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Patch 9 Discussion - Page 18

Forum Index > SC2 General
Post a Reply
Prev 1 16 17 18 19 20 55 Next
Ginko
Profile Joined April 2010
Bangladesh69 Posts
Last Edited: 2010-04-22 19:19:43
April 22 2010 19:19 GMT
#341
patch is up
!!!!1
Downloading now
C Zerg 2008-2010 1v1 plat 2v2 plat,
OHtRUe
Profile Blog Joined March 2010
United States283 Posts
Last Edited: 2010-04-22 19:21:15
April 22 2010 19:19 GMT
#342
Lol how is a 50/50 40 second upgrade to SLOW ALL UNITS BY 50% already on a SUPERHERO unit fair? Yep lol mech is still useless against toss. Im a terran player btw i just dont really enjoy spamming marauders on a whole MU.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
April 22 2010 19:19 GMT
#343
One thing I can't work out, is why they would remove Kulas and Lost Temple from the Map pool but keep Twilight Fortress in? Perhaps it's because it's a map that doesn't have as much testing done on it?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 22 2010 19:19 GMT
#344
On April 23 2010 04:18 PanzerDragoon wrote:
Show nested quote +
On April 23 2010 04:09 Ryuu314 wrote:
On April 23 2010 04:08 PanzerDragoon wrote:
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.

What Brood War were you watching? There were mech builds for TvZ, popular because they don't require as much micro and they are very good against Ultras, and TvT is literally nothing but siege tanks and dropships

I was watching higher level BW, where most Terrans go bio in TvZ. In TvT and TvP, yes tanks are used as a backbone in every matchup. However, they were never massed the way marauders are because they simply cost too much.
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
April 22 2010 19:19 GMT
#345
Time has no meaning if you are an Immortal.
Brood War forever!
TieN.nS)
Profile Joined August 2003
United States2131 Posts
April 22 2010 19:19 GMT
#346
Yep, patch is up!
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
April 22 2010 19:20 GMT
#347
The Immortal nerf will not slow down Protoss all that much, but it will also mean if Protoss doesn't get a Robo early they can't simply lay one down and chrono out 3 immortals in a minute and counter Armored bio (hell, Armored period) before it even makes it across the map to the Protoss base. On another note, can anyone actually download the patch yet?
i-bonjwa
Niton
Profile Blog Joined March 2009
United States2395 Posts
April 22 2010 19:20 GMT
#348
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


Marauders are more efficient than Immortals at killing both Armored and Unarmored targets with stim with the ability to kite, but against light units they have slightly less health (but have Medivacs). I don't expect to be able to fend off a simple marauder ball with the preparations I have to take to defend against all of T's other openings.

Everything wrong with the TvP matchup can be traced directly to the Marauder. Marauders are as efficient vs shielded Immortals as they are vs Zealots or Sentries. Marauders, stimmed, do more DPS to buildings than -Void Rays- at the same supply, at a fraction of the cost. A single EMP going off makes Marauders strongly counter Immortals, and the only counter to EMP is a tech tree that requires a total of 550 gas to produce a single unit that can do anything but Feedback. This unit needs to co-exist with a unit who costs another 400 gas in tech and 200 for itself before it even begins to act as a soft counter to Marauders. Marauders also happen to dominate any engagements in which the Terran has the same supply as the Protoss because of the power of Stim increasing the effective size of your army by 20% after factoring in the HP loss.

There is no longer a single unit in the Protoss arsenal which can both answer Marauders in sufficient numbers and in sufficient force to counter them. Even the best of them, the Colossus and HT, are so heavy on Gas cost that it's difficult to produce enough of them to counter a MMM + Ghost ball.

And to top it off? Marauders outrun the entire Protoss army while stimmed, with the exception of Zealots under the effect of Charge. Why would Terran ever build another unit against P? Void Rays are the only air unit P has that's even mildly threatening, and even Barracks with Tech Labs can produce enough Marines to counter them.

It's bad enough playing against Terran and only seeing two and a half units all game. It's a whole other thing to diversify your army properly and still lose to it because Marauders are simply more efficient than your entire army.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
rjT.
Profile Joined May 2008
Italy295 Posts
April 22 2010 19:20 GMT
#349
Looks that patch is up just on us server, nothing on eu
Crisium
Profile Blog Joined February 2010
United States1618 Posts
April 22 2010 19:20 GMT
#350
On April 23 2010 04:14 ttlranger wrote:
I don't know why they bother to give the infested terrans any movement at all, the way they kill their speed. They don't have enough duration to move around anywhere, anyway.


They basically turned it into the Raven's Auto Turret. Does same damage - though I'm not sure about attack speed and range. Has much less HP though. But also only costs 25 Energy, compared to 50. With such a slow movement and low life span, they might as well be auto turrets now.
Broodwar and Stork forever! List of BW players with most Ro16, Ro8: http://tinyurl.com/BWRo16-Ro8
Osmoses
Profile Blog Joined October 2008
Sweden5302 Posts
April 22 2010 19:20 GMT
#351
No patch yet for me... Europeans?
Excuse me hun, but what is your name? Vivian? I woke up next to you naked and, uh, did we, um?
Silver777
Profile Joined March 2010
United States347 Posts
April 22 2010 19:20 GMT
#352
On April 23 2010 04:08 Kralic wrote:
Show nested quote +
On April 23 2010 04:06 Silver777 wrote:
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.


Because obviously at all times and positions on the map I can just instantly warp in zealots and 6 sentrys to FF block to counter 4 stimmed marauders+medivac harass.....
wolfe
Profile Joined March 2010
United States761 Posts
April 22 2010 19:20 GMT
#353
On April 23 2010 04:19 Ryuu314 wrote:
Show nested quote +
On April 23 2010 04:18 PanzerDragoon wrote:
On April 23 2010 04:09 Ryuu314 wrote:
On April 23 2010 04:08 PanzerDragoon wrote:
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.

What Brood War were you watching? There were mech builds for TvZ, popular because they don't require as much micro and they are very good against Ultras, and TvT is literally nothing but siege tanks and dropships

I was watching higher level BW, where most Terrans go bio in TvZ. In TvT and TvP, yes tanks are used as a backbone in every matchup. However, they were never massed the way marauders are because they simply cost too much.



what? TvP is all tanks and vultures...
Swift as the wind, felt before noticed.
USn
Profile Joined March 2010
United States376 Posts
April 22 2010 19:20 GMT
#354
What a strange patch.

I really can't read their motives at all for most of the balance changes.
fatduck
Profile Joined April 2010
United States148 Posts
April 22 2010 19:21 GMT
#355
On April 23 2010 04:18 FrozenArbiter wrote:
Well, since the SCV hasn't had its HP returned to 60, this patch is useless.


http://screplays.com/system/files/replays/1230/[scr1230](P)IamBrown_(P)Owain_vs_(P)cheng_(T)fatduck.SC2Replay

I dunno I made 200 scvs this game and I won
good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers
roemy
Profile Joined April 2010
Germany432 Posts
April 22 2010 19:21 GMT
#356
On April 23 2010 04:13 wolfe wrote:
Show nested quote +
On April 23 2010 04:09 Paladia wrote:
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.



What change?

the planetary fortress dealt 40 dmg to the target but then 60dmg splashing onto close units.
HSM had illogical damage radii. the 100% radius should be a lot smaller if it was fixed

but i'm waiting for EU servers to get the patch - i'll look into it once dl is complete
rock is fine.. paper could need a buff, but scissors have to be nerfed
snipebeach
Profile Joined April 2010
Canada4 Posts
April 22 2010 19:22 GMT
#357
I am at 2 bars now lol
Im terrible, lets be real.
Garrl
Profile Blog Joined February 2010
Scotland1972 Posts
April 22 2010 19:22 GMT
#358
On April 23 2010 04:18 FrozenArbiter wrote:
Well, since the SCV hasn't had its HP returned to 60, this patch is useless.

Show nested quote +
Fungal Growth projectile removed; Units in the target area are now instantly hit.

Yeah, not like that shit was strong enough already --_--

Neural Parasite change seems good tho, 7 range wasn't enough for a unit that fragile.

Immortal nerf seems pointless?

Show nested quote +
On April 23 2010 04:18 Osmoses wrote:
On April 23 2010 04:15 Haemonculus wrote:
Well I will continue to play Terran and try to build as few marauders as possible, lol.

I will also probably continue to get rolled late game by Protoss. Please give us an alternative to massing marauders! They are no fun to use!!

This. I recognize the marauder is very useful, very good unit, but it is just so boring and most of the time I do what I can to not use them at all.

Alternatives I've found are marines/ghosts into mech/ghosts and banshees/vikings. Too bad banshees and vikings are just as boring as marauders.

It's a lot more fun than dying at least


Admittedly, the immortal nerf means that mech is more viable.
mrlie3
Profile Blog Joined December 2008
Canada350 Posts
April 22 2010 19:22 GMT
#359
Horray for Immortal nerf! :D
Crimson @ Clan CORE | ESFI World Translator
coltrane
Profile Blog Joined June 2008
Chile988 Posts
April 22 2010 19:22 GMT
#360
dloading the patch
Jävla skit
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