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Forum Index > SC2 General
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Khrane
Profile Joined April 2010
United States127 Posts
August 27 2010 17:16 GMT
#21
The zealot nerf is unfortunate, but I'm really not worried about it except in one circumstance:

The 1 marine + 2 marauder + 1 reaper push from 1 barracks. You already have barely enough time to get out the zealot and stalker, and have to pull probes to hold it off, so now it'll be even harder to hold.


At least we know this isn't a complete set of notes, so there's still hope.
Aquafresh
Profile Joined May 2007
United States824 Posts
August 27 2010 17:16 GMT
#22
Man I've been hoping for 35 base damage with a bonus to armored for siege tanks for awhile now. That would make their damage work almost exactly like it did in Broodwar. Now the critical mass for tank lines vs zealots is bigger, which should force the T to actually have to commit to them instead of adding a few for support, and they don't one shot carapace upgraded zerglings without committing to upgrades. Basically forcing Terran to commit to things is good, and these balance changes are slight enough not to break the game.
Alou
Profile Blog Joined March 2010
United States3748 Posts
August 27 2010 17:16 GMT
#23
Like the changes to Terran. Not to sure about change on zealot though tbh.
Life is Good.
Superouman
Profile Blog Joined August 2007
France2195 Posts
August 27 2010 17:17 GMT
#24
Ok, so now ultralisk without ram, how zerg will be taking down planetary fortresses?
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
Augury
Profile Blog Joined September 2008
United States758 Posts
Last Edited: 2010-08-27 17:20:00
August 27 2010 17:17 GMT
#25
That tank nerf makes me so happy, it will be nice to possibly be able to engage tanks now.

The BC nerf was definitely needed, the only real counter was with air units.

Zealot change was very unexpected though. Not sure how that will play out.

Reaper/Bunker changes seem good, I'd really have liked a change to make salvage only return 80-90% of the cost though. Just seems dumb making them essentially free.
nodule
Profile Joined February 2008
Canada931 Posts
August 27 2010 17:18 GMT
#26
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?


Hydras?
Amestir
Profile Blog Joined May 2010
Netherlands2126 Posts
August 27 2010 17:18 GMT
#27
Ultraliks nerf seems a bit to much. Otherwise it seems reasonable.

Also, yeah Blizzard we really want chat channels
We know nothing.
Mrbustanut
Profile Joined May 2010
121 Posts
August 27 2010 17:18 GMT
#28
Woot MMM remains untouched.
koppik
Profile Joined April 2010
United States676 Posts
August 27 2010 17:18 GMT
#29
On August 28 2010 02:17 ProTosS4EveR wrote:
Ok, so now ultralisk without ram, how zerg will be taking down planetary fortresses?
Ram made ultralisks worse against planetary fortresses. Ultras base attack did around the same dps as the ram attack, but also has a 33% splash at a range of 2. So, now the ultra will be doing a little less dps against the pf, but it'll also be hitting some scvs most of the time.
Doko
Profile Joined May 2010
Argentina1737 Posts
August 27 2010 17:18 GMT
#30
35, +15 vs. armored

Do tanks deal full splash to zergling swarms? that value seems very... precise
FantaFunL
Profile Joined July 2010
Belgium71 Posts
August 27 2010 17:18 GMT
#31
Be honest , no fixes to zerg. 5 second more to build reaper! yay.. u serious?
Curu
Profile Joined March 2010
Canada2817 Posts
August 27 2010 17:18 GMT
#32
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.


Zerglings and Hydras will be more viable against Tanks now I guess. Lings will no longer get one shot until tanks are upgraded and Hydras will be able to tank muchos hits.

Guess this makes it important that you cover your tank line with blue flame Hellions.
wat
mikell
Profile Joined August 2010
Australia352 Posts
August 27 2010 17:18 GMT
#33
That's probably an incomplete change list, but yeah, siege tank change is definitely needed, as a zerg player I'm sick of being rolled by 3 tanks sitting on a choke point when I'm up 50 pop whilst his turrets pick off whatever mutas I have attacking them.

Zealot change seems a little unnecessary, warpgate was necessary but seriously, 38 seconds for a zealot seems kind of ridiculous if you think about it, even in smaller maps, as zerg I don't find a 2 gate push hard at all to fend off.

Also thank god for the desert oasis change, although now Terrans will have a humungous choke for spamming tanks on, not that it matters now they're nerfed . wtb cliff nerf patch.
drone hard
Thunderflesh
Profile Blog Joined June 2010
United States382 Posts
August 27 2010 17:18 GMT
#34
This is about perfect; only not sure about the BC nerf. They were already hard-countered by corruptors, void rays, and vikings.

Given the siege tank nerf, the ultra damage nerf is appropriate; they tore through ground armored units just a little too well.
You'll worry less about what people think about you when you realize how seldom they do.
ltortoise
Profile Joined August 2010
633 Posts
August 27 2010 17:18 GMT
#35
On August 28 2010 02:18 nodule wrote:
Show nested quote +
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?


Hydras?


Indeed. Going from 2-shotting hydras to 3-shotting hydras is a pretty significant difference.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
August 27 2010 17:19 GMT
#36
Rofl, Tanks getting fucked sideways. Are you Zergs happy now?

/Random player
"One fish, two fish, red fish, BLUE TANK!" - Artosis
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
August 27 2010 17:19 GMT
#37
"Zealot rushes are currently too powerful at various skill levels" ? Who gives a rats ass if a silver level player can't deal with a zealot rush? I'm zerg and never really had that big of a problem stoping zealot rushs. Hell I dont see pro matchs where protoss players are winning massive amounts of games with proxy zealot rushs too. I can't say I understand that change to much. The siege tank change seems cool. Maybe now zerglings and zealots could be useful vs them. I like most of the other changes as well from the look of things.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
vyyye
Profile Joined July 2010
Sweden3917 Posts
August 27 2010 17:19 GMT
#38
This is interesting to say the least.. The tank nerf is quite severe, but odds are TvT might turn out a bit more bio centric now? Hm, interesting.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-08-27 17:22:57
August 27 2010 17:20 GMT
#39
reason sounds very weird and if that tank change goes live youll see pretty much only bio in all matchups(even more so then now) .

On August 28 2010 02:19 vyyye wrote:
This is interesting to say the least.. The tank nerf is quite severe, but odds are TvT might turn out a bit more bio centric now? Hm, interesting.


it already is mostly rauder+tanks on most maps.


life of lively to live to life of full life thx to shield battery
vyyye
Profile Joined July 2010
Sweden3917 Posts
Last Edited: 2010-08-27 17:22:07
August 27 2010 17:21 GMT
#40
On August 28 2010 02:19 InToTheWannaB wrote:
"Zealot rushes are currently too powerful at various skill levels" ? Who gives a rats ass if a silver level player can't deal with a zealot rush? I'm zerg and never really had that big of a problem stoping zealot rushs. Hell I dont see pro matchs where protoss players are winning massive amounts of games with proxy zealot rushs too. I can't say I understand that change to much. The siege tank change seems cool. Maybe now zerglings and zealots could be useful vs them. I like most of the other changes as well from the look of things.

Blizzard gives a rats arse as even silver league players are customers. Yeah, I don't agree with it. But they want low level players to buy the following expansions as well, not just the competitive ones.

Similar to the Forge change, proxy cannon rushes wasn't really a problem below platinum.
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