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Situation report 1 posted! - Page 12

Forum Index > SC2 General
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jisaeltl
Profile Joined May 2010
83 Posts
August 27 2010 17:56 GMT
#221
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSS
adadasdsdawdads
Jokey665
Profile Joined April 2010
United States138 Posts
August 27 2010 17:56 GMT
#222
BC nerf seems strange but ultimately irrelevant, and Tank nerf went a little too far, I think. 35+20a or +25a would be better, imo. As is, they're just going to be flat out worse, but they're supposed to great against armored units. Bring them closer to how they were in SC1 (I'd love if they were 35+35a, which is pretty much a perfect translation from SC1).
Kpyolysis32
Profile Joined April 2010
553 Posts
August 27 2010 17:56 GMT
#223
On August 28 2010 02:50 SichuanPanda wrote:
Just a little math on the Zealot change versus Zerg for everyone.

Timings:
Pylon - 25, Gateway - 65, Zealot - 38 (19 Chrono), Pool - 65, Zergling(s) - 24

Assumptions:
- Zerg is going 6/7 pool
- Protoss scouts / guesses this is coming 8 pylon
- Protoss Chronos the Zealot

Discussion

Quite simply it takes 89 seconds from the start of the Pool for the Zerg to have Zerglings built and heading to the Ps base. Assuming an 8 rather than a 9 pylon, the Protoss will take 109 seconds after the start of the first Pylon to get one Zealot out.

With a 6/7 pool it essentially goes down at the same time as the Pylon - if not earlier, the pool will also be fully complete by the time the gate finishes.

The math does not lie there will be a full TWENTY SECOND window possible in Z v P where it is literally impossible for the Protoss to have a Zealot - (and that is only assuming the P goes the fastest possible Zealot build). I fear for this match-up on short-rush distance maps.


Even worse, your calculations are wrong. Chrono boost only increases build rate by x1.5, not by x2. So a constantly chrono'd zealot takes about 23 seconds, and requires 2 chrono boosts.
Man, do I not keep this up to date, or what?
Nightbiscuit
Profile Joined May 2010
Sweden179 Posts
August 27 2010 17:56 GMT
#224
On August 28 2010 02:50 MangoTango wrote:
Show nested quote +
On August 28 2010 02:38 Nightbiscuit wrote:
Just watch how one Zerg pro after the other will switch to Terran after they read about these balance changes. Simply ridiculous.


What? Pretty sure Zerg got a buff while the others got nerfed.


ZvP change was good
ZvT won't change anything really. Reapers will be less effective but Terran was way overpowered even before people were doing the Reaper builds. Siege Tank nerf won't change much as Hydras suck too much because of their immobility.
Zerg will continue to struggle against early game Terran because you can't scout properly. You'll still have to guess what he's doing.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
August 27 2010 17:57 GMT
#225
On August 28 2010 02:50 SichuanPanda wrote:
Just a little math on the Zealot change versus Zerg for everyone.

Timings:
Pylon - 25, Gateway - 65, Zealot - 38 (19 Chrono), Pool - 65, Zergling(s) - 24

Assumptions:
- Zerg is going 6/7 pool
- Protoss scouts / guesses this is coming 8 pylon
- Protoss Chronos the Zealot

Discussion

Quite simply it takes 89 seconds from the start of the Pool for the Zerg to have Zerglings built and heading to the Ps base. Assuming an 8 rather than a 9 pylon, the Protoss will take 109 seconds after the start of the first Pylon to get one Zealot out.

With a 6/7 pool it essentially goes down at the same time as the Pylon - if not earlier, the pool will also be fully complete by the time the gate finishes.

The math does not lie there will be a full TWENTY SECOND window possible in Z v P where it is literally impossible for the Protoss to have a Zealot - (and that is only assuming the P goes the fastest possible Zealot build). I fear for this match-up on short-rush distance maps.


I'm not sure, but I believe the way to stop a 6pool as protoss is to finish off your wall at ramp with a pylon before the lings get there, buy time for your zeal to come out, then cancel the pylon and defend with zeal and a few probes. At least that's what I read in an old (beta stage) thread on the subject.
Sanguinarius
Profile Joined January 2010
United States3427 Posts
August 27 2010 17:57 GMT
#226
I really dont like the zelot change. It will make early pools just so much stronger. And I have never lost to a proxy 2 gate in diamond. Maybe the baddies complaining in silver got heard :-/
Your strength is just an accident arising from the weakness of others -Heart of Darkness
knyttym
Profile Blog Joined December 2006
United States5797 Posts
Last Edited: 2010-08-27 17:59:16
August 27 2010 17:57 GMT
#227
On August 28 2010 02:50 SichuanPanda wrote:
Just a little math on the Zealot change versus Zerg for everyone.

Timings:
Pylon - 25, Gateway - 65, Zealot - 38 (19 Chrono), Pool - 65, Zergling(s) - 24

Assumptions:
- Zerg is going 6/7 pool
- Protoss scouts / guesses this is coming 8 pylon
- Protoss Chronos the Zealot

Discussion

Quite simply it takes 89 seconds from the start of the Pool for the Zerg to have Zerglings built and heading to the Ps base. Assuming an 8 rather than a 9 pylon, the Protoss will take 109 seconds after the start of the first Pylon to get one Zealot out.

With a 6/7 pool it essentially goes down at the same time as the Pylon - if not earlier, the pool will also be fully complete by the time the gate finishes.

The math does not lie there will be a full TWENTY SECOND window possible in Z v P where it is literally impossible for the Protoss to have a Zealot - (and that is only assuming the P goes the fastest possible Zealot build). I fear for this match-up on short-rush distance maps.


how much different is that from the 33 build time when chrono boost is accounted for and time conversion?
Woyn
Profile Blog Joined March 2007
United Kingdom1628 Posts
August 27 2010 17:57 GMT
#228
"One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable."

Anyone else dislike this?
Excalibur_Z
Profile Joined October 2002
United States12248 Posts
August 27 2010 17:57 GMT
#229
On August 28 2010 02:42 rastaban wrote:
Wow, the change to tanks really makes banelings so much better against the Tank, Marine combo.


Really? Banelings have 30 hp right? They'll still get one-shot by Tanks.

I don't agree with the Tank change. 35 damage is fine, but no compensation? No cost or supply reduction? No further increase in damage against armored beyond what they did normally? To justify the Tank cost they should either be like 35 +30 or go back down to 150/100/2 for 35 +15.

Reaper change is fine. I hate Reaper all-in builds and the TvZ Reaper style was pretty silly.

Zealot change is a little concerning. P has enough trouble handling early pressure as it is.

Don't agree with the Bunker change. Those things already took forever to build, now they'll take even longer, and their health and repair rate (since it's a function of build time) is ludicrously poor. If you try to o-bunker a Zerg fast expand, you'll get maybe 2 marines in there by the time it's complete if your SCV even lasts that long, and the Z can pump out enough lings to handle it no problem. You'll do maybe 300 damage to the hatchery at the most and only delay harvesting a slight amount (since the main won't be saturated by that time anyway).

Ultra change is fine. Making them un-stunnable really turned them into killing machines vs Terran, and they needed the nerf against armored units to compensate.
Moderator
Toads
Profile Blog Joined February 2009
Canada1795 Posts
August 27 2010 17:57 GMT
#230
On August 28 2010 02:52 billyX333 wrote:
Show nested quote +
On August 28 2010 02:50 SichuanPanda wrote:
Just a little math on the Zealot change versus Zerg for everyone.

Timings:
Pylon - 25, Gateway - 65, Zealot - 38 (19 Chrono), Pool - 65, Zergling(s) - 24

Assumptions:
- Zerg is going 6/7 pool
- Protoss scouts / guesses this is coming 8 pylon
- Protoss Chronos the Zealot

Discussion

Quite simply it takes 89 seconds from the start of the Pool for the Zerg to have Zerglings built and heading to the Ps base. Assuming an 8 rather than a 9 pylon, the Protoss will take 109 seconds after the start of the first Pylon to get one Zealot out.

With a 6/7 pool it essentially goes down at the same time as the Pylon - if not earlier, the pool will also be fully complete by the time the gate finishes.

The math does not lie there will be a full TWENTY SECOND window possible in Z v P where it is literally impossible for the Protoss to have a Zealot - (and that is only assuming the P goes the fastest possible Zealot build). I fear for this match-up on short-rush distance maps.


how long does it take to build an additional pylon to fully block your ramp out?
you should already building a gate+pylon at your ramp with just enough space for 1 zealot to block


if you count the pylon you should count the overlord too
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
CuttyFlam
Profile Joined April 2010
Belgium523 Posts
August 27 2010 17:57 GMT
#231
Overall a very good patch:

1. Zealot build time nerf was really necessary imo(i am P myself) cause lots of Zerg got their early game broken due to 2 gate pushes and because of that they got really behind in midgame.., also the warpgate cd is kind off well thought, esp to the very annoying "korean style 4 warpgate push"

2. Terran reaper nerf was the most needed nerf ofc.. although not sure if its enough.. massing them could still be pretty abusive vs zerg imo :S, but who am i

3. BC nerf is really not needed i think, esp at the top level play. Who cares if their damage output is high relative to their cost?? theyre immobile as fuck and any decent player can deal with them early game , esp if u see it coming

Just my two cents, would like to hear what other ppl think about this ^^
Leave it to ................... Luck!!
Dav_
Profile Joined June 2009
Hungary236 Posts
August 27 2010 17:57 GMT
#232
Who said these are the only changes?
Iggyhopper
Profile Joined July 2010
United States259 Posts
August 27 2010 17:57 GMT
#233
Also, you guys know you can micro probes to the back of the fight by clicking the minerals, right? I mean it's hard to do, but it saves your probes if you manage to surround the zerglings.
ToxNub
Profile Joined June 2010
Canada805 Posts
August 27 2010 17:57 GMT
#234
On August 28 2010 02:56 trevf wrote:
Show nested quote +
On August 28 2010 02:50 bobsc2 wrote:
On August 28 2010 02:42 rastaban wrote:
Wow, the change to tanks really makes banelings so much better against the Tank, Marine combo.


Rastaban, are you serious?

Side note: Can someone explain to me how the Tank vs Zerg dynamic has changed... I mean I'm looking at what a tank basically did before compared to after the nerf. Obliterating that front line of zerg. Well the front line is mainly Sppedlings and roaches. So the facts are :

Lings have 35 HP:
Roaches have 125: Armored

Tank dmg output before: 50
Tank dmg outpute after: 35, +15 to armor

So aren't they still going to basically one shot the lings and then do the same damage to the roaches. Maybe the reduction in normal damage will allow a couple lings to get through, but I'm seeing a stim MMM ball mowing down the leftovers extremely quick and the tanks 2nd shot still hitting the roaches. If not the second maybe their 2.5 or 3rd shot.

Can someone explain...

Oh and Protoss the lings are starting to look like the new reapers to your probes... good luck

Thanks


+1 carapace.


And tanks don't do full splash to the entire radius.
vyyye
Profile Joined July 2010
Sweden3917 Posts
August 27 2010 17:58 GMT
#235
On August 28 2010 02:56 Nightbiscuit wrote:
Show nested quote +
On August 28 2010 02:50 MangoTango wrote:
On August 28 2010 02:38 Nightbiscuit wrote:
Just watch how one Zerg pro after the other will switch to Terran after they read about these balance changes. Simply ridiculous.


What? Pretty sure Zerg got a buff while the others got nerfed.


ZvP change was good
ZvT won't change anything really. Reapers will be less effective but Terran was way overpowered even before people were doing the Reaper builds. Siege Tank nerf won't change much as Hydras suck too much because of their immobility.
Zerg will continue to struggle against early game Terran because you can't scout properly. You'll still have to guess what he's doing.

Making a unit that was hardly ever used extensively more viable won't change anything? Yeah, the scouting issue is still there but saying the siege tank nerf "won't change anything" is being a bit too pessimistic.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 27 2010 17:58 GMT
#236
On August 28 2010 02:54 Tump wrote:
Show nested quote +
On August 28 2010 02:53 Plexa wrote:
On August 28 2010 02:51 Tump wrote:
On August 28 2010 02:50 SichuanPanda wrote:
Just a little math on the Zealot change versus Zerg for everyone.

Timings:
Pylon - 25, Gateway - 65, Zealot - 38 (19 Chrono), Pool - 65, Zergling(s) - 24

Assumptions:
- Zerg is going 6/7 pool
- Protoss scouts / guesses this is coming 8 pylon
- Protoss Chronos the Zealot

Dicussion

Quite simply it takes 89 seconds from the start of the Pool for the Zerg to have Zerglings built and heading to the Ps base. Assuming an 8 rather than a 9 pylon, the Protoss will take 109 seconds after the start of the first Pylon to get one Zealot out.

With a 6/7 pool it essentially goes down at the same time as the Pylon - if not earlier, the pool will also be fully complete by the time the gate finishes.

The math does not lie there will be a full TWENTY SECOND window possible in Z v P where it is literally impossible for the Protoss to have a Zealot - (and that is only assuming the P goes the fastest possible Zealot build). I fear for this match-up on short-rush distance maps.
6/7 pool is easily stopped by making a tightwall with a combination of gateways/pylons/a forge. A cannon/chronoed zealot (even if out after lings are trying to kill your wall) seal you an easy win.

I never lose to this bs regardless.

So you're basically saying every game Protoss is going to have to open with forge-gate with a completely airtight wall. Zerglings can still be a pain, and Zergs will have their queen out and get their economy up to match yours soon enough. Plus you just gave them a free expo that they can take when they please.

Zerg is so far behind at that point it doesn't matter. I don't see how lings are a problem once you've walled off and have way more probes and more being chronoed...

And who said Zerg has to open every game with a 6/7 pool?
You make it sound like Zerg lose all hope once their 7pool fails (or 8 pool for that matter). Assuming you're 10gating to get the zealot out in a respectable time, Protoss economy isn't that great either and don't forget that with a quick pool comes a quick queen - Zerg is behind sure, but it's perfectly playable especially if the protoss has to put down cannons to defend.
Administrator~ Spirit will set you free ~
HyperDeath
Profile Joined May 2010
United States64 Posts
Last Edited: 2010-08-27 17:59:59
August 27 2010 17:58 GMT
#237
Edit: didnt read the whole thread first before posting =\ sorry
Hide Tech, Distribute Cheese
gospelwut
Profile Joined April 2010
United States52 Posts
August 27 2010 17:58 GMT
#238
Considering it's Blizzard, people should be appreciative of incremental changes, albeit nerfs and not buffs, rather than drastic ones. There are always future patches if these changes prove to be too minor.
Pyre
Profile Joined July 2010
United States1940 Posts
August 27 2010 17:58 GMT
#239
Tank and reaper nerf is a start but I would have liked to see something done with stim or the marauder.

The ultra nerf is nice because ultras were destroying all ground units. Armored took massive damage and unarmored took lots of cleave damage.

I'm a little curious about the zealot nerf. It wont change proxy gateways in PvP much. Since both players still get units the same amount of time. Stalker/immortal/sentry will probably be the norm in the mid game now. PvT this only helps terrans MM push. PvZ 10 pool will be deadly.
Iggyhopper
Profile Joined July 2010
United States259 Posts
August 27 2010 17:58 GMT
#240
On August 28 2010 02:57 Excalibur_Z wrote:
Show nested quote +
On August 28 2010 02:42 rastaban wrote:
Wow, the change to tanks really makes banelings so much better against the Tank, Marine combo.


Really? Banelings have 30 hp right? They'll still get one-shot by Tanks.

I don't agree with the Tank change. 35 damage is fine, but no compensation? No cost or supply reduction? No further increase in damage against armored beyond what they did normally? To justify the Tank cost they should either be like 35 +30 or go back down to 150/100/2 for 35 +15.

Reaper change is fine. I hate Reaper all-in builds and the TvZ Reaper style was pretty silly.

Zealot change is a little concerning. P has enough trouble handling early pressure as it is.

Don't agree with the Bunker change. Those things already took forever to build, now they'll take even longer, and their health and repair rate (since it's a function of build time) is ludicrously poor. If you try to o-bunker a Zerg fast expand, you'll get maybe 2 marines in there by the time it's complete if your SCV even lasts that long, and the Z can pump out enough lings to handle it no problem. You'll do maybe 300 damage to the hatchery at the most and only delay harvesting a slight amount (since the main won't be saturated by that time anyway).

Ultra change is fine. Making them un-stunnable really turned them into killing machines vs Terran, and they needed the nerf against armored units to compensate.
Who runs banelings first? Use zerglings as tanks, not banelings.
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