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On April 23 2010 03:57 Lz wrote:Show nested quote +On April 23 2010 03:55 ilnp wrote: you people blow my mind
marauders are not any better. 80s down to 60s and 100/100 down to 50/50. 50/50 takes what, ten seconds to mine? so 30 seconds of the game, you are facing marauders that are stronger than they would be last patch. OH MY GOD, T IS IMBA!~ /agree People would rather try to prove to you that Terran is imba through intense theorycrafting than try to consider the fact that in patch 8 Terrans had the lowest win rate statistically.
Because clearly, high level Terrans having a low win rate and players like Demuslim not knowing what to do with early pushes is the fault of Terrans not knowing how to play, and a slight patch to negate early timing pushes means that Terrans are more overpowered.
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On April 23 2010 04:05 agleed.agleed wrote:Show nested quote + overall they really don't care that much about uniqueness so long as no 2 races have the same unit. does not compute.
Roach and Marauder seem more akin to Protoss units. Compute?
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On April 23 2010 04:06 Silver777 wrote:Show nested quote +On April 23 2010 04:02 Kralic wrote:On April 23 2010 03:57 iNty.sCream wrote: leg speed for zealots costs still 200/200, so what was the problem with marauder concussion shells at patch 8? Remember Speed Zealots negate the slow pretty much and also Terran is spending 150/150 on Stim packs. The only use of speed zealots is to allow your zealots to get 1 hit off before they get kited to death....
Please don't post results you came up with a vacuum... it is called force field behind the maruaders so they can't kite. Unit diversity is a good thing for Protoss.
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On April 23 2010 03:57 zazen wrote: Patch 8 Marauders were still the most used T unit. They their nerf got "fixed". I guess they want all T players to just mass marauder every map, every matchup. And Tanks were used in every matchup for T in BW. Whats the problem?
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On April 23 2010 03:51 LuDwig- wrote:Show nested quote +On April 23 2010 03:48 MorroW wrote:On April 23 2010 03:46 Wintermute wrote:On April 23 2010 03:45 MorroW wrote:On April 23 2010 03:44 PredY wrote:On April 23 2010 03:44 MorroW wrote: remove lost temple and metalpolis those were the most solid 2 player maps imo :/
didnt remove desert oasis => lol
i overall like the changes. v happy about the immortal nerf im surprised to see no marauder nerf on stats and no force field change
everyone WILL mass marauder now because marauder just got buffed and immortal (which were their biggest threat) just got nerfed it's just for 2v2 so u can still play those maps in 1x1? o,o ah i didnt know 2x2 had a special map pool So you never noticed that you never get Twilight Fortress in 1v1 or Desert Oasis in 2v2? lol no i was just assuming that the 2x2 pool were all 4 player maps in the game, rather than having some 4 player maps only for 1x1 rather than both Morrow what do you think about the patch? it would be great to hear some comments from high level player..
TERRAN Marauder Concussive Shells research cost decreased from 100/100 80 seconds to 50/50 60 seconds.
they added the concussive upgrade shell to encourage ppl to use other units than the marauder (lol) and also make it worse in early game. it was kind of ridiculous how u could marauder fe and the same time put pressure on ur opponent. but now they have find out the research was a good idea but it was a bit too expensive. bio upgrades were kinda "too much" i guess. i like this change and i think its only fair that they changed this
PROTOSS Immortal Build time increased from 40 to 55.
well this is great news. immortals were the fast-built units in the game /cost-wise. but this along with the marauder buff im afraid that we will see even more encouragement to mass-marauder. marauder fe might not be possible but it should be fully possibly to 1raxfe 6~marines into mass marauder. i always thought they would give it to 50 build time, 55 is maybe abit overkill. and if u think 5 seconds is little, ur wrong. its very much at high level timing attacks and early game^^
ZERG Infested Terran Damage increased from 5 to 8. Speed decreased from 1.5 to 0.9375.
hate the spell. it was useless and boring. i guess its slightly better now, remmeber this is one of few spells that get higher dmg as u upgrade them. but i still dont think infestors will use this in big battles seeing how the growth is AoE and neutral parasite such a beastly spell now with even more range. i do expect this spell to get changed in next patch seeing how everybody hates it edit: ye i see now they got lower speed and not cooldown, sry bout that
Queen Speed off creep decreased from 1.5 to 0.938. (Speed on creep unchanged.)
i think they made this to stop all the offensive use of the queen. scouting with ur scvs and probes is gonna be more viable vs z and overall this is just a nice and clean change that cant go wrong
Spine Crawler Attack period decreased from 1.6 to 1.85.
originally they made the spine crawler alot better to basically stop the hellion harass, but now they realized they went overboard with it seeing how even 1 of these bastards could kill so fast. zerg users on higher level have recently started using this unit a bit too much (according to blizzard) by using it mid-late game by building 10~ spines in the middle of the map to contain or so. i guess blizzard just want this unit to stay good vs harassment and timing attacks rather than being a cost-worthy unit in bigger battles. im not sure if i agree with this change but im definitely glad as a terran user^^ hellions wont get super-effective again btw, it wont change alot which i think is the best part about this
Infestor Neural Parasite range increased from 7 to 9. Fungal Growth projectile removed; Units in the target area are now instantly hit.
boosting the infestor has been very much requested by the community. i like it alot. the neutral parasite wasnt really that easy to use when it had 7 range. u had to run so close with ur infestors that it was hard to target the big bad units in the back, plus ud get sniped so easily. i dont think this change is gonna create any major issues and i believe blizzard is done changing neutral parasite range ^^
i really hope they nerf the marauder stats along with the sentry. these units r way better than they should be. all non-tosses say sentry is too good for a reason, and all tosses complain at marauders for a reason. i think we all should just accept and realize that we r teamliquid and our opinions r to 90% right. i strongly believe they will nerf these 2 units, eventually! and i hope they give the marine less build time because thats also a major reason why rines rnt so strong anymore, i dunno tho
to sum it up, good changes. tvt is the same, tvz is gonna be alittle smoother and were probably gonna see a bit more useage of the infestor, but i wouldnt get my hopes up too much on this unit just yet. tvp is now possible to survive early game, and i think i will manage to create a fast expansion that can break toss 100% win ratio using my fe build just that now A: immortal is worse B: research is cheaper, 2 good arguments to make my ALMOST working to working
i just dont think blizzard has had so much time thinking about balance fixing this patch compared to previous ones seeing how the bnet bugged out i guess much of their stats fucked up that they wernt really able to make any more balance changes
Several hotkeys have been changed to avoid conflicts with the "Select All Warpgates" UI button: The Set Worker Rally Point has been changed from W to R. Build Sensor Tower has been changed from W to N. Terran Infantry Weapons have been changed from W to E. Terran Vehicle Weapons have been changed from W to E. Weapon Refit has been changed from W to R. Burrow has been changed from W to R. Spawn Larva has been changed from R to V. Neural Parasite has been changed from R to E. i do not understand why they made some hotkey changes here. its kind of a pain in the ass to re-learn this but i think blizzard r planning to use these slots for other things or just that they have some logical rule-set of how to put their hotkeys. i dunno tho xd its a puzzeler
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On April 23 2010 04:08 Rice wrote:Show nested quote +On April 23 2010 04:04 asdfTT123 wrote: This is such a terrible patch.
Buffing Marauders when they were already extremely strong in all MU's?? Why buff Marauders and nerf Immortals (pretty substantial nerf, even) when Immortals are the only good counter against them in the early-mid game? Also buffing neural parasite will nullify robotics play in the mid-game.
Also why remove LT and Metalopolis from the 2v2 pool? They were 10000x better than Twilight Fortress, which is perhaps the worst map ever designed. "nullify robotics play" please, try playing versus an endgame protoss army with a couple of colossus in the back.
I hope you now notice that neural parasite now matches the range of upp'ed Colossi.
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On April 23 2010 04:05 maleorderbride wrote: I play toss in the top 10 in my plat level and I have won several games against terrans that go straight to maras.
All I had to do was go sentry/immortal with robo started before any military units. Chrono the immortals non-stop and attack with 4-5 units. It ended the game flat-out in several cases and crippled terran in others. Immortals were too fast.
That said, I do have problems when terran and I are on equal footing and he has mass maras. This is going to hurt in that regard.
The fix her stops the early game abuse, but I can not say I am happy with the effects in the mid-game.
Exactly. One timing window closed, an entire mid-late game of imbalance ignored.
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Oooh, new map. Sounds cool.
I don't like the look of that Immortal build time nerf. That short(ish) build time was the only thing that allowed me to survive a Drone+Queen+Roach all-in rush last night.
And looks like I'm going to need to get HTs to counter Infestors now, too. Gaaaahd. Is every damn game I play going to end up with the Collossi+HT combo?
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Immortal nerf was too much, they have almost the same buildtime as thors now. It was also pretty strange that immortals were nerfed, but marauders weren't, when terrans were already massing marauders in every TvP. Do they really want the matchup to revolve around one op unit?
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Am i the only one who thinks problem with maruders is the increased rate they have after being stimmed? early game they are very balanced.
U should not have that same increase for a stimmed marine that you do for such a high damage / high hp unit which even has a slow ability. Stimming maruders in sc2 is like stimming jim raynors in sc1.
they should just fix this imo, the increased rate of stimmed maruders firing are making them balance everything else around the actual problem.
i.e by making PVT better by for terran (a change i agree with since P>T) by nerfing immortals they are inadvertently turning PVZ into a joke. Protoss have a very very hard time already vs a GOOD zerg, especially late game. and im sure high level protoss players will agree with me on this.
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Wow. As if Queens aren't slow enough already rofl. The Immortal build time nerf doesn't seem too bad. I do like the changes though.
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On April 23 2010 04:08 PanzerDragoon wrote:Show nested quote +On April 23 2010 03:57 zazen wrote: Patch 8 Marauders were still the most used T unit. They their nerf got "fixed". I guess they want all T players to just mass marauder every map, every matchup. And Tanks were used in every matchup for T in BW. Whats the problem? Yes, but they weren't used as the backbone for T except in TvP. In TvZ tanks were support units for taking out lurkers. Occasionally a T might go mech, but that's pretty rare.
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Now StarCraft players feel the rage of WarCraft 3 players
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this feels like a spawn-larva nerf lol.
Instead of having "R" this very handy placed key just under 5 on my keyboard, close to 6-7 for my other hatchery's, for fast injections.
Now I have to press V, that is in a really akward spot, and is miles away from any of my hatchery hotkeys.
For the rest dnno, not much special, I expected more from the patch, and was kinda dissapointed to see only this amount of actual gameplay/balance changes.
For the most part to see if blizzard actually wanted to do bigger changes, but it seems like blizzard doesn't intend to do more then tweaking some numbers.
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They didn't mention the change (fix) to planetary fortress and HSM though, despite that they were fixed. I assume Blizzard are too embarressed to mentioned it.
Otherwise almost 50% less damage for HSM would be something people want to know about.
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Maybe people didn't get the changes they wanted in place because: 1) Blizzard knows better than you do. 2) Blizzard can't read your tears.
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Fine if the infestor is buffed. Corr: Queen speed being nerfed?! Why! It is already very slow and now we can't even do other tactics as well? Are we just supposed to stick to the same build every matchup as it is the only strat viable?
I wanted ultra/lings become more viable.
marauder change doesnt make any sense at all. Immortal change doesnt change much.
I'll be playing with the editor. Probably making Zerg a viable race.
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On April 23 2010 04:05 maleorderbride wrote: I play toss in the top 10 in my plat level and I have won several games against terrans that go straight to maras.
All I had to do was go sentry/immortal with robo started before any military units. Chrono the immortals non-stop and attack with 4-5 units. It ended the game flat-out in several cases and crippled terran in others. Immortals were too fast.
That said, I do have problems when terran and I are on equal footing and he has mass maras. This is going to hurt in that regard.
The fix her stops the early game abuse, but I can not say I am happy with the effects in the mid-game.
I was thinking the exact same thing. And don't forget they will have ghosts by mid game too.
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The immortal change might be an ancillary buff to mech
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On April 23 2010 04:09 FragKrag wrote: Now StarCraft players feel the rage of WarCraft 3 players Not really, 'cause starcraft players have a fallback option (brood war) :D
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