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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
How do you even come up with this? The damage to marauders is THE SAME. You are really saying that TvT will now be mass marine vs mass marine? Marauder tank > marine marauder imo.
The only difference this will make is that you need to commit more to tank play vs Z (+1 attack to one-shot lings.) instead of throwing them in there as an afterthought. And indeed in Protoss matchup you will struggle more versus chargelots with mass tank.
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5 seconds here and there shouldn't make or break anything drastically. good thing zealots can run up to punch tanks more effectively now though. that's probably the biggest change.
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On August 28 2010 03:29 Origine wrote: rofl at this tank nerf xD it doesnt even kill a peon in 1 shot lololol
A single tank couldn't kill a drone or an SCV in 1 show back in SC:BW. Kind of useless comment if you ask me.
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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). cry, my terran friend,cry, tanks are made what they should be from the beginning
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On August 28 2010 03:28 selboN wrote:Show nested quote +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. What? You have to get an early stalker out to deal with a reaper, Zealots can't even catch them and get kited to hell.
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Guys, these are not patch notes. You know, with the pretty little bullets and lists? Other things are getting changed too [I hope].
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Man, hydras are gonna be so sick against tanks now.
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Couldn't someone build a few UMS maps that would let us play with these changes off-ladder before they're released?
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On August 28 2010 03:31 pechkin wrote:Show nested quote +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). cry, my terran friend,cry, tanks are made what they should be from the beginning
*uncorks Terran tear collection vial*
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On August 28 2010 03:31 Sentenal wrote:Show nested quote +On August 28 2010 03:28 selboN wrote: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. What? You have to get an early stalker out to deal with a reaper, Zealots can't even catch them and get kited to hell.
while he kite your zealot he dont focus on probe
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Where are the guys who've been crying about zealots and got them nerfed. I want their blood .
I really hope that the decision for zealots was made based on pvp. Like I wrote before, it makes 10gate stalker opening more viable and thus reduces korean warp-in, too(killing the probe really fast). But other matchups...idk, might not even affect PvT FE that much, actually(grabbing an immortal with a robo/probe cut? cutting moar probes for faster gates? doing it only on larger maps?), earlier rushes - rine/bunker also got delayed...but pvz is ugh. UGH. UGHHH I SAYYYY. *sadface*
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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.
Most people use tanks as kind of backup against everything because you can secure your whole frontline with tanks out of 1 factory, because they just demolish the first front line of the enemy once you have 4-5. MorroW abused that pretty well against both Z and P.
Pure mech play will still demolish ground... maybe you have to micro a bit more, but hellions just ROAST zealots it's ridiculous. Pure mech play won't be hurt that much from these changes. Not saying that we saw a lot of mech play recently, but there's no reason why it should be suddenly bad. And it's always cool to play a race or strategy that is considered as being not strong. I hated playing terran recently, thought about switching to Z.
Love how everyone is overreacting to these news again. Just let Blizzard do their work and play the game, as long as you're not 1,2k+ diamond it doesn't effect you anyway. And even if you are you still shouldn't blame Blizzard for imbalance but try to find a way around it.
edit: the biggest deal of the tank nerf is, that they're not oneshotting workers anymore, which was pretty cool. But I don't think it's necessary at all.
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TERRAN: - reaper nerf doesn't fix the problem of massing reapers, just early reaper rush/harass - doesn't address marauder concussive shell/stim pack imbalance which rapes every t1 armored unit - battlecruiser nerf not really meaningful - bunker nerf is useless, they should have just increased salvage time significantly
PROTOSS: - zealot nerf is reasonable; people cannot complain about having to defend against early 6/7 pool when all they did was 2 gateway proxy against zerg, its contradictory
ZERG: - infestors still armored, 90 hp, weak for a t2 caster - ultralisk changes are reasonable, if they fix the AI - hydras still move slow
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On August 28 2010 03:30 gerundium wrote:Show nested quote +On August 28 2010 03:27 link0 wrote: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 How do you even come up with this? The damage to marauders is THE SAME. You are really saying that TvT will now be mass marine vs mass marine? Marauder tank > marine marauder imo.
STOP RIGHT THERE CRIMINAL SCUM.
We have no choice but to claim that whatever was nerfed is now 100% useless, it is the status quo relationship between Blizzard and the forum community.
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Also ultras got no nerf, its a straight buff, now they will pwn those planetary fortresses with repair. actually they should make them smaller and reduce splash range, so they are actually able to reach something to hit. Reaper was not nerfed so hard, though..
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On August 28 2010 03:33 KhAlleB wrote:Show nested quote +On August 28 2010 03:31 Sentenal wrote:On August 28 2010 03:28 selboN wrote: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. What? You have to get an early stalker out to deal with a reaper, Zealots can't even catch them and get kited to hell. while he kite your zealot he dont focus on probe Or he could focus your probes while avoiding your zealot.
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As a zerg I am very optimistic about these changes. At first I thought the Zealot change might buff 6 pool too much but 6 pool as it currently stands is worthless against decent players. 5 seconds shouldn't hurt it too much. The only gripe I have is narrowing the middle of desert oasis. The middle is the only redeeming quality of that map.
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They should nerf hellions (speed or damage) I think the nerf on tank is a bit too important
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Decent first step. People also have to consider that you can't change to much at once, or you will have an incredible hard time figuring with change did what.
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This report is just a filler for the 3 or 4 more weeks it will take to actually roll out the patch. Blizz is slow as f*ck.
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