or... not play random
nice solution you should clearly be on the blizz team.
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Mr.E
United States434 Posts
May 21 2010 21:30 GMT
#1361
or... not play random nice solution you should clearly be on the blizz team. | ||
Cheerio
Ukraine3178 Posts
May 21 2010 21:31 GMT
#1362
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Blacklizard
United States1194 Posts
May 21 2010 21:31 GMT
#1363
Personally, I felt Terran was the strongest race. More buffs, wow. It really felt like voidray harass was decent - I've lost to it when I played poorly, but not uncounterable. Feels like Terran is going to control TvP flow after minute 5/6. TvZ is probably still possibly broken right now. Check out the Day[9] TheLittleOne stream (patch 11 or 12). Zerg are probably going to be very very nydas/drop dependent vs mech Terran. Maps are going to be key if so. Zerg changes are mostly welcome. Glad they kept Infested Terran as a very minor annoyance... of course they won't do much at all most games though unless 2 or 3 are cast for 125 energy. Contaminate is HUGE. This could actually fix the ZvT matchup... slowing down Thors, 1 banshee play, or Tanks is big. It will force Terran to "protect" their factory. Doable from a T perspective. At the same time I think Contaminate could break ZvP. Slowing the first and/or 2nd colossus by 30 seconds is game changing on a map like Lost Temple. I guess P will be forced to bring anti-air and camp the robo at that point of the game. And you'll probably be forced to build the robo at natural because of that, which isn't usually ideal. I'd like to see Contaminate cost 150 energy, then it'd be a harder choice for the Zerg and not come so quick at the perfect timing when they'd need it. | ||
Eschaton
United States1245 Posts
May 21 2010 21:32 GMT
#1364
On May 22 2010 06:30 aust1nz wrote: It is a terran buff, but it's not making the MMM ball stronger; it's just putting an extra 100/100 in the terran player's pocket. How is not making MMM stronger if you can afford an extra two marines, or an extra marauder? It's not like MMM needed those. | ||
spinesheath
Germany8679 Posts
May 21 2010 21:34 GMT
#1365
On May 22 2010 06:31 Blacklizard wrote: Don't like the Protoss nerfs much. Maybe Voidray will be OK. I never liked air that could beat ground very easily, but since mutas, broodlords, and banshees are so viable you have to give P something. FF nerf sounds really bad though... we'll see. Personally, I felt Terran was the strongest race. More buffs, wow. It really felt like voidray harass was decent - I've lost to it when I played poorly, but not uncounterable. Feels like Terran is going to control TvP flow after minute 5/6. TvZ is probably still possibly broken right now. Check out the Day[9] TheLittleOne stream (patch 11 or 12). Zerg are probably going to be very very nydas/drop dependent vs mech Terran. Maps are going to be key if so. Zerg changes are mostly welcome. Glad they kept Infested Terran as a very minor annoyance... of course they won't do much at all most games though unless 2 or 3 are cast for 125 energy. Contaminate is HUGE. This could actually fix the ZvT matchup... slowing down Thors, 1 banshee play, or Tanks is big. It will force Terran to "protect" their factory. Doable from a T perspective. At the same time I think Contaminate could break ZvP. Slowing the first and/or 2nd colossus by 30 seconds is game changing on a map like Lost Temple. I guess P will be forced to bring anti-air and camp the robo at that point of the game. And you'll probably be forced to build the robo at natural because of that, which isn't usually ideal. I'd like to see Contaminate cost 150 energy, then it'd be a harder choice for the Zerg and not come so quick at the perfect timing when they'd need it. I doubt that a normal fast expansion build has 75 energy ready in time to delay the first Thor or Immortal. Especially because Overseers probably start off with 50 energy like most spellcasters. | ||
renshank
United States41 Posts
May 21 2010 21:35 GMT
#1366
On May 22 2010 06:20 Lunares wrote: You can carry ultras in an overlord, they take up an entire overlord of course. But there isn't a cool animation that goes with this! T_T I hope they put one in in HotS or something, because the Thor animation looks awesome. Also, I think that mutli-point nydusing and overlord dropping should become more common with the patch. On a completely-unrelated-to-this-quote note (but still related to the patch), I really think that the ultra should just have its normal attack against buildings, because it DESTROYS clumps of buildings (read: walls at chokes) with the normal attack just after the buff, and with +15 more damage to armored units (in this patch compared to last patch), it should destroy them even more. Numbers: Kaiser Blades: Damage per swing: 40 (+?) Cooldown: .861 DPS: 46 (+?) Does AOE Also Kills units that are near the buildings Head Thrust: Damage per attack: 75 (+5) Cooldown: 1.666 DPS: 45 Does NOT do AOE Does NOT kill units near buildings This means that you will do more damage over-time to a building if you put a ling in front of it and attack your OWN unit, plus it does AOE. Why even have another attack? This just doesn't make any sense. ![]() Note: This relation was not always true in this pure numbers sense, where it used to be approximately 29 DPS vs. 36 DPS. Even in the old case, I still would generally prefer the AOE for the "bust in" unit type I think of the ultralisk as being (even though we now have the totally awesome baneling which is really the bust in unit for Z now), mostly against a terran wall. | ||
jamesr12
United States1549 Posts
May 21 2010 21:35 GMT
#1367
On May 22 2010 06:32 Eschaton wrote: Show nested quote + On May 22 2010 06:30 aust1nz wrote: It is a terran buff, but it's not making the MMM ball stronger; it's just putting an extra 100/100 in the terran player's pocket. How is not making MMM stronger if you can afford an extra two marines, or an extra marauder? It's not like MMM needed those. is clearly making MMM stronger if the upgrade for a unit cost less your more likely to get it making that start stronger. this is like you saying decreasing the cost of storm wouldnt make templar tech stronger | ||
Crissaegrim
2947 Posts
May 21 2010 21:35 GMT
#1368
Dilly-dally with Zerg - Check Nerf Protoss - Check Yeap, its a good patch! They hit ALL the checklists. | ||
Cheerio
Ukraine3178 Posts
May 21 2010 21:35 GMT
#1369
On May 22 2010 06:30 aust1nz wrote: It is a terran buff, but it's not making the MMM ball stronger; it's just putting an extra 100/100 in the terran player's pocket. Why don't they make protoss 100/100 richer by making charge 100/100 or storm. And those do not own so much as stimmed MMs do. | ||
LouD_MiC
Poland2 Posts
May 21 2010 21:36 GMT
#1370
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shieldbreak
United States406 Posts
May 21 2010 21:38 GMT
#1371
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panther1389
United States42 Posts
May 21 2010 21:39 GMT
#1372
On May 22 2010 06:28 miklotov wrote: this is the single worst patch i have ever seen... it's like blizzard doesn't even understand its own game... they didn't fix a single "real" problem... the sad thing is, i bet they're patting themselves on the back for making the ultralisk "useful" ... do they even play their own game? this is ridiculous... if this is the kind of crap they're expecting to release with i honestly don't see myself ever playing on battle.net... i'll beat the campaign and then never touch it again... i'm seriously disappointed right now. do you truly think the game has gotten worse after every patch? if so then i ignore what i say, but hear me out if not. blizzard obviously knows what they are doing because everything still seems to work out just fine at the end of a patch. i know everyone wants to blame all of their problems inadequacies on blizzard. and you're just stupid to ask if they play their own game....everyone who just bashes blizzard has not added a single thing to these forums. | ||
goswser
United States3546 Posts
May 21 2010 21:39 GMT
#1373
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spinesheath
Germany8679 Posts
May 21 2010 21:39 GMT
#1374
On May 22 2010 06:35 renshank wrote: Show nested quote + On May 22 2010 06:20 Lunares wrote: You can carry ultras in an overlord, they take up an entire overlord of course. But there isn't a cool animation that goes with this! T_T I hope they put one in in HotS or something, because the Thor animation looks awesome. Also, I think that mutli-point nydusing and overlord dropping should become more common with the patch. On a completely-unrelated-to-this-quote note (but still related to the patch), I really think that the ultra should just have its normal attack against buildings, because it DESTROYS clumps of buildings (read: walls at chokes) with the normal attack just after the buff, and with +15 more damage to armored units (in this patch compared to last patch), it should destroy them even more. Numbers: Kaiser Blades: Damage per swing: 40 (+?) Cooldown: .861 DPS: 46 (+?) Does AOE Also Kills units that are near the buildings Head Thrust: Damage per attack: 75 (+5) Cooldown: 1.666 DPS: 45 Does NOT do AOE Does NOT kill units near buildings This means that you will do more damage over-time to a building if you put a ling in front of it and attack your OWN unit, plus it does AOE. Why even have another attack? This just doesn't make any sense. ![]() That attack is only in the game because the developers found it cool (well, assuming they aren't really stupid). There is no reason to make Ultras better or worse against buildings than their normal attack would be. | ||
Cheezy
Sweden112 Posts
May 21 2010 21:40 GMT
#1375
really, i had trouble getting the resources for combat shield and stim. that shit was expensive | ||
Steez
United States8 Posts
May 21 2010 21:40 GMT
#1376
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Ronald_McD
Canada807 Posts
May 21 2010 21:43 GMT
#1377
I have the feeling forcefields are going to be useless now | ||
jamesr12
United States1549 Posts
May 21 2010 21:43 GMT
#1378
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aust1nz
United States28 Posts
May 21 2010 21:43 GMT
#1379
On May 22 2010 06:32 Eschaton wrote: Show nested quote + On May 22 2010 06:30 aust1nz wrote: It is a terran buff, but it's not making the MMM ball stronger; it's just putting an extra 100/100 in the terran player's pocket. How is not making MMM stronger if you can afford an extra two marines, or an extra marauder? It's not like MMM needed those. Here's what I'm trying to say: MMM balls come from pretty-much maxed out barracks; by the time they're ready to attack, in the games I've played, the marauder upgrade and stim have already been researched. Often, it seems the extra marine health waits until after that. The research time is unchanged; it doesn't really free up resources for extra marines or marauders because, again, the barracks are probably in full-production mode if the player is going for an MMM ball. Instead, this gives the player a chance to build out more inside of his own base, or expand faster. Anyways, all I'm trying to say is that, in my experience, it's the training time that limits early MMM balls, not the $$. And that will continue to be the case. | ||
Cheerio
Ukraine3178 Posts
May 21 2010 21:44 GMT
#1380
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