1.1 tank will not be able to do that so easily.
YA DIG!?!?
![[image loading]](http://cache.gawker.com/assets/images/comment/9/2010/08/efa0339d242ef3ea8de9879eb2aa40b2/340x.jpg)
Forum Index > SC2 General |
Iggyhopper
United States259 Posts
1.1 tank will not be able to do that so easily. YA DIG!?!? ![]() | ||
jcarlsoniv
United States27922 Posts
On August 28 2010 03:42 bokeevboke wrote: Terrans are whining now ![]() "l2p noobs" - remember? The tears...they taste so goooooood. I'm looking forward to this patch. The tank change should help us Zerg out a bit. Hydras won't get (completely) decimated by them. | ||
NeoOmega
United States495 Posts
On August 28 2010 03:46 Floophead_III wrote: 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. Baby Steps. Balancing a game like this requires a gentle touch. 1 problem at a time. | ||
Krychek
United States172 Posts
PvP will remain a crappy cheesy games, plus the zealot nerf is going to hurt deeper in the problem Nº2: P still the weaker race at competitive/higher levels (except maybe for korean beast like Tester or Genius). Remember this, after TvZ gets fixed, the P weakness will rise as the problem to solve. | ||
OhJesusWOW
United Kingdom127 Posts
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ToxNub
Canada805 Posts
On August 28 2010 03:47 Reason.SC2 wrote: 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. This is what i said. | ||
Katkishka
United States643 Posts
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7h30n
Croatia120 Posts
Anyways, I play Zerg and I'm really pleased with all those changes. Although it's not that "Terran imba" really matters at my skill level (I just got into Platinum - if I lose it's because of my own fault and not imbalance) but I'm sure pro matches will be more interesting to watch. | ||
OhJesusWOW
United Kingdom127 Posts
On August 28 2010 03:49 Katkishka wrote: Does anyone else get the feeling that banelings are going to be way too strong in zvt now? Nope. We'll just see some different strategies from Terran...finally. | ||
CommanderFluffy
Taiwan1059 Posts
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Incognoto
France10239 Posts
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Deadlyfish
Denmark1980 Posts
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Grond
599 Posts
On August 28 2010 03:40 robertdinh wrote: 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. Gotta agree with you about the Reapers. Sure build time will help a bit but its the range + speed + damage that's the problem. I could care less about the BCs, that is counterable. Marauders and Hellions are a bigger issue than BC's by far. | ||
Paperscraps
United States639 Posts
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BlueyD
Canada437 Posts
My only concern with this patch is the zealot build time change. It will probably make PvZ and PvP more interesting, but those early terran bio pushes were already tough to deal with... | ||
Kurumi
Poland6130 Posts
On August 28 2010 03:49 Katkishka wrote: Does anyone else get the feeling that banelings are going to be way too strong in zvt now? Well You can still cancel creep spread,stim and run away,tank banelings with marauders/thors,be careful not to be flanked etc. Also I LOVE tank change. I might use ling/bling builds more often,maybe even cracklings! | ||
PulseSUI
Switzerland305 Posts
anybody remmeber back when tank was 35 +35 in BROOD WAR??? i don't. they did 70 explosive damage, meaning: 70 damage vs Large 50 damage vs medium 35 damage vs small they still have higher Damage per second against any unit then they did in BW, just not so extreme anymore. I generaly like the changes, but will not comment on the specificly until i see the finaly patchnotes. going all hot and fuzzy over preview patchnots is a bit pointless in my opinion. | ||
nafta
Bulgaria18893 Posts
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blabber
United States4448 Posts
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klauz619
453 Posts
Tanks are pointless and banelings eat up bio balls. | ||
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