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Patch 9 Discussion - Page 32

Forum Index > SC2 General
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MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 22 2010 20:20 GMT
#621
On April 23 2010 05:19 Rising_Phoenix wrote:
I'm not too big a fan of the patch notes. Anyone else agree?

Yeah, the patch notes are pretty lame. The patch, however, is interesting.
@DBWiggin, SC2 ref
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
April 22 2010 20:20 GMT
#622
On April 23 2010 04:53 FrozenArbiter wrote:
Show nested quote +
On April 23 2010 04:51 iamtt1 wrote:
i was personally hoping for a small stalker health buff and some sort of nerf on emp, the immortal time buff doesnt bother me too much because ive always thought that its strenght to build time ratio wasnt even equivalent in the first place, that being said a 40 to 50 build time increase would have been more logical, right now thors(60 secs right?) and immortals have almost the same build time.. doesnt make sense

You want to nerf emp more......?

Being able to spawn 75 mana high templars isnt' good enough?


right now the ghost is more effective than HTs and you get them way faster out than P HTs and you dont need any upgrades to use them.

i would like it if feedback would have at least more range than EMP. its way easier to EMP than feedback and T isnt really microing anything during the fight. EMP+STIM and lets see. P needs to feeback Ghosts (gl to feeback 4 ghost between 80Marauders and some medivacs) drop HTs out of Prism, Guardian shields and starting to FF and then PSI and if you didnt splitted your army or have some keyunits on the same place you are dead anyway.

the only way to win PvT seems to be early aggression or hidden Colossus, because a T can mass vikings so fast its ridiculous and 1 Colossus gets sniped so fast by Marauders that it doesnt make any sense to attack with 1 Colossus (unless you went for some 1 Base Timingattack).

I dont know how to explain but i think its way easier to win TvP if both are equal bad/decent skilled players and the P will have it easier if both are equal good skilled players.

the only thing that doesnt make any sense for me is that T builds 2 Units and i need 4 to have an equal chance to win and same goes for PvZ. all i face is hydra/roach and if the game is longer than 15min or something they just press the Broodlord aka i win button.

imo the biggest problems are marauders and roaches just change HP/Attack of these units. immortals are fine imo i dont build them and if i build them, i build them just to counter roaches/marauders. P has other units that are more effective against anything else, expect these 2, massable, OP units.

For T mech i would like to see first Tanks for 150/75 or 150/100.
For Z i would like to see that spawn larva would just produce 3 Larvas.
For P i would like to see a Cooldown for FF, like HTs have, so that you can just throw 10 FF down at once, if you have 10 sentrys.
after 2 years i reached it = marine icon
Kletus
Profile Blog Joined March 2008
Canada580 Posts
April 22 2010 20:20 GMT
#623
I am getting the loop now =(
Your resistance only serves to make my carapace harder.
Garrl
Profile Blog Joined February 2010
Scotland1978 Posts
April 22 2010 20:21 GMT
#624
On April 23 2010 05:19 TheYango wrote:
Show nested quote +
On April 23 2010 05:18 Garrl wrote:
On April 23 2010 05:17 Geo.Rion wrote:
i just saw this:
Spawn Larva has been changed from R to V.

WTF?


:\

Can't see the point in doing that.

You mean other than the fact that it says right in the patch notes why they did it?


Because changing EIGHT hotkeys is better than changing one?
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
Last Edited: 2010-04-22 20:21:30
April 22 2010 20:21 GMT
#625
On April 23 2010 05:14 StriverzG wrote:
Show nested quote +
On April 23 2010 05:12 Gigaudas wrote:
On April 23 2010 04:55 virusak wrote:
On April 23 2010 04:53 Clearout wrote:
EU is down, gief patch soon *drools*

well I am online, and other 6000 people too...


Really?

It won't even patch for me.


lol he wrote that a few hours ago dummy

well i am online and it wont patch for me><
there is also "skip" button on placement matches dialog
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
MarGeta
Profile Joined June 2009
Sweden18 Posts
Last Edited: 2010-04-22 20:22:21
April 22 2010 20:22 GMT
#626
On April 23 2010 05:18 Garrl wrote:
Show nested quote +
On April 23 2010 05:17 Geo.Rion wrote:
i just saw this:
Spawn Larva has been changed from R to V.

WTF?


:\

Can't see the point in doing that.


Im not a fan of the balance changes but this is by far the most retarded change in the patch :/
You're nothing but stuffed toys!
blae000
Profile Joined April 2010
Norway1640 Posts
April 22 2010 20:22 GMT
#627
so no nerf on force field.. or just: they didnt remove the centuries?
and still nerfing on zerg.. hmm need protoss nerf asap..
Liquid
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-04-22 20:24:50
April 22 2010 20:22 GMT
#628
On April 23 2010 05:20 AmstAff wrote:
Show nested quote +
On April 23 2010 04:53 FrozenArbiter wrote:
On April 23 2010 04:51 iamtt1 wrote:
i was personally hoping for a small stalker health buff and some sort of nerf on emp, the immortal time buff doesnt bother me too much because ive always thought that its strenght to build time ratio wasnt even equivalent in the first place, that being said a 40 to 50 build time increase would have been more logical, right now thors(60 secs right?) and immortals have almost the same build time.. doesnt make sense

You want to nerf emp more......?

Being able to spawn 75 mana high templars isnt' good enough?


right now the ghost is more effective than HTs and you get them way faster out than P HTs and you dont need any upgrades to use them.

i would like it if feedback would have at least more range than EMP. its way easier to EMP than feedback and T isnt really microing anything during the fight. EMP+STIM and lets see. P needs to feeback Ghosts (gl to feeback 4 ghost between 80Marauders and some medivacs) drop HTs out of Prism, Guardian shields and starting to FF and then PSI and if you didnt splitted your army or have some keyunits on the same place you are dead anyway.

the only way to win PvT seems to be early aggression or hidden Colossus, because a T can mass vikings so fast its ridiculous and 1 Colossus gets sniped so fast by Marauders that it doesnt make any sense to attack with 1 Colossus (unless you went for some 1 Base Timingattack).

I dont know how to explain but i think its way easier to win TvP if both are equal bad/decent skilled players and the P will have it easier if both are equal good skilled players.

the only thing that doesnt make any sense for me is that T builds 2 Units and i need 4 to have an equal chance to win and same goes for PvZ. all i face is hydra/roach and if the game is longer than 15min or something they just press the Broodlord aka i win button.

imo the biggest problems are marauders and roaches just change HP/Attack of these units. immortals are fine imo i dont build them and if i build them, i build them just to counter roaches/marauders. P has other units that are more effective against anything else, expect these 2, massable, OP units.

For T mech i would like to see first Tanks for 150/75 or 150/100.
For Z i would like to see that spawn larva would just produce 3 Larvas.
For P i would like to see a Cooldown for FF, like HTs have, so that you can just throw 10 FF down at once, if you have 10 sentrys.


Feedback has more range than EMP already, and the fact that you can spawn with enough energy for a storm coupled with warp-in makes them EXTREMELY strong.

T needs to get cloak once P gets high templars, or obs+ht will just kill your ghosts nonstop - which is absolutely fine btw, I don't mind getting cloak.

Also, I think you are exaggerating a bit how easy it is to micro T armies - running a move into colossi and storm isn't good :p Spreading marauders, casting EMP and focus firing vikings is a decent bit of work.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Glider
Profile Blog Joined December 2005
United States1353 Posts
April 22 2010 20:22 GMT
#629
OH the Loop for me too, Blizzard made BOO BOO
seedfreedom
Profile Joined October 2009
Canada38 Posts
April 22 2010 20:23 GMT
#630
This is just silly. The terran buff is next to nothing. To be honest making the shells an upgrade in the beginning didn't do much anyways. However making the only unit capable of countering them come out so slowly makes it impossible for protoss to win. Immortals already get focused down and cost a freaking fortune to make. Besides the biggest problem with current PvT was the lack of a good counter to mass banshee. Making mass marauder just as impossible to defend doesn't help that situation at all. Take a look at the stream list, every other streamer is now terran. take a look at any point in time and you will have more terran streams then toss or zerg.

Don't get me wrong, i like terran. i played half terran half toss in SC1. but i can't play a race that is so damn easy mode. terrans have a billion tech options and protoss have none that can counter any of them.

Guess i'll have to main zerg now cuse toss is just unplayable and i refuse to fold to blizzards will and play terran like every other scrub on the planet.
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
April 22 2010 20:24 GMT
#631
On April 23 2010 05:17 Geo.Rion wrote:
i just saw this:
Spawn Larva has been changed from R to V.

WTF?


Perhaps Blizzard hypothesized that this was the reason why roaches were being massed so frequently (i.e. larva was accidentally selected over queen so the player accidentally made a roach). Now the player will accidentally make an overlord. Now Blizzard will believe mass roaches will be less prevalent, right?? -_-

Blizzard's balance changes have seemed so off that I would NOT be surprised to see them stoned enough for this to be their reasoning behind the change.
n.Die_Jaedong <3
cYaN
Profile Joined May 2004
Norway3322 Posts
April 22 2010 20:25 GMT
#632
Hmmm, as a terran player I kinda didn't like the buff we got. I was rather hoping for an alternative to marauders rather than a balance tweak to them. Oh well. And if you add in chronoboost that's what? a 7,5second delay on the immortal? Doesn't sound like something to complain too much about.
Rampoon
Profile Joined May 2009
United Kingdom166 Posts
April 22 2010 20:25 GMT
#633
Are we playing the same game?!
coltrane
Profile Blog Joined June 2008
Chile988 Posts
April 22 2010 20:26 GMT
#634
I was able to run the sc2 even while getting the loop with the patcher.

I did it through the editor, it seems that bnet is still down, since i couldnt log in anyway.


Wanna proof?

Now the loading bar is green.
Jävla skit
vergibaby
Profile Joined February 2008
United States20 Posts
April 22 2010 20:26 GMT
#635
storms useless pvt would wanna spend my money on units that actually do dmg.
get money
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
April 22 2010 20:27 GMT
#636
On April 23 2010 04:33 MorroW wrote:
major parts why ultralisks suck
-lings suck so everyone is upgrading ranged only so they dont fit in any upgrade tech tree
-the need 2 upgrades, both speed and armor to even be viable in a battle
-they are huge. many cant attack at once and its very easy to abuse this fact
-they are slow like holy hell. almost any unit in the game can kite them, if they attack and u run same time they miss and u hear a "swish" sound and 0 dmg is being dealt (big lol right?)
-forcefield nullifies melee units like, by 100%. guardian shield makes zergling useless which makes my first statement even more true



FYI Guardian Shield only reduces ranged damage taken, not melee.
Moderator
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 22 2010 20:27 GMT
#637
On April 23 2010 05:20 Sentient wrote:
Show nested quote +
On April 23 2010 05:17 KungKras wrote:
WTF why did they buff the Marauder?

It's not that significant of a buff in my opinion (and I'm a Protoss player), but maybe the platinum players will disagree with me (I'm only gold).


I'm pretty sure it's the Bronze players that are disagreeing with you.
Bring back 2v2s!
Garrl
Profile Blog Joined February 2010
Scotland1978 Posts
April 22 2010 20:27 GMT
#638
On April 23 2010 05:25 cYaN wrote:
Hmmm, as a terran player I kinda didn't like the buff we got. I was rather hoping for an alternative to marauders rather than a balance tweak to them. Oh well. And if you add in chronoboost that's what? a 7,5second delay on the immortal? Doesn't sound like something to complain too much about.


7.5 on every immortal, and that's a chrono boost which could've been used to buff the Protoss economy (whereas Terran have MULEs, not really much of a choice compared to chrono boost on econ or on tech/army), hence eventually putting the Toss behind.
rally_point
Profile Joined April 2009
Canada458 Posts
Last Edited: 2010-04-22 20:28:18
April 22 2010 20:27 GMT
#639
About people disliking the nerfs/un-nerfs - maybe Bliz was too busy making the map editor and bnet fixes to look at balancing?

I'm sure they are very busy and it might be a little much to expect them to have perfect balance changes AND release a map editor AND release new maps AND update bnet
TheYango
Profile Joined September 2008
United States47024 Posts
April 22 2010 20:28 GMT
#640
On April 23 2010 05:21 Garrl wrote:
Show nested quote +
On April 23 2010 05:19 TheYango wrote:
On April 23 2010 05:18 Garrl wrote:
On April 23 2010 05:17 Geo.Rion wrote:
i just saw this:
Spawn Larva has been changed from R to V.

WTF?


:\

Can't see the point in doing that.

You mean other than the fact that it says right in the patch notes why they did it?


Because changing EIGHT hotkeys is better than changing one?

Would you like to suggest another hotkey on the left side of the keyboard that has no conflicts among any of the 3 races?
Moderator
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