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Situation report 1 posted! - Page 21

Forum Index > SC2 General
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Prev 1 19 20 21 22 23 101 Next
skeldark
Profile Joined April 2010
Germany2223 Posts
August 27 2010 18:42 GMT
#401
i dont know why i should build tanks any more.
so terra is MM now.
lets see how long this patch stays ...
Save gaming: kill esport
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
August 27 2010 18:42 GMT
#402
Terrans are whining now

"l2p noobs" - remember?
Its grack
papaz
Profile Joined December 2009
Sweden4149 Posts
August 27 2010 18:43 GMT
#403
pretty good changes. Blizzard starting off with some good nerfs. Stopping cheese!!
frogmelter
Profile Blog Joined April 2009
United States971 Posts
August 27 2010 18:43 GMT
#404
OH MY FUCKING GOD YES CHAT CHANNELS WHOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO

I wonder how these nerfs will change the metagame. Protoss and Terran early game nerfed, while zerg lategame nerfed.
TL+ Member
Woyn
Profile Blog Joined March 2007
United Kingdom1628 Posts
August 27 2010 18:43 GMT
#405
On August 28 2010 03:31 NeoOmega wrote:
Show nested quote +
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.


Unsieged couldn't but Siege could, if I understand right siege now cant is that what hes saying?
illumination
Profile Joined August 2010
Korea (South)248 Posts
August 27 2010 18:43 GMT
#406
I luv these changes, i just switched to T and i am liking it but i was like now they are gunna nerf my fun by making some units unusable, but now i think they will all still haev their place.

Zealot nerf was necessary. Every korean toss would open like 12/14 on big maps and like 10/11 gate on small maps and that made pvz very boring because it really limited the options of both players. I still feel that Toss at midgame is very weak and without buffing anything else in return it may imbalance the matchup, but atleast they are at equal footing in the early game. IdrA actually suggested the +5 second build time for gateways and barracks and this change is similar so i think we are in for a treat.

Batllecruisers were pretty ridiculous they were cost effective versus all of their counters (yamato on voidrays) and were really good against stalkers didnt see them much against Z. same thing with ultras they were too good in large number versus everything terran. Good job Blizzard i think you are learning
Welcome to TL - Where Terran have been teaching the Zerg / Toss pros how to play since Patch 11
robertdinh
Profile Joined June 2010
803 Posts
August 27 2010 18:44 GMT
#407
On August 28 2010 03:43 papaz wrote:
pretty good changes. Blizzard starting off with some good nerfs. Stopping cheese!!


Seems more like they want to eliminate any early game aggression whatsoever, whether it be cheese or not.
True skill comes without effort.
RxN
Profile Joined May 2010
United States255 Posts
August 27 2010 18:44 GMT
#408
Oh my, the terran tears have already started. What was it that you guys are constantly telling zerg players? "Just get creative, bro!"

These changes are a nice start. Interested to see what else they come up with.
Vespasian
Profile Joined August 2010
Romania44 Posts
August 27 2010 18:44 GMT
#409
nothing nerfed hard except tank , there shit expensive and now there about crap
Terrible Terrbile Damage!
Tergeron
Profile Joined February 2010
United States66 Posts
August 27 2010 18:44 GMT
#410
On August 28 2010 03:05 Asdkmoga wrote:
Show nested quote +
On August 28 2010 03:00 Tergeron wrote:
My estimate for the last portions of the patch notes are.

"Dark Shrine build time has been increased to 180 seconds"
"Dark Shrine cost increased to 250 Minerals 250 Gas"
"Dark Templars increased to 3 supply"
"Dark Templars can no longer become Archons"

"Warp Prism cost changed to 150 Minerals 75 Gas"
"Warp Prism build time increased to 60 seconds"

DT's are too hard to defend against if you don't scout it fast enough.

darkshrine isnt popular as it is, and Warpprism isnt used alot either. doing a DT rush in sc2 really relies on your opponent having 0 aggression early game. and just get some sort of detection by ~40food = gone. DT's need the warp into archon because with detection they are really squishy, and if you are good about it, they need a second purpose.


It was a stab at a patch during beta where they randomly nerfed DT's when almost no one was abusing them at all.
“Before you embark on a journey of revenge, dig two graves.” -Confucius
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
Last Edited: 2010-08-27 18:45:44
August 27 2010 18:45 GMT
#411
On August 28 2010 03:43 Woyn wrote:
Show nested quote +
On August 28 2010 03:31 NeoOmega wrote:
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.


Unsieged couldn't but Siege could, if I understand right siege now cant is that what hes saying?


Both unsieged and sieged couldn't kill in one shot. Workers were small units.
Its grack
Zakka
Profile Joined August 2010
Netherlands762 Posts
Last Edited: 2010-08-27 18:45:45
August 27 2010 18:45 GMT
#412
How will zealots and stalkers hold up against early marine/marauder pressure? It's already difficult enough T_T
Amsterdam
Archerofaiur
Profile Joined August 2008
United States4101 Posts
August 27 2010 18:45 GMT
#413
On August 28 2010 03:40 robertdinh wrote:
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.


Could you give specific examples from wow?
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Three
Profile Joined April 2010
Japan278 Posts
August 27 2010 18:45 GMT
#414
The zealot build time increase from warp gates is neat if you couldnt hold off a 4 gate, which was entirely possible

The zealot build time increase from gateways is going to cause problems
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
August 27 2010 18:46 GMT
#415
What bronzie noobcake turtled to BCs??? wtf... they have 6 range ppll, and you can out dps with with 4 marines... esp stimmed marines... also, for you noob toobers who face morons who turtle to BCs, you can find some great counter units in the UNIT HELP SECTION NEXT TO THE MENU BUTTON!!!!

Zealot nerf... well zealot rushes were strong cause they have good health for such an early unit... also, the time increase helps to balance with tanks being shit vs zealots now...

Ultra damage nerf? what happened to blizzard trying to fix the ultra earlier in Beta?

Tanks? well, i guess we had it coming, but now that tanks are shit vs light units, can we have a SLIGHTLY higher damage vs armored? more like +20 or +25 plz.

anybody remmeber back when tank was 35 +35 in BROOD WAR???
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 27 2010 18:46 GMT
#416
While these are good changes (minus the BC one cause why?), I'm a little disappointed.

Blizzard still doesn't see the problem with muta vs turrets.
Ling Adrenal Boost is still awful.
Infestor NP is still terrible and useless.
Voidrays remain broken units.

I am very happy about the zealot change though, because 2 gates, especially proxy 2 gates, in PvP and PvZ were retardedly OP.
Half man, half bear, half pig.
Yoss
Profile Joined August 2010
Poland33 Posts
August 27 2010 18:47 GMT
#417
Awesome. Now P having troubles defenting early MM pushes is in even worse situation.
Also its harder to make a zealot while constructing a core, so u need to either cut a probe or delay a stalker by 5 seconds.
And 7 pools etc.

Glad to see that Blizz is willing to release balance patches anyways.
EnderCN
Profile Joined May 2010
United States499 Posts
August 27 2010 18:47 GMT
#418
Reaper nerf clearly indicates blizzard does not understand that the unit itself is OP, not the time it takes to build them.


They don't understand it because it isn't true. The timing of reapers is everything, the unit itself isn't very strong. There is a reason you don't see them used other than early game contain/harass.
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
August 27 2010 18:47 GMT
#419
I don't really understand the zealot nerf. Do proxy gates work at all in non PvP?

The zeal build time increase affects both players in the MU where proxy gates are actually common/effective. I guess it gives the defending player an extra 5 seconds to get a forge + cannon down if he is hopelessly behind in gateway timing to fend off the proxy gate(s)... Not a significant enough change to make a difference in the MU imo.
TheYango
Profile Joined September 2008
United States47024 Posts
August 27 2010 18:47 GMT
#420
Worth pointing out: the Zealot/Gateway/Reaper/Bunker build-time changes were in place at the beginning of phase 2, and post-release, Idra has suggested those exact changes be rolled back into the game in a balance thread.
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