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Patch 15 Notes/Discussion - Page 23

Forum Index > SC2 General
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PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 04 2010 05:47 GMT
#441
Psst see where i say against single targets?
Sputty
Profile Joined April 2010
Canada161 Posts
June 04 2010 05:55 GMT
#442
Would 40 damage + 20 vs armored in siege have worked better? It wouldn't have helped against roaches but lots of shit wouldn't die nearly as fast against tanks in all matchups that right now instadies to tanks
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 04 2010 05:55 GMT
#443
For reference
DPS of an unsieged tank: 14.42 to light units and 24.03 to armored
DPS of a sieged tank: 16.66 + 8.33*(number of units in splash radius).
OLD DPS of a sieged tank: 20+ 10*(number of units in splash radius)

Each upgrade provides:
unsieged: 1.92 DPS to light units and 2.88 DPS to armored units
sieged: 1.66+.833*(number of units in splash radius) DPS

DooMDash
Profile Joined May 2010
United States1015 Posts
June 04 2010 06:01 GMT
#444
I think 50 damage + 10 to armored would be nice.
S1 3500+ Master T. S2 1600+ Master T.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 04 2010 06:08 GMT
#445
On June 04 2010 15:01 DooMDash wrote:
I think 50 damage + 10 to armored would be nice.

except i think part of the main point was to help ultralisks vs tanks. since adding 2 shots unupgraded and 1 shot upgraded definitely helps ultralisks alot.
DooMDash
Profile Joined May 2010
United States1015 Posts
Last Edited: 2010-06-04 06:12:58
June 04 2010 06:12 GMT
#446
I'm I the only one who cares about Ultralisks the same amount I care about Battle Cruisers? I would never build a battle cruiser in SC2 pretty much... I would think most Z's would feel the same way about Ultras. I guess thats not a good attitude, but it seems like a nerf to help a unit that people rarely get anyway is stupid, while still affecting every other thing in the game.
S1 3500+ Master T. S2 1600+ Master T.
evilshady
Profile Joined March 2010
Germany16 Posts
June 04 2010 06:13 GMT
#447
can someone maybe upload the patch files? i cannot use the blizzard downloader due to campus router connection.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 04 2010 06:16 GMT
#448
On June 04 2010 15:12 DooMDash wrote:
I'm I the only one who cares about Ultralisks the same amount I care about Battle Cruisers? I would never build a battle cruiser in SC2 pretty much... I would think most Z's would feel the same way about Ultras. I guess thats not a good attitude, but it seems like a nerf to help a unit that people rarely get anyway is stupid, while still affecting every other thing in the game.

most zerg do feel that ultralisk is useless, without even making one in sooo many patches. blizzard, TLO, myself and others are trying to fix that. BCs are just too unimportant to terran atm because every other unit fills it's role better. only thing they are uniquely good for is yamato, and they aren't worth the time and cost for that.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
June 04 2010 06:20 GMT
#449
Nitro Packs should allow Reapers to move on the bounce, jumping from point to point instead of scooting along the ground. This would greatly enhance their maneuverability in army battles.

If they're still too vulnerable, give them an alternate form of Stim (pain suppressors) that when activated reduces the damage the take to 1/2 or 1/3... or perhaps a passive ability such that 1/2 or 2/3 of the damage they take is dealt over time instead of immediately.

Bottom line, though, Reapers take a stupidly long amount of time to build, because they're crazy-good at the very start of the game. Tech lab build time should be increased so that Reaper build time can be reduced. (Which would be conducive to add-on swapping, of which I strongly approve, and would make Marauder rushes less annoying.)
My strategy is to fork people.
link0
Profile Joined March 2010
United States1071 Posts
June 04 2010 06:21 GMT
#450
Really hate the tank change against toss. One extra hit against zealots and stalkers was completely unecessary.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
EvilMaishidon
Profile Joined May 2010
United States125 Posts
June 04 2010 06:21 GMT
#451
On June 04 2010 14:28 ghettohobbit2 wrote:
God, lately all of Blizzard's patches have hit the correct units, but in the complete wrong way...

Evidence:

Battlecruiser: Get's kited and doesn't do its full DPS because it can't get enough shots off, so Blizzard makes them build faster.

Ultralisk: People were complaining that it couldn't get in range because it's too big, so it's damage was increased.

Reapers: Had little viability past the early game, so Blizzard made it's speed upgrade faster.

Terran Mech: Zerg didn't have a good counter to it, so Blizzard nerfed tanks.

Oh my god, this is so much truth.
xinxy
Profile Joined April 2010
Canada116 Posts
Last Edited: 2010-06-04 06:23:07
June 04 2010 06:21 GMT
#452
On June 04 2010 13:55 Bosko wrote:
Tanks in siege mode = immortal dmg, anyone else thing thats f'ing retarded? Yea, Zerg needed some help vs. Mech, but now tanks are even more worthless vs toss.


Good one.

range 13, 50 damage to everything + splash
vs
range 5, 20 damage to everything but armored - splash

Yeah... That's the same thing. You're right.
Tanks have never been worthless vs toss. Watch some Strelok games or something honestly...
Evil will always triumph because good is dumb.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 04 2010 06:22 GMT
#453
yeah an upgrade that makes them produce from reactors would allow them lategame use i think. the upgrade would have be from something like a planetary fortress or something so that it's more late game or just sacrificing economy for it.
Doomgaze
Profile Joined March 2010
Sweden89 Posts
June 04 2010 06:25 GMT
#454
I don't think reapers are crazy good at the start of the game. It's so easy to stop and you need to kill several workers to be put at an equilibrium. Also reapers have NO function aside from cheesing. Clearly weak design and so are the 50/50 upgrades (in other words also the concussive shells).
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-06-04 06:27:33
June 04 2010 06:26 GMT
#455
Helping zerg is a good thing. But i'm not sure that the problem was in the tank, maybe it was that no zerg unit was an answer to tanks.

For people saying the +1 -> 0 uppgrade damage won't change anything, every terran was rush +3 mech dmg so it is a big change..
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 04 2010 06:27 GMT
#456
reapers do pretty well mid-late vs terran and zerg. but vs toss they are practically useless past harrass.

VS terran you can use them to quickly bypass any tank group and attack the bases.

Vs zerg flanking with reapers is an extremely fast way of taking out hydralisks. not to mention that reapers in bunkers are able to eliminate 4x their food cost in light units.
sk`
Profile Joined November 2008
Japan442 Posts
June 04 2010 06:27 GMT
#457
On June 04 2010 15:21 used man wrote:
Show nested quote +
On June 04 2010 14:28 ghettohobbit2 wrote:
God, lately all of Blizzard's patches have hit the correct units, but in the complete wrong way...

Evidence:

Battlecruiser: Get's kited and doesn't do its full DPS because it can't get enough shots off, so Blizzard makes them build faster.

Ultralisk: People were complaining that it couldn't get in range because it's too big, so it's damage was increased.

Reapers: Had little viability past the early game, so Blizzard made it's speed upgrade faster.

Terran Mech: Zerg didn't have a good counter to it, so Blizzard nerfed tanks.

Oh my god, this is so much truth.
100% fact. Fact is, the solutions aren't as simple as they seem and in some cases require new units or unit overhauls to fix.
www.pureesports.com
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 04 2010 06:29 GMT
#458
I don't think that reapers need a buff at this time though as players haven't explored reapers beyond early game harrassment. and even the ultralisk buffs have been more to get players to try them out than anything. i think nerfing tanks was premature, and that if anything at all needed to be done, it's returning ultralisks to 600 hp.
Ai.Cola
Profile Joined May 2010
Germany236 Posts
Last Edited: 2010-06-04 06:35:39
June 04 2010 06:31 GMT
#459
On June 04 2010 14:34 DooMDash wrote:
Show nested quote +
On June 04 2010 14:31 Cola.bier wrote:
Hey, I don't think the weakend Siege damage is gonna be such big of a deal, roaches are still 3 hitted by tanks, but upgrades might become a little more important, and of course the rest of your army will have a harder time to kill the roaches.

Why they nerved the thor I don't rly get, I rly don't think it was too strong against mutas, nor do I think that this nerv is gonna be pretty huge.

Don't see why the hellion nerv was necessary either, but think it is pretty fair, as hellions are still insanely good.

the broodlord nerv isn't going to have any effect imo either, since they are ridiculously strong already, without any upgrades at all.

Overall an OK patch.

You don't see much changes because you are looking at the entirely wrong match up. Zealots take 1 extra shot, Stalkers take 1 extra shot.

I'll say it 100x, the solution should have been a Zerg specific ability to help counter Terran, not a Terran nerf.


Well I don't know about you, but I hardly use siege tanks against protoss.

If I see it done, unless its not some weird mech style from painuser, it is usually a timing tank push, often not even using siege mode.

once you are in front of the enemys base you start to contain him with buildings to block the way.

If you blocked nicely he couln't bust it with ground units.

if you screwed up you got demolished and your tanks killed all your own units.

I think this will still remain the same.

If he is trying to bast a wall by the terran he takes insane amounts of damage until he can pierce through.

the key was, just like in broodwar, to prevent the terran from getting a decent position.
Don't feel like I'm weeker against protoss now.

The main influence will happen in TvT.

€: cruisers to me seem more like a finisher units, just like carriers.

cruisers I have used the most against protoss so far, but they actually are insanely good against zerg.

hydras are ridiculously owned by cruisers, the corrupter though, are a good counter.

but if you, for example, built some turrets aswell and some vikings cruisers im sure can be rly good against zerg.

they also should destroy broodlords easily.

The Ultralisk I have seen in use quite a bit since the last patch.
Played some games with darkforce yesterday and he used them a lot (TvZ)

they seem to do quite well now.
check out my stream: http://www.own3d.tv/live/103247/Alien-Invasion_Cola HotS Terran, Grandmaster
DooMDash
Profile Joined May 2010
United States1015 Posts
June 04 2010 06:32 GMT
#460
bnet is up guys.
S1 3500+ Master T. S2 1600+ Master T.
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