Situation report 1 posted! - Page 26
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Radio.active
United States121 Posts
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Floophead_III
United States1832 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. 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. | ||
Diamond
United States10796 Posts
On August 28 2010 04:08 pieisamazing wrote: YYYEEEAAAAH!! Chat channels!!! Did you read it? It's coming soon, ie: not this patch. | ||
Artery
United States81 Posts
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opiuman
United States187 Posts
On August 28 2010 04:08 Energizer wrote: 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 | ||
NeoOmega
United States495 Posts
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
Canada1527 Posts
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 | ||
Kal_rA
United States2925 Posts
seems like a far away memory..... lol +1 for blizzard ![]() | ||
The_Pacifist
United States540 Posts
And because a bunch of armored units might be closing in? Stalkers, marauders, roaches, those kinds of things? | ||
BlackMagister
United States5834 Posts
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JudoChopper
England148 Posts
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. | ||
Shiladie
Canada1631 Posts
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
United States50 Posts
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phamou
Canada193 Posts
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ig0tfish
United States345 Posts
On August 28 2010 04:13 phamou wrote: when is this patch taking place? can we estimate it to tuesday? Mid september | ||
TheWoodLeagueAllstar
United Kingdom617 Posts
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Ocedic
United States1808 Posts
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
Canada270 Posts
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
United States395 Posts
On August 28 2010 04:12 The_Pacifist wrote: 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. | ||
LuciferSC
Canada535 Posts
I don't mean to start a flaming war, but do you care to elaborate please? | ||
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