Patch 12 - Changes and Discussion - Page 24
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Ganondorf
Italy600 Posts
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CubE.
Canada39 Posts
On May 14 2010 03:48 Synwave wrote: I can only hope they are trying to define Ultras as the goto ground unit in late game, however nerfing the roach before doing anything to the ultra (other than lolmoardamage) seems highly weird. The problem with this train of thought is even if the ultralisk is the go to unit late game it is a melee unit in a game of almost NO melee units. This means it has to run to the front lines (not to mention they are huge) and hope that the other race is having an aneurysm and forgets to focus fire the huge block running at you that is only effective with upgrades, if the ultralisk can get in range you then have to hope it can do SOMETHING before blowing up helplessly. Not to mention no amount of ultralisk buff is going to make a difference in early-mid game when already the other races have an advantage on the roach (all races have + to armored but not zerg). The nerf just doesn't make sense. | ||
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TerriBad
United States146 Posts
On May 14 2010 03:51 [Agony]x90 wrote: It's nice to know that the ONLY thing that removes force field is a unit from the same race that comes at the opposite end of the tech tree. My 2v2 partner and I are looking to perma block some people into bases and see how that works lol. Anyways, I wonder if this change was for balance, or for buggy issues. It was changed because you could previously vortex an army and then surround the vortex with forcefields causing the army to be completely clumped into a small area when the vortex ended. | ||
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MeruFM
United States167 Posts
On May 14 2010 03:42 CubE. wrote: Seriously? It is already an upgrade and it costs 100 energy which means you need 2 upgrades to make parasite viable. You really want to kick something while its down I see. Yes because it can shut down all high tech instantly. Colossus, immortal, broodlord, and all the other high tier units that no one use like BC/ultra/carrier. Not only that but it's not a waste to get even if the enemy doesn't have any high tech because fungal growth is so good against massed low tech as well. But don't mind me, I'm just looking at it from all 3 sides. So maybe buff hydralisk hp/movement spd a bit OR BUFF THE ULTRALISK TO IUNNO LIKE 1000 HP OR SOMETHING. Really the only imbalanced matchup I see is TvP. Terran has serious problems against everything protoss has unless they go super heavy on marauders. | ||
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sLiniss
United States849 Posts
and thor buffs makes me QQ even more. I'm guessing infestors need to be even closer to NP them. | ||
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Zelniq
United States7166 Posts
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FarbrorAbavna
Sweden4856 Posts
(maybe they will do something about the marauder and immortal as well now, but that I aint holding my breath for ) | ||
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Chriamon
United States886 Posts
Nethaera wrote: Roach - Supply count increased from 1 to 2. Roaches are just too mighty to be a 1 supply unit. In 200 supply battles Roaches can be very difficult to deal with even with the correct counters in play by protoss or terran players. As always, we appreciate the ongoing constructive feedback and will continue to closely monitor the effects of these changes within the game. I don't get this. Roaches are too mighty to be a 1 supply unit. Then why is the solution to make them 2 supply? What about just make them less "mighty" as blizz says. And lol that they appreciate the constructive feedback. Appreciating feedback is just another way of them saying that they are aware of it, but the still don't care what the players actually think. | ||
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Piy
Scotland3152 Posts
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dangots0ul
United States919 Posts
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Slunk
Germany768 Posts
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gankthoven
16 Posts
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spinesheath
Germany8679 Posts
And bnet is down. | ||
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Chronopolis
Canada1484 Posts
Thor + Radius decreased from 1.375 to 0.8125. Thor model scale should be a good thing, but maybe they went a tad over board. That's like a 50% reduction, Terrans can now stuff more Thors in a given area, again making the terran ball most effecient at firing (The units are small and they have decent range). Roach + Supply count increased from 1 to 2. Not exactly sure how much of an impact this will have on zerg, but for sure, it will reduce the stregnth of the zerg's 200/200 army. Roaches are now supply whores, like zealots. As a biased protoss favour, I support this change, seeing as how a roach wins 1:1 against a zealot, and how cheap they are. Also, this increase in supply will probably strengthen the protoss FE build in PvZ, as the protoss can get away with less cannons. | ||
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Bear4188
United States1797 Posts
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Disastorm
United States922 Posts
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Tozar
United States245 Posts
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NB
Netherlands12045 Posts
NSFW:+ Show Spoiler + mean while at blizzard HQ ![]() | ||
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RogerChillingworth
Chad3074 Posts
On May 14 2010 03:54 Logo wrote: I'll third this as well. Even if roaches were too powerful per population, nerfing the population cost really loses a lot of the zerg flavor. 4th'd. Zerg needs more 1 food units. I never liked the roach, but it was the only thing that could tank the [i]terrible, terrible damage[b]. And not even all that well due to clumping and splash. The bulky, acid spraying mechanic was stupid and never had a place in the zerg arsenal. I'd really like to see this unit scrapped and replaced. | ||
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CubE.
Canada39 Posts
On May 14 2010 03:56 deo.deo wrote: wow .. how a lot off people feel the need to exaggerate... OMG CANT USE ROACHES ANYMORE.. OMG CAN FAST EXPAND WITH TOSS EVER AGAIN.. the game is pretty balanced and the mass roaches in late game was very hard to deal with, only ignorant zerg player will argue otherwise. Just play some games try new things and see how it will work out. Mass roaches was hard to deal with? Who masses roaches late game they were used as a meat shield to help protect hydras. Mass roaches was easy to deal with its called marauders or immortals, and consequently enough marauders are good against just about everything. | ||
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