Broodling base damage reduced to 2, Broodling movement speed reduced by 50%
5. Void Ray speed upgrade replaced with a range upgrade (to deal with Broodlords and Collossi)


What race am I playing?
If you have a good reason to disagree with the above, please tell me. Thank you.
iounas
Profile Joined July 2008
409 Posts
Last Edited: 2010-04-20 20:42:13
April 20 2010 20:39 GMT
#111
adding to my previous prediction:
* replaced all unit attack sounds with "terrible terrible damage" sound effect
* new unit "tl admin" with autocast ability to ban all enemy units that dont provide 8 well thought out reasons of why they should be allowed to live
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
DrivE
Profile Blog Joined January 2010
United States2554 Posts
April 20 2010 20:41 GMT
#112
1. Marauder's concussion upgrade is brought down to 75/75 and a build time of 75
2. Storms have an increased radius <--- omg plzzz
3. Roaches now cost 2 supply
4. Warpgates now in templar tech.
5. GALAXY EDITORR WOOOOH
LUCK IS NO EXCUSE
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
April 20 2010 20:43 GMT
#113
On April 21 2010 05:34 m3rciless wrote:
Show nested quote +
On April 21 2010 05:11 [UoN]Sentinel wrote:
14. Storm no longer stacks.


Afaik, storm never stacked and never will stack in BW or SC2. I don't know how this idea got to be so pervasive.

Edit: typo


I thought the whole reason they were nerfing it is because it stacks now.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
iounas
Profile Joined July 2008
409 Posts
April 20 2010 20:45 GMT
#114
On April 21 2010 05:43 [UoN]Sentinel wrote:
Show nested quote +
On April 21 2010 05:34 m3rciless wrote:
On April 21 2010 05:11 [UoN]Sentinel wrote:
14. Storm no longer stacks.


Afaik, storm never stacked and never will stack in BW or SC2. I don't know how this idea got to be so pervasive.

Edit: typo


I thought the whole reason they were nerfing it is because it stacks now.

no.. they are nerfing it because as a side effect to pretty animation it deals damage.
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
zaldinfox
Profile Joined April 2010
Canada60 Posts
April 20 2010 20:57 GMT
#115
1. Sentry FF duration reduced by 5 sec
2. Immortal shield +50
3. Immortal damage mechanic revamped: 25 (+2) +15 vs Armored (+3)
4. Infested Terran "build time" halved / spawns two units
5. Thor ability requires upgrade
Cyph
Profile Joined April 2010
Canada3 Posts
April 20 2010 21:01 GMT
#116
1. Ultralisk base armor increased by 1
2. Force field costs 75 energy
3. Phoenix cost reduces by 50 minerals
4. Archon range increased by 1
5. Infestor cost reduced by 25 gas and 25 minerals
Youll have to speak up Im wearing a towel
PGHammer
Profile Joined February 2010
United States132 Posts
Last Edited: 2010-04-20 21:15:59
April 20 2010 21:03 GMT
#117
1. I expect Stalkers to get nerfed (due to their popularity in rushes).
2. OTOH, I expect Void Rays (and possibly Phoenixes) to get a buff (to boost the Protoss airgame, esp. vs. Mutas).
3. Speaking of Mutas, expect a nerf there.
4. Roaches can expect a nerf (though not as much as Mutalisks will get).
5. Expect some balancing with mineral/gas-gather units (SCVs/drones/Probes) so that each race has the same initial gather rate.

Yes; I am predicting that the buffs/nerfs will concentrate on Protoss and Zerg. The Mutalisk nerf is because they are a real nightmare to counter (for either Protoss or Terran as it stands) even heads-up in the air (and it doesn't help that any Terran/Protoss air counters are not buildable until much later than Mutalisks). For those same reason, I'm expecting a buff for the Void Ray (and possibly the Phoenix) so either or both can be used to counter Mutalisks (or a Muta/Hydra air-land combined rush). Roaches can be countered with Zealots (and Immortals to an extent), though it now requires two Immortals for each Roach (or four Zealots); any nerf would bring Immortals and Roaches to even-up. The balancing for basic units is so that unit direction, not initial racial choice, will determine resource gather rates.
Bad news, fellas
eternalgamer
Profile Joined April 2010
Canada11 Posts
April 20 2010 21:06 GMT
#118
Unfortunately I don't have a beta key to even know what is going on so I cannot even make a guess :S
blubaer
Profile Joined April 2010
Sweden2 Posts
April 20 2010 21:11 GMT
#119
1. Metabolic boost for lings now removed.
2.Immortals now has to upgrade the shield in "Forge" for 50/50 with a 50 sec building time.
3.Forcefield's size has been reduces to 1 instead of (2)?
4.Emp now only removes to 50% of the shield so if a unit has 100 in shield and emp is make he has 50 left and it doesn't stack.
5.Archons basearmor increased to 4 and attack now bounces like mutalisks but has no splash.
Gold league rank 3
GsOne
Profile Joined November 2005
Poland164 Posts
Last Edited: 2010-04-20 21:15:21
April 20 2010 21:14 GMT
#120
People that want to buff Stalkers obviously never tried any harras with them. Stalkers come equipped with monstrous range (effectively "1 better than your units"), are very fast and not clumsy like Dragoons, shoot very fast and have rapidly regenerating shields. Terran has like no way to deal with even one stalker just firing one, two shots at his units and then running away to regenerate, at least not until Concussive Shells are researched.
Also, stalkers + warpgates stop like any harras anywhere on the map, something like 4+ banshees is required to deal damage, and Reapers cannot even run from them.

I'd like to see something like starting speed reduced, blink also upgrades it to current value, base range 5 + upgrade at core, maybe some dmg buff to balance it out in PvZ. Two nerfs seem bit too much obiously. On the other hand, Stalkers got buffed while Marauders and Roches got nerfed, and they didn't start at 8 + 6 without a reason.
iamtenninja
Profile Joined April 2010
United States162 Posts
April 20 2010 21:15 GMT
#121
1. Thors will receive a decrease in HP and ground damage - to oh lets say 350 hp and 40 (x2)
2. Force Fields will now have HP and are destructible - 200 HP each
3. Roaches probably need an overhaul so I'd say less damage, more HP - I honestly can't tell with this one so guessing -2 from current damage and +20 to HP
4. Protoss Motherships will probably receive a lower build time - 60 seconds?
5. Stalkers lose damage (probably -2 from current)

I have no evidence to support myself but a guess is a guess eh?
summerloud
Profile Joined March 2010
Austria1201 Posts
April 20 2010 21:16 GMT
#122
1) forcefield mana cost up to 75
2) phoenix air damage increased by 2
3) immortal cost up to 300 mins
4) ultralisk damage increased
5) roach damage converted to +light
TouchTheSky
Profile Blog Joined March 2010
Germany31 Posts
April 20 2010 21:18 GMT
#123
1. Immortals movement speed is reduced.
2. Forcefield is attackable.
3. Thors attack speed is reduced.
4. Nydus worm is spaning in 10 seconds on creep.
5. Infestors can use spells in burrowed modus.But the spells dont last that long as usual.
j4vz
Profile Joined March 2010
Canada976 Posts
April 20 2010 21:24 GMT
#124
1. Forcefield energy up to 75.
2. Immortal Hardened Shields from 10 to 8.
3. Marauder build time +5 seconds.
4- Marauder Concussive Shells from 80sec to 60sec.
5- Lurkers are back.
someone_elses_lies@live.fr
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 20 2010 21:30 GMT
#125
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..

You'd basically be 100% forced to wall in every single game and then forced to go straight to immortals in the possibility that they go roaches (since if you don't have the immortals your wall will get shot down and you'll lose your pylons/gateways).

It will make every single PvZ the exact same strategy for the protoss.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
TxtbookNinja
Profile Joined March 2010
United States20 Posts
April 20 2010 21:32 GMT
#126
1. Brood Lord: Broodling damage reduced to 2.
2. Zealot charge/speed upgrade cost reduced 150/150.
3. Infested Terran despawn timer increased +5 seconds.
4. Siege Tank +1 armor or +10 hp.
5. Psi Storm damage increased.
Strive to be the best, Reach for an impossible Goal, and rise above all else. Victorious.
iNty.sCream
Profile Joined April 2010
Germany195 Posts
April 20 2010 21:34 GMT
#127
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..


This.
Bisu best hairspray = win
Ner0
Profile Joined July 2008
United States131 Posts
April 20 2010 21:38 GMT
#128
1. Immortal build time increase from 40 to 55
2. Immortal gas cost increase from 100 to 125
3. Reapers now require Engineering Bay
4. Concussive Shell research time reduced from 80 to 60
5. Forcefield no longer able to be cast on top of UNITS (Still buildings to push away repairing SCVs)
ItsBigfoot
Profile Blog Joined December 2009
United States432 Posts
April 20 2010 21:53 GMT
#129
1. Roach Supply increased to 2
2. Marauder bonus vs armored decreased
3. Concussive Shell research time decreased
4. Immortal bonus damage decreased
5. Siege Tank gas cost lowered
Kal Fighting!
summerloud
Profile Joined March 2010
Austria1201 Posts
April 20 2010 21:58 GMT
#130
On April 21 2010 06:38 Ner0 wrote:
3. Reapers now require Engineering Bay


yeah lets nerf anything that can do any damage in the game or that can be powerful as harassment

actually lets just remove all damage from the game CANT WE ALL JUST BE FRIENDS
PGHammer
Profile Joined February 2010
United States132 Posts
April 20 2010 22:01 GMT
#131
On April 21 2010 06:14 GsOne wrote:
People that want to buff Stalkers obviously never tried any harras with them. Stalkers come equipped with monstrous range (effectively "1 better than your units"), are very fast and not clumsy like Dragoons, shoot very fast and have rapidly regenerating shields. Terran has like no way to deal with even one stalker just firing one, two shots at his units and then running away to regenerate, at least not until Concussive Shells are researched.
Also, stalkers + warpgates stop like any harras anywhere on the map, something like 4+ banshees is required to deal damage, and Reapers cannot even run from them.

I'd like to see something like starting speed reduced, blink also upgrades it to current value, base range 5 + upgrade at core, maybe some dmg buff to balance it out in PvZ. Two nerfs seem bit too much obiously. On the other hand, Stalkers got buffed while Marauders and Roches got nerfed, and they didn't start at 8 + 6 without a reason.


That's exactly why I predicted the opposite for Stalkers (a nerf as opposed to a buff). Right now, it's easier (and earlier) to build Stalkers than Immortals (which is problematical, since Immortals don't have the capabilities of Stalkers, and are the replacement for Dragoons). In short, Immortals are, if anything *underpowered*, while Stalkers are overpowered. Unless you are going to buff Immortals (so there is not that wide gap power-wise between Immortals and Stalkers), then Stalkers need a nerfing.
Bad news, fellas
mOnion
Profile Blog Joined August 2009
United States5657 Posts
April 20 2010 22:01 GMT
#132
On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped


omg ROFL greatest thing i've seen all day!
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
kidcrash
Profile Joined September 2009
United States620 Posts
April 20 2010 22:03 GMT
#133
On April 21 2010 06:34 iNty.sCream wrote:
Show nested quote +
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..


This.


Just curious if you guys think FF needs nerfed at all and if so what should be done then. I understand that waiting for 25 energy to charge for a force field may seem like forever, and every single second counts. Not saying I agree or disagree I would just like some elaboration on what needs to be done if anything.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-04-20 22:09:56
April 20 2010 22:05 GMT
#134
1. Reactor build time reduced by 8 seconds.
2. Marauder start with a 20% slow on the attack (concussive shell upgrade to 50% still 100/100)
3. Siege tank gas cost reduced by 25, food count cost reduced to 2.
4. Thor ground attack reduced to 40 damage from cannons, attack speed increased by 10%.
5. Infestor Neural Parasite range increased by 1.
summerloud
Profile Joined March 2010
Austria1201 Posts
April 20 2010 22:06 GMT
#135
On April 21 2010 07:01 PGHammer wrote:
Show nested quote +
On April 21 2010 06:14 GsOne wrote:
People that want to buff Stalkers obviously never tried any harras with them. Stalkers come equipped with monstrous range (effectively "1 better than your units"), are very fast and not clumsy like Dragoons, shoot very fast and have rapidly regenerating shields. Terran has like no way to deal with even one stalker just firing one, two shots at his units and then running away to regenerate, at least not until Concussive Shells are researched.
Also, stalkers + warpgates stop like any harras anywhere on the map, something like 4+ banshees is required to deal damage, and Reapers cannot even run from them.

I'd like to see something like starting speed reduced, blink also upgrades it to current value, base range 5 + upgrade at core, maybe some dmg buff to balance it out in PvZ. Two nerfs seem bit too much obiously. On the other hand, Stalkers got buffed while Marauders and Roches got nerfed, and they didn't start at 8 + 6 without a reason.


That's exactly why I predicted the opposite for Stalkers (a nerf as opposed to a buff). Right now, it's easier (and earlier) to build Stalkers than Immortals (which is problematical, since Immortals don't have the capabilities of Stalkers, and are the replacement for Dragoons). In short, Immortals are, if anything *underpowered*, while Stalkers are overpowered. Unless you are going to buff Immortals (so there is not that wide gap power-wise between Immortals and Stalkers), then Stalkers need a nerfing.


that doesnt make any sense
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 20 2010 22:07 GMT
#136
On April 21 2010 07:01 PGHammer wrote:
Show nested quote +
On April 21 2010 06:14 GsOne wrote:
People that want to buff Stalkers obviously never tried any harras with them. Stalkers come equipped with monstrous range (effectively "1 better than your units"), are very fast and not clumsy like Dragoons, shoot very fast and have rapidly regenerating shields. Terran has like no way to deal with even one stalker just firing one, two shots at his units and then running away to regenerate, at least not until Concussive Shells are researched.
Also, stalkers + warpgates stop like any harras anywhere on the map, something like 4+ banshees is required to deal damage, and Reapers cannot even run from them.

I'd like to see something like starting speed reduced, blink also upgrades it to current value, base range 5 + upgrade at core, maybe some dmg buff to balance it out in PvZ. Two nerfs seem bit too much obiously. On the other hand, Stalkers got buffed while Marauders and Roches got nerfed, and they didn't start at 8 + 6 without a reason.


That's exactly why I predicted the opposite for Stalkers (a nerf as opposed to a buff). Right now, it's easier (and earlier) to build Stalkers than Immortals (which is problematical, since Immortals don't have the capabilities of Stalkers, and are the replacement for Dragoons). In short, Immortals are, if anything *underpowered*, while Stalkers are overpowered. Unless you are going to buff Immortals (so there is not that wide gap power-wise between Immortals and Stalkers), then Stalkers need a nerfing.


Why would you want something from the Robo Bay, a support type of unit producing building, to create units that would be a core component of the army in comparison to a gateway unit?
TheTuna
Profile Joined August 2009
United States286 Posts
April 20 2010 22:09 GMT
#137
1. Reactor build time decreased to 35 seconds.
2. Marine build time decreased to 22 seconds.
3. Concussive Shells upgrade decreased to 50/50.
4. Immortal's Hardened Shields are now an upgraded ability, available from the Twilight Council.
5. Broodlord's damage decreased by 5 and HP by 50.
j4vz
Profile Joined March 2010
Canada976 Posts
Last Edited: 2010-04-20 22:13:02
April 20 2010 22:12 GMT
#138
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..

You'd basically be 100% forced to wall in every single game and then forced to go straight to immortals in the possibility that they go roaches (since if you don't have the immortals your wall will get shot down and you'll lose your pylons/gateways).

It will make every single PvZ the exact same strategy for the protoss.



orb i agree but blizzard need to do this to realize that protoss t1 units are weak...

im toss and i voted for this nerf :D
someone_elses_lies@live.fr
RPGabe
Profile Joined January 2010
United States192 Posts
April 20 2010 22:13 GMT
#139
On April 21 2010 07:09 TheTuna wrote:
4. Immortal's Hardened Shields are now an upgraded ability, available from the Twilight Council.

Hey, I like that.
TheTuna
Profile Joined August 2009
United States286 Posts
April 20 2010 22:16 GMT
#140
On April 21 2010 07:13 RPGabe wrote:
Show nested quote +
On April 21 2010 07:09 TheTuna wrote:
4. Immortal's Hardened Shields are now an upgraded ability, available from the Twilight Council.

Hey, I like that.


Thanks, my only concern is that they might compete too much with Zealot Legs and Blink. I'm not sure if it'd be any better off at the Cybernetics Core.
iNty.sCream
Profile Joined April 2010
Germany195 Posts
April 20 2010 22:20 GMT
#141
+More micro addded to the game
+Not blob vs blob anymore
+More Windows for Timing Attacks added
+Lurkers back ingame
+Iam Happy.

iam not zerg.
Bisu best hairspray = win
Black Octopi
Profile Joined March 2010
187 Posts
Last Edited: 2010-04-20 22:27:47
April 20 2010 22:24 GMT
#142
1. Forcefield cost up to 125 energy from 50.
2. Immortal damage now flat 8x4(+1).
3. Siege Tank gas cost down to 75 from 125.
4. Reaper gas cost down to 25 from 50. Merc Compound building (100/100) re-introduced as requirement for Reapers. Spider Mines upgrade added to Merc Compound (each Reaper gains 2 Spider Mines, which reside initially on their shoulder pads). Spider Mines may be placed on buildings and will detonate after 10 second time dealing 150damage (unless destroyed). Nitro Packs moved to Merc Compound.
5. Thor armor raised to 2 from 1. Anti-Air attack is now flak and animation evolves cannons on Thor's back. Thor 250mm cannon ability removed. New Berserker ability added to Thor. Ability is passive and allows the thor to fire at 2 targets simultaneously (must be either only ground or air). When targeting ground targets 2 of the Thors 6 cannons are chosen at random and fired at the target. The Thor is only able to target multiple targets if they are both in front of the Thor.

ps. I figured I might as well have some fun with 4 and 5, since I'm not sure what are good balance suggestions; ie. minimum impact changes.
thekibk
Profile Joined April 2010
United States116 Posts
April 20 2010 22:25 GMT
#143
Queen now flies, is lair tech, and can cast spawn broodlings, ensnare, and spawn infested terrain.
Mule is replaced with an extra scv.
Chrono boost only works on forge upgrades.
All forge upgrades time increased by 50%.
Broodlord no longer shoots broodlings, and name change to Swarm Guardian.
Corn is no place for a mighty warrior!
MeditationError
Profile Blog Joined March 2010
Australia60 Posts
April 20 2010 22:26 GMT
#144
On April 21 2010 06:34 iNty.sCream wrote:
Show nested quote +
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..


This.

On the other hand, the one person to suggest a nerf to sentries max mana is a genius.

1. Ultralisk collision size reduced
2. Archon collision size reduced
3. Pheonix damage changed from 2*5 (+ 5) to 2*7 (+3)
4. Reaper damage reduced from 2*4(+4) to 2*4(+3), Reaper hps increased from 50 to 60
5. Baneling "volatile burst" ability changed: damage reduced to 10(+15), heals allied zerg in splash area for 10 damage.
Experience is an excellent teacher, but her fees are very high.
nodule
Profile Joined February 2008
Canada931 Posts
April 20 2010 22:35 GMT
#145
1. force field nerf (my favourite idea is to make it channeled, but the most likely outcome is 75 mana cost). Slight possibility of guardian shield requiring research, or swapping places with hallu
2. immortal build time +15s, -10 bonus dmg versus armor
3. reactor build time back to 40s (or marine build time decrease)
4. ultralisk buff. +1 base armor seems sensible
5. scan energy cost reduced to 25
arcology
Profile Joined April 2009
United States92 Posts
April 20 2010 22:38 GMT
#146
1. Forcefield energy cost up to 75 from 50
2. Ultralisk move speed increased
3. Immortal damage reduced from 20(+30) to 20(+25)
4. Photon cannon build time increased
5. Banshee attack damage reduced
summerloud
Profile Joined March 2010
Austria1201 Posts
April 20 2010 22:38 GMT
#147
On April 21 2010 07:13 RPGabe wrote:
Show nested quote +
On April 21 2010 07:09 TheTuna wrote:
4. Immortal's Hardened Shields are now an upgraded ability, available from the Twilight Council.

Hey, I like that.


horrible idea imho

then toss doesnt have any single ground unit that doesnt require upgrades to perform well
lolreaper
Profile Joined April 2010
301 Posts
April 20 2010 22:40 GMT
#148
On April 21 2010 07:38 summerloud wrote:
Show nested quote +
On April 21 2010 07:13 RPGabe wrote:
On April 21 2010 07:09 TheTuna wrote:
4. Immortal's Hardened Shields are now an upgraded ability, available from the Twilight Council.

Hey, I like that.


horrible idea imho

then toss doesnt have any single ground unit that doesnt require upgrades to perform well

like terran ?
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-20 22:46:08
April 20 2010 22:40 GMT
#149
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..

You'd basically be 100% forced to wall in every single game and then forced to go straight to immortals in the possibility that they go roaches (since if you don't have the immortals your wall will get shot down and you'll lose your pylons/gateways).

It will make every single PvZ the exact same strategy for the protoss.

making it 75 energy would smooth the entire game while keeping 50 would only be good for this argument
sorry but the change is much more important than ur window of timing to defend a speedling rush

its better if they change it to 75 and compensates it by buffing toss or nerfing zerg so tosses can defend vs speedling alling. i dont know how exactly u would do that but i dont know pvz in general but the argument of keeping it on 50 is ridiculous here

besides terran already gotta wallin to stop zerg rushes too, and we cant even wallin with supply depots anymore because baneling owns it.

but i agree its ridiculous that u have to wallin every game just to be safe vs zerg

On April 21 2010 07:38 summerloud wrote:
then toss doesnt have any single ground unit that doesnt require upgrades to perform well

thats pretty much bs seeing how toss almost never upgrade anything in the early game or early-midgame while terran and zerg r upgrading all throughout the game
i hope they dont add upgrade for the hardened shields tho
Progamerpls no copy pasterino
No_Roo
Profile Joined February 2010
United States905 Posts
Last Edited: 2010-04-20 22:44:53
April 20 2010 22:41 GMT
#150
1. Forcefield energy cost increased from 50 to 75
2. Forcefield energy cost increased from 75 to 100
3. Forcefield energy cost increased from 100 to 150
4. Korea.
5. Forcefield energy cost increased from 150 to 201

edit: Actually I think it's pretty unlikely we'll see anything that would qualify as a nerf to FF, it's strong, but it's not that great.
(US) NoRoo.fighting
Reno(TE)
Profile Blog Joined September 2004
United Kingdom434 Posts
April 20 2010 22:42 GMT
#151
force field cost to 75
starting mana of sentry 75
max mana 300
mana regeneration x1.5

That should fix everything
A pro isnt someone who sacrifices themselves for their job, thats just a fool.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 20 2010 22:42 GMT
#152
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..

You'd basically be 100% forced to wall in every single game and then forced to go straight to immortals in the possibility that they go roaches (since if you don't have the immortals your wall will get shot down and you'll lose your pylons/gateways).

It will make every single PvZ the exact same strategy for the protoss.


Make an upgrade to start with +25 energy available at the cybercore, make it relatively cheap and short time (100/75/50 maybe?)

Thus you can do your current build, if you see all-in lings, you wall ramp with zealots long enough to get a sentry out for 25 seconds, then you get this upg in time to hold off all-n roaches, easy...
ColorsOfRainbow
Profile Joined February 2010
Germany354 Posts
April 20 2010 22:44 GMT
#153
1. Forcefield cooldown increased
2. Broodlord health decreased
3. increase reaper buildtime or price

u say 5 but this will be the only ones sry! xDDD
cloudJR
Profile Blog Joined April 2010
United States266 Posts
April 20 2010 22:45 GMT
#154
On April 21 2010 07:40 MorroW wrote:
Show nested quote +
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..

You'd basically be 100% forced to wall in every single game and then forced to go straight to immortals in the possibility that they go roaches (since if you don't have the immortals your wall will get shot down and you'll lose your pylons/gateways).

It will make every single PvZ the exact same strategy for the protoss.

making it 75 energy would smooth the entire game while keeping 50 would only be good for this argument
sorry but the change is much more important than ur window of timing to defend a speedling rush

its better if they change it to 75 and compensates it by buffing toss or nerfing zerg so tosses can defend vs speedling alling. i dont know how exactly u would do that but i dont know pvz in general but the argument of keeping it on 50 is ridiculous here

besides terran already gotta wallin to stop zerg rushes too, and we cant even wallin with supply depots anymore because baneling owns it.

but i agree its ridiculous that u have to wallin every game just to be safe vs zerg

Show nested quote +
On April 21 2010 07:38 summerloud wrote:
then toss doesnt have any single ground unit that doesnt require upgrades to perform well

thats pretty much bs seeing how toss almost never upgrade anything in the early game or early-midgame while terran and zerg r upgrading all throughout the game


I could not agree with you more.
All I can hear are thousands of children screaming imbalance.......
Ideas
Profile Blog Joined April 2008
United States8087 Posts
Last Edited: 2010-04-20 22:47:15
April 20 2010 22:46 GMT
#155
nerfing forcefield is stupid as shit for it would really fuck up the balance of early game P. I think the other races just need better ways to deal with mass forcefields (assuming they are indeed imba which I'm not so sure). Easiest way would be to lower gas cost on ghost a bit so EMPing is easier for Terran (also helps vs mass storm), and maybe changing fungal growth to make any affected caster unable to cast a spell while caught in it (which might actually make it TOO good lol and would need to be nerfed in other ways....welll either way you get my point )

Personally I prefer adding in new ways for the races to deal with it (such as giving zerg a proper SNIPE unit like how mutas were able to snipe templar back in BW) instead of just nerfing it, since forcefield micro is really the most fun thing in SC2 right now (and really hte only thing making it balanced for protoss)
Free Palestine
CannonsNCarriers
Profile Joined April 2010
United States638 Posts
April 20 2010 22:47 GMT
#156
1. Force field cast range changed to 5.5.
2. Marauder shell upgrade cost reduces to 75/75, 15 second faster research time.
3. Stim upgrade cost changed to 125/125, 10 second faster research time.
4. Immortal Cost increased by 25 gas.
5. Force field changed to channeling.
Dun tuch my cheezbrgr
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 20 2010 22:48 GMT
#157
On April 21 2010 07:42 Reno(TE) wrote:
force field cost to 750
starting mana of sentry 750
max mana 3000
mana regeneration x15

That should fix everything

fixed your numbers for you!

in seriousness though, sentry is simply too powerful if you actually know how to use forcefield, either forcefield needs a nerf, or sentry needs to have it's attack nerfed into oblivion.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
April 20 2010 22:51 GMT
#158
On April 21 2010 07:46 Ideas wrote:
nerfing forcefield is stupid as shit for it would really fuck up the balance of early game P. I think the other races just need better ways to deal with mass forcefields (assuming they are indeed imba which I'm not so sure). Easiest way would be to lower gas cost on ghost a bit so EMPing is easier for Terran (also helps vs mass storm), and maybe changing fungal growth to make any affected caster unable to cast a spell while caught in it (which might actually make it TOO good lol and would need to be nerfed in other ways....welll either way you get my point )

Personally I prefer adding in new ways for the races to deal with it (such as giving zerg a proper SNIPE unit like how mutas were able to snipe templar back in BW) instead of just nerfing it, since forcefield micro is really the most fun thing in SC2 right now (and really hte only thing making it balanced for protoss)


Actually, if forcefield is just reduced in range significantly protoss will have to actually play the positioning fight, instead of just balling up and creating their own battlefield with force fields.
This would not nerf it's ability to wall in a protoss against early cheese, but it would prevent the stupidness that happens with it once you get 6+ sentries + colossus
Kyo Yuy
Profile Joined January 2009
United States1286 Posts
April 20 2010 22:52 GMT
#159
1) Immortal Hardened Shield now requires an upgrade which can be researched at the Robotics Support Bay for 150/150
2) Reactor build time decreased to 30 seconds from 50.
3) Marauder build time decreased to 25 seconds from 30.
4) Force Field requires 75 energy instead of 50.
5) Spawn Larva cooldown time increased to 50 seconds from 40.
#1 KawaiiRice fan :D
Wargizmo
Profile Joined March 2010
Australia1237 Posts
Last Edited: 2010-04-20 23:01:07
April 20 2010 22:56 GMT
#160
1) Hatcheries may no longer have more than 7 spawned lava at a time
2) Force field energy up to 75
3) Broodlord rate of fire reduced by 15%
4) Siege tank cost reduced to 100 gas
5) Stalkers can no longer blink past destructible rocks.

BTW this is a cool contest, it would be awesome if a Beta Key was given to anyone who could get all 5 changes exactly. Maybe TL could put up one of their 500 keys.
Information is not knowledge. Knowledge is not wisdom. Wisdom is not truth. Truth is not beauty. Beauty is not love. Love is not music. Music is best. - Frank Zappa
No_eL
Profile Joined July 2007
Chile1438 Posts
Last Edited: 2010-04-20 22:56:32
April 20 2010 22:56 GMT
#161
1.- psi storm now deals damage to air units.
2.- Mutalisk damage decreased by 5, and shooting rate decreased by 0.2 s
3.- Force field now have 500 hp and can be targeted by air
4.- Viking transform speed increased by 0,2 s
5.- Broodlings from broodlords doesnt benefit by ground upgrades
Beat after beat i will become stronger.
Katoan
Profile Joined March 2008
Finland42 Posts
April 20 2010 22:56 GMT
#162
1) Marauder gets 10 more health and stim is removed from marauder
2) Sentrys force field energy cost to 75, sentry spawn with 75 energy
3) Banshee cost increased by 25/25
4) Roach damage lowered by 2
5) Phoenix damage increased from 5+5 light to 7+3 light
GsOne
Profile Joined November 2005
Poland164 Posts
April 20 2010 22:59 GMT
#163
I guess I'm not too competent because I know like nothing about PvZ state atm, but Toss units feel nothing like "weak" especially early to early mid. Also storm may not be very good against Roaches/Marauders, but it absolutely decimates any Marine heavy composition, to a point where Rines become completely unviable, and I find it impossible to not lose shitloads of units in any confrontation where I don't get a perfect EMP on templars, and even then P is able to cast 1-3 storms and rip through easily. So imo storm may only be nerfed at this point in the game, probably indirectly though. P units seem to have so much utility, and P army feels too flexible with just Gateway heavy compositions, also most upgrades add utility, like Blink or Range upgrade on Collosus, while T's upgrades make unviable units useful. You cannot skip Stim because of insufficient DPS, Marauders cant hold Zealots or Stalker harras without Shells, Marines get one hitted without shields, Reapers cant run from Stalkers without speed upgrade, Tanks got buffed but still kinda lose utility without Siege etc etc.
Also about Sentries - this unit BEGS for a nerf, Forcefields can totaly break an army, and even though the ability feels SO cool and can really shine in skilled players hands, it should never go down to "I got a very good FFs, I win now". Also, have you tried Zealot/Sentry push with hallucinated Collosi as meat shields? as T you practically HAVE to catch P midway to your base and kite/slow him down, or he will just walk over you with this and warpgates.
TvP feels bit to hard but is interresting imo at this point, approaching balance from P>T side imo.
ZapRoffo
Profile Blog Joined April 2010
United States5544 Posts
April 20 2010 23:06 GMT
#164
Zerg:
-Queen: Spawn Larvae ability now spawns 3 additional larvae, down from 4
-Larvae at a Hatchery/Lair/Hive will now expire after existing for 60/90/120 seconds respectively. Rules governing innate larva generation by the structure unchanged.

Protoss:
-Immortal: damage reduced to 20+20(+2 upgrades) vs. armored, down from 20+ 30(+3 upgrades).
-Mothership: build time reduced to 120, down from 160, shots fired increased from 6 to 8, acceleration increased to 1 from .3125

Terran:
-Siege Tank: Cost reduced to 150/75, down from 150/100
Yeah, well, you know, that's just like, your opinion man
Death Lord
Profile Joined April 2010
United States21 Posts
April 20 2010 23:08 GMT
#165
Thor will be nerfed
zergporn
Profile Joined April 2010
Estonia156 Posts
Last Edited: 2010-04-20 23:17:36
April 20 2010 23:16 GMT
#166
1. Rouches now have the ability to heal each other while on creep. To make ZvZ even more fun.
2. By popular demand Zerglings were renamed to TheLittleOnes.
3. Thor redesigned. From now on hes unable to move at all. Act as building but can be carried by dropships.
4. Raven now requires an additional Tier 3 building with tech lab attached. As compensation we added an another useless abilty to his arsenal with 195 research time and 350 gas cost.
5. Destructible rock now attacks back when attacked. Why not lol.
the game changes as you get higher
yomi
Profile Blog Joined June 2004
United States773 Posts
Last Edited: 2010-04-20 23:24:55
April 20 2010 23:19 GMT
#167
SCV HP increased to 60
Force field cannot be cast where enemy units are present
Reduce the effect of spawn larva (less total per ability)
Broodlords no longer spawn broodlings on attack, but the attack does slightly more damage.
Supply drop now adds hit points to the supply depot.


In addition I think much larger maps will be added, maps without a huge border of unpassable terrain, a new zerg unit, an increase in the withdraw rate of creep, fortress style team maps (but without additional resources in the base), and maps with expansions containing varying numbers of minerals and gas.
Madcatcf
Profile Joined March 2006
Vietnam77 Posts
April 20 2010 23:29 GMT
#168
Sentry: Force Field changed to a channel ability, cost 5 energy/s (75 energy in 15s), duration depend on energy spent. The Sentry cannot attack while channeling.
Immortal: damage reduced to 20+20.
Marauder: Damage changed to 8+12. Concussive Shells cost reduced to 50/50.
Zergling: Attack speed increase by 10%.
Roach: Supply increased to 2, armor increased to 2, damage reduce to 13 from 16.
"If you believe that dreams can come true be prepared for the occasional nightmare"
cartoon]x
Profile Joined March 2010
United States606 Posts
April 20 2010 23:41 GMT
#169
1: forcefield cost more energy
2: hydralisk movement speed increase
3: Viking take longer to build
4: phoenix build faster
5: tank HP increased
It is not enough to conquer; one must learn to seduce.
_EmIL_
Profile Joined March 2010
Sweden138 Posts
April 20 2010 23:58 GMT
#170
1. stalkers will no longer be able to blink past the rocks

2. force field - nerfed. But increasing the energy cost wont fix the problem.

3. immortal - nerfed (maybe)

4. banshee - nerfed

5. queen spawn larva - nerfed

6. ultralisk - buffed

7. collosus - nerfed (probably the range upgrade)

8. broodlord - nerfed
Losing is winning
Doso
Profile Joined March 2008
Germany769 Posts
April 21 2010 00:11 GMT
#171
1. Terran SCV +5 hitpoints (45 to 50)
2. Sentry force field cost from 50 to 75
3. Terran Marauder research time of Concussive Shells down by 20 seconds
4. Spawn Larva from Queen reduced 3 (down from 4)
5. Protoss Void Ray Build Time 70 seconds (up from 60 seconds)
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
April 21 2010 00:16 GMT
#172
1. forcefield energy increased to 75
2. Immortal harden shield removed OR immortal damage nerfed to 20+15
3. phoenix build time decreased
4. Mothership gains that ability where it can teleport to friendly structures again
5. marauders stim pack changed to take away 20% life (or changed in a similar way) rather than 10hp.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
Last Edited: 2010-04-21 00:18:00
April 21 2010 00:17 GMT
#173
Addition: Lurkers reintroduced?
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Deleted User 48059
Profile Blog Joined May 2009
86 Posts
Last Edited: 2010-04-21 00:28:00
April 21 2010 00:19 GMT
#174
On April 21 2010 03:26 MorroW wrote:
why r ppl excepting tank to get buffed? i think that unit is absolutely amazing in tvz and tvt
i think its more likely that the toss units r good vs the tank rather than the tank being a bad unit imo


two points here, MorroW,

1) I am inclined to agree with your analysis of the tank. I have seen many games where Siege tanks have performed admirably vs T & Z, and even some TvP where tanks have at least justified their tech/training cost (though they appear by no means a dominant unit TvP, being largely used for expansion defence rather than an as a mainline agressive unit).

2) Thou art on 1336 posts.
Choose thy next words wisely

Kev

PS

On April 21 2010 07:56 No_eL wrote:
1.- psi storm now deals damage to air units.


I believe that Psi storm does indeed deal damage to air units.
If you are having trouble hitting air units with your storms, remember that you must target *the ground BELOW* the air units you are attempting to hit, in order to deal damage with the storm in SC2 [See also: Timmy the Templar & the curse of the third dimension]


[edited to correct typo and address another post]
Knutzi
Profile Joined July 2009
Norway664 Posts
April 21 2010 00:26 GMT
#175
1. force field can now be attacked

2. immortal build time increased to 50 seconds

3. marauder slow crap now only cost 50/50

4. removed dark templars and added blademasters instead

5. renamed protoss to orc
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2010-04-21 00:47:52
April 21 2010 00:47 GMT
#176
I like the idea of "sentry starts with 75 energy, force field costs 75 energy to cast." Not sure if Guardian Shield Aura would be too strong...

On April 21 2010 07:56 No_eL wrote:
1.- psi storm now deals damage to air units.
2.- Mutalisk damage decreased by 5, and shooting rate decreased by 0.2 s
3.- Force field now have 500 hp and can be targeted by air
4.- Viking transform speed increased by 0,2 s
5.- Broodlings from broodlords doesnt benefit by ground upgrades


Are these changes serious or is that a troll?
Black Octopi
Profile Joined March 2010
187 Posts
April 21 2010 01:04 GMT
#177
On April 21 2010 09:47 FabledIntegral wrote:

Show nested quote +
On April 21 2010 07:56 No_eL wrote:
1.- psi storm now deals damage to air units.
2.- Mutalisk damage decreased by 5, and shooting rate decreased by 0.2 s
3.- Force field now have 500 hp and can be targeted by air
4.- Viking transform speed increased by 0,2 s
5.- Broodlings from broodlords doesnt benefit by ground upgrades


Are these changes serious or is that a troll?
Well lets see,

-- I'm pretty sure psi storm already hits air.
-- Making forcefield have hp and be targeted by both ground and air would make so you can just cast it anywhere and even when not blocking pathing it would be good. 500hp here means you can bring 1 sentry with you and it absorbes more damage then a Terran throwing all their SCVs at the enemy force would (and that's just 1 forcefield). Arguably this is bad because it would mean forcefield would overlap with the Hallucinate (Probes) ability which does the same thing (generates a mini probe army for you).
-- Nerf to Muta would mean they do now 4 damage or something like that, so basically means he wants Toss to be able to defend with just guardian shield a entire probe line.

Its a standard "nerf the races I don't play, buff the race I play" kind of opinion but its in no way a troll. Just check the previous pages, some epic trolls were posted earlier (they are pretty funny).
Smurfz
Profile Joined May 2008
United States327 Posts
Last Edited: 2010-04-21 01:06:27
April 21 2010 01:05 GMT
#178
1) Phoenix damage changed from 5+5 to light (x2) to 8 + 7 to light (x2)
2) Forcefield changed to 75 energy up from 50
3) Marauders health reduced to 100, down from 125
4) +1 Infestor neural parasite range, and tentacle moves faster
5) Banelings damage changed from 20(+2) + 15(+2) to light, to 20(+5) + 15(+0) to light.
Trozz
Profile Blog Joined November 2008
Canada3454 Posts
April 21 2010 01:14 GMT
#179
Interesting thread.
I've got some input for it.
CHECK OUT THESE CHANGES:

PATCH 9:
- nuke explosions are now the same color as the player's color
- terratron added by popular request
- thors now look even more ridiculous while under a dropship
- marauders have been changed to be more racially sensitive
- terran advisor can be changed between default, angry scott, and hotter chick voice sets
- added a an 'idle mutalisk should be harassing' button similar to the idle worker button
- roaches make a gurgling sound when they die to hellions or colossi
- zerglings can ride on the back of an ultralisk
- zealots no longer look like butlers when they run
- if a nexus gets to 100 energy, it sets on fire
- those who get the collector's edition will have collosi replaced with giant zealot statues with eye lasers
- protoss have a /taunt command, similar to terran's /dance and /cheer
- yellow duckies have been added to various maps with water
- increased gore
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 21 2010 02:19 GMT
#180
On April 21 2010 10:04 Black Octopi wrote:
Show nested quote +
On April 21 2010 09:47 FabledIntegral wrote:

On April 21 2010 07:56 No_eL wrote:
1.- psi storm now deals damage to air units.
2.- Mutalisk damage decreased by 5, and shooting rate decreased by 0.2 s
3.- Force field now have 500 hp and can be targeted by air
4.- Viking transform speed increased by 0,2 s
5.- Broodlings from broodlords doesnt benefit by ground upgrades


Are these changes serious or is that a troll?
Well lets see,

-- I'm pretty sure psi storm already hits air.
-- Making forcefield have hp and be targeted by both ground and air would make so you can just cast it anywhere and even when not blocking pathing it would be good. 500hp here means you can bring 1 sentry with you and it absorbes more damage then a Terran throwing all their SCVs at the enemy force would (and that's just 1 forcefield). Arguably this is bad because it would mean forcefield would overlap with the Hallucinate (Probes) ability which does the same thing (generates a mini probe army for you).
-- Nerf to Muta would mean they do now 4 damage or something like that, so basically means he wants Toss to be able to defend with just guardian shield a entire probe line.

Its a standard "nerf the races I don't play, buff the race I play" kind of opinion but its in no way a troll. Just check the previous pages, some epic trolls were posted earlier (they are pretty funny).


Exactly. It already hits air. 500 HP is retarded, there'd be no reason to attack it, in fact it'd be a buff in case it somehow distracted fire. Vikings are already insanely mobile. Mutalisks would literally be USELESS. And imo, I don't know why ppl have so much problem with the Broodlings when it'd the actual broodlord attack that rapes opponents. Each time the broodling makes contact with the enemy it does 20 dmg...
Black Octopi
Profile Joined March 2010
187 Posts
April 21 2010 02:27 GMT
#181
On April 21 2010 10:14 Trozz wrote:
- thors now look even more ridiculous while under a dropship
Frankly I think the way this should work is not that the Thor is picked up by the Medivac but rather the Medivac attaches to the Thor and just allows it to fly (or hover, w/e). The Thor would not shoot, and Medivac can not heal or pickup but they become a single unit in the process with say something like 400hp or something and we get a new Arnold+Medic cockpit animation. The animation for attaching and tacking off could be very long and elaborate with the drop animation somewhat faster (obviously).

This would solve any problems with just flying around with Thors, since the extensive time to attach to the Thor would mean Thor drop would become a sort of all-in strategy, but a reasonably good break-in drop ability because of the monster hp.
Black Octopi
Profile Joined March 2010
187 Posts
April 21 2010 02:43 GMT
#182
On April 21 2010 11:19 FabledIntegral wrote:
And imo, I don't know why ppl have so much problem with the Broodlings when it'd the actual broodlord attack that rapes opponents. Each time the broodling makes contact with the enemy it does 20 dmg...

I don't really pay too much attention to these things but I think units actually target the broodlings (priority). And even if they didn't they are in the way, and the closest target (or just the only one in range). Concerning the damage. Two spawn on each attack. Their attack is 4 and marine speed (I believe). They are effected by upgrades so you can expect it to be 7 when you have broodlords. They also last what, 10s? Basically those little things do 200+ damage at least, if left alone, so you have to kill them. And that's the problem, they have 30hp and are influenced by armor upgrades so with a few Broodlords you are doing little more then just killing Broodlings. They thus make it extremely hard for ground armies to face Broodlords.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
April 21 2010 03:09 GMT
#183
argg really want this patch to come out. Been waiting all day for it
Yokoblue
Profile Joined March 2010
Canada594 Posts
April 21 2010 03:48 GMT
#184
1) Immortals get nerf (20 + 25dam)
2) Marauders get nerf to hp (100 hp)
3) Sentry's Forcefield now have 150-200 hp
4) Raven build time decrease by 5 sec
5) Hydra get fix to 85 Hp
Master League playing Protoss and Zerg
Scope
Profile Joined February 2009
Sweden147 Posts
April 21 2010 06:05 GMT
#185
On April 21 2010 06:34 iNty.sCream wrote:
Show nested quote +
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..


This.



How is this different from Starcraft: Brood War? It is my understanding that the way the game is currently played, Protoss fast expands and goes forge before gateway to cannon up in case of a ling attack, effectively walling off. I believe the zergling attack in SC2 is larger and later, often with a +1 upgrade and speed. If scouted (which i know is tricky) a wall-off with a few zeals will absolutely win you the game. If the ling bust-in fails zerg loses with his late tech and semi-bad economy.

That Toss is forced to wall off on the off-chance that zerg uses this tactic (i've only tried it against Toss two or three times and always lost with it, so i'm not sure there even is a problem but I might just suck) isn't as horrible as you make it out to be. Once walling off becomes common, the ling rush will stop being used, and you'll have fast expanding zergs as the standard. Then comes the Zealot/Stalker rushes, and Zerg doesn't have a forcefield to spam. This way, you can stilll use sentries, while not being able to spam those forcefields quite so much.
I think therefore I win
selboN
Profile Blog Joined January 2008
United States2523 Posts
April 21 2010 06:13 GMT
#186
On April 21 2010 15:05 Scope wrote:
Show nested quote +
On April 21 2010 06:34 iNty.sCream wrote:
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..


This.



How is this different from Starcraft: Brood War? It is my understanding that the way the game is currently played, Protoss fast expands and goes forge before gateway to cannon up in case of a ling attack, effectively walling off. I believe the zergling attack in SC2 is larger and later, often with a +1 upgrade and speed. If scouted (which i know is tricky) a wall-off with a few zeals will absolutely win you the game. If the ling bust-in fails zerg loses with his late tech and semi-bad economy.

That Toss is forced to wall off on the off-chance that zerg uses this tactic (i've only tried it against Toss two or three times and always lost with it, so i'm not sure there even is a problem but I might just suck) isn't as horrible as you make it out to be. Once walling off becomes common, the ling rush will stop being used, and you'll have fast expanding zergs as the standard. Then comes the Zealot/Stalker rushes, and Zerg doesn't have a forcefield to spam. This way, you can stilll use sentries, while not being able to spam those forcefields quite so much.

I for one am happy that you seem to be a Brood War newb + Show Spoiler +
(no offense, just from the wording you made it seem as if you didn't play)
who has done some research, touche! This is how all the new SCII people should be, so much WoW infestation atm...
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
DJay_
Profile Joined February 2010
United States103 Posts
Last Edited: 2010-04-21 06:24:45
April 21 2010 06:24 GMT
#187
the WoW infestation is a terrible one indeed.
GoDannY
Profile Joined August 2006
Germany442 Posts
April 21 2010 06:50 GMT
#188
I like a few ideas here:

- FF costs 75 energy, sentries start with 75 enegy
- Marauder HP decreased to 100
- Tank cost -25 gas and is 1 supply
- Broodlords now can spawn a maximum of 6 broodlings and has -25 HP
- Phoenix damage change to 7+3

-----------------------------------------------------------------
That's my bet, in addition I'd like to see:

- Reaper cost increased by 25 gas, gets +10 HP
- Queen now can only spawn 3 larva
- Hydra gets +10 HP back
- Storm area 1,75
- observer back to 25/75 and half of the build time but needs a robo bay
- zealot speed slightly increased
- hellions now shoot faster when stop after moving (less cooldown)
- DT shrine costs -50 gas and -30 seconds build time
- reactor and techlab build time back to the same amount of time (sth that prevents the all-in marine rush tough)
Team LifeStyle - it's more than a game
SouL)R(MizaR
Profile Joined October 2009
Australia111 Posts
Last Edited: 2010-04-21 07:11:03
April 21 2010 07:01 GMT
#189
I dont think this will happen but this what should

1. Corrupters tech 1 (requires flyer chamber) to deal with early air
2. phenix gets splash damage spell against air. Cost down to 100/100
3. force field requires 70 energy
4. immortal -2 attack on base
5. scanner cost down from 50 to 40
6. brood lord life decreased by 10
7. observers build faster
8. overseer cheaper.
www.izhere.webs.com Starcraft 2 Clan Website
gaizka
Profile Blog Joined August 2008
United States991 Posts
Last Edited: 2010-04-21 07:37:34
April 21 2010 07:01 GMT
#190
1. Stalker build time decrease, to deal with fast reapers.
2. Broodlord HP reduced to 225, I don't think they should be so beefy, that's the Ultralisk's job.
3. Colossus range upgrade gives the colossus range 8, the sentri + colo combo is very strong.
4. Ultralisk buffed:
-Supply 4
-Range 2
-Cost reduced to 200/200
-Head Thrust usable on massive units.
I think they need to be buffed.
5.Adrenal Glands upgrade increases the attack rate by 25%. Also I feel they need to be stronger in late game.
AstralPH
Profile Joined April 2010
Philippines2 Posts
April 21 2010 07:07 GMT
#191
1. Mines is Back
2. Lurker is Back
3. Immortal Buff is now an addon
4. Marauder hp decreased by 10
5. Sentry increased build time 10secs
Teach The Weak Own The Weakling
Death Lord
Profile Joined April 2010
United States21 Posts
April 21 2010 07:09 GMT
#192
Thor will be granted an additional +1 armor, totaling of 2 armor.
Thor build time will increase from 60 to 75.

BAM!!!!!!! THOR IS HERE!!!!
Scope
Profile Joined February 2009
Sweden147 Posts
April 21 2010 07:40 GMT
#193
On April 21 2010 15:13 selboN wrote:
Show nested quote +
On April 21 2010 15:05 Scope wrote:
On April 21 2010 06:34 iNty.sCream wrote:
On April 21 2010 06:30 -orb- wrote:
The number of people suggesting force field be up to 75 energy is depressing.

I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..


This.



How is this different from Starcraft: Brood War? It is my understanding that the way the game is currently played, Protoss fast expands and goes forge before gateway to cannon up in case of a ling attack, effectively walling off. I believe the zergling attack in SC2 is larger and later, often with a +1 upgrade and speed. If scouted (which i know is tricky) a wall-off with a few zeals will absolutely win you the game. If the ling bust-in fails zerg loses with his late tech and semi-bad economy.

That Toss is forced to wall off on the off-chance that zerg uses this tactic (i've only tried it against Toss two or three times and always lost with it, so i'm not sure there even is a problem but I might just suck) isn't as horrible as you make it out to be. Once walling off becomes common, the ling rush will stop being used, and you'll have fast expanding zergs as the standard. Then comes the Zealot/Stalker rushes, and Zerg doesn't have a forcefield to spam. This way, you can stilll use sentries, while not being able to spam those forcefields quite so much.

I for one am happy that you seem to be a Brood War newb + Show Spoiler +
(no offense, just from the wording you made it seem as if you didn't play)
who has done some research, touche! This is how all the new SCII people should be, so much WoW infestation atm...


You're right, I never played very much competitive Brood War (mostly campaign and nooby LAN) and I don't have a Beta Key. I watch a lot of VODs and have borrowed my neighbours key for a few days while he waits for the mac client.

Increasing Force Field energy is very viable. The metagame will sort itself out and if it doesn't, Blizzard will have the stats and change it.
I think therefore I win
Jandos
Profile Blog Joined December 2003
Czech Republic928 Posts
April 21 2010 07:42 GMT
#194
1. Queen may spawn only 3 larvas. - new upgrade in lair tech to spawn 4 larvas
2. Phoenix damage increased and build time reduced
3. FF costs 75 energy, sentries start with 75 energy. 150 energy is max
4. Siege tank armor increased by 1
5. Storm area increased
Rucky
Profile Joined February 2008
United States717 Posts
April 21 2010 07:51 GMT
#195
Why do people think they are entitled to instantly warp in a unit that can immediate block off your choke?

Sentry - Energy Increase of Force Field from 50 to 75
Siege Tank - Range Increase from 13 to 14
Banshee - Damage Decrease from 12(x2) to 10(x2)
Broodlord - Morph Time Increase from 34 to 40
Ultralisk - Spawn Time Decrease from 70 to 65
Beyond the Game
DrSmoke
Profile Joined April 2010
United States175 Posts
April 21 2010 07:55 GMT
#196
1. Marauder's concussive shells cost decreased by 15%
2. Phoenixes damage increased by 1 per shot, so 2.
3. FF get hp and are either destroyed or time out, whichever comes first.
4. Infestor's movement speed while burrowed increased by 20%
5. Siege tanks Crucio Shock Cannon attack gains + damage to armored.
-------------

TBO
Profile Joined September 2009
Germany1350 Posts
April 21 2010 07:58 GMT
#197
Immortal : Build Time increase from 40 to 45
Hellion : Damage changed from 8+6 to 9+5
Sentry : Forcefields now have a cooldown of 3 seconds
Ultralisk: Collision size decreased a bit
Zergling: Adrenal Glades now increase attack speed be 25%
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
April 21 2010 08:00 GMT
#198
1. Zergling and Roach change slots and cost, Roaches nerfed to become light armored low hp useless massable units while zerglings become buffed and size increased so they can effectivly take roachs place.
2. Roach den and Spawning pool also changed place to reflect this, baneling upgrade now reasearchable at the spawning pool.
3. Hive tech removed from the game, every upgrade previously requireing hive now aviable at tier 2.
4. All buildings except pylon, nexus, hatchery, command center can now only be constructed or land around each factions respective base.
5. Immortals no longer take damage while they have shields to properly reflect lore.
"Mudkip"
Tufas
Profile Blog Joined April 2010
Austria2259 Posts
April 21 2010 08:13 GMT
#199
1. Psy storm damage increased by 10 for the same period of time thus forcing terrans to split mm armys more perfect.
2. Sentry : Forcefield cooldown of 1.25 sec., giving them +5 HP and +5 Shield though.
3. Roach : HP decreased by 10.
4. Zerg infestor : Fungal Growth has to be researched.
5. SCV : HP back to 60. come on now.

I am a terran player, can you see that ?
Where is my ACE flair
Tropics
Profile Joined August 2007
United Kingdom1132 Posts
April 21 2010 08:17 GMT
#200
i fucking hate this thread

i keep seeing patch notes in the sidebar and think a patch is coming

every time
kavaron
Profile Joined April 2010
Greece22 Posts
Last Edited: 2010-04-21 08:30:50
April 21 2010 08:25 GMT
#201
Protoss:
Immortal nerf (build time increase)
Phoenix buff (+ base damage)
Force field costs more energy

Zerg
Broodlord nerf (broodling spawn time increased or make them to cost minerals, carrier style)
Roach nerf (-hp)
Queen buff anti air so it can deal with void ray rush
Ultralisk Buff (less cost or quicker build time?))

Terran
OC buff (supply drop gives supply +hp, scan costs less energy)
Planetary Fortess buff (+air weapon)
Helions buff (+hp)


Darpinion
Profile Joined January 2010
United States210 Posts
April 21 2010 08:26 GMT
#202
No one is going to get this.
"A well formulated question is more important than the answer." -Albert Einstein
Luddite
Profile Blog Joined April 2007
United States2315 Posts
Last Edited: 2010-04-21 16:35:03
April 21 2010 08:26 GMT
#203
1) Immortal hardened shields require an upgade (at the cybercore for 100/100/80 sec)
2) banshee damage reduced by 2 per shot
3) Forcefield requires research from templar archives, 100/100/80 sec
4) Marine damage increased by 1
5) Ultralisk starts with upgraded move speed
Can't believe I'm still here playing this same game
bevey
Profile Joined April 2010
United States16 Posts
April 21 2010 08:52 GMT
#204
1.) The energy required to cast Forcefield was increased to 70 up from 50
2.)Marauder Stim health cost increased to 30
3.) Buildings no longer take bonus damage from all units
4.) Hydralisk health increased to 85
5.)Immortal's damage reduced by 2
flme
Profile Joined April 2010
Bulgaria1 Post
April 21 2010 08:57 GMT
#205
1.Force field, reduce size and/or duration.
2.Immortal dmg reduced to 20+24. Build time increased.
3.Reaper healt increased +10.
4.Charge cooldown reduced.
5.Orbital Command build time increased.
BlackD1
Profile Joined April 2010
Slovakia10 Posts
April 21 2010 09:01 GMT
#206
1.Ultralisk get +0.1 move speed.
2.Warp gate cost + 50/50.
3Force field, cost +5energy.
Aelfric
Profile Blog Joined March 2010
Turkey1496 Posts
April 21 2010 09:22 GMT
#207
1. Force Field now requires 60 energy and maximum energy of sentry decreased to 180, also force field is now attackable with 120 hp and psionic armor. (Takes no extra damage)
2. Immortal damage reduced to 20+23 to armored.
3. Stalker damage changed to 10+6 to armored.
4. Reaper health increased by 10 and its build time increased by 15 seconds.
5. Ultralisk starts with upgraded move speed.
6. Phoenix can hit to the ground now with 6+1 to light damage.
7. Broodlord's spawn broodling ability on attack removed.
8. Infestor's Neural Parasite ability no longer channeled but its range reduced to 4 radius and energy increased to 100.
9. Infestor's moving while burrowed removed.
10. Infestor's Fungral Growth ability changed to 6 radius in range and 150 energy.
11. Planetary Fortress can only be repaired by 5 scv's at the same time.
Tomorrow never comes until its too late...
goszar
Profile Joined February 2010
Belarus119 Posts
Last Edited: 2010-04-22 17:08:58
April 21 2010 10:34 GMT
#208
1) Concussive Shells upgrade time and cost reduced.
2) Immortal build time increased
3) Neural Parasite range increased
4) Reactor build time reduced
5) Fixed splash radius for Planetary Fortress and Heat-Seeking Missile
Frenzied_Tank
Profile Joined October 2009
Germany100 Posts
Last Edited: 2010-04-21 11:22:00
April 21 2010 11:21 GMT
#209
1. Ultralisk now can move on top of own/allied units.
2. Siege Tank supply cost reduced to 2.
3. Viking transformation delay reduced by 0.2s (arbitary).
4. Hardend Shield upgrade cost 175/50(arbitary) research 40s(arbitary), put into cybernetics core, researchable once robotics is finished.
5. Phoenix can now be upgraded to either AoE or Gravity Beam mode.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-04-21 11:28:44
April 21 2010 11:27 GMT
#210
Dude, this thread is gonna kill me someday!

Every time I look on the SC2-Section and see "Patch" as one of the Topics on top, I'm totally hyped - but then I realize it's this Thread. ^^'

@Topic: Atm, I think this Patch is gonna be a big one - why else would they announce it so early and then take so long to actually patch SC2? With that being said, I think we could actually see some bigger changes:

to Units that don't get used so often, like Archon, Mothersip, Phoenix, Ultralisk etc.

Also, I think they'll do sth about Storm (make it better again), EMP (so that you can actually see a EMP-Missile that goes slow and accelerates, just like in SC:BW), Immortals, Marauders and Roaches.
I hope they'll also buff Terran-Mech a bit...

Maybe they'll also do sth about the Hard-Counter-System and further reduce bonus-DMG but increase standard-DMG of certain Units, like Immortal, Marauder etc. Maybe they'll also add a new Armor-Type for structures.

I also hope for some new Maps obviously! xD

If we're extremely lucky - we'll also see changes in the highground-system... Hopefully they'll be worth the wait. :S
https://soundcloud.com/thesamplethief
Paladia
Profile Joined August 2003
802 Posts
Last Edited: 2010-04-21 11:41:16
April 21 2010 11:32 GMT
#211
1. Marauder shell upgrade cost reduced.
2. Planetary Fortress splash damage radius tweaked (splash damage reduced from 150% to 100%)
3. Hunter Seeker Missile splash damage radius tweaked (changed to 1.6 100%, 2.0, 50% and 2.4 25%).
4. Archon Splash Damage radius increased.
5. Reaper production time increased.
I can no longer rest under the tree of wisdom, since you have axed down the roots feeding it.
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
April 21 2010 14:02 GMT
#212
No, but I see where Protoss users are getting this whole "monster buff" idea. When you look at patches 6 and 7, Protoss got seriously nerfed everywhere but the Photon Cannon and the Void Ray damage (depending on how you look at it). I think this whole business is just a way of saying "goddammit give us a freaking buff already"
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
GoodCat1
Profile Joined May 2009
Israel266 Posts
April 21 2010 14:19 GMT
#213
1.immortal damage nerf
2.pheonix damage buff (maybe splash)
3.siege tank damage buff
4.brood lord damage or attack speed nerf
5.new infestor abillity
ZerO FAN~!~!~!
Srednar
Profile Joined July 2008
Sweden2 Posts
April 21 2010 14:37 GMT
#214
1. Roach hp changed to 125, damage changed to 12 + 4 vs light, burrowed speed and regeneration reverted to previous values.
2. New unit: Medic, stats as sc1 medic, can heal units while inside a bunker or a dropship (medivac changed to dropship)
3. Marauder hp changed to 80
4. Immortal bonus damage reduced by 10
5. Siege tank cost changed to 150/100 and 2 supply
btlyger
Profile Blog Joined February 2010
United States470 Posts
April 21 2010 15:06 GMT
#215
1. Fleet Beacon cost + build time decreased.

2. Forcefield mana cost increased

3. Marauder damage changed to do more base damage, less +bonus to armored.

4. Boost to hellion hp

5. Larvae cap reduced
"Minerals being mined. Minerals being mined. Minerals being mined." Learn how to post: http://www.albinoblacksheep.com/flash/posting
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 21 2010 15:18 GMT
#216
1. Concussive shells upgrade time and price reduced.

2. Forcefield time reduced

3. Brood Lord armor or broodling nerf

4. Terran mech buff of some kind

5. Random protoss nerf that nobody understands
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
resiurcc
Profile Joined April 2010
United States11 Posts
April 21 2010 15:30 GMT
#217
TERRAN
Hellion hit points increased by 10.
Banshee attack range reduced by 1.
Concussive shells research time reduced by 15 seconds.
Supply drop energy cost reduced by 10.
A bug concerning the splash damage of the Planetary Fortress has been fixed.

PROTOSS
Force field energy cost increased by 10.
Phoenix base damage increased by 2.
Mothership speed increased and build time decreased by 15 seconds.

ZERG
Ultralisk attack range increased by 1.
New Unit: Lurker

MISC
All structures no longer have the "Armored" armor type.

"Player will be revealed" and "Player will no longer be revealed" messages will no longer show. Reveal time increased by 30 seconds.

Destructible rocks on Kulas Ravine and Blistering Sands have been adjusted so that vision of higher ground is completely blocked from the lower ground (no more blinking up without observers).
DarkShaman
Profile Joined January 2009
Belgium4 Posts
April 21 2010 15:31 GMT
#218
1. Void Ray building increased from 60 to 65.

2. Hellion health points increased form 90 to 100.

3. Reactor cost increased from 50 minerals and 50 gas to 50 minerals and 100 gas.

4. Transform to warpgate duration increased from 10 to 15.

5. Hydralisk den cost decreased from 150 minerals and 150 gas to 150 minerals and 100 gas.
*suffers from delusions of grandeur*
Protosser
Profile Joined December 2008
Finland12 Posts
April 21 2010 15:32 GMT
#219
1. Force field duration decreased from 15s to 12s
2. Siege tank cost changed from 150/125 to 150/100
3. Overlord speed cost changed from 50/50 to 100/100
4. Roach hp is decreased from 145 to 125
5. Dark templar cost is decreased from 125/125 to 125/100
PGHammer
Profile Joined February 2010
United States132 Posts
April 21 2010 15:47 GMT
#220
On April 21 2010 07:06 summerloud wrote:
Show nested quote +
On April 21 2010 07:01 PGHammer wrote:
On April 21 2010 06:14 GsOne wrote:
People that want to buff Stalkers obviously never tried any harras with them. Stalkers come equipped with monstrous range (effectively "1 better than your units"), are very fast and not clumsy like Dragoons, shoot very fast and have rapidly regenerating shields. Terran has like no way to deal with even one stalker just firing one, two shots at his units and then running away to regenerate, at least not until Concussive Shells are researched.
Also, stalkers + warpgates stop like any harras anywhere on the map, something like 4+ banshees is required to deal damage, and Reapers cannot even run from them.

I'd like to see something like starting speed reduced, blink also upgrades it to current value, base range 5 + upgrade at core, maybe some dmg buff to balance it out in PvZ. Two nerfs seem bit too much obiously. On the other hand, Stalkers got buffed while Marauders and Roches got nerfed, and they didn't start at 8 + 6 without a reason.


That's exactly why I predicted the opposite for Stalkers (a nerf as opposed to a buff). Right now, it's easier (and earlier) to build Stalkers than Immortals (which is problematical, since Immortals don't have the capabilities of Stalkers, and are the replacement for Dragoons). In short, Immortals are, if anything *underpowered*, while Stalkers are overpowered. Unless you are going to buff Immortals (so there is not that wide gap power-wise between Immortals and Stalkers), then Stalkers need a nerfing.


that doesnt make any sense


Oh? Then explain all the Stalker-based rushes by Protoss players.

The Stalker rush has replaced the Dragoon rush for the Protoss player in SC2 (as opposed to BW). Considering that Stalkers are later in the Protoss tech tree than Immortals (which are the stated replacement for Dragoons), why has the Stalker pretty much made Immortals irrelevant? Unless you are going to simply get RID of the Immortal, then the Stalker deserves a nerfing (and buff the Immortal at the same time) to give Immortals relevancy.

Zerg: The Roach has almost done the same thing to the Hydralisk that the Stalker has done to the Immortal (made it largely irrelevant). In fact, I'm seeing Zergling/Roach rushes where in BW I used to see Zergling/Hydralisk or Zergling/Ultralisk rushes. Unless you are going to get rid of the Hydralisk, nerf the Roach. (That was probably why the Roach got nerfed; it was encroaching on Hydralisk turf.)
Bad news, fellas
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
April 21 2010 15:49 GMT
#221
MAC BETA
Be kind whenever possible. It is always possible.
Trap
Profile Blog Joined May 2009
United States395 Posts
Last Edited: 2010-04-21 15:59:04
April 21 2010 15:58 GMT
#222
1. A Protoss unit will receive a slight nerf
2. A Terran unit of marginal use will be buffed but will remain unused
3. A Zerg unit's stats will be changed but nothing will change about how boring Zerg is
coffeetoss | "Team Liquid Fantasy Proleague: Tales of Miserable Failure and Deep Regret" -Kanil
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
April 21 2010 16:25 GMT
#223
1. Zerglings buffed so they can refill their BW role.
2. Mutalisks able to stack as long as their numbers are less than 13.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
Topazas
Profile Joined March 2010
Lithuania86 Posts
Last Edited: 2010-04-21 16:36:56
April 21 2010 16:35 GMT
#224
1. Void Ray building increased from 60 to 65.

2. Hellion health points increased form 90 to 100.

3. Reactor cost increased from 50 minerals and 50 gas to 50 minerals and 100 gas.

4. Transform to warpgate duration increased from 10 to 15.

5. Hydralisk den cost decreased from 150 minerals and 150 gas to 150 minerals and 100 gas.


Don't agree with any of these

1. No point.
2. 90 is quete a lot, Hellion is poor not because of his hp.
3.Now this is just stupid, new rax cost 150 minerals, and reactor should cost 50 minerals and 100 gas?!? don't want to be rude, but start using you head
3. What? Why?
4. Don't see a reason why this should be changed.

Please explain why do you think these changes should be made.
DarkShaman
Profile Joined January 2009
Belgium4 Posts
Last Edited: 2010-04-21 16:59:32
April 21 2010 16:53 GMT
#225
I just don't think changes will be that big.
-Void ray build time is to help ZvP, it's not much, but it's something.
-Hellion is underused and I guess will receive a small buff.
-Hmm I agree, this would probably unbalance the game... wrong choice^^ I think I was rather aiming at making ghosts academy a bit more costly in gas (from 50 to 100)
-Still too fast warp gates, buffing the tech could work too, but this is more interesting
-Hydra's should come into play a bit faster imo (Z is too weak vs air)
*suffers from delusions of grandeur*
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
April 21 2010 16:56 GMT
#226
On April 22 2010 01:53 DarkShaman wrote:
I just don't changes will be that big.
-Void ray build time is to help ZvP, it's not much, but it's something.
-Hellion is underused and I guess will receive a small buff.
-Hmm I agree, this would probably unbalance the game... wrong choice^^ I think I was rather aiming at making ghosts academy a bit more costly in gas (from 50 to 100)
-Still too fast warp gates, buffing the tech could work too, but this is more interesting
-Hydra's should come into play a bit faster imo (Z is too weak vs air)


- Hellion underused?
- Z weak VS Air?

yeah - right....
https://soundcloud.com/thesamplethief
Fumi
Profile Blog Joined March 2010
529 Posts
April 21 2010 16:59 GMT
#227
On April 21 2010 04:20 gogogadgetflow wrote:
5. Increase phoenix movement speed, armor, damage, and allow them to levitate entire armies. Give them passive cloaking and let them shoot flame missiles which light bio units afire and saps their hp (like irradiate). When you kill a phoenix you create an indestructible pile of ash that will morph into a larger and even more powerful phoenix, which can only be countered by Flash.

I'm laughing at this for like 30 minutes for some reason. Pretty good.
Flash, Stats, Reach, Tossgirl <> Boxer, Nestea, MC, Foxer fangirl | http://osu.ppy.sh/u/181432
MementoMori
Profile Joined April 2010
Canada419 Posts
April 21 2010 16:59 GMT
#228
1) Reaper now require engineering bay to be built
2) Reaper build time reduced
3) HSM damage reduced but damages a wider area
4) Forcefield now costs 75 energy
5) Immortals do more base damage with a reduction on heavy armor bonus

There's my guesses which will be wrong
for the world is hollow and I have touched the sky
italiangymnast
Profile Joined December 2009
United States246 Posts
April 21 2010 17:36 GMT
#229
1. Void Ray building increased from 60 to 65.

2. Hellion health points increased form 90 to 100.

3. Reactor cost increased from 50 minerals and 50 gas to 50 minerals and 100 gas.

4. Transform to warpgate duration increased from 10 to 15.

5. Hydralisk den cost decreased from 150 minerals and 150 gas to 150 minerals and 100 gas.


Don't agree with any of these

1. No point.
2. 90 is quete a lot, Hellion is poor not because of his hp.
3.Now this is just stupid, new rax cost 150 minerals, and reactor should cost 50 minerals and 100 gas?!? don't want to be rude, but start using you head
3. What? Why?
4. Don't see a reason why this should be changed.

Please explain why do you think these changes should be made.


i can explain for him - its because he is a zerg player
SCII ID: Sanctuary LoL ID: erzin
Karma_
Profile Joined April 2010
Canada40 Posts
April 21 2010 18:09 GMT
#230
This turned into a wishlist more than a prediction...

Protoss
1. ForceField energy 75
2. Sentries starting energy 75
3. Immortal armor damage decreased to +15, regular increased +5 (less heavy mech counter, less useless against zeals/lings)
4. Dark Shrine build time reduced
5. Dark Templar gas cost reduced (dts show up in games again?)
6. Archon gain splash damage, increase range, retain feedback ability (archons less useless for extremely expensive cost and EMP susceptibility, now have EMP counter)
7. Phoenix rate of fire increase +light dmg +2 (better muta counter)
8. Void ray building damage reduced (Possible? - idea making it more effective in a battle but less as harassment/building destroy)

Zerg
1. Corruptor rate of fire increase (less terrible)
2. Can't exceed 9 larvae per hatch
3. Spawn Larvae mana cost -> 50
4. Transfusion mana cost -> 25
5. Queen speed increased slightly when off creep
6. Queen mana regen 1.75x
7. Queen mana pool increased to 150
8. Queen anti-air +2 dmg (make queen pushes a more viable strat, increase ability to counter early banshee harass)
9. Spawn larvae build time 1.25x slower (to coincide with slower mana regen, queen now gets a little extra mana each larvae spawn)
10. Roach HP dropped by 15 (more micro required, less boring ZvZ)
11. Hydra air attack 12->7 light 3 armored (mutas more viable in ZvZ. Maybe +massive dmg)
12. Hydra move speed increase as upgrade
13. Ultras move speed and armor upgrade cost decreased -> 100/100
14. Ultra cost down to 250/150, build time to 60

Terran
1. EMP only takes 75 shields and 50% energy
2. EMP requires research upgrade
3. Supply Drop from CC 50 -> 25 energy
4. Banshee range reduced by 2
5. Banshee A->G damage increased by 1 per rocket (try to make banshee more useful in combat, reduce harass slightly)
6. All terran units 75% mana pool but increased regen to compensate (less susceptible to feedback)
7. Viking attack range reduced
8. Viking projeciles speed faster - but rate of fire stays the same (make them more microable)
9. Maurader hp dropped by 15 (more micro required, less boring unit)
10. Reaper rate of fire increased
11. Reaper now benefits from combat shield
12. Reaper speed upgrade gone
13. Tech lab build time->50
14. Reaper build time increased (try to make reaper more useful in combat, reduce early harass slightly)
15. BattleCruisers now have movespeed + range increase as a 100/100 upgrade
fiGGedyFliP
Profile Joined March 2010
Germany21 Posts
April 21 2010 18:27 GMT
#231
1. concussive shell upgrade time decreased
2. Forcefield energy cost increased
3. Immortals will get nerfed
4. SCV's will get a hitpoint buff
5. mutalisks will get nerfed slightly
Mr. Wolcutt: I can make one phone call and your career is toast. Cho: (decidedly unimpressed) Thats impressive. The best I can get with one call is a pizza.
Guy.Incognito
Profile Joined April 2010
Canada4 Posts
April 21 2010 18:53 GMT
#232
Concussive shell upgrade cost decreased to 50/50
Concussive shell research time decreased to 50 seconds
Roach burrowed move speed increased from 1.4 to 1.8
Broodlord base damage dcreased from 20 to 15
Zerglings can now jump up cliffs with a hive level upgrade
I am that I am
Fwiffo
Profile Joined March 2010
Canada57 Posts
Last Edited: 2010-04-22 01:01:41
April 21 2010 21:40 GMT
#233
So far this has just been a restrained wish list of what I want nerfed and what I want buffed. Why not go all the way? Let's see... Wings animation added from Metabolic Boost speed upgrade now allows all Zerglings to fly!

Seriously, a nerf to Force Field by increasing casting cost to 75 or make it destructable with 150HP? Really? You'd really spend 75 energy on a bubble that just sits there for 15 seconds? The thing doesn't even fire back! Unlike of course the Auto Turret which hits pretty good, HAS 150HP and lasts 3 MINUTES all for 50 energy! Really?!

Really liked this one though:
On April 21 2010 03:43 iounas wrote:
SCVs can no longer mine minerals
Thors have ability to mine minerals and bring whole patch to cc
zerg buildings can burrow
sentry shield reflects damage to kill attackers
collosus can retract legs and fly
when a player builds a mothership and wins "humiliation" sound from quake is played
marine has an ability to ride friendly zerglings
zerglings have an ability to propel themselves up clifs by farting
added disco ball to nexus to speed up probe mining rate
Void ray now says "chargin mah lazer" and model changed to this
psi storm now heals enemy units
replaced carrier interceptors with flying zealots
broodlords now spawn carriers
Every time player is under supply as protoss Artanis kills a kitten
added ability to protoss buildings to disintegrate into the void with -1000% costs recouped
MasterFwiffo
Profile Joined April 2010
United States97 Posts
April 21 2010 21:44 GMT
#234
Woah, that's weird. I've never seen another Fwiffo before! :D
Every morning we wake up and pray Oh God, Please dont let me die today, tomorrow would be SO much better!
Fwiffo
Profile Joined March 2010
Canada57 Posts
April 21 2010 21:50 GMT
#235
On April 22 2010 06:44 MasterFwiffo wrote:
Woah, that's weird. I've never seen another Fwiffo before! :D


Star Control 2?
MasterFwiffo
Profile Joined April 2010
United States97 Posts
April 21 2010 21:56 GMT
#236
Indeed! :D
Every morning we wake up and pray Oh God, Please dont let me die today, tomorrow would be SO much better!
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
April 21 2010 21:56 GMT
#237
Mindfuck.
Stayenalive
Profile Joined April 2010
United States13 Posts
April 21 2010 22:23 GMT
#238
I would like to see this change to off set the value of spawn larva.

Spawning Pool Upgrade: Larva spawn 3 zerglings, cost increased from 50 to 75, cost 75/75, 90-120 research, requires liar.

Diplomacy is the art of saying Nice Doggy until one can find a bigger rock.
febreze
Profile Joined April 2010
167 Posts
Last Edited: 2010-04-21 22:30:38
April 21 2010 22:28 GMT
#239
1) Maurader slow upgrade decreased in cost by 50/50
2) Ghost snipe range increase by +2
3) Zergling melee attack rate increased by 0.2
4) Reaper requires player to own a factory to build.
5) Banshee decrease in DPS.

Galaxy editor released!
Beauty in truth, deception with dogma, meaning through life.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-04-21 22:35:10
April 21 2010 22:34 GMT
#240
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.
The6357
Profile Blog Joined August 2005
United States1268 Posts
April 21 2010 22:36 GMT
#241
1. Range decrease on Marauders
2. Setries HP increase
3. Storm damage increase.
4. Broodlords damage decrease.
5. Terran can no longer sell bunkers lol
2010 worldcup!! corea fighting!!!
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
April 21 2010 22:47 GMT
#242
1. Increase Immortal build time
2. Make concussive shells 50/50 cost
3. Colossi upgraded ranged decreased to 8
4. Force field energy cast increased.
5. Slight increase in ht storm radius.
SleepSheep
Profile Blog Joined December 2009
Canada344 Posts
April 21 2010 23:00 GMT
#243
1. terran barrack dual build adon decreased time to build
2. carrier hit points increased
3. planatery fortress splash damage fixed
4. engineering bay or missle turret build time decreased
5. sentinal build time decreased like 5 or so seconds
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 21 2010 23:04 GMT
#244
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
[UoN]Sentinel
Profile Blog Joined November 2009
United States11320 Posts
April 22 2010 16:51 GMT
#245
17. Probes' mining ability now has to be researched.
18. Zerg drones' mutation ability now has to be researched.
19. Terran SCVs' HP decreased to 5.
Нас зовет дух отцов, память старых бойцов, дух Москвы и твердыня Полтавы
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 22 2010 16:55 GMT
#246
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

Show nested quote +
On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?
Progamerpls no copy pasterino
Tdelamay
Profile Joined October 2009
Canada548 Posts
Last Edited: 2010-04-22 17:07:39
April 22 2010 17:06 GMT
#247
On April 23 2010 01:55 MorroW wrote:
Show nested quote +
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


That's why I think it would be a good idea for Orb to try the other two races more often. IT would give him a more balanced opinion. He needs to know what feels wrong about protoss from the other races' perspective.

That said, I think Concussive sheel and Spawn infested terran needs to be changed with something else.

I would make Concussive shell reduce armor instead of slowing, and I would have Parasite spawn broodlings at the unit's death.
This road isn't leading anywhere...
btxmonty
Profile Joined April 2010
Panama80 Posts
April 22 2010 17:07 GMT
#248
1. 5 SVC's can now be combined to make a MEGAMULE
2. Marine Stimpack renamed to Energy Drink to keep KeSpa out of blizzard's ASS.
It is only the dead who have seen the end of war - Plato
OHtRUe
Profile Blog Joined March 2010
United States283 Posts
April 22 2010 17:18 GMT
#249
On April 22 2010 00:47 PGHammer wrote:
Show nested quote +
On April 21 2010 07:06 summerloud wrote:
On April 21 2010 07:01 PGHammer wrote:
On April 21 2010 06:14 GsOne wrote:
People that want to buff Stalkers obviously never tried any harras with them. Stalkers come equipped with monstrous range (effectively "1 better than your units"), are very fast and not clumsy like Dragoons, shoot very fast and have rapidly regenerating shields. Terran has like no way to deal with even one stalker just firing one, two shots at his units and then running away to regenerate, at least not until Concussive Shells are researched.
Also, stalkers + warpgates stop like any harras anywhere on the map, something like 4+ banshees is required to deal damage, and Reapers cannot even run from them.

I'd like to see something like starting speed reduced, blink also upgrades it to current value, base range 5 + upgrade at core, maybe some dmg buff to balance it out in PvZ. Two nerfs seem bit too much obiously. On the other hand, Stalkers got buffed while Marauders and Roches got nerfed, and they didn't start at 8 + 6 without a reason.


That's exactly why I predicted the opposite for Stalkers (a nerf as opposed to a buff). Right now, it's easier (and earlier) to build Stalkers than Immortals (which is problematical, since Immortals don't have the capabilities of Stalkers, and are the replacement for Dragoons). In short, Immortals are, if anything *underpowered*, while Stalkers are overpowered. Unless you are going to buff Immortals (so there is not that wide gap power-wise between Immortals and Stalkers), then Stalkers need a nerfing.


that doesnt make any sense


Oh? Then explain all the Stalker-based rushes by Protoss players.

The Stalker rush has replaced the Dragoon rush for the Protoss player in SC2 (as opposed to BW). Considering that Stalkers are later in the Protoss tech tree than Immortals (which are the stated replacement for Dragoons), why has the Stalker pretty much made Immortals irrelevant? Unless you are going to simply get RID of the Immortal, then the Stalker deserves a nerfing (and buff the Immortal at the same time) to give Immortals relevancy.

Zerg: The Roach has almost done the same thing to the Hydralisk that the Stalker has done to the Immortal (made it largely irrelevant). In fact, I'm seeing Zergling/Roach rushes where in BW I used to see Zergling/Hydralisk or Zergling/Ultralisk rushes. Unless you are going to get rid of the Hydralisk, nerf the Roach. (That was probably why the Roach got nerfed; it was encroaching on Hydralisk turf.)

lol wut
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 17:22 GMT
#250
On April 23 2010 01:55 MorroW wrote:
Show nested quote +
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


So toss throws down a bunch of spells at the start of a fight... so? Think of ZvT lategame back in brood war. Tons of dark swarms were thrown down at every fight. Albeit less in number, but in area that's a shitton more area the terran literally CANNOT fight in.

This is why I call you people retards. You clearly don't understand the game and think that if any race has any ability to get an advantage through good micro it must be shenanigans.

On April 23 2010 02:06 Tdelamay wrote:
Show nested quote +
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


That's why I think it would be a good idea for Orb to try the other two races more often. IT would give him a more balanced opinion. He needs to know what feels wrong about protoss from the other races' perspective.

That said, I think Concussive sheel and Spawn infested terran needs to be changed with something else.

I would make Concussive shell reduce armor instead of slowing, and I would have Parasite spawn broodlings at the unit's death.


I do play the other races, but keep spewing bullshit because you don't know anything about me. I play random on an alt account, and the difference now with force field is that you actually have to pay attention to your army positioning.

OH NO QQ I HAVE TO ACTUALLY PAY ATTENTION TO MY ARMY INSTEAD OF 1A'ING?

God it's like you people want to play an interactive movie
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Corrupted
Profile Joined April 2010
United States1255 Posts
April 22 2010 17:23 GMT
#251
On April 23 2010 02:06 Tdelamay wrote:
Show nested quote +
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


That's why I think it would be a good idea for Orb to try the other two races more often. IT would give him a more balanced opinion. He needs to know what feels wrong about protoss from the other races' perspective.

That said, I think Concussive sheel and Spawn infested terran needs to be changed with something else.

I would make Concussive shell reduce armor instead of slowing, and I would have Parasite spawn broodlings at the unit's death.


Well...orb was playing Zerg the other day in an attempt to prove to people how OP/easy it was. He did pretty much end up steam rolling everyone despite not really knowing what he was doing.
"MarineKing rolling double sevens there" -Artosis
eugen1225
Profile Joined February 2008
Yugoslavia134 Posts
April 22 2010 17:25 GMT
#252
1. Immortal Nerf
2. Colossus nerf
3. Forcefield nerf
4. Spawn Larva nerf
5. Tank Buff
Hold-Lurker
Profile Joined October 2007
United States403 Posts
April 22 2010 17:26 GMT
#253
On April 23 2010 02:06 Tdelamay wrote:
Show nested quote +
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


That's why I think it would be a good idea for Orb to try the other two races more often. IT would give him a more balanced opinion. He needs to know what feels wrong about protoss from the other races' perspective.

That said, I think Concussive sheel and Spawn infested terran needs to be changed with something else.

I would make Concussive shell reduce armor instead of slowing, and I would have Parasite spawn broodlings at the unit's death.


I recall him doing this on his stream. His ZvP was very dominant, I don't recall him getting a TvP match ever, and his other matchups were generally losses. Granted he was playing at like 2K ELO and the system kept giving him terran and zerg opponents so there wasn't a great sampling. I think a LZ(P) v Orb(T) showmatch would be awesome.

Tdelamay
Profile Joined October 2009
Canada548 Posts
April 22 2010 17:31 GMT
#254
On April 23 2010 02:22 -orb- wrote:
Show nested quote +
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


So toss throws down a bunch of spells at the start of a fight... so? Think of ZvT lategame back in brood war. Tons of dark swarms were thrown down at every fight. Albeit less in number, but in area that's a shitton more area the terran literally CANNOT fight in.

This is why I call you people retards. You clearly don't understand the game and think that if any race has any ability to get an advantage through good micro it must be shenanigans.

Show nested quote +
On April 23 2010 02:06 Tdelamay wrote:
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


That's why I think it would be a good idea for Orb to try the other two races more often. IT would give him a more balanced opinion. He needs to know what feels wrong about protoss from the other races' perspective.

That said, I think Concussive sheel and Spawn infested terran needs to be changed with something else.

I would make Concussive shell reduce armor instead of slowing, and I would have Parasite spawn broodlings at the unit's death.


I do play the other races, but keep spewing bullshit because you don't know anything about me. I play random on an alt account, and the difference now with force field is that you actually have to pay attention to your army positioning.

OH NO QQ I HAVE TO ACTUALLY PAY ATTENTION TO MY ARMY INSTEAD OF 1A'ING?

God it's like you people want to play an interactive movie


I do watch your stream a lot, Orb. If we can't asses you appropriately, it's that you won't show to us who you really are. You are being very aggresive and I don't understand why. IT's entertaining, but sometimes I wonder if it's not also a problem for you.
Sometimes you're so upset you make your rant become true. You see it that way, you go into the game with that mindset and then you almost arrange it, maybe unconsciously, that the game concludes to prove your argument.

We may not be seeing who you really are, but we are seeing what you let us see about you. What we are telling you, is what we see.
This road isn't leading anywhere...
petered
Profile Joined February 2010
United States1817 Posts
April 22 2010 17:34 GMT
#255
orb v. Morrow showmatch, go go go.

Show matches are all the rage, don't you know. Any and all disagreements are settled in Bo5's with everyone watching.
This, my friends, is the power of the Shikyo Memorial for QQ therapy thread. We make the world a better place, one chainsaw massacre prevention at a time.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 17:37 GMT
#256
On April 23 2010 02:31 Tdelamay wrote:
Show nested quote +
On April 23 2010 02:22 -orb- wrote:
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


So toss throws down a bunch of spells at the start of a fight... so? Think of ZvT lategame back in brood war. Tons of dark swarms were thrown down at every fight. Albeit less in number, but in area that's a shitton more area the terran literally CANNOT fight in.

This is why I call you people retards. You clearly don't understand the game and think that if any race has any ability to get an advantage through good micro it must be shenanigans.

On April 23 2010 02:06 Tdelamay wrote:
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


That's why I think it would be a good idea for Orb to try the other two races more often. IT would give him a more balanced opinion. He needs to know what feels wrong about protoss from the other races' perspective.

That said, I think Concussive sheel and Spawn infested terran needs to be changed with something else.

I would make Concussive shell reduce armor instead of slowing, and I would have Parasite spawn broodlings at the unit's death.


I do play the other races, but keep spewing bullshit because you don't know anything about me. I play random on an alt account, and the difference now with force field is that you actually have to pay attention to your army positioning.

OH NO QQ I HAVE TO ACTUALLY PAY ATTENTION TO MY ARMY INSTEAD OF 1A'ING?

God it's like you people want to play an interactive movie


I do watch your stream a lot, Orb. If we can't asses you appropriately, it's that you won't show to us who you really are. You are being very aggresive and I don't understand why. IT's entertaining, but sometimes I wonder if it's not also a problem for you.
Sometimes you're so upset you make your rant become true. You see it that way, you go into the game with that mindset and then you almost arrange it, maybe unconsciously, that the game concludes to prove your argument.

We may not be seeing who you really are, but we are seeing what you let us see about you. What we are telling you, is what we see.


And yet I've mentioned many times on the stream that I play random on an alternate account and even played some zerg games the other day on stream. I baited the toss into using force fields and then fell back and I actually positioned my army well when I engaged so that it didn't matter.

News flash: you actually have to pay attention before engaging your army

As for my aggression it's because I'm allergic to stupidity and 90% of the people in this thread are fucking retarded (judging by them wanting a force field nerf)
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-22 17:43:01
April 22 2010 17:39 GMT
#257
On April 23 2010 02:22 -orb- wrote:
Show nested quote +
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


So toss throws down a bunch of spells at the start of a fight... so? Think of ZvT lategame back in brood war. Tons of dark swarms were thrown down at every fight. Albeit less in number, but in area that's a shitton more area the terran literally CANNOT fight in.

This is why I call you people retards. You clearly don't understand the game and think that if any race has any ability to get an advantage through good micro it must be shenanigans.

Show nested quote +
On April 23 2010 02:06 Tdelamay wrote:
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


That's why I think it would be a good idea for Orb to try the other two races more often. IT would give him a more balanced opinion. He needs to know what feels wrong about protoss from the other races' perspective.

That said, I think Concussive sheel and Spawn infested terran needs to be changed with something else.

I would make Concussive shell reduce armor instead of slowing, and I would have Parasite spawn broodlings at the unit's death.


I do play the other races, but keep spewing bullshit because you don't know anything about me. I play random on an alt account, and the difference now with force field is that you actually have to pay attention to your army positioning.

OH NO QQ I HAVE TO ACTUALLY PAY ATTENTION TO MY ARMY INSTEAD OF 1A'ING?

God it's like you people want to play an interactive movie

you say i dont understand the game? im not even gonna comment that l<o<l i wish i could play vs u and own u hard to shut ur stupid protoss noob mouth. hell lets go sc1 iccup and settle this like real men xd

when z threw down dark swarm toss and terran had to escape, this was what they would do. swarm wasnt that effective tho in zvp as in zvt

but with force field its great vs everything, melee, ranged, zerg toss and terran. and the worst part is that u cant escape. defiler was t3 unit that u had to consume lings and make upgrades to make while ff is just a shitty 50 energy spell a sentry on t2 can make. thats why it should cost 75 energy, at least :p
Progamerpls no copy pasterino
OHtRUe
Profile Blog Joined March 2010
United States283 Posts
April 22 2010 17:40 GMT
#258
orb's worst MU is by far PvT and it's no wonder that he would be good at zerg because he has good mechanics.
KaRnaGe[cF]
Profile Joined September 2007
United States355 Posts
Last Edited: 2010-04-22 17:45:53
April 22 2010 17:44 GMT
#259
On April 23 2010 02:22 -orb- wrote:
Show nested quote +
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


So toss throws down a bunch of spells at the start of a fight... so? Think of ZvT lategame back in brood war. Tons of dark swarms were thrown down at every fight. Albeit less in number, but in area that's a shitton more area the terran literally CANNOT fight in.

This is why I call you people retards. You clearly don't understand the game and think that if any race has any ability to get an advantage through good micro it must be shenanigans.

Show nested quote +
On April 23 2010 02:06 Tdelamay wrote:
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


That's why I think it would be a good idea for Orb to try the other two races more often. IT would give him a more balanced opinion. He needs to know what feels wrong about protoss from the other races' perspective.

That said, I think Concussive sheel and Spawn infested terran needs to be changed with something else.

I would make Concussive shell reduce armor instead of slowing, and I would have Parasite spawn broodlings at the unit's death.


I do play the other races, but keep spewing bullshit because you don't know anything about me. I play random on an alt account, and the difference now with force field is that you actually have to pay attention to your army positioning.

OH NO QQ I HAVE TO ACTUALLY PAY ATTENTION TO MY ARMY INSTEAD OF 1A'ING?

God it's like you people want to play an interactive movie



Are you really comparing casting in BW to casting in SC2 because thats ludicrous. Surely you must realize the difference in effort it takes to use dark swarm in BW against a terran army vs.. the difficulty it takes for protoss to spam forcefield and storm nowadays. Thats beside the fact that zerg units are slow as hell anyways when attacking (into enemy territory you know... without creep).

I think forcefield would be ok if hydra were faster and i could actually feint my control groups back and forth but they are slow as hell and its too easy to spam.

anyways nice OP here are my guesses.

1. Nerfing forcefield
2. Lurker is back (lol i wish)
3. Change in prioritization of broodlings
4. Immortal + dmg nerf
5. Tanks will cost less vespene
"We must remember that one man is much the same as another, and that he is best who is trained in the severest school." - Athenian General Thucydides Quantum Gaming
Black Octopi
Profile Joined March 2010
187 Posts
April 22 2010 17:48 GMT
#260
On April 23 2010 02:22 -orb- wrote:
So toss throws down a bunch of spells at the start of a fight... so? Think of ZvT lategame back in brood war. Tons of dark swarms were thrown down at every fight. Albeit less in number, but in area that's a shitton more area the terran literally CANNOT fight in.
You can micro out of it. You can also just run out of it. Just as you can run or out-micro HSM, PDD or kill Infestors if they mind control. What are you going to do about forcefields? You are literally at the mercy of the other player and no amount of micro is going to help you. Its even more ridiculous considering one can rush 4 sentries send them to the other guys base and prevent him from getting out until he's teched all the way up.
Kevmar
Profile Joined March 2010
United States22 Posts
April 22 2010 17:49 GMT
#261
Does this contest end now that the patch has leaked
There is no shame in defeat so long as the spirit is unconquered.
justdweezil
Profile Joined July 2009
United States186 Posts
April 22 2010 17:50 GMT
#262
1. Punisher Grenade buff.
2. Immortal nerf.
3. Brood lord nerf.

Wish they would rework Queen and Infestor, but seems too late for that.
justdweezil
Profile Joined July 2009
United States186 Posts
April 22 2010 17:50 GMT
#263
On April 23 2010 02:49 Kevmar wrote:
Does this contest end now that the patch has leaked


Where has it leaked?
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 22 2010 17:52 GMT
#264
I predict people will complain about the patch until the next one comes out then they will complain about that one. =)
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
onmach
Profile Blog Joined March 2009
United States1241 Posts
April 22 2010 17:52 GMT
#265
1) marauder concussion grenades will end up 50/50 and cost only 60 seconds upgrade time.
2) reactor build time will be decreased from 50 to 40.
3) infested terran will be removed, siphon will replace it.
4) neural parasite will have ranged increased from 7 to 9.
5) zerg pool will get a new ability called obverse incubation that allows you to build 4 zerglings per larvae.

I win.
norlock
Profile Joined March 2010
Netherlands918 Posts
April 22 2010 17:55 GMT
#266
1 Make scv's 100 minerals and 10 gass
2 Blink ability for siege tanks
3 zerglings can hide in the water and make frog sounds
4 Mutalisk's cost now 100 minerals 25 gass and 10 fishies
5 if you attack with corrupter and build a drone in the mean time the corrupter will actually becomes a drone aswell
6 Fishies are now light biological instead of armored
Are you human?
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 17:55 GMT
#267
On April 23 2010 02:39 MorroW wrote:
Show nested quote +
On April 23 2010 02:22 -orb- wrote:
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


So toss throws down a bunch of spells at the start of a fight... so? Think of ZvT lategame back in brood war. Tons of dark swarms were thrown down at every fight. Albeit less in number, but in area that's a shitton more area the terran literally CANNOT fight in.

This is why I call you people retards. You clearly don't understand the game and think that if any race has any ability to get an advantage through good micro it must be shenanigans.

On April 23 2010 02:06 Tdelamay wrote:
On April 23 2010 01:55 MorroW wrote:
On April 22 2010 08:04 -orb- wrote:
I can't wait to see them nerf force field due to all you tards crying about it and then see the protoss winrate drop 5% globally

It's like you people have never played protoss. Yes, as terran and as zerg (mostly as zerg because as terran l2emp) you have to actually care about your unit positioning against protoss now, but from the protoss perspective without it you just straight up lose.

On April 22 2010 07:34 Ryuu314 wrote:
1. Whatever people have been whining about nerfed.
2. Whatever people have been whining about nerfed.
3. Whatever people have been whining about nerfed.
4. Whatever people have been whining about nerfed.
5. Some random change that's really kind of pointless but will eventually lead to people whining.

Seriously. That's been the general trend I've been seeing for the past several patches.


pretty much

don't forget to change every nerf to overnerf

I wouldn't be surprised if they made force field require an upgrade, cost 100 energy, be channeled, and have HP.

u dont have to call us retards just because we have different opinions about game balance. i think ur just a bad player because ur always complaining at how bad toss is even vs t when p was imba.
u think its a good gameplay-wise that toss normally throws down 10 force fields in the start of a battle?


That's why I think it would be a good idea for Orb to try the other two races more often. IT would give him a more balanced opinion. He needs to know what feels wrong about protoss from the other races' perspective.

That said, I think Concussive sheel and Spawn infested terran needs to be changed with something else.

I would make Concussive shell reduce armor instead of slowing, and I would have Parasite spawn broodlings at the unit's death.


I do play the other races, but keep spewing bullshit because you don't know anything about me. I play random on an alt account, and the difference now with force field is that you actually have to pay attention to your army positioning.

OH NO QQ I HAVE TO ACTUALLY PAY ATTENTION TO MY ARMY INSTEAD OF 1A'ING?

God it's like you people want to play an interactive movie

you say i dont understand the game? im not even gonna comment that l<o<l i wish i could play vs u and own u hard to shut ur stupid protoss noob mouth

when z threw down dark swarm toss and terran had to escape, this was what they would do. swarm wasnt that effective tho in zvp as in zvt

but with force field its great vs everything, melee, ranged, zerg toss and terran. and the worst part is that u cant escape. defiler was t3 unit that u had to consume lings and make upgrades to make while ff is just a shitty 50 energy spell a sentry on t2 can make. thats why it should cost 75 energy, at least :p


Of course you would beat me, terran is OP moron.

Let's compare the units:

Marauder in comparison with zealot:
1v1 Winner: Marauder
Costs (Minerals/Gas/Time:WarpGateCoolDown):
Marauder: 100/25/30
Zealot: 100/0/33:23

Stalker:
1v1 Winner: Marauder
Costs (Minerals/Gas/Time:WarpGateCoolDown):
Marauder: 100/25/30
Stalker: 125/50/42:32

Sentry:
1v1 Winner: Sentry
Costs (Minerals/Gas/Time:WarpGateCoolDown):
Marauder: 100/25/30
Sentry: 50/100/42:32

Immortal:
1v1 Winner: Immortal
Costs (Minerals/Gas/Time:WarpGateCoolDown):
Marauder: 100/25/30
Immortal: 250/100/50

So in other words in order to beat you I need a unit that costs 4x the gas, 2.5x the minerals, 1.667 times the time to build, and is completely useless when EMP'd.

Oh I know what you'll say, you'll say yes you have EMP but I have storm. Wrong.

Let's compare storm to EMP:

Storm:
80 damage (not stackable)
4 second duration
area of 2.25pi

EMP:
100 damage (as well as the removal of ALL energy for spellcasters)
instant
area of 4pi

Gee I wonder which is better?

Oh right....
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
link0
Profile Joined March 2010
United States1071 Posts
April 22 2010 17:56 GMT
#268
A good nerf to FF is to slightly decrease the range on it but keep the energy cost the same. Being completely unable to initiate a battle in any confined areas of the map is a bit unfair.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Thamoo
Profile Joined March 2010
Canada234 Posts
Last Edited: 2010-04-22 17:59:31
April 22 2010 17:56 GMT
#269
Orb, please realise that first, its not because you're really good at the game that you can't have a biaised opinion.

Second, its not because you're really good at the game that your opinion is neccesserely true. Yes the chances of you being right is higher than that of a random nobody such as myself, but when an entire thread of people think that force field needs fixing, including some big name like morrow... At least consider that you might be wrong?

Third, if they nerf force field they can buff somewhere else to compensate. Game balance isn't really the issue here, it has more to do with gameplay. I personally do not belive force fields should be able to play such a big role in a fight (sure force field my ramp, 2-3 in the back so that I cannot run. Don't split my army so much that I have 4 units able to attack you tho.

Fourt don't compare units on a 1v1 basis... rofl
wat?
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-22 18:04:12
April 22 2010 17:58 GMT
#270
u cant just straight up compare unit stats in a rts game, its alot more complicated than that lol thats like saying zealots r better than marines because of their stats
Progamerpls no copy pasterino
NightOne
Profile Joined March 2010
Canada215 Posts
April 22 2010 17:59 GMT
#271
Instead of just saying "nerf forcefield" I think we should look at the bigger problem here. I agree that the forcefield needs a nerf because spamming forcefields in-battle and cutting an army in half simply because you have 10 sentries mid-to-late game isn't very fair. Entire flanks can be sealed off in a pincer-strategy. However, Protoss NEED this to survive and that is why Protoss as an entire race simply needs to be reworked.

Game's in Beta, so to say whether something is to stay or go is pretty much better now than after beta and I hope they take a look into the forcefield. Simply nerfing forcefield without compensating for it in some other way would be bad for Protoss, however, as a Protoss army, I'm tired of having a significant (not most) part of my games revolve around forcefield play.

Orb's straight calling other players retards isn't really fair to the players who see the need for a change in forcefield play and failed to really explain why or how it would be feasible, but then again, its not like Blizzard is going to ask him or any of us for opinions.

If they nerf forcefields they nerf it. I'm sure Protoss will come up with some other way to stay a strong race. If it doesn't then guess what? Patch 10...

Ex: PVP holding a Protoss army at ramp of main base while teching and then basically just a rush-to-collosus gameplay is not very strategic. It's just an econ race. This happens alot in PVP and its more mind-numbing than watching Terran bulid turrets all over the map in SC1.
PVZ holding off the zergling part of an army (because Protoss needs to or else we'd just GG right there) while protoss destroys an expansion and runs away isn't a mechanic that is very fun for either player.
PVT, cutting off half the mauraders on a ramp /choke at natural expansion when Terran went for 1-base rush-strategy vs Protoss economic play and then raping half the army with "superior numbers" before the other half is allowed to engage isn't very fair either. 1-base rush should always beat a fast expand matchup or at least 60-80% of the time. Example: 14CC vs 2-gate protoss, who's suppose to win right?

So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?

-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 17:59 GMT
#272
On April 23 2010 02:58 MorroW wrote:
u cant just straight up compare unit stats in a rts game, its alot more complicated than that lol thats like saying zealots r better than marines because of their stats


Yes it's stupid to compare one unit like marines to zealots, but when protoss literally don't have a single fucking unit that beats marauders at any even remotely reasonable level of cost efficiency there's clearly something wrong with the game.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
NonY
Profile Blog Joined June 2007
8748 Posts
April 22 2010 18:03 GMT
#273
On April 23 2010 02:58 MorroW wrote:
u cant just straight up compare unit stats in a rts game, its alot more complicated than that lol thats like saying zealots r better than marines because of their stats

To be fair, neither of you has offered anything better. Directly comparing unit stats hasn't lowered the productivity of this argument at all. A proper treatment of Force Field balance could fill a 30 page article. That's all you guys are doing is taking one paragraph here and one paragraph there from what that proper 30 page article would contain.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 22 2010 18:04 GMT
#274
i think the force field should get nerfed

i think u just want ur force field to stay imba in compensation for the marauder imba

ive been barking at marauder being too good since patch 6, i still hope they nerf that unit
Progamerpls no copy pasterino
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:04 GMT
#275
On April 23 2010 02:59 NightOne wrote:
So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?



Because on a certain level Blizzard listens to the players and unfortunately when you look at the patch histories (things like the DT nerf when no one complained about DTs since they're half as useful as they were in brood war, etc) it's obvious they listen to the casuals more than the high level players, and unfortunately these idiots are shaping the game in a terrible way.

When you dumb down every race to be as attack move as the zerg are right now the game becomes hopelessly boring and is not fun to watch. Micro/spells are what make starcraft such a spectator sport (PLAGUUUUUU STORMMMUUUUU etc), yet it seems like everyone just wants to attack move to victory while they sit there and watch their units' AI take over
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Attica
Profile Joined February 2010
United States277 Posts
April 22 2010 18:05 GMT
#276
1) Forcefield energy cost increased to 75
2) Forcefield duration reduced to 10 seconds
3) Immortal bonus to armored reduced to +25
4) Ultralisks melee attack is now ranged
5) Nydus canal build time reduced to 15 seconds
Thamoo
Profile Joined March 2010
Canada234 Posts
April 22 2010 18:05 GMT
#277
On April 23 2010 02:59 -orb- wrote:
Yes it's stupid to compare one unit like marines to zealots, but when protoss literally don't have a single fucking unit that beats marauders at any even remotely reasonable level of cost efficiency there's clearly something wrong with the game.


Both immortals and zealots does decently against marauders actually. (Except in low numbers if the marauders have their shell upgrade.)
wat?
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 22 2010 18:05 GMT
#278
Orb vs Morrow BO5 showmatch incoming.

Seriously, kids. SC2 is such a complex game that you can't accurately portray on paper what happens in game.

Orb will constantly whine about how imbalanced terran is because he doesn't play protoss aggressive and allin, which is where you see P > T.
Half man, half bear, half pig.
justdweezil
Profile Joined July 2009
United States186 Posts
April 22 2010 18:06 GMT
#279
I definitely agree that something needs to be done with Marauders, with the viability of different tech trees, and with micro. It's not immediately clear what that solution is, at the moment, and I'm not sure how we can properly encourage Blizzard to get there.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:09 GMT
#280
On April 23 2010 03:05 Thamoo wrote:
Show nested quote +
On April 23 2010 02:59 -orb- wrote:
Yes it's stupid to compare one unit like marines to zealots, but when protoss literally don't have a single fucking unit that beats marauders at any even remotely reasonable level of cost efficiency there's clearly something wrong with the game.


Both immortals and zealots does decently against marauders actually. (Except in low numbers if the marauders have their shell upgrade.)


Please show me a high level game where zealots do anything versus marauders.

The terran has to be afk for zealots to be remotely useful vs marauders
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:10 GMT
#281
On April 23 2010 03:05 Floophead_III wrote:
Orb vs Morrow BO5 showmatch incoming.

Seriously, kids. SC2 is such a complex game that you can't accurately portray on paper what happens in game.

Orb will constantly whine about how imbalanced terran is because he doesn't play protoss aggressive and allin, which is where you see P > T.


That's my point, T>P unless you all in every damn game.

You shouldn't have to all in rush every single game to win, macro should be an option. A race is imbalanced if it wins every single time you ever let it get to the midgame/lategame
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
kidcrash
Profile Joined September 2009
United States620 Posts
April 22 2010 18:12 GMT
#282
For the record, comparing force field to dark swarm is lul worthy on just so many levels that it's just plain retarded. I don't think I even have to list all the reasons for people to realize that. You're basically saying a tier 3 spell is as game breaking as a tier 2 mid game spell. That should tell you how crazy over powered it is right there in itself.
NightOne
Profile Joined March 2010
Canada215 Posts
April 22 2010 18:12 GMT
#283
On April 23 2010 03:04 -orb- wrote:
Show nested quote +
On April 23 2010 02:59 NightOne wrote:
So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?



Because on a certain level Blizzard listens to the players and unfortunately when you look at the patch histories (things like the DT nerf when no one complained about DTs since they're half as useful as they were in brood war, etc) it's obvious they listen to the casuals more than the high level players, and unfortunately these idiots are shaping the game in a terrible way.

When you dumb down every race to be as attack move as the zerg are right now the game becomes hopelessly boring and is not fun to watch. Micro/spells are what make starcraft such a spectator sport (PLAGUUUUUU STORMMMUUUUU etc), yet it seems like everyone just wants to attack move to victory while they sit there and watch their units' AI take over


My point was that calling other people retarded simply because you are Orb and you don't agree with them is wrong. Half of those people probably watch your daily show. Its disrespectful. Try something more constructive because pissing people off because other people pissed you off isn't helping your image.

DT nerf was a suprise to me as it was to alot of players. However, you are mistaking causality and outcome if you think that Blizzard listens to casuals more than top-tier players. It is in no means evidence of such a thing at all, it is your simple guess that blizzard listens to noobs rather than you. We really have no clue as to where Blizzard gets most of their information because they don't disclose that. Moot point and pointless, moving on.

Its true that dumbing down a race to attack-move is boring, I am sure that top-tier zerg and terran players would argue that their unit usage is anything but attack move. Even if everyone wanted to just attack-move to victory that is probably not what they'll get.

Besides, top-tier players all know that noobs want easy-wins and attack-move strategies. If you were put into a situation where you only had to beat those noobs and automatically be called a pro-gamer i'm sure you would find your way out of it. Top tier players don't attack-move or cheese as often, you should know that by now otherwise you are just being difficult and unreasonable. When you play Idra, I think attack-move would be the least of your worries.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-22 18:15:31
April 22 2010 18:14 GMT
#284
On April 23 2010 03:10 -orb- wrote:
Show nested quote +
On April 23 2010 03:05 Floophead_III wrote:
Orb vs Morrow BO5 showmatch incoming.

Seriously, kids. SC2 is such a complex game that you can't accurately portray on paper what happens in game.

Orb will constantly whine about how imbalanced terran is because he doesn't play protoss aggressive and allin, which is where you see P > T.


That's my point, T>P unless you all in every damn game.

You shouldn't have to all in rush every single game to win, macro should be an option. A race is imbalanced if it wins every single time you ever let it get to the midgame/lategame

so orb u think nerf on marauder and sentry is a good idea?
im talking about like a -15 hp on marauder and maybe a little lower dmg or so and on sentry +25 energy on the force field
obviously this would probably not fix balance at all but i just want unit diversity and strategy to grow wider than MY MARAUDER ARMY VS UR 20 FORCE FIELDS FUN FUN
Progamerpls no copy pasterino
NightOne
Profile Joined March 2010
Canada215 Posts
April 22 2010 18:14 GMT
#285
On April 23 2010 03:09 -orb- wrote:
Show nested quote +
On April 23 2010 03:05 Thamoo wrote:
On April 23 2010 02:59 -orb- wrote:
Yes it's stupid to compare one unit like marines to zealots, but when protoss literally don't have a single fucking unit that beats marauders at any even remotely reasonable level of cost efficiency there's clearly something wrong with the game.


Both immortals and zealots does decently against marauders actually. (Except in low numbers if the marauders have their shell upgrade.)


Please show me a high level game where zealots do anything versus marauders.

The terran has to be afk for zealots to be remotely useful vs marauders


according to you, they just attack move, so just run your zealots and kill them... j/k... obviously not what you are trying to say, but that's not a very useful arguement.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:15 GMT
#286
On April 23 2010 03:12 NightOne wrote:
Show nested quote +
On April 23 2010 03:04 -orb- wrote:
On April 23 2010 02:59 NightOne wrote:
So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?



Because on a certain level Blizzard listens to the players and unfortunately when you look at the patch histories (things like the DT nerf when no one complained about DTs since they're half as useful as they were in brood war, etc) it's obvious they listen to the casuals more than the high level players, and unfortunately these idiots are shaping the game in a terrible way.

When you dumb down every race to be as attack move as the zerg are right now the game becomes hopelessly boring and is not fun to watch. Micro/spells are what make starcraft such a spectator sport (PLAGUUUUUU STORMMMUUUUU etc), yet it seems like everyone just wants to attack move to victory while they sit there and watch their units' AI take over


My point was that calling other people retarded simply because you are Orb and you don't agree with them is wrong. Half of those people probably watch your daily show. Its disrespectful. Try something more constructive because pissing people off because other people pissed you off isn't helping your image.

DT nerf was a suprise to me as it was to alot of players. However, you are mistaking causality and outcome if you think that Blizzard listens to casuals more than top-tier players. It is in no means evidence of such a thing at all, it is your simple guess that blizzard listens to noobs rather than you. We really have no clue as to where Blizzard gets most of their information because they don't disclose that. Moot point and pointless, moving on.

Its true that dumbing down a race to attack-move is boring, I am sure that top-tier zerg and terran players would argue that their unit usage is anything but attack move. Even if everyone wanted to just attack-move to victory that is probably not what they'll get.

Besides, top-tier players all know that noobs want easy-wins and attack-move strategies. If you were put into a situation where you only had to beat those noobs and automatically be called a pro-gamer i'm sure you would find your way out of it. Top tier players don't attack-move or cheese as often, you should know that by now otherwise you are just being difficult and unreasonable. When you play Idra, I think attack-move would be the least of your worries.


Lol no evidence of blizzard listening more to casuals than high level players?


hahahahahahahahahahahahahahahahaha

you just completely nullified your entire post

you clearly have never heard of this game called wow
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
dustdust
Profile Joined March 2010
Germany76 Posts
April 22 2010 18:16 GMT
#287
WoW is designed for casuals, Orb.
It is also a completely different team.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 22 2010 18:16 GMT
#288
On April 23 2010 03:15 -orb- wrote:
Show nested quote +
On April 23 2010 03:12 NightOne wrote:
On April 23 2010 03:04 -orb- wrote:
On April 23 2010 02:59 NightOne wrote:
So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?



Because on a certain level Blizzard listens to the players and unfortunately when you look at the patch histories (things like the DT nerf when no one complained about DTs since they're half as useful as they were in brood war, etc) it's obvious they listen to the casuals more than the high level players, and unfortunately these idiots are shaping the game in a terrible way.

When you dumb down every race to be as attack move as the zerg are right now the game becomes hopelessly boring and is not fun to watch. Micro/spells are what make starcraft such a spectator sport (PLAGUUUUUU STORMMMUUUUU etc), yet it seems like everyone just wants to attack move to victory while they sit there and watch their units' AI take over


My point was that calling other people retarded simply because you are Orb and you don't agree with them is wrong. Half of those people probably watch your daily show. Its disrespectful. Try something more constructive because pissing people off because other people pissed you off isn't helping your image.

DT nerf was a suprise to me as it was to alot of players. However, you are mistaking causality and outcome if you think that Blizzard listens to casuals more than top-tier players. It is in no means evidence of such a thing at all, it is your simple guess that blizzard listens to noobs rather than you. We really have no clue as to where Blizzard gets most of their information because they don't disclose that. Moot point and pointless, moving on.

Its true that dumbing down a race to attack-move is boring, I am sure that top-tier zerg and terran players would argue that their unit usage is anything but attack move. Even if everyone wanted to just attack-move to victory that is probably not what they'll get.

Besides, top-tier players all know that noobs want easy-wins and attack-move strategies. If you were put into a situation where you only had to beat those noobs and automatically be called a pro-gamer i'm sure you would find your way out of it. Top tier players don't attack-move or cheese as often, you should know that by now otherwise you are just being difficult and unreasonable. When you play Idra, I think attack-move would be the least of your worries.


Lol no evidence of blizzard listening more to casuals than high level players?


hahahahahahahahahahahahahahahahaha

you just completely nullified your entire post

you clearly have never heard of this game called wow

Also, remember that storm nerf? Essentially 99.9% of the reason why it was nerfed was people screaming imba on the Bnet forums. You can do a search on TL forums and you'll find probably not find any good threads trying to argue it was imba pre-nerf.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:16 GMT
#289
On April 23 2010 03:14 MorroW wrote:
Show nested quote +
On April 23 2010 03:10 -orb- wrote:
On April 23 2010 03:05 Floophead_III wrote:
Orb vs Morrow BO5 showmatch incoming.

Seriously, kids. SC2 is such a complex game that you can't accurately portray on paper what happens in game.

Orb will constantly whine about how imbalanced terran is because he doesn't play protoss aggressive and allin, which is where you see P > T.


That's my point, T>P unless you all in every damn game.

You shouldn't have to all in rush every single game to win, macro should be an option. A race is imbalanced if it wins every single time you ever let it get to the midgame/lategame

so orb u think nerf on marauder and sentry is a good idea?
im talking about like a -15 hp on marauder and maybe a little lower dmg or so and on sentry +25 energy on the force field
obviously this would probably not fix balance at all but i just want unit diversity and strategy to grow wider than MY MARAUDER ARMY VS UR 20 FORCE FIELDS FUN FUN


I'd much prefer having force fields be killable (not auto-targeted tho, otherwise it would ruin it) if they absolutely had to be nerfed rather than 100% anally fucking protoss early game with an energy nerf
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:17 GMT
#290
On April 23 2010 03:16 Ryuu314 wrote:
Show nested quote +
On April 23 2010 03:15 -orb- wrote:
On April 23 2010 03:12 NightOne wrote:
On April 23 2010 03:04 -orb- wrote:
On April 23 2010 02:59 NightOne wrote:
So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?



Because on a certain level Blizzard listens to the players and unfortunately when you look at the patch histories (things like the DT nerf when no one complained about DTs since they're half as useful as they were in brood war, etc) it's obvious they listen to the casuals more than the high level players, and unfortunately these idiots are shaping the game in a terrible way.

When you dumb down every race to be as attack move as the zerg are right now the game becomes hopelessly boring and is not fun to watch. Micro/spells are what make starcraft such a spectator sport (PLAGUUUUUU STORMMMUUUUU etc), yet it seems like everyone just wants to attack move to victory while they sit there and watch their units' AI take over


My point was that calling other people retarded simply because you are Orb and you don't agree with them is wrong. Half of those people probably watch your daily show. Its disrespectful. Try something more constructive because pissing people off because other people pissed you off isn't helping your image.

DT nerf was a suprise to me as it was to alot of players. However, you are mistaking causality and outcome if you think that Blizzard listens to casuals more than top-tier players. It is in no means evidence of such a thing at all, it is your simple guess that blizzard listens to noobs rather than you. We really have no clue as to where Blizzard gets most of their information because they don't disclose that. Moot point and pointless, moving on.

Its true that dumbing down a race to attack-move is boring, I am sure that top-tier zerg and terran players would argue that their unit usage is anything but attack move. Even if everyone wanted to just attack-move to victory that is probably not what they'll get.

Besides, top-tier players all know that noobs want easy-wins and attack-move strategies. If you were put into a situation where you only had to beat those noobs and automatically be called a pro-gamer i'm sure you would find your way out of it. Top tier players don't attack-move or cheese as often, you should know that by now otherwise you are just being difficult and unreasonable. When you play Idra, I think attack-move would be the least of your worries.


Lol no evidence of blizzard listening more to casuals than high level players?


hahahahahahahahahahahahahahahahaha

you just completely nullified your entire post

you clearly have never heard of this game called wow

Also, remember that storm nerf? Essentially 99.9% of the reason why it was nerfed was people screaming imba on the Bnet forums. You can do a search on TL forums and you'll find probably not find any good threads trying to argue it was imba pre-nerf.


yep, this
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 22 2010 18:17 GMT
#291
On April 23 2010 03:10 -orb- wrote:
Show nested quote +
On April 23 2010 03:05 Floophead_III wrote:
Orb vs Morrow BO5 showmatch incoming.

Seriously, kids. SC2 is such a complex game that you can't accurately portray on paper what happens in game.

Orb will constantly whine about how imbalanced terran is because he doesn't play protoss aggressive and allin, which is where you see P > T.


That's my point, T>P unless you all in every damn game.

You shouldn't have to all in rush every single game to win, macro should be an option. A race is imbalanced if it wins every single time you ever let it get to the midgame/lategame


I wouldn't say T>P outside of allins. I do agree that marauders themselves are too lucrative though, in ANY matchup.

Currently the way TvP works is because of the lack of concussive shells terran can't be super aggressive early without going allin. Protoss can be super aggressive early because they have map control to eco/tech quite easily. There's this timing window between where protoss has full saturation and 3-4 warpgates and terran still is beefing their economy on 1 base and has almost no units. That's where the protoss allins hit. It's a consequence of chronoboost. It'd be fine except that terran can't respond like they do in BW by simply sitting on their ass with tanks because immortals are out so fast. Hence, they have to get ghosts too, but if they get ghosts they're weak vs a 4 warpgate, so they need some other units (marines/marauders, probably in bunkers). And then you have drop play, so they need turrets. Terran who doesn't cover all these possibilities is taking a risk. Protoss on the other hand just has to make a shitton of something and they probably can win right there.

As a note, the build I used vs you the last time we played is what I believe to be the only viable FE opening.
Half man, half bear, half pig.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
April 22 2010 18:18 GMT
#292
Yeah and the roach burrow move speed nerf, no one was complaining about that here afaik but maybe they were on battle.net forums?
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
AdahnSC
Profile Joined March 2010
United States376 Posts
April 22 2010 18:18 GMT
#293
id prefer sentries costing 75/100 and adding an upgrade that gives sentries 75 energy to start. doesnt really screw up the FF early game and solves the problem of protoss spamming sentries if their gas gets too high, meaning protoss have to find more creative ways to use up their gas.
lolreaper
Profile Joined April 2010
301 Posts
April 22 2010 18:19 GMT
#294
On April 23 2010 03:10 -orb- wrote:
Show nested quote +
On April 23 2010 03:05 Floophead_III wrote:
Orb vs Morrow BO5 showmatch incoming.

Seriously, kids. SC2 is such a complex game that you can't accurately portray on paper what happens in game.

Orb will constantly whine about how imbalanced terran is because he doesn't play protoss aggressive and allin, which is where you see P > T.


That's my point, T>P unless you all in every damn game.

You shouldn't have to all in rush every single game to win, macro should be an option. A race is imbalanced if it wins every single time you ever let it get to the midgame/lategame

no you just sit in base making nothing when others exp and outmacro you ( like in game vs Floophead_III)
Thamoo
Profile Joined March 2010
Canada234 Posts
April 22 2010 18:19 GMT
#295
On April 23 2010 03:16 -orb- wrote:
I'd much prefer having force fields be killable (not auto-targeted tho, otherwise it would ruin it) if they absolutely had to be nerfed rather than 100% anally fucking protoss early game with an energy nerf


So you have the same opinion as the majority of the people here, interesting... Remimber how this contest was to predict blizzard's changes? Not to argue on what you would personally change?
wat?
NightOne
Profile Joined March 2010
Canada215 Posts
April 22 2010 18:20 GMT
#296
On April 23 2010 03:15 -orb- wrote:
Show nested quote +
On April 23 2010 03:12 NightOne wrote:
On April 23 2010 03:04 -orb- wrote:
On April 23 2010 02:59 NightOne wrote:
So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?



Because on a certain level Blizzard listens to the players and unfortunately when you look at the patch histories (things like the DT nerf when no one complained about DTs since they're half as useful as they were in brood war, etc) it's obvious they listen to the casuals more than the high level players, and unfortunately these idiots are shaping the game in a terrible way.

When you dumb down every race to be as attack move as the zerg are right now the game becomes hopelessly boring and is not fun to watch. Micro/spells are what make starcraft such a spectator sport (PLAGUUUUUU STORMMMUUUUU etc), yet it seems like everyone just wants to attack move to victory while they sit there and watch their units' AI take over


My point was that calling other people retarded simply because you are Orb and you don't agree with them is wrong. Half of those people probably watch your daily show. Its disrespectful. Try something more constructive because pissing people off because other people pissed you off isn't helping your image.

DT nerf was a suprise to me as it was to alot of players. However, you are mistaking causality and outcome if you think that Blizzard listens to casuals more than top-tier players. It is in no means evidence of such a thing at all, it is your simple guess that blizzard listens to noobs rather than you. We really have no clue as to where Blizzard gets most of their information because they don't disclose that. Moot point and pointless, moving on.

Its true that dumbing down a race to attack-move is boring, I am sure that top-tier zerg and terran players would argue that their unit usage is anything but attack move. Even if everyone wanted to just attack-move to victory that is probably not what they'll get.

Besides, top-tier players all know that noobs want easy-wins and attack-move strategies. If you were put into a situation where you only had to beat those noobs and automatically be called a pro-gamer i'm sure you would find your way out of it. Top tier players don't attack-move or cheese as often, you should know that by now otherwise you are just being difficult and unreasonable. When you play Idra, I think attack-move would be the least of your worries.


Lol no evidence of blizzard listening more to casuals than high level players?


hahahahahahahahahahahahahahahahaha

you just completely nullified your entire post

you clearly have never heard of this game called wow


Last time I checked, WOW wasn't as competetive as RTS games, or do you somehow have that mentality stuck in your head that if you reach Level 80 shaman you'll be #1 too?

Its very cute that you try and disregard my entire post based on that. Since thats the case, you obviously aren't listening and trying to convince you to manner up and respect other people is a waste of my time. I'll just let you keep trolling noobs who don't know better since you feel good about that, must feel like a man. Have fun.

PS: The poster about statistical analysis and other BS on your daily show is a complete contradictory to any evidence or constructive criticism / support for any hypothesese you came up with in this very thread.

Good Luck.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:20 GMT
#297
I can almost guarantee you floophead that chrono boost is not going to give protoss a better economy than MULEs...

In fact that'd be an interesting thing to try. Have a protoss just build pylons and probes and use every chrono on probes to full saturation and have the terran just get the orbital command with the standard 15oc build and use every 50 energy on mules and see who's getting more money.

I feel like this would be what they balanced it towards (like what else?), but would still be interesting to see because while logically they should be even my gut tells me due to the sheer amount the mule mines and the fact that it lets other scvs mine the same node at hte same time that the terran would have a better economy.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Haemonculus
Profile Blog Joined November 2004
United States6980 Posts
April 22 2010 18:21 GMT
#298
Yeah even as a Terran player I feel that marauders are too strong. I don't think making them harder to get or whatnot is the solution though. A slight HP/damage nerf, or take away stim or something.

Terran armies composed entirely of marauders should not work! T_T;
I admire your commitment to being *very* oily
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 22 2010 18:21 GMT
#299
On April 23 2010 03:20 -orb- wrote:
I can almost guarantee you floophead that chrono boost is not going to give protoss a better economy than MULEs...

In fact that'd be an interesting thing to try. Have a protoss just build pylons and probes and use every chrono on probes to full saturation and have the terran just get the orbital command with the standard 15oc build and use every 50 energy on mules and see who's getting more money.

I feel like this would be what they balanced it towards (like what else?), but would still be interesting to see because while logically they should be even my gut tells me due to the sheer amount the mule mines and the fact that it lets other scvs mine the same node at hte same time that the terran would have a better economy.

I think someone tried this before and they found that Protoss has a better economy for a short window of time (which is where the immortal all-inish push comes from) but after that window, Terran starts to pull ahead by a HUGE amount.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:22 GMT
#300
On April 23 2010 03:20 NightOne wrote:
Show nested quote +
On April 23 2010 03:15 -orb- wrote:
On April 23 2010 03:12 NightOne wrote:
On April 23 2010 03:04 -orb- wrote:
On April 23 2010 02:59 NightOne wrote:
So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?



Because on a certain level Blizzard listens to the players and unfortunately when you look at the patch histories (things like the DT nerf when no one complained about DTs since they're half as useful as they were in brood war, etc) it's obvious they listen to the casuals more than the high level players, and unfortunately these idiots are shaping the game in a terrible way.

When you dumb down every race to be as attack move as the zerg are right now the game becomes hopelessly boring and is not fun to watch. Micro/spells are what make starcraft such a spectator sport (PLAGUUUUUU STORMMMUUUUU etc), yet it seems like everyone just wants to attack move to victory while they sit there and watch their units' AI take over


My point was that calling other people retarded simply because you are Orb and you don't agree with them is wrong. Half of those people probably watch your daily show. Its disrespectful. Try something more constructive because pissing people off because other people pissed you off isn't helping your image.

DT nerf was a suprise to me as it was to alot of players. However, you are mistaking causality and outcome if you think that Blizzard listens to casuals more than top-tier players. It is in no means evidence of such a thing at all, it is your simple guess that blizzard listens to noobs rather than you. We really have no clue as to where Blizzard gets most of their information because they don't disclose that. Moot point and pointless, moving on.

Its true that dumbing down a race to attack-move is boring, I am sure that top-tier zerg and terran players would argue that their unit usage is anything but attack move. Even if everyone wanted to just attack-move to victory that is probably not what they'll get.

Besides, top-tier players all know that noobs want easy-wins and attack-move strategies. If you were put into a situation where you only had to beat those noobs and automatically be called a pro-gamer i'm sure you would find your way out of it. Top tier players don't attack-move or cheese as often, you should know that by now otherwise you are just being difficult and unreasonable. When you play Idra, I think attack-move would be the least of your worries.


Lol no evidence of blizzard listening more to casuals than high level players?


hahahahahahahahahahahahahahahahaha

you just completely nullified your entire post

you clearly have never heard of this game called wow


Last time I checked, WOW wasn't as competetive as RTS games, or do you somehow have that mentality stuck in your head that if you reach Level 80 shaman you'll be #1 too?

Its very cute that you try and disregard my entire post based on that. Since thats the case, you obviously aren't listening and trying to convince you to manner up and respect other people is a waste of my time. I'll just let you keep trolling noobs who don't know better since you feel good about that, must feel like a man. Have fun.

PS: The poster about statistical analysis and other BS on your daily show is a complete contradictory to any evidence or constructive criticism / support for any hypothesese you came up with in this very thread.

Good Luck.


You clearly don't play wow or know anything at all about wow.

There is a core community in wow that is competitive in PvP in arenas and blizzard doesn't give a flying fuck about them which is why it's been shrinking for ages. Blizzard caters to the casuals in every single opportunity and it can easily be seen if you knew anything at all about wow
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Black Octopi
Profile Joined March 2010
187 Posts
April 22 2010 18:23 GMT
#301
On April 23 2010 03:15 -orb- wrote:
you clearly have never heard of this game called wow
HT/DTs see extensive use in Korean servers. Tanks, Thors (mass), Hellions, Reapers as well. I've seen replays of players pushing with Thors with Hellions behind them to good effect. Just because on the US server where you play all Terrans always go MMM on n00b and pro level or use hellions just for harass early game doesn't mean blizzard should balance the game around that.

Blizzard has also held a lot of important events in Korea. Regardless of its popularity there if they were to just cater to the casual players they would have made the announcement somewhere else just because the entire world is bigger then one country.

Also, arguably WoW is a cooperative game (to a certain extent) and you will have masses of players at any given time (not 1v1). It does not make sense for them to listen to just the 1 or 2 elitists on each server.
RumZ
Profile Blog Joined March 2010
United States956 Posts
April 22 2010 18:24 GMT
#302
The way mining minerals in this game works already that test would have so much RNG in it you would have to run it through like 50 scenarios of placing probes properly after chrono boost alone.

Also how would you factor in a gold mineral patch with these simulations as well as time of expansion, considering that I am sure blizzard doesn't expect T and P to expand at the same time..
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 22 2010 18:24 GMT
#303
On April 23 2010 03:20 -orb- wrote:
I can almost guarantee you floophead that chrono boost is not going to give protoss a better economy than MULEs...

In fact that'd be an interesting thing to try. Have a protoss just build pylons and probes and use every chrono on probes to full saturation and have the terran just get the orbital command with the standard 15oc build and use every 50 energy on mules and see who's getting more money.

I feel like this would be what they balanced it towards (like what else?), but would still be interesting to see because while logically they should be even my gut tells me due to the sheer amount the mule mines and the fact that it lets other scvs mine the same node at hte same time that the terran would have a better economy.

listen to urself orb, again u just compare 2 things towards each other. this is now how u come to conclusions in rts games

yes ofcoruse the mule will give more minerals and thats the only thing it can do well
but chrono boost gives more of anything, at anytime. terran must sacrifice mule to scan vise versa while the nexus only has 1 option
both spells r just so different that u cant just say which one of them is best
overall the mule gives more low tier units while chrono boost leans towards more tech, upgrades and higher tech units

Progamerpls no copy pasterino
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:25 GMT
#304
On April 23 2010 03:23 Black Octopi wrote:
Show nested quote +
On April 23 2010 03:15 -orb- wrote:
you clearly have never heard of this game called wow
HT/DTs see extensive use in Korean servers. Tanks, Thors (mass), Hellions, Reapers as well. I've seen replays of players pushing with Thors with Hellions behind them to good effect. Just because on the US server where you play all Terrans always go MMM on n00b and pro level or use hellions just for harass early game doesn't mean blizzard should balance the game around that.

Blizzard has also held a lot of important events in Korea. Regardless of its popularity there if they were to just cater to the casual players they would have made the announcement somewhere else just because the entire world is bigger then one country.

Also, arguably WoW is a cooperative game (to a certain extent) and you will have masses of players at any given time (not 1v1). It does not make sense for them to listen to just the 1 or 2 elitists on each server.


Here yet again you illustrate your complete lack of knowledge of wow, but keep spewing bullshit and making yourself look like an idiot, it's amusing
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 22 2010 18:25 GMT
#305
On April 23 2010 03:21 Ryuu314 wrote:
Show nested quote +
On April 23 2010 03:20 -orb- wrote:
I can almost guarantee you floophead that chrono boost is not going to give protoss a better economy than MULEs...

In fact that'd be an interesting thing to try. Have a protoss just build pylons and probes and use every chrono on probes to full saturation and have the terran just get the orbital command with the standard 15oc build and use every 50 energy on mules and see who's getting more money.

I feel like this would be what they balanced it towards (like what else?), but would still be interesting to see because while logically they should be even my gut tells me due to the sheer amount the mule mines and the fact that it lets other scvs mine the same node at hte same time that the terran would have a better economy.

I think someone tried this before and they found that Protoss has a better economy for a short window of time (which is where the immortal all-inish push comes from) but after that window, Terran starts to pull ahead by a HUGE amount.


What really matters is that protoss ALWAYS hits saturation faster, and therefore they can cut workers for more units without being truly allin before terran can. I could care less if protoss has more money or not, because they can put 100% of that money into army before terran can. THAT is what makes a timing window, not just simply having more money.
Half man, half bear, half pig.
Thamoo
Profile Joined March 2010
Canada234 Posts
April 22 2010 18:26 GMT
#306
On April 23 2010 03:22 -orb- wrote:
You clearly don't play wow or know anything at all about wow.

There is a core community in wow that is competitive in PvP in arenas and blizzard doesn't give a flying fuck about them which is why it's been shrinking for ages. Blizzard caters to the casuals in every single opportunity and it can easily be seen if you knew anything at all about wow


As a retired very competitive wow player (2450+ rating), this is simply not true. (They did balance alot around PVE tho, which is to be expected since its mostly a pve game).
wat?
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 22 2010 18:26 GMT
#307
On April 23 2010 03:24 MorroW wrote:
Show nested quote +
On April 23 2010 03:20 -orb- wrote:
I can almost guarantee you floophead that chrono boost is not going to give protoss a better economy than MULEs...

In fact that'd be an interesting thing to try. Have a protoss just build pylons and probes and use every chrono on probes to full saturation and have the terran just get the orbital command with the standard 15oc build and use every 50 energy on mules and see who's getting more money.

I feel like this would be what they balanced it towards (like what else?), but would still be interesting to see because while logically they should be even my gut tells me due to the sheer amount the mule mines and the fact that it lets other scvs mine the same node at hte same time that the terran would have a better economy.

listen to urself orb, again u just compare 2 things towards each other. this is now how u come to conclusions in rts games

yes ofcoruse the mule will give more minerals and thats the only thing it can do well
but chrono boost gives more of anything, at anytime. terran must sacrifice mule to scan vise versa while the nexus only has 1 option
both spells r just so different that u cant just say which one of them is best
overall the mule gives more low tier units while chrono boost leans towards more tech, upgrades and higher tech units



That's not the only thing it can do well, you have in-game legal maphacks with scan. Are you seriously going to argue that scan is useless and mule is the only thing to ever use?
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 22 2010 18:27 GMT
#308
On April 23 2010 03:23 Black Octopi wrote:
Show nested quote +
On April 23 2010 03:15 -orb- wrote:
you clearly have never heard of this game called wow
HT/DTs see extensive use in Korean servers. Tanks, Thors (mass), Hellions, Reapers as well. I've seen replays of players pushing with Thors with Hellions behind them to good effect. Just because on the US server where you play all Terrans always go MMM on n00b and pro level or use hellions just for harass early game doesn't mean blizzard should balance the game around that.

Blizzard has also held a lot of important events in Korea. Regardless of its popularity there if they were to just cater to the casual players they would have made the announcement somewhere else just because the entire world is bigger then one country.

Also, arguably WoW is a cooperative game (to a certain extent) and you will have masses of players at any given time (not 1v1). It does not make sense for them to listen to just the 1 or 2 elitists on each server.

Is there any source for streamed Korean play or at least VODs/replays? There is plenty of US/Euro stuff here and I'd be interested in its comparison to the Asian servers.
RumZ
Profile Blog Joined March 2010
United States956 Posts
April 22 2010 18:27 GMT
#309
Its tough to compare wow and sc2.

WoW had to balance between PvE and PvP.

SC2 balances around 1v1.

Also, different sections of blizzard working on different games, as well as the simple fact that WoW is a P2P game. 15 dollars a month forces a division to work pretty hard on keep the majority (which is of course casual/extremely mediocre-core) happy.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-22 18:28:35
April 22 2010 18:27 GMT
#310
On April 23 2010 03:26 -orb- wrote:
Show nested quote +
On April 23 2010 03:24 MorroW wrote:
On April 23 2010 03:20 -orb- wrote:
I can almost guarantee you floophead that chrono boost is not going to give protoss a better economy than MULEs...

In fact that'd be an interesting thing to try. Have a protoss just build pylons and probes and use every chrono on probes to full saturation and have the terran just get the orbital command with the standard 15oc build and use every 50 energy on mules and see who's getting more money.

I feel like this would be what they balanced it towards (like what else?), but would still be interesting to see because while logically they should be even my gut tells me due to the sheer amount the mule mines and the fact that it lets other scvs mine the same node at hte same time that the terran would have a better economy.

listen to urself orb, again u just compare 2 things towards each other. this is now how u come to conclusions in rts games

yes ofcoruse the mule will give more minerals and thats the only thing it can do well
but chrono boost gives more of anything, at anytime. terran must sacrifice mule to scan vise versa while the nexus only has 1 option
both spells r just so different that u cant just say which one of them is best
overall the mule gives more low tier units while chrono boost leans towards more tech, upgrades and higher tech units



That's not the only thing it can do well, you have in-game legal maphacks with scan. Are you seriously going to argue that scan is useless and mule is the only thing to ever use?

i thought we were talking about macro and mule vs chrono boost
and why r we even talking about it, i was just trying to shut down that discussion which of the spells r better because its a retarded discussion
Progamerpls no copy pasterino
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 22 2010 18:27 GMT
#311
On April 23 2010 03:23 Black Octopi wrote:
Show nested quote +
On April 23 2010 03:15 -orb- wrote:
you clearly have never heard of this game called wow
HT/DTs see extensive use in Korean servers. Tanks, Thors (mass), Hellions, Reapers as well. I've seen replays of players pushing with Thors with Hellions behind them to good effect. Just because on the US server where you play all Terrans always go MMM on n00b and pro level or use hellions just for harass early game doesn't mean blizzard should balance the game around that.



I'm fairly certain the American team rolled their Korean opponents in the Stars War over in China. So what's with this assumption that Koreans are already miles ahead of everyone else in terms of strategy? I've watched a lot of korean, european, and north american replays. I think it's pretty silly to make those statements right now. There really isn't a clearly superior or more innovative region right now.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 22 2010 18:28 GMT
#312
I can't believe you legitimately believe everything you say, orb. You're just trolling at this point. Your analysis is so one-sided and narrow-minded it's hilarious.
Half man, half bear, half pig.
aLt)nirvana
Profile Blog Joined September 2004
Singapore846 Posts
Last Edited: 2010-04-22 18:28:57
April 22 2010 18:28 GMT
#313
1) Forcefield energy cost increased to 70
2) Roach HP decreased by 10
3) Maruders stim effect attack rate reduced slightly
4) Hallucination cost redcued to 90 mana
5) Broodlords attack nerfed slightly
sc2sea.com - The SEA / ANZ community
Ginko
Profile Joined April 2010
Bangladesh69 Posts
April 22 2010 18:29 GMT
#314
On April 23 2010 03:22 -orb- wrote:
Show nested quote +
On April 23 2010 03:20 NightOne wrote:
On April 23 2010 03:15 -orb- wrote:
On April 23 2010 03:12 NightOne wrote:
On April 23 2010 03:04 -orb- wrote:
On April 23 2010 02:59 NightOne wrote:
So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?



Because on a certain level Blizzard listens to the players and unfortunately when you look at the patch histories (things like the DT nerf when no one complained about DTs since they're half as useful as they were in brood war, etc) it's obvious they listen to the casuals more than the high level players, and unfortunately these idiots are shaping the game in a terrible way.

When you dumb down every race to be as attack move as the zerg are right now the game becomes hopelessly boring and is not fun to watch. Micro/spells are what make starcraft such a spectator sport (PLAGUUUUUU STORMMMUUUUU etc), yet it seems like everyone just wants to attack move to victory while they sit there and watch their units' AI take over


Even if this is the case I rather have more people enjoy playing starcraft for a bigger community than leaving something hard for low-mid teir players to deal with. Di spite the changes im confident the best players will cCome up with something to make the win ratio close between the races. Remember in starcraft didnt look perfectly balanced but playesr found away to deal with everything
Players ultimantly balance the game not blizzard

My point was that calling other people retarded simply because you are Orb and you don't agree with them is wrong. Half of those people probably watch your daily show. Its disrespectful. Try something more constructive because pissing people off because other people pissed you off isn't helping your image.

DT nerf was a suprise to me as it was to alot of players. However, you are mistaking causality and outcome if you think that Blizzard listens to casuals more than top-tier players. It is in no means evidence of such a thing at all, it is your simple guess that blizzard listens to noobs rather than you. We really have no clue as to where Blizzard gets most of their information because they don't disclose that. Moot point and pointless, moving on.

Its true that dumbing down a race to attack-move is boring, I am sure that top-tier zerg and terran players would argue that their unit usage is anything but attack move. Even if everyone wanted to just attack-move to victory that is probably not what they'll get.

Besides, top-tier players all know that noobs want easy-wins and attack-move strategies. If you were put into a situation where you only had to beat those noobs and automatically be called a pro-gamer i'm sure you would find your way out of it. Top tier players don't attack-move or cheese as often, you should know that by now otherwise you are just being difficult and unreasonable. When you play Idra, I think attack-move would be the least of your worries.


Lol no evidence of blizzard listening more to casuals than high level players?


hahahahahahahahahahahahahahahahaha

you just completely nullified your entire post

you clearly have never heard of this game called wow


Last time I checked, WOW wasn't as competetive as RTS games, or do you somehow have that mentality stuck in your head that if you reach Level 80 shaman you'll be #1 too?

Its very cute that you try and disregard my entire post based on that. Since thats the case, you obviously aren't listening and trying to convince you to manner up and respect other people is a waste of my time. I'll just let you keep trolling noobs who don't know better since you feel good about that, must feel like a man. Have fun.

PS: The poster about statistical analysis and other BS on your daily show is a complete contradictory to any evidence or constructive criticism / support for any hypothesese you came up with in this very thread.

Good Luck.


You clearly don't play wow or know anything at all about wow.

There is a core community in wow that is competitive in PvP in arenas and blizzard doesn't give a flying fuck about them which is why it's been shrinking for ages. Blizzard caters to the casuals in every single opportunity and it can easily be seen if you knew anything at all about wow

C Zerg 2008-2010 1v1 plat 2v2 plat,
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 22 2010 18:29 GMT
#315
You get a cloaked permanent moving scout, -orb-. All is not lost in Shakuras.
RumZ
Profile Blog Joined March 2010
United States956 Posts
April 22 2010 18:29 GMT
#316
On April 23 2010 03:27 PanzerDragoon wrote:
Show nested quote +
On April 23 2010 03:23 Black Octopi wrote:
On April 23 2010 03:15 -orb- wrote:
you clearly have never heard of this game called wow
HT/DTs see extensive use in Korean servers. Tanks, Thors (mass), Hellions, Reapers as well. I've seen replays of players pushing with Thors with Hellions behind them to good effect. Just because on the US server where you play all Terrans always go MMM on n00b and pro level or use hellions just for harass early game doesn't mean blizzard should balance the game around that.

Blizzard has also held a lot of important events in Korea. Regardless of its popularity there if they were to just cater to the casual players they would have made the announcement somewhere else just because the entire world is bigger then one country.

Also, arguably WoW is a cooperative game (to a certain extent) and you will have masses of players at any given time (not 1v1). It does not make sense for them to listen to just the 1 or 2 elitists on each server.

Is there any source for streamed Korean play or at least VODs/replays? There is plenty of US/Euro stuff here and I'd be interested in its comparison to the Asian servers.



Sen played often on stream at a time, the game was an accent or so different when played on asia server. It wasn't this crazy mix-up though people talk about...

http://www.livestream.com/senbattlenetstream
Ginko
Profile Joined April 2010
Bangladesh69 Posts
Last Edited: 2010-04-22 18:30:49
April 22 2010 18:29 GMT
#317
Go with smufts additude dont call things unbalanced or underpowered just find away even if patches get into the way
C Zerg 2008-2010 1v1 plat 2v2 plat,
Black Octopi
Profile Joined March 2010
187 Posts
April 22 2010 18:32 GMT
#318
On April 23 2010 03:27 PanzerDragoon wrote:
Show nested quote +
On April 23 2010 03:23 Black Octopi wrote:
On April 23 2010 03:15 -orb- wrote:
you clearly have never heard of this game called wow
HT/DTs see extensive use in Korean servers. Tanks, Thors (mass), Hellions, Reapers as well. I've seen replays of players pushing with Thors with Hellions behind them to good effect. Just because on the US server where you play all Terrans always go MMM on n00b and pro level or use hellions just for harass early game doesn't mean blizzard should balance the game around that.

Blizzard has also held a lot of important events in Korea. Regardless of its popularity there if they were to just cater to the casual players they would have made the announcement somewhere else just because the entire world is bigger then one country.

Also, arguably WoW is a cooperative game (to a certain extent) and you will have masses of players at any given time (not 1v1). It does not make sense for them to listen to just the 1 or 2 elitists on each server.

Is there any source for streamed Korean play or at least VODs/replays? There is plenty of US/Euro stuff here and I'd be interested in its comparison to the Asian servers.
Go watch on Husky and HD channels on youtube, they've been posting quite a few Korean ones recently.
NonY
Profile Blog Joined June 2007
8748 Posts
Last Edited: 2010-04-22 18:54:44
April 22 2010 18:54 GMT
#319
I don't think Blizzard changes the game based on anyone's opinion. There are a few steps to the process:

1.) What's wrong with the game?
--> Look for ourselves
--> Collect opinions via user feedback

2.) Why is a particular issue an issue?
--> Investigate for ourselves
--> Read users' investigations

3.) How to fix the issue?
--> Come up with our own solutions
--> Read user-suggested solutions

4.) Is the solution good?
--> Investigate for ourselves
--> Read users' investigations

I'd say that (1) and (3) are opinions or hypotheses that are basically just thrown out there like a brainstorming process. Who says what doesn't really matter. Nothing here changes the game. The important thing is getting everything on the table. They're things that could potentially change the game.

(2) and (4) are arguments that stand by themselves, independent of who wrote them. (2) can eliminate or validate things from (1), as can (4) do to items from (3). It still doesn't matter who says what.

For the most part, I think (2) and (4) are only truly completed by Blizzard employees. Most people aren't knowledgeable enough to do them. The few users, or groups of users, who are knowledgeable enough aren't getting paid and don't know if their work will actually make a difference. The best instances of (2) and (4) from users remain hidden in the form of informal conversations between top players...

Nothing gets in the game without coming clean through analysis and investigation. "User opinion" doesn't ever weigh in during an investigation. There isn't anything like "well it seems to us that Storm is perfectly balanced, but 60% of users say it isn't, so let's nerf it"

(this has nothing to do with WoW changes, which are not analogous for a bunch of reasons...)
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
NightOne
Profile Joined March 2010
Canada215 Posts
April 22 2010 19:01 GMT
#320
I don't think wow has any place in this discussion
legendin
Profile Joined April 2010
United States10 Posts
Last Edited: 2010-04-22 20:38:10
April 22 2010 20:37 GMT
#321
Thanks to everyone who humored me and participated!

Results are now up!

Orb and Morrow, behave yourselves ;-)
Good at Puzzles, Bad at Life.
CruS
Profile Joined March 2010
Sweden218 Posts
April 22 2010 20:39 GMT
#322
GJ goszar and onmach! on the spot!
Whoever fears suffering, is already suffering from what he fears.
MementoMori
Profile Joined April 2010
Canada419 Posts
Last Edited: 2010-04-22 20:41:33
April 22 2010 20:40 GMT
#323
On April 23 2010 03:16 Ryuu314 wrote:
Show nested quote +
On April 23 2010 03:15 -orb- wrote:
On April 23 2010 03:12 NightOne wrote:
On April 23 2010 03:04 -orb- wrote:
On April 23 2010 02:59 NightOne wrote:
So to call 90% of this thread retarded is just wrong. Besides, what does Orb's ranting and rage have to do with this patch-notes contest anyways? Orb are you pissed off for people suggesting patch notes that you would never suggest? You should be happy about it then because that means your patch-note suggestion should theoretically win. Also, if this is a patch-note contest for beta keys, most of these people probably havn't played the game, so why are you trolling newbs when you have better things to do?



Because on a certain level Blizzard listens to the players and unfortunately when you look at the patch histories (things like the DT nerf when no one complained about DTs since they're half as useful as they were in brood war, etc) it's obvious they listen to the casuals more than the high level players, and unfortunately these idiots are shaping the game in a terrible way.

When you dumb down every race to be as attack move as the zerg are right now the game becomes hopelessly boring and is not fun to watch. Micro/spells are what make starcraft such a spectator sport (PLAGUUUUUU STORMMMUUUUU etc), yet it seems like everyone just wants to attack move to victory while they sit there and watch their units' AI take over


My point was that calling other people retarded simply because you are Orb and you don't agree with them is wrong. Half of those people probably watch your daily show. Its disrespectful. Try something more constructive because pissing people off because other people pissed you off isn't helping your image.

DT nerf was a suprise to me as it was to alot of players. However, you are mistaking causality and outcome if you think that Blizzard listens to casuals more than top-tier players. It is in no means evidence of such a thing at all, it is your simple guess that blizzard listens to noobs rather than you. We really have no clue as to where Blizzard gets most of their information because they don't disclose that. Moot point and pointless, moving on.

Its true that dumbing down a race to attack-move is boring, I am sure that top-tier zerg and terran players would argue that their unit usage is anything but attack move. Even if everyone wanted to just attack-move to victory that is probably not what they'll get.

Besides, top-tier players all know that noobs want easy-wins and attack-move strategies. If you were put into a situation where you only had to beat those noobs and automatically be called a pro-gamer i'm sure you would find your way out of it. Top tier players don't attack-move or cheese as often, you should know that by now otherwise you are just being difficult and unreasonable. When you play Idra, I think attack-move would be the least of your worries.


Lol no evidence of blizzard listening more to casuals than high level players?


hahahahahahahahahahahahahahahahaha

you just completely nullified your entire post

you clearly have never heard of this game called wow

Also, remember that storm nerf? Essentially 99.9% of the reason why it was nerfed was people screaming imba on the Bnet forums. You can do a search on TL forums and you'll find probably not find any good threads trying to argue it was imba pre-nerf.


I've gotta add that if we must talk about wow... Yes they do some things for the casuals but also keep in mind the amount of tweaking that went in to skills just over problems in Arena. The high level arena teams are definitely not casual. In my opinion Blizzard does their best to please both, they may not succeed but... casuals give them a lot of money, high level players add to the longevity of the game(and other things) and they need us both. I imagine it would be hard to balance the interests of both especially in SC. To be honest I think they're doing a pretty good job
for the world is hollow and I have touched the sky
nodule
Profile Joined February 2008
Canada931 Posts
April 22 2010 23:24 GMT
#324
This was fun. I hope you do it again.

I got 1/5 exactly right, which isn't great.
skYfiVe
Profile Joined April 2010
United States382 Posts
April 22 2010 23:26 GMT
#325
On April 23 2010 05:37 legendin wrote:
Orb and Morrow, behave yourselves ;-)


Not possible.
"1baseiwa"
Black Octopi
Profile Joined March 2010
187 Posts
April 23 2010 01:21 GMT
#326
On April 23 2010 05:37 legendin wrote:
Thanks to everyone who humored me and participated!

Results are now up!
Woohoo thx! Fun thread.
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