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Patch 15 Notes/Discussion - Page 18

Forum Index > SC2 General
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standingcow
Profile Joined May 2010
United States7 Posts
June 04 2010 03:34 GMT
#341
The margin by which the best (read: asian) zerg players are stomping any and all terrans, which was already significant, just got larger
Husky
Profile Blog Joined May 2009
United States3362 Posts
June 04 2010 03:35 GMT
#342
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 .
Commentaries: youtube.com/HuskyStarcraft
DooMDash
Profile Joined May 2010
United States1015 Posts
June 04 2010 03:39 GMT
#343
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.
S1 3500+ Master T. S2 1600+ Master T.
FlamingTurd
Profile Joined April 2010
United States1059 Posts
June 04 2010 03:40 GMT
#344
Finally a little help vs the imba T
Nerf MMMT!!! Liquid`Ret Hwaiting!!!
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
June 04 2010 03:40 GMT
#345
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.
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
June 04 2010 03:40 GMT
#346
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.
DooMDash
Profile Joined May 2010
United States1015 Posts
June 04 2010 03:42 GMT
#347
I mean think about SC1. Units generally had LESS health than in SC2. All I can picture in my head is reavers blowing up 5 lings in one shot, or lurkers making 20 marines disappear into nothing but blood. That worked very well in SC1 and you could still micro your units to avoid shots. Maybe what we need is more visible projectiles that we have the ability to dodge like lurker spikes or scarbs.
S1 3500+ Master T. S2 1600+ Master T.
Trok67
Profile Joined May 2010
France384 Posts
June 04 2010 03:43 GMT
#348
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.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
June 04 2010 03:45 GMT
#349
biggest nerf in weeks compared to all the small research and buildtime changes. seems like blizz is feeling quite the pressure that they suddenly throw out huge ass nerfs after no testing.

someone should explain to blizz what metagame means.

whatever maybe i can roach/hydra 1a again :D
life of lively to live to life of full life thx to shield battery
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
June 04 2010 03:46 GMT
#350
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
"losers always whine about their best, Winners go home and fuck the prom queen"
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
June 04 2010 03:48 GMT
#351
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.
"We have unfinished business, I and he."
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-06-04 04:01:26
June 04 2010 03:50 GMT
#352
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.
ymirheim
Profile Joined April 2010
Sweden300 Posts
Last Edited: 2010-06-04 03:53:03
June 04 2010 03:50 GMT
#353
The nitro pack buff I guess I can understand where it comes from. It was pretty much worthless to get because of the fact that the reaper is such a one trick pony and now the upgrade is cheap enough that if you are going for three early reapers it might potentially be worth getting in some situations. But they really need to look at reaper survivability if the unit is ever going to do have a larger role in this game beyond killing four workers, cap a xel'naga watchtower and die.

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.
The only thing you should feel when you shoot someone... is the recoil
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
June 04 2010 03:56 GMT
#354
But there's no sense crying
over every mistake.
You just keep on trying
till you run out of cake.
life of lively to live to life of full life thx to shield battery
abrasion
Profile Joined April 2010
Australia722 Posts
June 04 2010 03:56 GMT
#355
On June 04 2010 09:03 hordeau wrote:
They gave up on protoss nerfing


About damned time.
derpmods
0neder
Profile Joined July 2009
United States3733 Posts
June 04 2010 04:06 GMT
#356
On June 04 2010 12:33 InfiniteIce wrote:
Show nested quote +
On June 04 2010 12:30 0neder wrote:
How is the SC2 seige tank exciting

The dichotomy of siege vs unsieged in SC1, and siege range vs non was what made it so exciting. Blizzard is foolish to do this. They should have fixed the AI so tanks wouldn't smart acquire targets anymore.


^ 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.
Rorschach
Profile Joined May 2010
United States623 Posts
Last Edited: 2010-06-04 04:07:49
June 04 2010 04:06 GMT
#357
my sc2 launcher has a twitch! incoming patch?


*edit: nvm I think its just wigging out on me
En Taro Adun, Executor!
NeoScout
Profile Joined April 2010
United States103 Posts
June 04 2010 04:07 GMT
#358
nerfing the staple unit of the terrans? bs, they were fine
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
June 04 2010 04:07 GMT
#359
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.
vileEchoic -- clanvile.com
Denarius Jay
Profile Joined May 2010
42 Posts
June 04 2010 04:09 GMT
#360
This patch changes nothing. This isn't a nerf at all to Terran mech, 50dmg per shot will still obliterate everything that moves on the ground due to improved AI targeting (its much better then sc1's tanks ai)

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.
State thy biding - Stalker
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