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On May 07 2010 10:42 Zhou wrote: I kinda wish they would look at immortals and marauders a little bit... But oh well. This is a good start.
They somewhat nerfed the immortals, by increasing the thors attack speed. But godamn, they still hurt like a truck.
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On May 07 2010 10:45 Windmonk wrote:Show nested quote +On May 07 2010 10:42 Zhou wrote: I kinda wish they would look at immortals and marauders a little bit... But oh well. This is a good start. They somewhat nerfed the immortals, by increasing the thors attack speed. But godamn, they still hurt like a truck.
yeh, thats why they are as expensive AS a truck.
you cant make a unit 250/100 and make it not hurt a lot. theyre gonna do damage. get used to it. make more units. dont make a THOR to kill immortals T_T
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On May 07 2010 07:19 HydroXy wrote: Okay, point taken on the static part (edited my post). But why wasn't 6 seconds already reasonable? And on relative power of the defenses: Cannons are more powerful, and turrets I would guess are more powerful than spores (especially with upgrade), and bunkers have way more utility than a spine crawler.
i've seen some replays of high level games in zvz where the guy actually brought drones and built spine crawlers at his opponents expo while he attacked and killed the expo etc.. but then he brings the spine crawlers into the main and just rooted them and started poking at his hatch. i mean i didn't really have a problem with spine crawlers before.. maruders and immortals take them out so fast.. but i dont think zerg has a good unit for that so this nerf will help against this matchup.
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On May 07 2010 10:45 newbcake wrote: I'm pissed if the bulk of their rationale for changing infestors and thors was because of ultralisks. The changes to thors make them substantially less useful as a harass / map control unit, and their reduced initial damage makes them just another attack-move unit instead of something you'd actually want to control. And the infestor change was just dumb, having it be 100 mana and require research way more than counteracts its ability to use it on air. If blizzard wanted to make ultras more useful, then buff ultras and make them more useful, not nerf two other units and make them worse against the ~33 other unit vs unit matchups.
Thors are still capable of one-shotting worker units, as far as I know, so it's now easier to get off multiple shots in a thor drop with the quicker rate of fire.
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On May 07 2010 10:31 Z3kk wrote:Show nested quote +On May 07 2010 10:29 lololol wrote:On May 07 2010 10:22 Z3kk wrote: Very, very nice changes, but I'll have to get used to the sentry and colossus nerfs....especially the sentry nerf. I was just starting to get used to used sentries to defend against mutas, and now stalkers+sentries will have a harder time holding off mutas, and I'm not likely to begin making mass archons just yet.....
Um, can anyone explain to me how moving and firing at the same time is accomplished? Do you use patrol towards enemies and then move away after the shot? It's completely automatic. If a unit is in range, the Phoenix will fire at it, even if given a move command. Whoa, thanks. So I can just move-click and my phoenixes will fire automatically, even while moving? If I move-click rapidly, will the shots get interrupted? I might actually contemplate using phoenixes now  especially after that SENTRY NERF (%^$#%!). EDIT: And can we just move-click, or must we attack-move?
Yes. No. Yes, you just issue a move command/right click.
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On May 07 2010 07:13 Seiuchi wrote: "The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg."
I guess I am satisfied they understand the Ultra needs more fixes, but hopefully they understand the reason Ultras are so bad is because Marauders destroy them so badly and they've made it so that mass Marauder is so prevalent? WOW, i never thought about an already slow ultra, being slowed down even more. I lol'd at this one.
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On May 07 2010 10:59 wishbones wrote:Show nested quote +On May 07 2010 07:13 Seiuchi wrote: "The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg."
I guess I am satisfied they understand the Ultra needs more fixes, but hopefully they understand the reason Ultras are so bad is because Marauders destroy them so badly and they've made it so that mass Marauder is so prevalent? WOW, i never thought about an already slow ultra, being slowed down even more. I lol'd at this one.
I'm not sure if you're being sarcastic or not but ultras don't get slowed, marauder slow doesn't work on massive units marauders just do a lot of damage to armoured units
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great change to the phoenix. good buffing the bc, archon, siege tank and ultra. good nerfing the spine crawler and sentry. not sure about hellion and thor changes. the elephant in the room is void rays, which clearly needed a nerf. the whole concept of void rays is that they are good against large units, but fail against lots of little units, but this is currently not the case. not too bad of a patch, glad blizzard is listening for the large part.
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Kennigit
Canada19447 Posts
[url="http://www.mtv.com/shows/jersey_shore/cast_member.jhtml?personalityId=13195"]Link to the REAL Situation Report[/url]
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Canada5565 Posts
This is really awesome of them, I mean it would have been nice from the beginning to have a Situation Report but I'm just glad they're doing it now
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Wow, huge patch in terms of balancing changes.
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On May 07 2010 07:27 Zelniq wrote: i really like how theyre doing this situation report
that being said, WTF @ some of their explanations:
Sentry- The damage has been decreased from 8 to 6.
We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields, but we do want to see a higher cost for those Force Fields. By reducing Sentry damage we believe that Protoss players will have to be more careful about the number of Sentry they make.
I thought this was strange also... they say they don't want less force fields to be used so thats why they didn't change force field itself but then they go and make a change that will mean players make less sentries and thus... less forcefields.
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i didnt know NP an ultralisk was a problem
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On May 07 2010 11:16 shiroinohito wrote:i didnt know NP an ultralisk was a problem 
It isn't right now, but it might have been a problem if they added the Ultralisk changes they have in mind without first nerfing NP.
But to be honest, you guys know that NP is ridiculously good >.>
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Anyone else feel like they're balancing 2v2, and not so much 1v1?
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It's funny they are suggesting to use it against Void Rays, when it was nerfed to supposedly make Ultras more viable, and they are a much later tech than Void Rays, so they will still be useless compared to a roach/hydra ball with some infestor support.
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<sarcasm>Maybe the mass Ultralisk strategy is why Korean Zerg are doing so much better than NA and EU Zerg</sarcasm>
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On May 07 2010 11:24 Fraud wrote: <sarcasm>Maybe the mass Ultralisk strategy is why Korean Zerg are doing so much better than NA and EU Zerg</sarcasm>
Yeah, their ZvZ win rate is insane!
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On May 07 2010 10:37 Fayth wrote: battlecruisers are actually cost effective vs corruptors, thanks to yamato gun lol
Iam afraid they are not simply because corruptors have 2 base armor while BCs only deal 6 damage per shot against air, meaning that if we assume equal upgrade levels on terran ship wepons and zerg air carapace the bcs will always deal only 4 damage per shot to a 200 hp corruptor (even with their fire rate a cruiser takes quite some time to get 50 shots off) Assuming the case of 3 bcs against 8 corruptors (1200 mins 900 gas for the bcs and 1200 mins 800 gas for the corruptors so those 8 corrupts are still 100 gas cheaper) you may take out 3 corrupts with yamato at the beginning of the fight and the bcs will still lose with 3 corrupts survivng
I actually know this since iam a huge bc fan and made a ton of test on them once and corruptor actually came out to be one of the best counters against bcs the there is thanks to their high base armor. The only unit that is more efficient are pre-charged voidrays (the pre charge is really important here because without it and counting yamato they are hardly cost effective at all) where one void ray can take out one bc with about 10-20 hp left. Of course this is not counting possibilities viking micro-range-abuse which has the possibility to make them the most efficient counter (though they have the drawback to be very vulnerable to some stimmed marines running under the cruisers) Most ground units are not cost efficient against bcs (by themselves anyway) since they may only deal 6 damage to air but deal 10 to ground.
but iam getting a little off-topic here, maybe i should post a little bc-analysis thread in strategy at some point
overall iam not shure weither i like this patch or not ... but what i do like is the thought of a protoss attacking a zerg with a supporting mothership and no observer anywhere close: protoss: haha i will destroy him easily *fight starts* *burrowed infestor pops out and NPs the mothership* zealot: "what the hell is all this distortion in the air arround me? and where did all those zerg suddenly go i didnt see no vortex . . . oh shi..." 
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Hmmn, yeah I think tanks aren't good enough, they should add an ability for them to shoot air units. Also add some more HP so they can get those extra hits off. I mean it's just one extra hit tho, amirite? Just one extra dead unit?
Hellion+Tank appears to be friggin' strong right now, add a few seeker missiles for the nerfed brood lords and BAM. Dead Zerg.
Even though I currently play Terran in the ladder, I think castrating zerg even further doesn't really seem like the most obvious choice. ZvT seemed fairly balanced before this, now u can just mass hellions and rape everything :D Hallelujah!
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