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AT_Tack
Profile Joined February 2010
Germany435 Posts
September 09 2010 14:14 GMT
#1981
"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
Sqq
Profile Joined August 2010
Norway2023 Posts
September 09 2010 16:10 GMT
#1982
On September 09 2010 22:36 Rockstar25 wrote:
Show nested quote +
On September 09 2010 21:14 Opinion wrote:
What Terran needs is some buffs to balance things out. We see a lot of their most powerful units being used too much and they are simply neglecting their other units.

Proposed changes that would fix Terran

Thors need to be even smaller and fit 2 per medivac.
Marines Combat shield should also grant 1 or 2 additional armor
Marauders should also get combat shields.
Hellions need to be able to move and shoot at the same time.
Battlecruisers AA should do splash damage like in the campaign.

Proposed changes for fixing Zerg

Zerglings shouldn't be able to spawn 2 per egg, this is imbalanced

Proposed fixes for Toss

Storm shouldn't be aoe but single target spell.


Problem?



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..

[image loading]

Dead girls don't say no.
Batch
Profile Joined May 2010
Sweden692 Posts
September 09 2010 16:14 GMT
#1983
On September 09 2010 22:48 Rabiator wrote:
Show nested quote +
On September 09 2010 22:40 ToastieNL wrote:
35 damage is enough vs. Lings. They take 35/35 damage, and they regen immediatly after taking damage. If they are dead, they can't regenerate. 35 is enough.

Btw, these Terran buffs should be quite an obvious troll. I also want to add that Barracks should be free and SCVs can now repair from any place on the map.

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
Profile Blog Joined January 2009
Canada1631 Posts
September 09 2010 16:30 GMT
#1984
first I was hoping the patch would be in for PAX, now I'm hoping it will be in for when I get back after this weekend. If it's not out by the weekend of the 18th then blizzard must be doing some serious changes, even since the sit report.
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2010-09-09 16:39:48
September 09 2010 16:36 GMT
#1985
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. tanks 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 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.
Cake or Death?
Raiznhell
Profile Joined January 2010
Canada786 Posts
Last Edited: 2010-09-09 16:39:10
September 09 2010 16:38 GMT
#1986
Cake or Death?
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
September 09 2010 16:39 GMT
#1987
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.
All the pros got dat Ichie.
Raiznhell
Profile Joined January 2010
Canada786 Posts
September 09 2010 16:46 GMT
#1988
On September 10 2010 01:39 RoarMan wrote:
Show nested quote +
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.


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.
Cake or Death?
pwadoc
Profile Joined August 2010
271 Posts
September 09 2010 17:57 GMT
#1989
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
Profile Joined August 2010
718 Posts
September 09 2010 18:15 GMT
#1990
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
Idra Potter: I don't use avada kedavra because i have self-respect.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-09 18:27:04
September 09 2010 18:24 GMT
#1991
Oh yes, Protoss are definitely going to be rampaging head-first at walls of Tanks with a Marine/Hellion blob in front of them with Zealots post-patch. Nothing says I win like giving a bunch of range 13, splash damage units a bunch of free shots before the fight starts.

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
Profile Joined July 2010
United States326 Posts
September 09 2010 18:25 GMT
#1992
On September 10 2010 02:57 pwadoc wrote:
Show nested quote +
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.


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
Profile Joined February 2010
United States406 Posts
September 09 2010 18:27 GMT
#1993
Chat channels bitches! Whooo!
Many a sleepless nights were spent doing absolutely nothing.
starckr
Profile Joined September 2010
26 Posts
September 09 2010 18:32 GMT
#1994
what's with all the ppl saying tanks will be useless against TvP now?? tanks already ARE useless in TvP. 99 of people go bio in TvP as is.

TvZ about 70% go bio and 30% go mech. now it will probably be 99% bio and 1% mech.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-09-09 19:12:11
September 09 2010 19:09 GMT
#1995
Tanks definitely aren't useless in TvP. They're just not as attractive as bio. Like most openers, bio has a limited lifespan and starts to be more of a curse than a blessing if the Protoss manages to get Psi Storm and Khaydarin amulet out.

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
Profile Joined August 2010
South Africa4280 Posts
September 09 2010 19:15 GMT
#1996
Tank pushes on steppes....can't remember the last time I saw a pro stop that.
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
September 09 2010 19:34 GMT
#1997
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?
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
Red_beard
Profile Joined September 2010
17 Posts
September 09 2010 20:25 GMT
#1998
I certainly hope zerg will simply get new tricks to deal with T infantry ball with the expansions, just like they got the lurker in BW. I have this belief that blizzard is saving marauders just for that special moment when heart of the swarm comes out and zerg get a ninjalisk that throws marauder-piercing ninja stars. And everyone buys HotS just to rape rauders

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
Profile Joined April 2010
United States106 Posts
September 09 2010 21:31 GMT
#1999
The longer I've thought about it the more I support a Viking Air Range nerf. Reduce it's range to 7, and then highly increasing it's turning rate to compensate. It still reigns supreme in air range supremacy while gaining the ability to be micro'd for a moving shot type of play. This would open up several units in TvP and TvT to be used while adding a Viking micro skillset to the game. Right now it's generally suicidal run air units as Protoss or Terran. It's certainly possible if you can gain Air Dominance, but with Vikings it's generally one mistake and you lose the air for good.

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.

Would you kindly?
dump
Profile Joined August 2010
Japan514 Posts
September 09 2010 23:47 GMT
#2000
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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