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Patch 14 Changes - Page 20

Forum Index > SC2 General
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0neder
Profile Joined July 2009
United States3733 Posts
June 02 2010 00:10 GMT
#381
On June 02 2010 08:48 link0 wrote:
Show nested quote +
On June 02 2010 08:15 roymarthyup wrote:
oh my god, now with 12 damage it takes a viking 4 hits to kill a 45 hp worker.

last patch it took a viking only 4 hits to kill a worker with its 14 damage.

damn, what a nerf!


Z drones and P probes have 40 hp. It now takes 1 more hit to kill them. Pathetic harassment abilities. Vikings are totally 1 dimensional now. Boring and bad for gameplay.

So Goliaths were boring in Sc1 because they had weak ground?
InRaged
Profile Joined February 2007
1047 Posts
June 02 2010 00:10 GMT
#382
I'm under impression that their whole balance team just forgot about Overlords drop ability O_o
Otherwise they'd reduce it's cost by same 50/50, cause there's just absolutely No reason to make it worser than before
freestalker
Profile Joined March 2010
469 Posts
June 02 2010 00:12 GMT
#383
This is incredible.

There will be people whining for -each- patch. Just remove 2 races, make only drones for each race and let them fight.

Seriously. There is a change. Learn to use the most of your changed possibilities as you can instead of whining.
Opinion
Profile Joined May 2010
United States236 Posts
June 02 2010 00:15 GMT
#384
On June 02 2010 09:07 pash1k wrote:
It would be awesome if people didn't complain about at least one patch. This patch was perfectly fine - it didn't break anything, and it fine tuned some things. If anything people were given what they wanted.

tl;dr QQ moar pls


WRONG

Vikings may as well have been removed, they are 100% worthless in ALL situations now.

Archon buff makes protoss completely unstoppable, they can now just merge, 12 seconds later 1a2a auto win.

Overlord nerf makes drops completely impossible, there should have just removed it from the game, 50/50 increase means no more drops until late late game.

Ultra buff makes Zerg easy mode, just spamm ultras and win.

And worst of all "Infested Terran energy cost decreased from 125 to 100" OK GREAT BLIZZ, now Zerg doesn't even have to make units, just spam Infested Terran all day and auto win.

this game is now completely broken beyond repair, there is no balance and the game is completely 1 dimensional easy mode noobified...

I AM SERIOUS!
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
June 02 2010 00:15 GMT
#385
On June 02 2010 08:33 NATO wrote:
Show nested quote +
On June 02 2010 05:10 -orb- wrote:
sigh... waste of a patch.

No effective changes to toss

No one cared about viking's ground damage... it was the air damage that matters. How about like range 6 instead of the ridiculous range 9?

Zerg changes are meh


With the utmost respect, if Viking range was reduced to 6, what would Terran have to counter Colossus and Void Rays. (Yes, I know there are other ways to counter void rays, but they all involve either making a push or giving up map control, as far as I know.)

As it stands, Vikings do frightful damage against Colossus and Void Rays, at longer range than any Protoss unit, and because they don't take a Tech Lab they build very quickly. I don't know if that's unfair; I tend to think it's a little over the top considering they also have a ground mode which does quite good damage. It's hard to use air/colossus against Terran (unless it's the Phoenix, which is light) except as a VR cheese because 28 damage/range 9 is so sick.

On June 02 2010 08:37 AcrossFiveJulys wrote:
Show nested quote +
On June 02 2010 08:33 SC2Phoenix wrote:
wow nice changes until i read that ultralisk speed increased but the upgrade was removed. Paying 150/150 wasnt the issue it was even with the upgrade they are still so sluggish....


Oh ffs, zerg players pretty much unanimously said that the ultralisk should start with the speed upgrade because you needed the speed to make them useful and it took too long to get speed... now blizzard gives you exactly what you want (which might be deserved) and you complain that it's still not fast enough? Wtf do you want your ultras to be as fast as speed lings? gtfo.

In BW, Ultralisks were nearly as fast as speedlings. They were the second fastest unit in the game.

On June 02 2010 08:50 Dekoth wrote:
Show nested quote +
On June 02 2010 08:30 nath wrote:
On June 02 2010 05:10 -orb- wrote:
sigh... waste of a patch.

No effective changes to toss

No one cared about viking's ground damage... it was the air damage that matters. How about like range 6 instead of the ridiculous range 9?

Zerg changes are meh

First of all, vikings range is 8 -- surprised you didnt know that.
Second of all, its pretty obvious you are just mad you can't VR rush as effectively anymore, especially after the range nerf, and therefore viking range and damage is imba.
You mad. Switch race or keep whining because honestly, although you are 'known' because of your stream, you won't be truly respected until you take a more objective look at the game.


Protoss still lacks any kind of counter to EMP. EMP was perfectly balance in SC:BW from a defense perspective because toss could utilize shield batteries to mitigate it somewhat. Lack of this strips away defenders advantage and turns 1 ghost into a 1 man wrecking ball vs toss. Before anyone argues feedback, I dare them to post multiple replays of them successfully and reliably feedbacking 1 ghost in the middle of a bio ball. Especially if it is an early to early midgame push. Clearly emp is fine for toss aggression, but there needs to be some form of base defenders advantage. Right now emp just straight strips that away instantly.

Ghosts are very hard to see, even uncloaked. This is a problem given their importance as targets.

Units also clump more, hiding units that need their shields/energy in shuttles is harder now (Vikings are much more maneuverable anti-air than goliaths, and have more range + burst damage), Ghosts are lower tech than Vessels were, and EMP costs less mana.

EMP is quite a bit scarier than it used to be.
My strategy is to fork people.
zomgzergrush
Profile Joined August 2008
United States923 Posts
June 02 2010 00:15 GMT
#386
I'm actually the most indifferent I've ever been about a patch... Nothing bad though, that's the important part.

Ultralisk is moving in the right direction at least, but still costs too much to be useful.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
XFire
Profile Blog Joined May 2008
United States131 Posts
June 02 2010 00:15 GMT
#387
According to a blue, the increase in pneumatized carapace cost is to make it more of a "choice" than a "given".
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
June 02 2010 00:16 GMT
#388
On June 02 2010 09:10 InRaged wrote:
I'm under impression that their whole balance team just forgot about Overlords drop ability O_o
Otherwise they'd reduce it's cost by same 50/50, cause there's just absolutely No reason to make it worser than before


Overlord speed was 150/150 in SC1 and drop was still 200/200. It's still a bargain.
Moderator
RifleCow
Profile Joined February 2008
Canada637 Posts
Last Edited: 2010-06-02 00:20:56
June 02 2010 00:20 GMT
#389
I see this patch enabling zerg users to have more bang for their buck when researching burrow. Infestors can move underground at a faster speed automatically and roaches can regen. Makes burrow a more viable option imo.
hohoho
InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2010-06-02 00:26:47
June 02 2010 00:21 GMT
#390
On June 02 2010 09:16 Excalibur_Z wrote:
Show nested quote +
On June 02 2010 09:10 InRaged wrote:
I'm under impression that their whole balance team just forgot about Overlords drop ability O_o
Otherwise they'd reduce it's cost by same 50/50, cause there's just absolutely No reason to make it worser than before


Overlord speed was 150/150 in SC1 and drop was still 200/200. It's still a bargain.

You can't compare just like that, cause BW hadn't beastly nydus worms at the same tech
Plus, you didn't need your overlords to spread creep all over the map
Exteray
Profile Blog Joined June 2007
United States1094 Posts
June 02 2010 00:21 GMT
#391
On June 02 2010 09:15 Opinion wrote:
WRONG

Vikings may as well have been removed, they are 100% worthless in ALL situations now.
!



Eh you cant be serious.. for one thing, they are still viable against Colossus in TvP
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
June 02 2010 00:23 GMT
#392
On June 02 2010 09:21 Exteray wrote:
Show nested quote +
On June 02 2010 09:15 Opinion wrote:
WRONG

Vikings may as well have been removed, they are 100% worthless in ALL situations now.
!



Eh you cant be serious.. for one thing, they are still viable against Colossus in TvP


*woosh*
InRaged
Profile Joined February 2007
1047 Posts
June 02 2010 00:23 GMT
#393
On June 02 2010 09:21 Exteray wrote:
Show nested quote +
On June 02 2010 09:15 Opinion wrote:
WRONG

Vikings may as well have been removed, they are 100% worthless in ALL situations now.
!



Eh you cant be serious.. for one thing, they are still viable against Colossus in TvP

Why you quoted only viking part like his other complaints made any sense ahaha
Dionesus
Profile Joined March 2010
United States69 Posts
June 02 2010 00:23 GMT
#394
On June 02 2010 09:15 Opinion wrote:
Show nested quote +
On June 02 2010 09:07 pash1k wrote:
It would be awesome if people didn't complain about at least one patch. This patch was perfectly fine - it didn't break anything, and it fine tuned some things. If anything people were given what they wanted.

tl;dr QQ moar pls


WRONG

Vikings may as well have been removed, they are 100% worthless in ALL situations now.

Archon buff makes protoss completely unstoppable, they can now just merge, 12 seconds later 1a2a auto win.

Overlord nerf makes drops completely impossible, there should have just removed it from the game, 50/50 increase means no more drops until late late game.

Ultra buff makes Zerg easy mode, just spamm ultras and win.

And worst of all "Infested Terran energy cost decreased from 125 to 100" OK GREAT BLIZZ, now Zerg doesn't even have to make units, just spam Infested Terran all day and auto win.

this game is now completely broken beyond repair, there is no balance and the game is completely 1 dimensional easy mode noobified...

I AM SERIOUS!


I dont think you are serious...
Cant stop...Wont stop
Xeneize
Profile Joined April 2010
United States20 Posts
June 02 2010 00:25 GMT
#395
On June 02 2010 09:16 Excalibur_Z wrote:
Show nested quote +
On June 02 2010 09:10 InRaged wrote:
I'm under impression that their whole balance team just forgot about Overlords drop ability O_o
Otherwise they'd reduce it's cost by same 50/50, cause there's just absolutely No reason to make it worser than before


Overlord speed was 150/150 in SC1 and drop was still 200/200. It's still a bargain.


Overlords were also observers back then as well though.
abrasion
Profile Joined April 2010
Australia722 Posts
June 02 2010 00:27 GMT
#396
On June 02 2010 05:10 -orb- wrote:
sigh... waste of a patch.

No effective changes to toss

No one cared about viking's ground damage... it was the air damage that matters. How about like range 6 instead of the ridiculous range 9?

Zerg changes are meh


Agree with you completely, viking speed, range, firing rate is pretty damned good for a multi-purpose unit.
derpmods
karebear
Profile Joined March 2010
United States36 Posts
June 02 2010 00:28 GMT
#397
On June 02 2010 09:07 pash1k wrote:
It would be awesome if people didn't complain about at least one patch. This patch was perfectly fine - it didn't break anything, and it fine tuned some things. If anything people were given what they wanted.

tl;dr QQ moar pls



i'm pretty sure 2 sentences wasn't too long to read.

but as a zerg player, i plan to try out a few roach builds seeing some uses for this change. as for ultras.. i'm not so sure.. what are they good against? like, stalkers? maybe? it won't change much imo.
stranger danger power ranger
zomgzergrush
Profile Joined August 2008
United States923 Posts
June 02 2010 00:29 GMT
#398
I honestly actually never seen burrowed infestors...
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
taintmachine
Profile Joined May 2010
United States431 Posts
Last Edited: 2010-06-02 00:32:41
June 02 2010 00:32 GMT
#399
On June 02 2010 07:14 s031720 wrote:
I personally dont like the new spells; a spell that buffs or nerfs 1 unit really is meaningless in a game that mainly deals with clashes of greatnumber of units. I hope they remove them or make them AoE. As it is now, these spells fit better in WC3 that is much more micro-oriented.


corruption isn't hard to use and can show immediate results when going corrupter vs viking and for FF'ing down thors. tbh i think it's the bee's knees, since the spell and the past dmg buff might have made the corruptor the dominant AtA unit. i also like it because it gives a way to micro the corruptor, maybe it's spammy but at least it's something.

frenzy, i don't know what to think about it. i haven't used it much and can only theorize it optimally going w/ roaches and ultras and being very microintensive if trying to stop fungal growth from another Z. i sort of agree with you here but maybe only out of ignorance
Salv
Profile Blog Joined December 2007
Canada3083 Posts
June 02 2010 00:36 GMT
#400
Eventually Blizzard will realize the imbalance with Vikings/Tanks. No P air beats vikings, and no P ground beats tanks, there is literally nothing you can do against a Tank/Hellion/Viking army once they hit a certain point. The only thing that seemed somewhat viable was mass carrier with upgrades, at similar resources spent, you'll survive against vikings with a couple carriers left-over. However considering that vikings can be made way, way quicker than carriers, that isn't even feasible.

As of right now, I just rush Terrans. There is a chance that will go bio-ball, or some other beatable strategy, but I am thoroughly convinced that nothing the Protoss has can deal with Tank/Viking/Hellion.
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