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Situation report 1 posted! - Page 20

Forum Index > SC2 General
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Prev 1 18 19 20 21 22 101 Next
Jayme
Profile Blog Joined February 2009
United States5866 Posts
August 27 2010 18:36 GMT
#381
On August 28 2010 03:32 UniversalSnip wrote:
Man, hydras are gonna be so sick against tanks now.


How do you figure.....

Still slow as hell off creep
Python is garbage, number 1 advocate of getting rid of it.
heishe
Profile Blog Joined June 2009
Germany2284 Posts
August 27 2010 18:36 GMT
#382
I'm sure banelings are going to do a LOT better against marine/tank balls now. The main target still gets one shot, but the ones around it shouldn't get one shot anymore. that's awesome.
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
August 27 2010 18:36 GMT
#383
On August 28 2010 03:34 vyyye wrote:
Show nested quote +
On August 28 2010 03:33 KhAlleB wrote:
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.

he dont 1 shot probe so just move your probe bfr he die, he cant follow him or he will get hit be the zealots
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Zakka
Profile Joined August 2010
Netherlands762 Posts
August 27 2010 18:36 GMT
#384
nooo dont nerf my zealots : (

As a P player i dont have lots of problems with siegetanks actually T_T. I can understand they are OP against Z though...

I have problems with banshees plus MMM + raven (so they kill my observer everytime, no chance to kill banshees)
Amsterdam
Deathstar
Profile Blog Joined May 2010
9150 Posts
August 27 2010 18:36 GMT
#385
So I'm under the assumption that NP is never going to be set for unlimited duration . Nice changes, but Terran is still my choice.
rip passion
YunhOLee
Profile Blog Joined April 2005
Canada2470 Posts
August 27 2010 18:36 GMT
#386
On August 28 2010 03:29 Origine wrote:
rofl at this tank nerf xD it doesnt even kill a peon in 1 shot lololol


there's no such thing as peons in starcraft, this isn't warcraft in space ^^
Live it, love it, play it, kill it. JulyZerg and IPXZerg greatest TL.net fan
Diks
Profile Joined January 2010
Belgium1880 Posts
August 27 2010 18:37 GMT
#387
Lings with +1 armor are gonna survive un upgraded tanks
i gues i'll have to find a room for an early armor upgrade in my BO now
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
August 27 2010 18:37 GMT
#388
On August 28 2010 03:20 Saracen wrote:
Show nested quote +
On August 28 2010 03:18 snotboogie wrote:
LOL Protoss nerfed AGAIN.

where is orb

Every race was nerfed again...

I think they probably nerfed Protoss unnecessarily this time, though. Other than that, I like the changes (wasn't using ultras anyways ^^).


Ultras got very slightly nerfed on damage, but now they cleave on buildings (actually a huge buff). They're pretty insane still. Tanks are now a shadow of their former selves, and Warp Gates have been savagely nerfed. Zerg gets away light on this patch.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
NATO
Profile Joined April 2010
United States459 Posts
August 27 2010 18:37 GMT
#389
On August 28 2010 03:17 Crissaegrim wrote:
I really hope that they do not overnerf Protoss to a point where seeing them at a competitive level, much less owning at said level, is a rarity.


Already happening. See any protoss in the final 16 in IEM? Nope. Just 50% T, 50% Z.

Now it's going to be 75% Z, 25% T. (rough estimates)
Aikin
Profile Joined April 2010
Austria532 Posts
August 27 2010 18:37 GMT
#390
Hmm so tanks do know the same amout of damage to light(small?) units then in BW and are more expensive in food and gas but have smartfire? Well having tanks as support to your bio will be alot weaker in tvp and I wonder if they still can kill banelings effectively.(They only have 30 health but how much splash dmg will tanks do now to not armored?).

Also who has a big problem with bc? They are so weak against air and you can feedback them and then use voidrays against them. I don´t think this was really a needed change.

Well lets see how this plays out.
[A]dmiral Bulldog | Naniwa | [A]lliance
Housemd
Profile Joined March 2010
United States1407 Posts
August 27 2010 18:38 GMT
#391
On August 28 2010 03:27 R0YAL wrote:
Show nested quote +
On August 28 2010 03:11 Housemd wrote:
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 Its just that if the game is broken in any way, (not saying that it is) and it evolves when its broken, then that is obviously bad. The fact that its only been out for a month is more of a reason to change it now instead of later imo. It may screw up the metagame a for a little while but if it helps perfect SC2 in the long run then i'm all for it
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. ^^


yea, i wasnt trying to sound like a smartass or anything.

And your right, if the game evolves if its broken, AND then blizz releases a new patch, it may be devastating for the game.
Fantasy is a beast
nam nam
Profile Joined June 2010
Sweden4672 Posts
August 27 2010 18:38 GMT
#392
On August 28 2010 03:37 NATO wrote:
Show nested quote +
On August 28 2010 03:17 Crissaegrim wrote:
I really hope that they do not overnerf Protoss to a point where seeing them at a competitive level, much less owning at said level, is a rarity.


Already happening. See any protoss in the final 16 in IEM? Nope. Just 50% T, 50% Z.

Now it's going to be 75% Z, 25% T. (rough estimates)


Did you even watched the IEM? The main reason for no protoss in the final 16 wasn't imbalance...
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
August 27 2010 18:39 GMT
#393
Reaper and bunker nerf I'm fine with. Tank and BC changes are moronic.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
Brad
Profile Joined April 2010
2754 Posts
August 27 2010 18:40 GMT
#394
On August 28 2010 03:38 nam nam wrote:
Show nested quote +
On August 28 2010 03:37 NATO wrote:
On August 28 2010 03:17 Crissaegrim wrote:
I really hope that they do not overnerf Protoss to a point where seeing them at a competitive level, much less owning at said level, is a rarity.


Already happening. See any protoss in the final 16 in IEM? Nope. Just 50% T, 50% Z.

Now it's going to be 75% Z, 25% T. (rough estimates)


Did you even watched the IEM? The main reason for no protoss in the final 16 wasn't imbalance...


Very true, the Protoss's at IEM just didn't play to their potential. Watch out for HuK at MLG.
Lee Jae Dong proved that a focus on mechanics and execution could solve problems in the StarCraft game strategy.
robertdinh
Profile Joined June 2010
803 Posts
August 27 2010 18:40 GMT
#395
I've played wow off and on through every expansion so nothing blizz does surprises me anymore.

Reaper nerf clearly indicates blizzard does not understand that the unit itself is OP, not the time it takes to build them.

Tank nerf was a tad overdone but I understand why they wanted to nerf tanks, they were a little too effective.

Battlecruiser nerf was ok but it doesn't impact most games.

Ultralisk nerf was ok specifically because they nerfed terran ground a little.

Zealot nerf and warp-in nerf were pretty extreme. proxy 2 gate is only a major issue on 2 player maps, on those maps zerg was the weakest vs proxy 2 gate, and zerg has ways of scouting it. A good zerg won't lose to a proxy 2 gate, because they can hold with lings queen and spinecrawlers into roaches or mass lings to threaten backdoor.

Protoss mid-late game already felt like it was playing catch up the whole time and now their meatshields will be harder to mass over time.

If you played wow you understand that blizzard's idea of balance is not what competitive players consider balance, you would have to understand blizzard's motives to understand why they do everything they do, and none of us know what their goals are. Is it to appease silver players? Is it to appease diamond players? Who knows where their priorities are.
True skill comes without effort.
vyyye
Profile Joined July 2010
Sweden3917 Posts
August 27 2010 18:41 GMT
#396
On August 28 2010 03:36 KhAlleB wrote:
Show nested quote +
On August 28 2010 03:34 vyyye wrote:
On August 28 2010 03:33 KhAlleB wrote:
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.

he dont 1 shot probe so just move your probe bfr he die, he cant follow him or he will get hit be the zealots

In 99% of scenarios he can still follow the probe, kill it and not get hit by the zealot. Before you get a stalker out you really can't deal with a reaper.
Siffer
Profile Blog Joined August 2007
United States467 Posts
August 27 2010 18:41 GMT
#397
For those complaining about the zealot nerf:

As a zerg player, I rarely die to a straight up 2gate zealot rush. The problem that zerg has vs 2gate is that it just takes too many lings to fend off and cuts into our drone production more than it should. A 2gate into expand is way too strong and in most cases, zerg will be behind in the mid game due to it.

I agree that this makes cheesy 6pools a bit too effective, I don't think we have to worry about that type of play at the highest level.

Overall, I am pretty happy with the changes. Zerg should no longer be the 100% defensive/reactionary race in the early game. Whenever i scout a rax with tech lab or 2gate, I just can't leave my base. Now, I will be able to use a few lings to poke around
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 27 2010 18:41 GMT
#398
On August 28 2010 03:37 NATO wrote:
Show nested quote +
On August 28 2010 03:17 Crissaegrim wrote:
I really hope that they do not overnerf Protoss to a point where seeing them at a competitive level, much less owning at said level, is a rarity.


Already happening. See any protoss in the final 16 in IEM? Nope. Just 50% T, 50% Z.

Now it's going to be 75% Z, 25% T. (rough estimates)


lol I have a feeling your going to be wrong by a lot :D
When I think of something else, something will go here
MekTypro
Profile Joined July 2010
France360 Posts
August 27 2010 18:41 GMT
#399
Tanks are more like in BW now.
Teksis
Profile Joined August 2010
Bulgaria2 Posts
August 27 2010 18:41 GMT
#400
On August 28 2010 03:37 Diks wrote:
Lings with +1 armor are gonna survive un upgraded tanks
i gues i'll have to find a room for an early armor upgrade in my BO now

Exactly! And one more thing go go 7-9 pool !
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