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Patch 9 Discussion - Page 33

Forum Index > SC2 General
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maelen
Profile Joined February 2010
United States1 Post
April 22 2010 20:29 GMT
#641
I think they added shift fkeys, which are now ctrol fkeys

[image loading]
cloudJR
Profile Blog Joined April 2010
United States266 Posts
April 22 2010 20:29 GMT
#642
Hahaha I can not wait to hear Orb's opinion about this patch. We all know how he feels about marauders and now they add another 15 seconds on the Immortal build? I don't understand that, but I am looking forward to seeing these new maps. I don't know about anyone else but this patch is taking forever to download. @seedfreedom I couldn't agree with you more. I strictly played Protoss in BW, but they are almost impossible to succeed with at least against a marauder/roach rush.
All I can hear are thousands of children screaming imbalance.......
Irrelevant
Profile Blog Joined June 2009
United States2364 Posts
April 22 2010 20:29 GMT
#643
now if only this patch had CHAT ROOMS!
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2010-04-22 20:31:20
April 22 2010 20:29 GMT
#644
I love how many protoss kids are going haywire over the immortal build time increase. You all knew it was coming, you all abused it to no end with warpgate all-ins into expo -> macro.

Now it is not so easy rofl. And yes, as FA said, even though immortals are of course strong vs mech, no good player just goes only mech, they ghostmech, but siege tanks for 3 supply and 125 gas? Lol?

Blizzard purposely did that because they did not want the tank to be such a central unit like it was in SC1. which is mind boggling, as right now the marauder has pretty much taken that role.

What do people really expect Terrans to make in TvP? Name some viable options other than the marauder. I doubt many P here can name any, because there are very few that are standard/viable in the match-up.

Patch 8, you had to get a lot of marauders early game to survive all of these protoss immortal/warpgate all-ins. Even a 4warpgate sentry all-in with speedlots was stronger than marauders. The concussive change was good, but tanks are still 25 gas and 1 supply too expensive.

oh, and wow, now you guys can't do similar all ins vs Zerg in PvZ. lol.

edit: and btw, stalkers with blink are extremely sexy and mobile omg. I lost to a guy yesterday who went straight stalker blink on kulas and abused being mobile between all 3 starting mineral bases

some people in the beta have trouble realizing that this is a beta, and if something is too powerful and the end-all be all, it is going to be nerfed. Marauder's were nerfed, roaches were nerfed, and now immortals have been nerfed, because all of them were too powerful. You can still use them, it is just not as easy is the key thing.
Sup
Fredz
Profile Joined March 2010
Canada36 Posts
April 22 2010 20:29 GMT
#645
Ultra late april fools?
APurpleCow
Profile Blog Joined August 2008
United States1372 Posts
April 22 2010 20:29 GMT
#646
ASDF

There's a reason top Zerg players haven been making spine crawlers to defend Protoss pushes.

HINT: It's not because Zergs prefer static defenses to a mobile army (and no, uproot doesn't count).
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
April 22 2010 20:30 GMT
#647
On April 23 2010 05:29 cloudJR wrote:
Hahaha I can not wait to hear Orb's opinion about this patch. We all know how he feels about marauders and now they add another 15 seconds on the Immortal build? I don't understand that, but I am looking forward to seeing these new maps. I don't know about anyone else but this patch is taking forever to download. @seedfreedom I couldn't agree with you more. I strictly played Protoss in BW, but they are almost impossible to succeed with at least against a marauder/roach rush.


We already have it...

On April 23 2010 03:35 -orb- wrote:
sigh

+ Show Spoiler +
fucking morons

n.Die_Jaedong <3
TT1
Profile Blog Joined December 2008
Canada10090 Posts
April 22 2010 20:30 GMT
#648
On April 23 2010 05:22 FrozenArbiter wrote:
Show nested quote +
On April 23 2010 05:20 AmstAff wrote:
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.


the problem with this early game is most of the time p has to robo/obs, obviously there isnt much of a concern lategame but dealing with marine marauder ghost/emp rushs early game is a pain
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Garrl
Profile Blog Joined February 2010
Scotland1980 Posts
April 22 2010 20:30 GMT
#649
On April 23 2010 05:28 TheYango wrote:
Show nested quote +
On April 23 2010 05:21 Garrl wrote:
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?


F keys?
QueueQueue
Profile Joined July 2009
Canada1000 Posts
April 22 2010 20:30 GMT
#650
On April 23 2010 05:20 Kletus wrote:
I am getting the loop now =(



Same *sadface*
PerQ
Profile Joined March 2010
Sweden48 Posts
April 22 2010 20:31 GMT
#651
Anyone knows if the Mac-version is avalible?
http://twitter.com/PerKIU
CruS
Profile Joined March 2010
Sweden218 Posts
April 22 2010 20:31 GMT
#652
The patch is great what are u guys whining about. Except for the fact that it doesn't work it contains most of the stuff I've been complaining about.

Especially bnet features and immortal ))
Whoever fears suffering, is already suffering from what he fears.
Bibdy
Profile Joined March 2010
United States3481 Posts
April 22 2010 20:31 GMT
#653
On April 23 2010 05:22 FrozenArbiter wrote:
Show nested quote +
On April 23 2010 05:20 AmstAff wrote:
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.


To be honest, its a lot more work to Feedback Ghosts, Banshees, Medivacs and Thors, cast Psi Storms, put up Guardian Shields, cast Force Fields and focus fire down the Vikings and Banshees with Stalkers. Forget about getting Immortals to shoot Marauders and Collossi to shoot Marines. Getting all of that setup before stimmed Marauders rape everything you have is a frigging nightmare. If you dance your armies in front of one another, its incredibly painful to keep your units out of harm's way and Feedback if his Ghosts start running up ahead. I always hit this mental roadblock of too much multi-tasking, spaz out and stare helplessly as my army gets rocked.
ComradeDover
Profile Joined November 2009
Bulgaria758 Posts
April 22 2010 20:31 GMT
#654
On April 23 2010 05:29 Irrelevant wrote:
now if only this patch had CHAT ROOMS!


Beta isn't the time or place for chatting.
Bring back 2v2s!
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
April 22 2010 20:31 GMT
#655
On April 23 2010 05:31 PerQ wrote:
Anyone knows if the Mac-version is avalible?


Later next week, apparently.
n.Die_Jaedong <3
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 22 2010 20:32 GMT
#656
On April 23 2010 05:29 avilo wrote:
I love how many protoss kids are going haywire over the immortal build time increase. You all knew it was coming, you all abused it to no end with warpgate all-ins into expo -> macro.

Now it is not so easy rofl. And yes, as FA said, even though immortals are of course strong vs mech, no good player just goes only mech, they ghostmech, but siege tanks for 3 supply and 125 gas? Lol?

Blizzard purposely did that because they did not want the tank to be such a central unit like it was in SC1. which is mind boggling, as right now the marauder has pretty much taken that role.

What do people really expect Terrans to make in TvP? Name some viable options other than the marauder. I doubt many P here can name any, because there are very few that are standard/viable in the match-up.

Patch 8, you had to get a lot of marauders early game to survive all of these protoss immortal/warpgate all-ins. Even a 4warpgate sentry all-in with speedlots was stronger than marauders. The concussive change was good, but tanks are still 25 gas and 1 supply too expensive.

oh, and wow, now you guys can't do similar all ins vs Zerg in PvZ. lol.

edit: and btw, stalkers with blink are extremely sexy and mobile omg. I lost to a guy yesterday who went straight stalker blink on kulas and abused being mobile between all 3 starting mineral bases

some people in the beta have trouble realizing that this is a beta, and if something is too powerful and the end-all be all, it is going to be nerfed. Marauder's were nerfed, roaches were nerfed, and now immortals have been nerfed, because all of them were too powerful. You can still use them, it is just not as easy is the key thing.

Funnily enough I think fast siege mode is really really good vs the warp-gate allin stuff, the only problem is that about half the map have backdoors or really badly placed expansions.
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
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
April 22 2010 20:32 GMT
#657
omfg yes so many nice changes.

thank you blizzard
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
BentoBox
Profile Joined November 2009
Canada303 Posts
Last Edited: 2010-04-22 20:32:57
April 22 2010 20:32 GMT
#658
On April 23 2010 05:23 seedfreedom wrote:
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.


Because Terrans have won the most tournaments to date. Because notorious Protoss players have had NO presence at all in the past weeks.

How long till you realize that you don't even play at a level that warrants you bitching about balance?
Only dead fish swim with the stream
CruS
Profile Joined March 2010
Sweden218 Posts
April 22 2010 20:32 GMT
#659
On April 23 2010 05:32 Grobyc wrote:
omfg yes so many nice changes.

thank you blizzard


I hope no sarcasm, cuz I also think it's awesome.
Whoever fears suffering, is already suffering from what he fears.
prototype.
Profile Blog Joined July 2009
Canada4215 Posts
April 22 2010 20:33 GMT
#660
Seriously blizzard? Changing what was already confusing hotkeys into something equally confusing?
( ・´ー・`)
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