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Situation report 1 posted! - Page 26

Forum Index > SC2 General
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Radio.active
Profile Blog Joined May 2010
United States121 Posts
August 27 2010 19:10 GMT
#501
wow... what's the point of even sieging up at that point. so you can do another 5 damage?
-_-
Floophead_III
Profile Joined September 2009
United States1832 Posts
August 27 2010 19:11 GMT
#502
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.


Not really.

If you need more zealots, go chrono your warpgates or something. It's not like 5 seconds is going to break midgame play. If the same number of warpgates aren't sufficient for production anymore, make 1 more.

The fact is that 2 gate proxy vs zerg was WAY too strong. 2 gate was WAY too strong. Early zealot pressure PvP was too strong.

This also weakens 4 warpgate vs zerg a little since now you don't have so much to deal with on short notice, but not really that much.

The tank nerf should have a big effect on tanks vs hydra. I wonder if hydra are approaching viability in the MU. It'll be interesting to see. I don't really mind it vs P though, cause zealots are supposed to murder tanks and they really didn't. It might make defending a 4 warpgate or 3 gate robo with siege expand a little harder, but I don't think by much. The zealot nerf probably helps fix that too.
Half man, half bear, half pig.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
August 27 2010 19:11 GMT
#503
On August 28 2010 04:08 pieisamazing wrote:
YYYEEEAAAAH!! Chat channels!!!


Did you read it? It's coming soon, ie: not this patch.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
Artery
Profile Joined May 2010
United States81 Posts
August 27 2010 19:11 GMT
#504
Awesome, Now that I may have time to defend tanks + mmm or even early toss all in's to have time to tech to ultralisks they are now nerfed.
There are only 10 kinds of people in the world. Those who understand binary and those who don't.
opiuman
Profile Blog Joined March 2009
United States187 Posts
August 27 2010 19:11 GMT
#505
On August 28 2010 04:08 Energizer wrote:
Show nested quote +
On August 28 2010 03:57 ig0tfish wrote:
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.


Thors haven't one shotted hydras since that one patch in beta even now even with +3 they don't I believe but I didn't check
So say we all.
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
August 27 2010 19:11 GMT
#506
On August 28 2010 04:10 Radio.active wrote:
wow... what's the point of even sieging up at that point. so you can do another 5 damage?


Splash damage...
roronoe
Profile Joined May 2009
Canada1527 Posts
August 27 2010 19:11 GMT
#507
dunno why so many people dont like the zealot nerf. it probably won't affect defence against 6pool or marauder rush too much.
they're trying to deal with the pvp matchup which is filled with proxy 2 gate or korean 4 warpgate rush. dunno if this will make those builds less viable, but it'll help, even if its only slightly
The Purgatory of Endless Depths
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
August 27 2010 19:12 GMT
#508
whats this chat channel thing they mentioned?
seems like a far away memory..... lol

+1 for blizzard
Jaedong.
The_Pacifist
Profile Blog Joined May 2010
United States540 Posts
August 27 2010 19:12 GMT
#509
On August 28 2010 04:11 NeoOmega wrote:
Show nested quote +
On August 28 2010 04:10 Radio.active wrote:
wow... what's the point of even sieging up at that point. so you can do another 5 damage?


Splash damage...


And because a bunch of armored units might be closing in? Stalkers, marauders, roaches, those kinds of things?
BlackMagister
Profile Joined October 2008
United States5834 Posts
Last Edited: 2010-08-27 19:13:04
August 27 2010 19:12 GMT
#510
Would these changes affect single player too?
JudoChopper
Profile Joined August 2010
England148 Posts
August 27 2010 19:13 GMT
#511
On August 28 2010 02:12 TMTurtle wrote:
I don't like the zealot change vs 6pool.

Pretty much this, I get 6 pooled pretty frequently as Protoss, it can be quite close even with an early scout, having longer Zealot build seems a bad idea imo.
no
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
August 27 2010 19:13 GMT
#512
People are saying the reaper build time won't do enough to discourage the heavy reaper harass going on right now, but I disagree, I think even just the fact the unit was nerfed at all will shift the meta away for them for a short period of time. With the actual balance of the change though, you have to remember that build time increase stacks up through the course of the harass.

each production wave of reapers is 5x the number production cycles off that racks seconds behind where they were before the patch, this change will give zerg the ability to have the critical defence up in time for the first few waves of harass, so they aren't put on the extreme far back foot for the rest of it as they scrabble to survive.

The zealot change will allow zerg more dynamic openings vs P, as they can get away with more econ focused builds and still survive 2-4gate zealot rushes.
Inverted
Profile Blog Joined July 2010
United States50 Posts
August 27 2010 19:13 GMT
#513
I like the idea of destructible rocks on desert oasis but that map still getting down voted
phamou
Profile Joined April 2010
Canada193 Posts
August 27 2010 19:13 GMT
#514
when is this patch taking place? can we estimate it to tuesday?
ig0tfish
Profile Joined July 2009
United States345 Posts
August 27 2010 19:14 GMT
#515
On August 28 2010 04:13 phamou wrote:
when is this patch taking place? can we estimate it to tuesday?

Mid september
TheWoodLeagueAllstar
Profile Blog Joined May 2010
United Kingdom617 Posts
August 27 2010 19:14 GMT
#516
They could at least increase probe damage since we will be using the feckers to fight off every time a zerg 6 pools us :S and to those who say wall off with a pylon, do you have any idea how valuable those early minerals are to defending a 6 pool?
Bunker rushing is the way to a mans heart <3
Ocedic
Profile Joined April 2010
United States1808 Posts
August 27 2010 19:14 GMT
#517
On August 28 2010 04:10 Radio.active wrote:
wow... what's the point of even sieging up at that point. so you can do another 5 damage?


Just so you know, a sieged Siege Tank has the longest range in the game. Hope that information helps you figure it out.
Phrencys
Profile Joined August 2010
Canada270 Posts
August 27 2010 19:14 GMT
#518
I find it lame that they nerfed Protoss early game without making their teching a bit less clunky.

Terran changes are great, although the BC nerf seems weird because if you allowed a terran to make 15 BCs, the ground dmg nerf most likely won't help you much. Bunker abuse wasn't very common either.

As for Zerg I guess they're indireclty buffed by T and P nerfs. They'll have less reapers/zealots to worry about early on. Lings + Hydras + Banelings suddenly make more sense when trying to bust a sieged terran base in 1.1, but Terrans will probably answer to that by using more hellions.
Grimjim
Profile Joined May 2010
United States395 Posts
August 27 2010 19:14 GMT
#519
On August 28 2010 04:12 The_Pacifist wrote:
Show nested quote +
On August 28 2010 04:11 NeoOmega wrote:
On August 28 2010 04:10 Radio.active wrote:
wow... what's the point of even sieging up at that point. so you can do another 5 damage?


Splash damage...


And because a bunch of armored units might be closing in? Stalkers, marauders, roaches, those kinds of things?


Not to mention 13 range?

Terran tears. Yum.
I am serious. And my name is Shirley.
LuciferSC
Profile Joined August 2010
Canada535 Posts
Last Edited: 2010-08-27 19:16:29
August 27 2010 19:15 GMT
#520
On August 28 2010 04:10 junemermaid wrote:
Show nested quote +
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*


I don't mean to start a flaming war, but do you care to elaborate please?
Come get some
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