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On June 04 2010 13:09 Denarius Jay wrote: 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)
Thor's AA has multiple attacks, does it not? It would lose about 5 damage a volley, which sucks considering Thor is Terran's best AA vs Zerg (mutas beat vikings, marines get owned by infestors).
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Netherlands4511 Posts
On June 04 2010 13:09 Denarius Jay wrote:
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)
its actually a huge deal for thor vs muta when upgrades begin to come into play and you're just wrong about most people stopping at +1
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I am not crying, just pointing out blizzard could have waited longer and Zergs could have tried many, many more things before this type of change.
though...say hello to more marauder usage again lol. It really does not change much tvp or tvz, seems like it helps out TvT the most due to tanks taking 4 shots and marauder taking 3 to die (is that right?)
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i question why TLO got BCs instead of ravens against idra. he was certainly contained but was turtling effectively. PDD* works against corruptors and/or seeker missile is at least a guaranteed hit against one brolord.
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maybe the situation report when released will give better insight to these changes... I also can't help but think that the siege tank change is more for TvT and not TvZ.... Any terran players really think that TvT will no longer be primarily Tank and Viking wars? Maybe they were trying to "kill to birds with one stone" though and help two MU....
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Tanks in sc1 did so much damage and they were fine, I mean common they are siege tanks! from 75 to 50,, it's a joke
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On June 04 2010 13:15 taintmachine wrote: i question why TLO got BCs instead of ravens against idra. he was certainly contained but was turtling effectively. PTD works against corruptors and/or seeker missile is at least a guaranteed hit against one brolord.
Wrong thread..?
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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
direct hits from a tank require the same amount of shots against most zerg ground units. except the ultra.
but splash hits require more. the 50% zone could kill 1 hydra with three shots before. now it requires 4 shots. roach needed 5 shots and now 6 or maybe 7 (not sure if armor reduces splash damage). and lings arent one shoted by splash after the +2 mech upgrade.
at least on paper it looks like a huge nerf.
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I think Blizzard should have given a little more time. I mean, in the end, what does a week of extra testing really do to damage us?
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On June 04 2010 13:17 NeoScout wrote: Tanks in sc1 did so much damage and they were fine, I mean common they are siege tanks! from 75 to 50,, it's a joke
Yes, but they could be countered by small fast units. Now they rape fast small units, along with the heavy ones, too. They do need to be nerfed, because Terran should not be able to just lock off any possible ground army in the game from attacking. Add in the fact that vikings and thors both have insane range and damage, and you're beginning to see why terran mech is so scary. You have to basically out produce him two to one, and then you still might not break it.
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Im terran but I like this patch. Now no more whiners who QQ after the game "u've only got ur win cause ur race is OP."
As this still happen at very high rating.
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Yeah I'm hoping to see less "LOL so retarded" "Terran...." etc when I still roll these kids.
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Am i the only zerg that consistantly beat mech pre patchh 15? GD get off your high horse and laughing at units and try them out in their element and actually use them with backup in similiar food armies. i use ultralisks, i beat mech, coincidence? maybe. but i ultras are that bad then throwing 48-60 food into them means i should easily lose eh?
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this zerg told me i would have never won if it were in patch 15.....
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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. No, it does not change TvZ mech at all, but it affects TvP mech quite a bit with tanks taking 1 extra shot to kill a zealot/stalker.
Nice job blizzard, by trying to fix TvZ, you mess up TvP.
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On June 04 2010 12:34 standingcow wrote: The margin by which the best (read: asian) zerg players are stomping any and all terrans, which was already significant, just got larger
Not necessarily. During patch 13 (and 14 i think) there was GomTV invitational and final ended up as TvsT mirror matchup. It is the most recent invitational in Korea, and the finalists are former SC1 progamer KSJ and makaprime whose atm considered as one of the best terran in Korea.
Btw many Top Korean SC2 gamers participated.
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They should give Force fields HP instead of BIG units walking through them. I mean seriously all they could come up with is "BIG SHIT CAN WALK THRU THE FIELDS CUZ THEIR FREAKING BIG.." really? -tebin
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I don't understand the Nitro Packs change. It does nothing except make it so you might think about getting it, and then decide not to because that gas could be; another reaper, conk shells, half of stim or shields, half of your fac, all of which are useful outside the 4 minute mark. People tearing about this change need to step back and see the if a T foolishly invests in this early game he has cost himself one of these things.
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IMO they should have reduced the Firing Rate of Siege to pull back damage, and take away that +10 hitpoints they got a while ago.
The Siege rate seems to be way way too high. Yes, I'm a Terran player... I feel that the rate was more of a problem than the Power. I just really wanted to put that out there. I think Time for fast units to move in (Lings/Zealots/Blink/Roaches) would be more beneficial on the ground VS tanks. Please discuss if you like.
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