Patch 15 Notes/Discussion - Page 18
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standingcow
United States7 Posts
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Husky
United States3362 Posts
Actually allowing units to survive for more than 2 seconds should be pretty fun . | ||
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DooMDash
United States1015 Posts
On June 04 2010 12:35 HuskyTheHusky wrote: I personally think its great they're nerfing damage across the board. They have been doing this to a ton of units with each patch (no protoss nerfs this time, but they got it a lot in the past). Actually allowing units to survive for more than 2 seconds should be pretty fun .I prefer to see more blood and guts per second personally. | ||
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FlamingTurd
United States1059 Posts
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InfiniteIce
United States794 Posts
On June 04 2010 12:35 HuskyTheHusky wrote: I personally think its great they're nerfing damage across the board. They have been doing this to a ton of units with each patch (no protoss nerfs this time, but they got it a lot in the past). Actually allowing units to survive for more than 2 seconds should be pretty fun .^ QFT, totally agree. Hey, maybe now we'll actually be able to micro a few units so battles last longer than 12 seconds!!! I like the way DPS is going down en totale. | ||
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DefMatrixUltra
Canada1992 Posts
Disclaimer: I'm a Zerg player. From my perspective, this does not change TvZ mech at all. The upgrades make practically no difference in either the case of Thors or Hellions. What really kills mutalisks is a certain critical number of Thors and smart defense, not an upgrade. There was a mathematical sweet spot with the upgrades before, but it came out so late that it didn't really even matter. Missing the +1 per upgrade vs. Light is going to make practically no difference at all for Hellions either. Tanks now do 10 less damage in siege mode. That's going to make practically no difference. The only even remotely visible difference it could make is having splash not be quite so powerful. Now you can lose 80% of your army in 2 seconds instead of 90%. Trust me, no Zergs are gonna man up and a-move into your mech army now. It's still pretty much the same game as before. To all the Terran players out there: do your mech builds exactly as before and see if you notice any difference at all. My guess is you won't or you'll only notice a difference with 1 or 2 tanks. After you get more tanks, your army is still going to be unapproachable by any sane Zerg player. Reaper upgrade changes nothing. | ||
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DooMDash
United States1015 Posts
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Trok67
France384 Posts
On June 04 2010 12:40 DefMatrixUltra wrote: So much crying and counter-crying in this thread. Disclaimer: I'm a Zerg player. From my perspective, this does not change TvZ mech at all. The upgrades make practically no difference in either the case of Thors or Hellions. What really kills mutalisks is a certain critical number of Thors and smart defense, not an upgrade. There was a mathematical sweet spot with the upgrades before, but it came out so late that it didn't really even matter. Missing the +1 per upgrade vs. Light is going to make practically no difference at all for Hellions either. Tanks now do 10 less damage in siege mode. That's going to make practically no difference. The only even remotely visible difference it could make is having splash not be quite so powerful. Now you can lose 80% of your army in 2 seconds instead of 90%. Trust me, no Zergs are gonna man up and a-move into your mech army now. It's still pretty much the same game as before. To all the Terran players out there: do your mech builds exactly as before and see if you notice any difference at all. My guess is you won't or you'll only notice a difference with 1 or 2 tanks. After you get more tanks, your army is still going to be unapproachable by any sane Zerg player. Reaper upgrade changes nothing. agree, no difference with this patch. Nerf tank is not needed, what is needed is a way for zerg to deal against that. | ||
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BeMannerDuPenner
Germany5638 Posts
someone should explain to blizz what metagame means. whatever maybe i can roach/hydra 1a again :D | ||
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Darpa
Canada4413 Posts
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Amber[LighT]
United States5078 Posts
On June 04 2010 12:46 Darpa wrote: I honestly dont believe these nerfs will make a shred of difference... seeing as how it still requires the same number of shots to kill all the units. Pointless nerf to keep the zerg masses happy, but in reality most good players will have probably seen this as pointless I bet it will be the complete opposite. | ||
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Ryuu314
United States12679 Posts
The only thing that I felt really did anything was the nitro pack upgrade buff. Reapers, especially early reaper harass/cheese just got more gay. Other than that, nothing too exciting out of this one. The tank damage nerf isn't really that big, because it doesn't reduce or increase the number of hits required by a seige tank to kill most units. The biggest implication of this damage nerf was the reduction of the splash damage, which I personally feel is a very warranted nerf. | ||
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ymirheim
Sweden300 Posts
What about adding an hp upgrade like the combat shields for reapers but put it in a higher tech structure to not make it available very early in the game. Or a "weapons refit" that changes the damage type or armor type. Or even something crazy like a stationary cloak upgrade in the ghost academy that cloaks the reaper but only while it is standing still or while not shooting. Then at least their scouting qualities could be utilized later on in the game. As it stands now, the reaper is so weak that I am confident that it dies from EMP, being scanned and standing next to an Archon when it dies. | ||
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BeMannerDuPenner
Germany5638 Posts
over every mistake. You just keep on trying till you run out of cake. | ||
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abrasion
Australia722 Posts
On June 04 2010 09:03 hordeau wrote: They gave up on protoss nerfing About damned time. | ||
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0neder
United States3733 Posts
On June 04 2010 12:33 InfiniteIce wrote: ^ fix't? And to actually add something to this discussion...I think tanks need not to fire so RIDICULOUSLY fast when in unsieged mode...they are just way too fast. Slowing the RoF down when unsieged would probably lead to a more varietal dichotomy, no? I heartily agree with your proposal. Make it weak unseiged, and imba while seiged. | ||
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Rorschach
United States623 Posts
*edit: nvm I think its just wigging out on me | ||
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NeoScout
United States103 Posts
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iEchoic
United States1776 Posts
On June 04 2010 12:50 Ryuu314 wrote: This patch didn't really do much, lol. The only thing that I felt really did anything was the nitro pack upgrade buff. Reapers, especially early reaper harass/cheese just got more gay. Other than that, nothing too exciting out of this one. The tank damage nerf isn't really that big, because it doesn't reduce or increase the number of hits required by a seige tank to kill most units. The biggest implication of this damage nerf was the reduction of the splash damage, which I personally feel is a very warranted nerf. The reaper upgrade takes forever to research. You're not going to see effects early game. | ||
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Denarius Jay
42 Posts
The no upgrades to light dmg, big freaking whoop... most players don't go past 1 upgrade anyways because the average game only last about 10-15 min if that. So you lose +1 dmg, woweee big nerf to mech (lawl) This is really a pointless patch. They just should've just bundled this changes with the beta reopen, would atleast save us the down time and continue playing. | ||
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