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Patch 12 - Changes and Discussion - Page 67

Forum Index > SC2 General
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guitarizt
Profile Blog Joined March 2009
United States1492 Posts
May 14 2010 12:32 GMT
#1321
Yeah but now a maxed zerg is weaker than a maxed terran which might be a good thing for the game but time and stats will tell. Also what are your thoughts on the 5 gate push? How is zerg supposed to defend? I can't wait for some more tournament results to start coming out to see the zerg win ratios.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
Last Edited: 2010-05-14 12:39:49
May 14 2010 12:36 GMT
#1322
Sunkensssssssss.

I think Blizzard just wants to see different units than just roach at 200/200 but my ZvT is far from understanding enough about a 200/200 battle. Maybe infestor hydra should work fine? The game is so young it's really hard to say anything about balance. For example if you put Korean Zergs into the European tournaments they would probably be winning most of them.

It's really hard to say where skill ends and imbalance begins, and even harder to know what sort of learning curves are attached to the races. People think that all the races should be equally easy to master - thus being equally good at any moment from now until 10 years into the future. That is just not the case. The races are so vastly different I doubt much can be said about learning curve at this point. It could be that a race that loses a lot early on becomes stronger with practice than the others, and the other way around.
Administrator
fuzzehbunneh
Profile Joined May 2010
United States66 Posts
May 14 2010 12:36 GMT
#1323
people saying roach should have been 2 food since day 1 are missing the huge pile of nerfs the roach has gone through since then.
Never do today what you can put off until tomorrow
ChinaRestaurant
Profile Joined May 2008
Austria324 Posts
Last Edited: 2010-05-14 12:39:43
May 14 2010 12:38 GMT
#1324
Then let me say that changing the food cost to 2 would have been the right thing to do instead of nerfing its armor for instance :D.

edit: when i first saw that roaches were only 1 food i thought it was a typo lol
SPAAAAAAACE
Chex
Profile Joined May 2010
United States87 Posts
May 14 2010 12:40 GMT
#1325
At first I was pretty pissed about this patch. Now I'm just confused.

It seems to me that the Zerg in general need a complete overhaul. The problem was a manifested in the fact that people massed roaches but instead of addressing the actual problem this patch just addresses a symptom.

The truth is that unlike P or T, Z really doesn't have very many counter units or specialty units. In many ways our unit roster is pretty lack luster. Versus almost anything you go roach, hydra, infestor. Maybe you switch in corruptors for hydras but that's hardly a change.

Roaches were the backbone of every army simply because they had respectable health and range and with a LOT of research, could still regen. They weren't the backbone of the army because they were an AMAZING unit that overshadowed all other units. They are an ok unit that overshadows othe zerg units because those other units blow hard.

Changing Roaches from 1 to 2 supply makes sense if you want people to use less roaches and you want to balance a late game army. But I think its the wrong fix. Ask yourself, P has immortals and stalkers which are good vs armor, t has tanks and marauders. Both races have units which devastate light units, specialized air, etc. The result is P and T have several viable army compositions which can work in different match ups. Z has 1 basic composition that worked.

I can go in depth about why Z units are lack luster but I'm sure most people are familiar with the problem. Suffice to say that our T3 units with teh exception of the B lord are worthless. Our caster/s is pretty good but the recent changes make it take a lot longer to be effective. Corruptors' special ability use to allow for some mid game harassment but now it is completely worthless, etc etc.

Which brings us back to Roaches. As a Zerg player, yes it is pretty boring to only mass roaches and yes I'm sure its annoying for T and P to be faced with so many roaches end game. But now I ask, what options does Z have?

freestalker
Profile Joined March 2010
469 Posts
Last Edited: 2010-05-14 12:46:10
May 14 2010 12:42 GMT
#1326
They should fix zergs as they fixed rauders.. Give 50/50 research to lair that will lower roach supply from 2 to 1

No, really. I didn't play zerg since the patch, I usually don't even use roaches that much. But I play random 2v2 as toss just to get some change.. Not just do the same stuff again and again as zerg, hoping my unit composition is good enough to defend.

And I am hoping they will really make ability changes for zerg in the next patch, as they 'promised'.
nodq
Profile Blog Joined May 2010
Germany123 Posts
May 14 2010 12:42 GMT
#1327
On May 14 2010 21:00 Tristy wrote:
Show nested quote +
On May 14 2010 03:24 Kletus wrote:
Wow, what an indirect marauder nerf!

Seriously guys, stop whining; it's not the end just because roaches are at 2 food now. I, for one, think that this is a positive change because roaches are boring and I'm looking forward to seeing them used less.


So youre solution to a boring unit is to make it suck so people dont use it? Instead of ... say making it more interesting without being overpowered? Now Roach is just a gimp version of Hydra that cant hit air and can take a beating...
I wont take any final conclusions yet because I do not know whats in store for patch 13, but I disagree with Blizzard's decission to simply double the unit cost without changing the unit stats at all.



jup.. no point to get roaches if u can get hydras. actually u may use 2-3 roaches in early to block/defend... thats it, WOW very interesting unit, very new for SC2 and soooo fun to play, its just as good as stalkers or sentrys (sigh....)
Spawn moooaaaar Overloooaaaarddzzzz!
ChinaRestaurant
Profile Joined May 2008
Austria324 Posts
Last Edited: 2010-05-14 12:50:42
May 14 2010 12:43 GMT
#1328
On May 14 2010 21:40 Chex wrote:
At first I was pretty pissed about this patch. Now I'm just confused.

It seems to me that the Zerg in general need a complete overhaul. The problem was a manifested in the fact that people massed roaches but instead of addressing the actual problem this patch just addresses a symptom.

The truth is that unlike P or T, Z really doesn't have very many counter units or specialty units. In many ways our unit roster is pretty lack luster. Versus almost anything you go roach, hydra, infestor. Maybe you switch in corruptors for hydras but that's hardly a change.

Roaches were the backbone of every army simply because they had respectable health and range and with a LOT of research, could still regen. They weren't the backbone of the army because they were an AMAZING unit that overshadowed all other units. They are an ok unit that overshadows othe zerg units because those other units blow hard.

Changing Roaches from 1 to 2 supply makes sense if you want people to use less roaches and you want to balance a late game army. But I think its the wrong fix. Ask yourself, P has immortals and stalkers which are good vs armor, t has tanks and marauders. Both races have units which devastate light units, specialized air, etc. The result is P and T have several viable army compositions which can work in different match ups. Z has 1 basic composition that worked.

I can go in depth about why Z units are lack luster but I'm sure most people are familiar with the problem. Suffice to say that our T3 units with teh exception of the B lord are worthless. Our caster/s is pretty good but the recent changes make it take a lot longer to be effective. Corruptors' special ability use to allow for some mid game harassment but now it is completely worthless, etc etc.

Which brings us back to Roaches. As a Zerg player, yes it is pretty boring to only mass roaches and yes I'm sure its annoying for T and P to be faced with so many roaches end game. But now I ask, what options does Z have?



Exactly, and those units cost how much food compared to what a roach used to?
SPAAAAAAACE
TheTuna
Profile Joined August 2009
United States286 Posts
May 14 2010 13:10 GMT
#1329
The roach nerf was definitely needed, in my opinion. Having a unit that was pretty much straight up stronger than the zealot for essentially the cost but took up half the supply was simply absurd; a 145 HP unit with ground attack range and solid armor for 1 supply was just nuts.

HOWEVER. I do agree that this severly wounds the nature of the Zerg as the swarming, throwaway army, and that's a very bad thing. Currently, the only unit Zerg have to "swarm" with is the zergling; this is a SERIOUS problem. Roaches shoudl be nerfed appropriately and dropped back to 1 food so as to preserve Zerg character; as it stands the race is, as many have said, pretty much a total mess,
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
May 14 2010 13:16 GMT
#1330
On May 14 2010 21:25 Liquid`Nazgul wrote:
This is not a big deal guys. Early game where this change does the most I haven't been roach rushed by a good Zerg in forever, mid-game where your roaches die as much as you make them you will only be spending 1-5 more minerals per roach more if you're losing units, and late-game this change is excellent where a 200/200 Zerg army was much stronger than a 200/200 Protoss one.

The effect of this change with exception of 200/200 scenarios is really going to be minimal.


You only say this because you're not one of them 5gaters.

Early game this affects survivability vs bust builds alot.
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
May 14 2010 13:27 GMT
#1331
Well it's not a big deal in my games then lol :D
Administrator
fuzzehbunneh
Profile Joined May 2010
United States66 Posts
May 14 2010 13:28 GMT
#1332
On May 14 2010 22:27 Liquid`Nazgul wrote:
Well it's not a big deal in my games then lol :D

youre one of the few then that doesnt cheese
Never do today what you can put off until tomorrow
IrVeNoJu
Profile Joined April 2010
Poland61 Posts
May 14 2010 13:36 GMT
#1333
I foresee a warpgates nerf...
W.A.M
Archerofaiur
Profile Joined August 2008
United States4101 Posts
May 14 2010 13:43 GMT
#1334
On May 14 2010 21:36 Liquid`Nazgul wrote:
Sunkensssssssss.

I think Blizzard just wants to see different units than just roach at 200/200 but my ZvT is far from understanding enough about a 200/200 battle. Maybe infestor hydra should work fine? The game is so young it's really hard to say anything about balance. For example if you put Korean Zergs into the European tournaments they would probably be winning most of them.

It's really hard to say where skill ends and imbalance begins, and even harder to know what sort of learning curves are attached to the races. People think that all the races should be equally easy to master - thus being equally good at any moment from now until 10 years into the future. That is just not the case. The races are so vastly different I doubt much can be said about learning curve at this point. It could be that a race that loses a lot early on becomes stronger with practice than the others, and the other way around.



These are really great points that everyone should consider.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Esseim
Profile Joined April 2010
34 Posts
May 14 2010 13:44 GMT
#1335
I expect the goal of this is to ultimately make the 200/200 composition favor ultras for tanks instead of mass roaches in the late game. Blizzard has stated ultra changes are otw. Ultras sucked partly since 6 roaches>tank than 1 ultra/took less tech/regen'd more, etc--but now we'll see...
Dying aint much of a living, boy.
GoDannY
Profile Joined August 2006
Germany442 Posts
May 14 2010 13:49 GMT
#1336
I kinda agree with Nazgul, I'm pretty sure there are enough Zerg players out their that started teching up to something like hydra/muta before they spent "endless ammounts of overlords to get 4 roaches".

Protoss being my mainrace and playing Zerg just for fun, I admit that my ZvT may not represents anything but speaking for PvZ there were always some defense necessary to protect an fast expo and furthermore, I mostly used the roach rather as tank, due to its huge HP and Hydra/ling as damagedealer since many warpgateunits have damagebonus vs armored (hydras are light). It does quite well against a warpgate composition and once collosi or templar enter the battlefield its time for corrupters/infestors. What I noticed for many around gold level Zerg players is that they are sticking to their early 2base way to long (which also damages the "swarm attitude"). But thats just my pov...
Team LifeStyle - it's more than a game
turnip
Profile Joined May 2010
United States193 Posts
May 14 2010 13:53 GMT
#1337
The main effects of the roach nerf in my opinion (I play zergs):

1. Decreased viability of the roach as an endgame tank unit. This was necessary, and the reason provided for the nerf. Roaches were too strong at 200/200 just due to their well-rounded nature - high hp, decent damage, great speed, and some utility (burrow). After the nerf, I believe them to be too weak in the late game, as their qualities do not make up for their food cost any longer. Zergs are going to need to come up with a new strategy against terran mech/marine-heavy balls and the standard protoss ball.

2. Heavily damaged the roach's role as the zerg's mobile early defense against marine/marauder/hellion assaults and zealot/sentry heavy 4-5gate pushes. Roaches were far better than spine crawlers in many single choke situations and completely irreplaceable on maps like Blistering Sands and Kulas Ravine. The mineral cost of an extra overlord or two early game is the least of the problems this roach supply nerf introduces. The timing and resource utilization of zerg early game especially versus protoss) is dramatically changed.

Zerg's early game is a balancing act, much more so than the other races. It's commonly accepted that zerg needs two hatcheries quite early for almost every game plan, even if you do not intend to mine immediately from your second base (zergling mass). The larvae are simply crucial. Zerg's constant early-game challenge, then, is to either survive until tier 2 and proceed to saturate both bases or exploit a perceived flaw in the enemy's play and all-in. Deciding when to gas, how much to gas, when to drone, when to make units (and how many), how to use larva, when to make tech buildings - this is zerg's early-game decision making. Our goal is to defend against our opponent's attacks or harassment while making as many drones as we can get away with.

Enter roach nerf. Any play involving roaches now requires much more planning. We need to have more overlords in advance if we hope to make a substantial number of roaches for any reason. Our larva situation, which was already tight at the 15-30 food mark, is much tighter. Our minerals need to go into overlords early if we can even consider more than a token roach force. Our defense against the 4-5gate or the marauder/hellion rush is that much more difficult and damaging to our economy. Our "instant roach - just add roaches" opportunity attack is no longer as strong of an option to punish teching or slow-turtling players. This is a shame, as our only other option for early aggression is some sort of baneling/zergling attack, which is easy for T and P to defend against.

The roach supply increase was the wrong nerf to apply to roaches. Zerg players already have enough trouble walking the early-game tightrope without Blizzard throwing tomatoes at us.
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2010-05-14 13:59:44
May 14 2010 13:56 GMT
#1338
On May 14 2010 22:10 TheTuna wrote:
The roach nerf was definitely needed, in my opinion. Having a unit that was pretty much straight up stronger than the zealot for essentially the cost but took up half the supply was simply absurd; a 145 HP unit with ground attack range and solid armor for 1 supply was just nuts.

HOWEVER. I do agree that this severly wounds the nature of the Zerg as the swarming, throwaway army, and that's a very bad thing. Currently, the only unit Zerg have to "swarm" with is the zergling; this is a SERIOUS problem. Roaches shoudl be nerfed appropriately and dropped back to 1 food so as to preserve Zerg character; as it stands the race is, as many have said, pretty much a total mess,


Sure, if balancing meant a one on one duel to the death between only these units. You forget that Zerg has to tech up and spend gas in order to go toe to toe with Zealots.

This changes a lot of what's become standard timings for when and if you build a roach warren. It definitely makes me reconsider fast expanding. Early pressure can delay that tech up pretty easily if I did something like that (fast expo-ing is pretty risky to begin with). The larva are sooo important against 3-4 gate/rax rushes -- its gonna be challenging.
Mic81
Profile Joined May 2010
Poland2 Posts
May 14 2010 14:02 GMT
#1339
On May 14 2010 02:49 Kennigit wrote:
Shitty posts will result in immediate warnings and bans

StarCraft II Beta -- Patch 12 (version 0.14.0.15343)

The latest patch notes can always be found on our StarCraft II Beta General Discussion forum.

Balance Changes


* PROTOSS

o Forge

+ Build time increased from 35 to 45.
+ Life and shield values decreased from 550/550 to 400/400.

o Mothership

+ Vortex now removes Force Fields within its area of effect.


* TERRAN

o Thor

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


* ZERG

o Roach

+ Supply count increased from 1 to 2.



User Interface


* Several Hotkey changes have been made (German client only).


Bug Fixes


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


Show nested quote +
Our first Situation Report took a look at the changes with Patch 11 and while not a large patch, we wanted to continue sharing our insight on balance changes with Patch 12. Please keep in mind that we are continuing to keep a close eye on many of these changes to better gauge their effects and may not apply all of our planned changes into any one patch. This allows us to track the effects a bit better and layer in our planned changes to better set the pace of how they affect balance overall.

We have a few minor changes implemented as a part of the balance for this patch and are also planning some more ability changes for the zerg in the next.

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

We have reduced the physical and pathing size of the Thor just to make him more useable. This will end up being a minor buff to the Thor (which he didn’t really need). We made the change just to make him less frustrating to use. We’ll be keeping a close eye on how this change plays out and if Thors become too dominant we will deal with them in other ways in future patches.

Forge - Build time increased from 35 to 45. Life and shield values decreased from 550/550 to 400/400.

We are seeing a Photon Cannon rush against protoss and zerg. Against protoss, players usually use a cliff edge or the enemy minerals in combination with their forge to protect their pylon. Against zerg, you can use the Forge and Pylon to block the zerg player’s ramp. We have a few numbers we can tweak to fix this, build time on the Forge being the most obvious. However if we make the build time too high it will be difficult to panic build a Forge and Cannons to block a badly played cloak attack. So we are going to try a mixture of health nerfs to the Forge and a small timing change.

Mothership - Vortex now removes Force Fields within its area of effect.

Vortex continues to be an exciting ability with some known issues. Limiting how Force Fields are used around Vortexes will help fix a few exploitable situations. Our thanks go to the community for continuing to find and report issues with it. =)

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.

http://forums.battle.net/thread.html?topicId=24702406287&sid=5000

Show nested quote +
On May 14 2010 07:48 mamelouk wrote:
Some Blizzard employee response to all of you guys:

As we mentioned in the original post, all changes we have planned are not in yet and we have been trying to be careful about layering them in and watching the results closely. This patch is no different and we have more coming down the pipe before much longer. StarCraft II is like an onion with many layers, but instead of peeling the layers, we're adding them in like paper mâché only without the messy flour paste and with a slightly less predictable outcome.


http://forums.battle.net/thread.html?topicId=24702406287&sid=5000&pageNo=7

don't know if my message will be noticed in a 50 pages conversation thou

Mic81
Profile Joined May 2010
Poland2 Posts
May 14 2010 14:03 GMT
#1340
Roaches 1 >2

It's a very good change. I knowy that many zergs will be complaining but seriously,
2 supply: 2 roches - 290 hp, 32 dmg to all counters 1 stalker 10 dmg+ 4 arm, 160 hp- 1 maruder 125 hp, 10 + 10 dmg - 1 zealot 150 hp . Zerg should realize that it was imba.

4 supply: 4 roches - 580 hp, 64 dmg to all counters 1 immortal 350 hp 20+30 dmg, siege tank 3 supply 150 hp,

6 supply: 6 roches 870 hp, 96 dmg conutres easyli 1 collosus, 1 ultralisk, 1 imor+stalker, 1 st +mar+mar

I know zerg- swarm but it is said weak in numbers, roache is not weak at all- 145 hp, 16 dmg, burow, regen, speed
So 1>2 is far better than lowering roache hp to 75 cos it would be countered by colosuss for exmp.
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