Sorry for offtopic, but thats got to be the funniest thing i've read in weeks :D
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AT_Tack
Germany435 Posts
Sorry for offtopic, but thats got to be the funniest thing i've read in weeks :D | ||
Sqq
Norway2023 Posts
On September 09 2010 22:36 Rockstar25 wrote: I see you're terrible at this game and never be good, seriously quit alcohol etc. and Im worried about tank nerf, its right with light units, however it must be 36 not 35 because zerglings need to be one shot before they slay crap. BC nerf, lol'd this is just bad, thought BC and carrier need minor buff.. ![]() | ||
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Batch
Sweden692 Posts
On September 09 2010 22:48 Rabiator wrote: Not if the Zergling has 1 armor ... and that is easily researchable, since it works for all Zerg ground forces. Damage upgrade for tanks needs an extra building and is available much later only. Fair? Nah. Logical? Nah. The biggest change from this nerf will be in PvT, where Tanks need FIVE hits for a Zealot instead of THREE. That will totally make any use of Tanks useless against Protoss, because the Zealots just charge the bio units protecting the Tanks and these just get annihilated by splash damage (YAY ... Marauders are armored and take fully 50 damage) while the Zealots survive ... Someone at Blizzard plays Protoss and wants to win against Terrans the easy way. Try building something more than your one tank... A tank together with a few marines will have few problems with a lower number of zerglings. If tanks will be worthless against protoss because of charging zealots then we can also conclude that broodlords are worthless against terran since they got vikings... If you are worried about tanks blasting your own units then all you need to do is to unsiege them when your enemy closes in on your units. The game is so much more than unit versus unit comparisons. The reason tanks will be nerfed is that they have too good synergy with other terran units which makes terran armies almost untouchable by zerg and protoss. They needed to add a weakness and this is how Blizzard decided to do it. | ||
Shiladie
Canada1631 Posts
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Raiznhell
Canada786 Posts
yeah it sounds like alot but really isnt when you think about it. 35 +35 you still 3 shot roaches, 3 shot hydras, 2 shot rines. the only difference with will make is against ultralisks and marauders. because let's face it you can 1a ultras into a massive group of sieged tanks and just win while losing maybe one or 2 ultras because tanks need 8 shots to kill 1 ultralisk. with 70 damage to armored it takes 5-6. still alot but not incedibly high. makes tanks a little less helpless vs ultras. also 70 damage vs armored would help with marauders dominating TvT. seriously marauders just dominate every matchup and it gets a little boring. TvT was the only matchup that used to be practical to get tanks. 2 shotting marauders would make for a better TvT matchup as it will turn into a tech battle which i think is how mirrors should be played. as tech battles. | ||
Raiznhell
Canada786 Posts
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RoarMan
Canada745 Posts
On September 10 2010 01:36 Raiznhell wrote: Seriously how often are we ever gunna see mech anymore. the siege tank nerf to 50 damage has already made them weak vs all armored units. this nerf to doing 35 vs light just makes them that much more weaker vs light. tansk should be 35 +35 vs armored. yeah it sounds like alot but really isnt when you think about it. 35 +35 you still 3 shot roaches, 3 shot hydras, 2 shot rines. the only difference with will make is against ultralisks and marauders. because let's face it you can 1a ultra sinto a massive group of sieged tanks and just win while losing maybe one or 2 ultras because tanks need 8 shots to kill 1 ultralisk. with 70 damage to armored it takes 5-6. still alot but not incedibly high. makes tanks a little less helpless vs ultras. also 70 damage vs armored would help with marauders dominating TvT. seriously marauders just dominate every matchup and it gets a little boring. TvT was the only matchup that used to be practicaly to get tanks. 2 shotting marauders would make for a better TvT matchup as it will turn into a tech battle which i think is how mirrors should eb played. as tech battles. Do you REALLY want mech? I mean it seems that Terran players are finding tons of flavor in their race that wasn't quite the same as in Brood War but still makes them a really fun race to play. Siege Tanks en-mass are impossible to break right now, that's why they're getting nerfed. | ||
Raiznhell
Canada786 Posts
On September 10 2010 01:39 RoarMan wrote: Do you REALLY want mech? I mean it seems that Terran players are finding tons of flavor in their race that wasn't quite the same as in Brood War but still makes them a really fun race to play. Siege Tanks en-mass are impossible to break right now, that's why they're getting nerfed. siege tanks are not impossible to break at all. not when the opponent has the resource lead. ultras steam roll tanks like they're nothing. marauders do the same usually. blink stalkers and pheonixes and void rays bust mech extremely eaily in TvP also with immortal support wasting tank shots. and yes i really want to go mech. it's why terran was my favorite race in BW. i like that kind of mass artillery/macro style. yeah marauders are cool but seriously theres never a matchup where you dont mass them like crazy and it's boring for me. mech is also my favorite to watch and it's a pitty that only Painuser and Jinro ever mech and every other terran just masses MMM. it's just stale watching MMM all the time. | ||
pwadoc
271 Posts
On September 10 2010 01:46 Raiznhell wrote: siege tanks are not impossible to break at all. not when the opponent has the resource lead. ultras steam roll tanks like they're nothing. marauders do the same usually. blink stalkers and pheonixes and void rays bust mech extremely eaily in TvP also with immortal support wasting tank shots. and yes i really want to go mech. it's why terran was my favorite race in BW. i like that kind of mass artillery/macro style. yeah marauders are cool but seriously theres never a matchup where you dont mass them like crazy and it's boring for me. mech is also my favorite to watch and it's a pitty that only Painuser and Jinro ever mech and every other terran just masses MMM. it's just stale watching MMM all the time. Do you have any idea how difficult it is to get ultras fast enough to deal with siege tanks? You're lucky if you get enough of them out in time to deal with thors. | ||
eth3n
718 Posts
On September 09 2010 23:14 AT_Tack wrote: "Idra Potter: I don't use avada kedavra because i have self-respect." Sorry for offtopic, but thats got to be the funniest thing i've read in weeks :D You know it! :D | ||
Bibdy
United States3481 Posts
Do you people even listen to yourselves? The counter to Tanks will always be Void Rays and Phoenixes. Force him to stop producing Tanks, get air control and find things to snipe while he tries to scramble Vikings. If Tanks get situated in front of your expansion and all you've got is Zealots to run at him with, the game is still going to be completely over regardless of this damage nerf or not. | ||
SeaSmoke
United States326 Posts
On September 10 2010 02:57 pwadoc wrote: Do you have any idea how difficult it is to get ultras fast enough to deal with siege tanks? You're lucky if you get enough of them out in time to deal with thors. Thors are later than siege tanks. I haven't seen too much siege tank play lately. Maybe everyone is preparing themselves for the patch. Personally I'm more fearful of drop play with those crazy stim marauders. Mobility is everything in this game. | ||
shieldbreak
United States406 Posts
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starckr
26 Posts
TvZ about 70% go bio and 30% go mech. now it will probably be 99% bio and 1% mech. | ||
Bibdy
United States3481 Posts
Mech with Viking and Missile Turret support is almost horrific to deal with. Immortals really aren't as good as people think. The build time is just ridiculous and their range is incredibly short. They tend to die to the Marine ball in front of the Tanks long before they get within range of them. They can't even toe-to-toe with Thors. Their dual-shot and 45 damage a shot just rips Immortals to bits, nevermind the 250mm Cannon. | ||
Yaotzin
South Africa4280 Posts
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Jenslyn87
Denmark527 Posts
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Red_beard
17 Posts
![]() As it is, the patch will change very little and I expect nothing more - to fix TvZ, drastic changes would be required that would upset either TvP or ZvP, methinks. Now, if a T player wants to understand what ZvT feels for Zerg is like, I'd recommend playing a TvZ where the only units you are allowed to make are: hellions, reapers, unsieged tanks, ravens, vikings and battlecruisers (and your opponent knows this is all you're getting). It's the best comparison that comes to mind - you have the advantage of speed, narrow rush windows, and strong lategame unit, but if at any point in the middle game your force comes into contact with the roach/hydra force, it evaporates... unless you have a significant cost AND positioning advantage (and even then it sometimes goes badly) Now, maybe this only applies to my skill level (lower-medium diamond), but I've played enough random games to see the skill requirements for all the three races, and boy is TvZ easier than ZvT for me. I know that the Z advantage is mobility (muta/ling/bling/nydus), but exploiting that mobility is really harder than exploiting one-ball basekiller firepower + get-you-by defences in the main. It used to be that a microed zerg force of roach/ling/bling could take out an A-moving bio ball, but after T players have learned to screen with rouders and drop hellions into the mix and other anti-ling tricks, it seems the outcome is usually for the terran. Maybe when you get to the pro APM levels where every one of 20 mutalisks is individually controlled - Zerg is somehow better. But it sho' would be nice if the regular folk got some more realistic balancing solutions too. | ||
Ayestes
United States106 Posts
I feel that it would open up a lot more options in the game. While it's thematic for Terran to have the Range Mastery in the game I honestly feel that it makes breaking a choke something that is always cost inefficient no matter the composition you use. Terran forcing the player to use skirmish tactics can make the player combating it very predictable as the metagame begins to settle down in the months to come. Opening up air as more of an late game option for Terran and Protoss against Terran would increase the variety of both matches and increase the need for a skilled scouting pattern. Vikings would have the chance to take losses when targeting an opponents air units increasing their volatility and reducing their requirement in these games. However when well micro'd they could pull the same thing off they do now but require more attention to detail. Although to be honest, I'd have to see in practice to fully support this. I don't know if this would be... too much as to say. | ||
dump
Japan514 Posts
On September 10 2010 04:34 Jenslyn87 wrote: Im sorry haven't quite checked up on all threads, but have people theorized on the impact the tank nerf will have on TvP? I personally hope it will really be easier for zealots to get up close and personal with the terran army... I'm unsure if they will still evaporate too fast to be of any use, even with the nerf? i did post my thoughts a few pages back, but everyone's more riled up about the lack of marauder nerf (and understandably so): http://www.teamliquid.net/forum/viewpost.php?post_id=6260444 long story short, i think a tank hp decrease instead of a damage decrease would make the game more fun. i also think that reducing tank damage won't do much to remedy the fact that melee units can't hurt them, because melee units tend to be effective against tanks not because tanks can't shoot up close but because they cause splash damage friendly fire. | ||
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