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Patch 12 - Changes and Discussion - Page 18

Forum Index > SC2 General
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MaximumSquid
Profile Joined April 2010
United States62 Posts
Last Edited: 2010-05-13 18:30:05
May 13 2010 18:29 GMT
#341
I find the Thor change to be the most interested. . .

Stated by blue to be a small buff, but in reality the unit might be small enough that when AoE attacks strike the Thor that adjacent units might now take fire when they previously didn't ( I will need to test to confirm )

What I can easily confirm though is that the total number of SCVs you can pile on to repair a Thor has been decreased.

You could probably argue that people who were making skillful decisions or making the most of 1 or 2 Thors have been nerfed while those that simply spammed the unit and never gave a second thought to repairs have now been buffed.
You Gotta Take Your Squid To The Max!!
PREWTAHS
Profile Joined March 2010
Armenia24 Posts
May 13 2010 18:29 GMT
#342
On May 14 2010 03:21 Lollersauce wrote:
Show nested quote +
On May 14 2010 03:19 PREWTAHS wrote:
As it was, roach hydra was arguably too versatile and potentially too easy to execute.


waaa waaa waaa...
you realize zerg has 9 combat units? exactly how much diversity do you expect?


I don't know if adding more units at this stage would be ideal. I think it would be more interesting to tinker with the relationships of the zerg units to one another and how they fill their role in zerg play. I think other units should be potentially buffed or changed. I'd like to see more banelings, more cracklings, definitely more ultras. I think too many zergs were relying on hydra roach too much, and rightfully so. In many scenarios it is one of their strongest options. I just find it boring to watch and boring to play. When I think of Zerg, I think of mobility, low HP, high APM, huge numbers.
Yuma
Profile Joined May 2009
United States51 Posts
May 13 2010 18:29 GMT
#343
All this Zerg rage is just wow!

ITS JUST ONE SUPPLY YOU GUYS! terran and Toss have been having to deal with this
Death is on your left side about an arms distance behind you.-Don Juan
IrT4nkz
Profile Joined May 2010
229 Posts
Last Edited: 2010-05-13 18:30:43
May 13 2010 18:29 GMT
#344
Expecting to see more 14hatch all-in speedlings from Zerg/Baneling bust now.

Nerfing roach was pretty much killer to their primary meat-shields. Should give their armour back as someone said above to compensate for such a huge nerf
Aikin
Profile Joined April 2010
Austria532 Posts
May 13 2010 18:29 GMT
#345
1 supply for zerg = 12.5 minerals and 1/8 larva

This should make roach all ins a bit weaker which i think is good but it will also decrease the size of an maxed zerg army with roaches by a ton. Roach players will be ahead in the supply count pretty often now.p
[A]dmiral Bulldog | Naniwa | [A]lliance
lilwisper
Profile Joined April 2010
United States2515 Posts
May 13 2010 18:30 GMT
#346
The Void change to the Mothership seems like an interesting dispell in a ways now. It will be fun to see how PvP will change with it.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-05-13 18:32:37
May 13 2010 18:30 GMT
#347
The problem Blizzard has had since day 1 with the Roach is they cant decide whether it should be a maurader or a zergling.

[image loading][image loading][image loading]
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
eth3real
Profile Joined April 2010
Sweden33 Posts
May 13 2010 18:30 GMT
#348
How hard is it to understand that if you lose it's YOUR fault not the races'. There is no best or worst race. If you switch races because you have the mentality of "I want to win every time" and believe that your race is bad then this is the wrong game for you. Good bye.

User was temp banned for this post.
Artosis is the Ph.D and Masters equipped physicist of Starcraft while Day9 is the Dalai Lama of Starcraft
InSpiReZerG
Profile Joined January 2010
United States159 Posts
May 13 2010 18:30 GMT
#349
zerg nerfs are beginning to make no fucking sense.
Treacherous and impure, impious and murderous, Cadaverous yet living, dead to eyes but ever dreaming
damon2400
Profile Joined April 2009
United States172 Posts
May 13 2010 18:31 GMT
#350
On May 14 2010 03:28 CheAse wrote:
Show nested quote +
On May 14 2010 03:23 Lz wrote:
with this kinda change.. i think i can go mech ^_^
/clap blizzard


I am so excite


Exactly what I was thinking ^^

So excited to try out a bunch of mech builds.

That said the thor isn't a reliable AA vs heavy air, namely voidrays. So when meching vs toss vikings will be very important.

I just spent the last 5 minutes in a game by myself moving thors around, and I have to say it is amazing. They move up and down ramps with ease now.

Not only that but they still have 10 range, so having a line of 3-4 thors behind your army, even if your going bio will increase the overall DPS on your ranged line.
iamtenninja
Profile Joined April 2010
United States162 Posts
Last Edited: 2010-05-13 18:34:21
May 13 2010 18:31 GMT
#351
Radius decreased from 1.375 to 0.8125.
Question from someone who's not in the beta:

Haven't done any research but can Thors still tank (by covering a large amount of the splash radius) siege tanks' splash damage or is the Thor now smaller than the splash and therefore loses some role in its tanking ability?

Also I take it that despite the smaller size, only 1 thor per medivac still?

edit: I suppose one benefit of this "buff" is that with a smaller radius - means a smaller circumference and therefore less zerglings can surround it. But that was obvious.
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 13 2010 18:31 GMT
#352
On May 14 2010 03:29 Yuma wrote:
All this Zerg rage is just wow!

ITS JUST ONE SUPPLY YOU GUYS! terran and Toss have been having to deal with this

*If you only make one roach.
JTPROG
Profile Blog Joined March 2010
United States254 Posts
Last Edited: 2010-05-13 18:33:12
May 13 2010 18:31 GMT
#353
The supply nerf to roaches was definitely needed. Many times in equal supply battles vs zerg i'd be astonished as to how i lost so badly, until i realized yet again, it's because he can have a much more powerful army at the same supply because roaches are rediculously powerful for a 1 supply unit.

In any case, I think the following changes were also needed..

Void Ray: Either make it back to 3 charges, make the charge time longer, make it so that charge is lost more quickly or upon target change, or decrease the damage of when it is charged by ALOT. I currently find this to be the most OP unit in the game.

Banelings: Explode damage is not done if the baneling is killed by the opposing player.

SCV: +5hp

Immortal: 20+20/25 dmg

Tank: Aoe splash nerf (too strong now?)




User was temp banned for this post. No back up for post. Just spouting out a load of shit.
inflowgaming.net
FestiveLemur
Profile Joined April 2010
United States19 Posts
May 13 2010 18:31 GMT
#354
"Fans are clingy complaining dipshits who never ever be grateful for any concession you make. The moment you shut out their shrill, tremulous voices, the happier you will be for it"
-Zero Punctuation.
p1ng
Profile Joined February 2010
Germany53 Posts
May 13 2010 18:31 GMT
#355
I can't understand all the rage in this thread, the nerf in mineralcosts is not very significant in the early mid and it justs fixes the problem that you cant counter a Zerg in the lategame with mass roaches.

In a 3:3 teched lategame with 3+ Queens on 4-5 Hatches you cant counter Roaches with marauders since there is such a huge mass and about 2 roaches for every marauder. This is just a lategame fix and will lower the useage of mass roaches as meatshields.

We all want exciting games (to watch), and therefore we need a "path" to get away from those mass-unit games like Mass Marauder or Mass Roaches. P often combines differend unit types and thats a way to improve the possibilitys to show micro/macro skills.

I'm for myself are looking forward to more changes. Its just a beta and why can't we try it out?
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
May 13 2010 18:31 GMT
#356
Now zerg only has 2 units that are below 2 food: ling and baneling.

I understand the nerf. A marine costing 1 food and a roach costing 1 food does not really make sense.

But roach being 1 food was the only thing that made zerg look swarmish. Now it looks like a damn protoss army.
irishash
Profile Joined November 2008
United States285 Posts
May 13 2010 18:31 GMT
#357
is this patch live right now? whenever i try to open SC2 Beta it just opens the launcher for a split second then closes. can i download the patch from the site somewhere like we could for BW?
Xinliben
Profile Joined May 2009
United States931 Posts
Last Edited: 2010-05-13 18:32:54
May 13 2010 18:31 GMT
#358
I would be ok with this roach nerf if burrow was made more desirable to get. If I have less roaches at least let me do cool things with them. Zerg should get burrow every game, it just seems...zerg like. With it, in the late game, these smaller amounts of roaches could turn into more of a special ops ambush unit, allowing good surrounds on blobs of units, while soon-to-be-buffed ultras are the main tanks.
"life of lively to live to life of full life thx to shield battery"
ltiy
Profile Joined April 2010
107 Posts
May 13 2010 18:32 GMT
#359
On May 14 2010 02:49 Kennigit wrote:
* TERRAN

o Thor

+ Radius decreased from 1.375 to 0.8125.
+ Model size reduced to match new radius.

Bug Fixes

* Fixed a crash which sometimes occurred when quitting the program.


Tears of joy.


* ZERG

o Roach

+ Supply count increased from 1 to 2.



Tears of sorrow.
Lollersauce
Profile Joined April 2010
United States357 Posts
May 13 2010 18:32 GMT
#360
On May 14 2010 03:29 PREWTAHS wrote:
Show nested quote +
On May 14 2010 03:21 Lollersauce wrote:
On May 14 2010 03:19 PREWTAHS wrote:
As it was, roach hydra was arguably too versatile and potentially too easy to execute.


waaa waaa waaa...
you realize zerg has 9 combat units? exactly how much diversity do you expect?


When I think of Zerg, I think of mobility, low HP, high APM, huge numbers.


Go tell that to all our 2+ supply units except for the zergling.
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