On August 28 2010 04:04 Goxinatic wrote:
Zealot increase time is going to make proxy Marauder rushes very viable now. Sigh.
Zealot increase time is going to make proxy Marauder rushes very viable now. Sigh.
5 in-game seconds more viable.
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Katkishka
United States643 Posts
On August 28 2010 04:04 Goxinatic wrote: Zealot increase time is going to make proxy Marauder rushes very viable now. Sigh. 5 in-game seconds more viable. | ||
FortuneSyn
1825 Posts
However, this patch doesn't really address the korean 4wg proxy at all. If anything it will be harder to stop now.. | ||
Gautz
192 Posts
On August 28 2010 04:00 Katkishka wrote: Show nested quote + On August 28 2010 04:00 Gautz wrote: Terran's Bio-army will be untouched (don t count the reaper into the _army_), that s strange, since even in many tournaments a pvt ends in bio-only raping a T3 Toss army ;> this is so wrong :> make more colossus vs pure bio :> let s say marauders are going to be a part of the army, so one colo won t be that effective .. when the terrain isn t that abusable or ur colo-count is like 1-1 with the rauders (maybe this is exaggerated!) .. so colos won t work as a real solution .. and this is still a t3 tech for fighting t1,5 ^^ i ll repeat, this is so wrong! | ||
ig0tfish
United States345 Posts
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Wr3k
Canada2533 Posts
On August 28 2010 04:01 Disastorm wrote: zealot nerf was probably not for low level but rather high level. Some of the pro zergs were saying theres very little they can do against early zealot pressure (think it was Idra, check, and Lalush) Lalush even went so far as to say ZvP with 2 gate opening is more of a problem than ZvT I'm not on Idra, check or even Lalushes level, but its true. I have infinitely more problems with 2gate protoss openers than I do with terran in general, simply because lings suck vs zealots, and making roaches gimps your econ. | ||
Iggyhopper
United States259 Posts
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QuanticHawk
United States32027 Posts
On August 28 2010 04:04 Goxinatic wrote: Zealot increase time is going to make proxy Marauder rushes very viable now. Sigh. That was my first instinct too when I read the nerf. But who knows, really haven't seen much of htat. | ||
-orb-
United States5770 Posts
On August 28 2010 03:58 MattDamon wrote: BC nerf is so dumb, I really only use them in TvT and it seems to be the only thing that makes the game not a stalemate. I just don't get it. They don't even seem viable in TvP or TvZ anymore. Not like they were very common before... I played a game on stream recently where I was up a base on the terran all game long (the end score screen showed I had mined 10,000 more than him). He got battlecruisers and no amount of void rays or anything else was capable of coming even close to stopping them. And yes, I had templar feedbacking them. | ||
Fission
Canada1184 Posts
Siege dmg 50 to 35... wow, that's like cutting it in half. This made me laugh so hard. But seriously my fellow terrans, at least people won't incessantly talk down to us for playing T! PS: use the patrol spread trick to get your marines bio to spread out a ton, then do the 'move hold' method to get them to engage and not clump | ||
BamBam
745 Posts
On August 28 2010 03:57 ig0tfish wrote: Show nested quote + On August 28 2010 03:55 Floophead_III wrote: On August 28 2010 03:47 NeoOmega wrote: 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. The NP fix has to be implemented because thors are too strong in TvZ. WAY too strong. Infestors are the only true counter to thors since lings are melee, suck, and die to hellions which are easy to get along with thors. Thors are not easy to get. They cost 300/200, take 60 seconds to build, and cost 6 supply. And require an armory along with factory with tech lab. Oh dont u dare start arguing the costs of a thor. A thor has 400 HP, 1 shots hydras, lings/banelings and splashs air. What does zerg in turn then have to do to counter this unit? Well... get 6 mutas per thor (600/600/12) Get infestor.. with NP... Then units to actually kill the damn thing before it wears off (VERY time dependent and crapola expensive) Mass roaches.. at least 7 per thor (525/175/12) Thats just for 1 thor, and its an even bigger pain in the ass when a T player thor drops or even worse, a all-in terran mass repair thor push. | ||
branflakes14
2082 Posts
On August 28 2010 04:04 Goxinatic wrote: Zealot increase time is going to make proxy Marauder rushes very viable now. Sigh. Marauders already annihilate everything that comes out of a Gateway. Zealots are just about all a Protoss really has that Marauders don't do 2x damage against, and now we'll be producing them over 20% slower thanks to the Warp Gate nerf. Calling it now, 3rax Marauder pushes with Stim Pack are going to turn TvP into the new TvZ. | ||
Diamond
United States10796 Posts
On August 28 2010 03:34 adrenaline.CA wrote: 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 Well than I can complain. I NEVER EVER NEVER proxy anymore. The problem with 6/7 pool is a compound problem. Right now your first zealot will show up RIGHT before the Zerg hits. Now the Zealot will be missing a good portion of the time. If you wall with a pylon you're in a lot of trouble. That 100 mins is SO important at that point in the game. Against T it's bad as marauder rushes will be insta-gg. Looks like it's time to start practicing Terran or Zerg now, Protoss will be unusable in this patch. The worst part of this all is that it does not change anything PvP. The defender should be getting fast warpgates as it makes your troops produce faster. So the nerf does in fact nothing at all.... On August 28 2010 04:07 -orb- wrote: I played a game on stream recently where I was up a base on the terran all game long (the end score screen showed I had mined 10,000 more than him). He got battlecruisers and no amount of void rays or anything else was capable of coming even close to stopping them. And yes, I had templar feedbacking them. Word. The ONLY solution Protoss has to BC's is making not a single unit but stalkers or pre-charged void rays. BC's were insane strong in TvP. | ||
pieisamazing
United States1234 Posts
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koppik
United States676 Posts
Really, I think this much more of an effect TvP than any other matchup. Zealots will basically survive like 40% longer against tanks--that's huge. Against Z, hydras are more viable but I really doubt this will make getting hydras a worthwhile investment when the terran has more than 3 or so tanks. Marines are more viable TvT, but again, marines will still get destroyed by tanks really hard. | ||
dolpiff
France300 Posts
On August 28 2010 02:27 Qikz wrote: I'm really fine with the Bunker, Reaper and Siege Tank slight nerfs, but why nerf battlecruisers? They're so hard to get out anyway and it's a massive investment to do it. carriers & mothership are even heavier investment than your BC, and they didnt even compare, maybe still won't compare with the 8 dmg BC (which will still be 36 ground dps after this) @Koppik: you see Terran getting something else than MMM vs protoss? oO | ||
junemermaid
United States981 Posts
On August 28 2010 03:59 LuciferSC wrote: It's welcoming to hear chat channel implementation coming soon, but CANNOT believe Blizzard is nerfing Siege tank to that degree. It's absurd to say the least. Siege dmg 50 to 35... wow, that's like cutting it in half. Now we'll be seeing more maurader abuse, especially in TvT... bye bye to tanks in TvT. If anything, restore tank at least back up to 40 or 45 dmg and nerf mauraders.. Can't believe that nerf. *facepalm* | ||
Fission
Canada1184 Posts
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Piy
Scotland3152 Posts
On August 28 2010 03:59 link0 wrote: With the zealot nerf, bio will be too strong against Toss now. Same with marine banshees. It really dumbs the game down. Were are the BW days of awesome mech play vs Toss? Where controlling space was paramount? Sigh. BCs were far from OP. That change is just hilarious. BCs were shit against Toss or Zerg who weren't retarded. You notice how TLO never tries to pull the BC build anymore right? Cuz it no longer works. BC's were actually very difficult to deal with PvT if the Terran was good enough to transition to them properly. | ||
Dougz_G
United Kingdom3 Posts
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MangoTango
United States3670 Posts
On August 28 2010 04:05 -orb- wrote: Seems we'll follow in beta's footsteps and continue nerfing protoss every patch despite their continual decline in power Thread finally delivered. Nice. | ||
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