Tanks needed nerfing, sure, but this nerf is huge. BC I felt were doing just fine as is. Lastly, with this warpgate nerf, I`m going to seriously reconsider even making them.
I play random btw so no real preference for any race.
Forum Index > SC2 General |
Seraph.yongweihua
Canada224 Posts
Tanks needed nerfing, sure, but this nerf is huge. BC I felt were doing just fine as is. Lastly, with this warpgate nerf, I`m going to seriously reconsider even making them. I play random btw so no real preference for any race. | ||
Spawkuring
United States755 Posts
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Iggyhopper
United States259 Posts
On August 28 2010 03:19 Armut wrote: 1. You can have just one barracks pumping reapers. You're spending only 50/50 every 40 odd seconds, so when the enemy comes to attack, you'll have 4-6 reapers waiting somewhere to attack. They are a great tool for mid and late-game harassment, and if the enemy puts up, or already has defenses for this, then you're in the lead anyway.Ok here are my questions, 1) Reapers were meant to be an uber early game tool which Terrans used them as so (caused alot of trouble for zerg I know) So who is gonna use reapers from now on since obviously blizzard doesnt want them to be used early in the game. if there's a unit in the game that you should build 1-2 in the begining to poke or to scout that is just useless, seriously which race has something like that? 2) Tanks were definetaly not the core of terran games in recent tournaments or in top level games as far as I know. Interesting nerf to tanks we will have to see what this will bring. 3) Battlecruiser nerf.. Really? who the hell was gettin BCs in any matchup except for fun or experiment? There is not even ONE TERRAN that uses BCs to counter air since they are USELESS vs air. BCs actually REQUIRES air support from viking. They are slow, They are VERY expensive to get, and now they dont deal as much damage to ground while they can be kited by ANY air v air unit. Totally irrelevant nerf and still dont understand the reasoning, They are SUPPOSED to dominate ground with air coverage from vikings. | ||
summerloud
Austria1201 Posts
On August 28 2010 03:23 Oddysay wrote: look like blizzard balance the game at the lower level . zealot was fine , you need to think about zergling rush too when you nerf blizzard ![]() t v p and t v z will be imposible to win vs good player now , tank was like the baneling for zerg or the immortal for protoss . what terran will do vs baneling + infestor + ultra in t v z now ? just leave the game when the unit are out ? and thor are now pretty bad vs muta now too ![]() what terran will do vs templar now when he storm all ur marine marauder army , and now the tank who are usualy the only one staying alive sometime will be also dead and do no dmg ? not sure what other terran will do , but im probably going to stop play terran now . reading this topic make me understand why qxc say he dont post here alot , im alway mind fucked with what people say ..... some time im hoping 99 % of you guy are trolling ..... guess i was wrong. ban for trolling plz User was warned for this post | ||
Tommylew
Wales2717 Posts
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Sputty
Canada161 Posts
considering it works when reapers took 40 seconds to build one I imagine it'll still work with reapers taking 45 seconds | ||
floor exercise
Canada5847 Posts
reaper nerf: might be enough to stop 5 rax reaper from being so good, since the build time is multiplicative. However right now it's possibly to still destroy zerg while losing your first few reapers, so it might not have that big an effect on the build, reapers may require a bit better control, which there's definitely room for. Tank nerf: Necessary but it helps protoss more than zerg. They still work too well against lings. It helps vs hydra, but hydra at 80 hp is so so bad vs everything that I can't justify going hydra over muta ever in tvz. It will definitely help protoss though. BC Nerf: Kind of stupid, there's great counters to BC in the game, maybe not for protoss but feedback + anything is good enough. Void rays are good as well (maybe yamato owns them I dont know for sure). Would have preferred viking nerf since it is the 75 gas undisputed god of the skies zealot nerf: I'm a zerg player, we are the most susceptible to 2 gates, and this is a stupid nerf in my opinion. 2 gate was strong but it's not unstoppable. If you lose to a proxy it's a scouting flaw since it can only be a problem on 2 player maps. It also makes getting a zealot or two out to stop fast concussive marauder aggression from T. Most senseless nerf in the game. Ultra nerf: I don't know how I feel about it. Ultra is very counterable by both races, immortal is insanely efficient vs ultra, as is tank/marauder. It's not that "gg" unit that they seem to think. Overall: I don't like the patch that much from looking at it. The changes are slight enough not to cause any drastic alterations to playstyle, which I think is what they want at this point. I hope they have the balls to really change things up when they aren't working though. So far it doesn't look like they do. We can only wait and see how it does but I think this game is still heavily terran favored | ||
Sentenal
United States12398 Posts
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R0YAL
United States1768 Posts
On August 28 2010 03:11 Housemd wrote: Show nested quote + On August 28 2010 03:02 R0YAL wrote: On August 28 2010 02:59 Housemd wrote: On August 28 2010 02:50 R0YAL wrote: Yay i like these changes but there are more things id like to see such as 1) tech lab time increased to equal reactor 2) BC build time increased to 110 3) Bunker build time increased by 10 seconds OR salvage returns 75% resources from 100% These arnt hate-on Terran nerfs for I am but a mere unbiased random player, I just think it would be better balanced ![]() the only problem with #1 is that increasing the time will mean that reaper harass will be absolutely pointless then and reapers will be useless since they arent able to get out on the field early enough. i havent played the game for a while (studies) and understand that reapers are op. However the nerf you stated will just completely destroy the usage of the reaper. hmm...#3 well increasing the build time wont matter too much since it will be the same in the end (make a bunker, defend, and salvage for absolutely nothing.) 75% is fine imo maybe 80%. Maybe players should stop using reapers only early game and start using them more creatively throughout the entirety of the game. yea, but i mean sc2 has been out for less than a month. You cant just expect players to make changes to their gameplay that quick. It took sc years to evolve. You saying that increasing the build time of the tech lab will balance stuff. It wont since no one has found a good way to implement reapers late game other than scouting/maybe killing a few peons. You've got to let the game evolve. and another poster said that this will screw timings, then you said it will help to make the game balanced. Hmmmm....when a person has to regrow their timings it causes the game to become unbalanced. and with this suggestion, t's may die to early stalker/roach rushes. I understand what you are saying ![]() ![]() Also since terran can wall off + bunkers, I think a fast roach/stalker rush could be potentially lethal, but if you scout well then Terran would be more than capable of defending. In fact, I think it would be better if Protoss and Zerg had an additional option to put tons of pressure on Terran early without going all-in. I could be full of it but its just my opinion. ^^ | ||
TeWy
France714 Posts
Blizzard seems to have no clue about how to balance Starcraft 2, they better start hearing recommandations of pro players instead of making their own decisions, because some of the changes listed are beyond pathetic (tank/zealot changes particulary). | ||
link0
United States1071 Posts
On August 28 2010 03:24 Spawkuring wrote: Terran players are jumping the gun in thinking this makes tanks useless. All it means is that you will have to research attack upgrades and actually commit a little to make tanks powerful. It's much better than before where T players just mindlessly pump a few tanks without any regard for strategic thought. Wrong. People will just build other units instead of tanks. Tanks were already unpopular vs toss in top play. Mechplay was what made me like starcraft in the first place (controlling space). Now T v P is all bio and air. Borefest. T v T will also turn into a snoozefest of who can build more bio. Boring. | ||
SmoKim
Denmark10304 Posts
Ps: are you really having much trouble with Zerg 6 pool'ing you -,-' ? | ||
Khalleb
Canada1909 Posts
On August 28 2010 03:17 Count_Waltz wrote: well no need to cry so much p players at the zealot debuff. Maybe now we'll see more forge expand builds. Forge FE put us Protoss player to far behind in PvZ because of zerg macro mechanic, the point of the 2 gate is to keep zerg away from making drone by making ling/ roaches, now zerg will feel free to power like crazy | ||
selboN
United States2523 Posts
On August 28 2010 03:23 starcraft911 wrote: i love how they use the zealot time increase as a reason for the reaper change even though zealots dont do anything vs reapers w/ out legs. Wish they wouldn't de-rail themselves on things that aren't the root cause. You have to get an early zealot out in order to deal with a reaper, especially if you get your 2nd pylon before a core. | ||
Anomandaris
Afghanistan440 Posts
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vyyye
Sweden3917 Posts
On August 28 2010 03:27 link0 wrote: Show nested quote + On August 28 2010 03:24 Spawkuring wrote: Terran players are jumping the gun in thinking this makes tanks useless. All it means is that you will have to research attack upgrades and actually commit a little to make tanks powerful. It's much better than before where T players just mindlessly pump a few tanks without any regard for strategic thought. Wrong. People will just build other units instead of tanks. Tanks were already unpopular vs toss in top play. Mechplay was what made me like starcraft in the first place (controlling space). Now T v P is all bio and air. Borefest. T v T will also turn into a snoozefest of who can build more bio. Boring. Didn't Jinro always tend to go mech vs P? He'll have to change his play a lot. | ||
MyLife
179 Posts
On August 28 2010 02:13 KingRajesh wrote: Blizzard being Blizzard unfortunately, it's not the fact that siege tanks hit REALLY hard, it's the fact that you can make a line of them, and the corresponding splash damage plus them all firing at the same time destroys units. And also, what set of light, unarmored units do Zerg have to "perform better against siege tanks"? The Zergling? Bunker build time needs to be 40 seconds IMO. Hydralisk. | ||
Origine
France167 Posts
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Opinion
United States236 Posts
On August 28 2010 03:27 TeWy wrote: Woaow, this is actually kind of frightening. Blizzard seems to have no clue about how to balance Starcraft 2, they better start hearing recommandations of pro players instead of making their own decisions, because some of the changes listed are beyond pathetic (tank/zealot changes particulary). Oh damn, you tested these changes already? Tell me, out of 1,000 games that you must have played with top tier players, which race did this patch hurt, which race is better off? I'm really glad you are here with first hand experience and absolute facts. Most of these people are just throwing around insanely subjective opinions and playing them off as the final word in SC2 balance. | ||
DTown
United States428 Posts
On August 28 2010 03:29 Origine wrote: rofl at this tank nerf xD it doesnt even kill a peon in 1 shot lololol /facepalm | ||
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