Situation report 1 posted! - Page 27
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TheAngelofDeath
United States2033 Posts
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Mindcrime
United States6899 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? 5? against which units will sieging provide only a 5 point increase in damage? | ||
hoovehand
United Kingdom542 Posts
i wonder if it's overkill. | ||
Armut
Turkey141 Posts
On August 28 2010 03:45 Archerofaiur wrote: Could you give specific examples from wow? In WoW, you know there's two areas, PvE and PvP. While PvE is in Instances and dungeons, PvP is player versus player. WoW's pve balance was not that big of an issue after burning crusade since its agains bosses there were big problems sometimes that blizzard tried to fix about some classes were not getting invites to the raids in the most professional Guilds like Ensidia etc. Lets come to the PvP side. Interestingly blizzard ALWAYS took the number of the players who are playing one class lets say for example Shaman, to justify their buff or nerfs. Blizzard openly said that their main goal is the make people play each class equally. So they made incredible changes to classes or made a new class sometimes and made it imbalance to make people play and then nerf it. Their balance view was to equalize to numbers of players on each class which was riddiculous. Ghostcrawler was the most hated man in Wow Arena ![]() For spesific examples, just make a google search for early era's of the new class Deathknights and discussions about them. or Protection warriors in arenas. | ||
dolpiff
France300 Posts
On August 28 2010 04:12 BlackMagister wrote: Would these changes affect single player too? no, tanks still do 100 dmg in single player campaign afaik lol | ||
darmousseh
United States3437 Posts
![]() For protoss, zealot rush is pretty powerful against zerg, so this should help. I think this might force 10 gate play more often as 12 gate will be too risky against an early rush. I'm ok with the protoss nerf, they were a little OP, but now I just need to learn to use every single chrono boost. Overall, good balances that covered problems for both pro level play and for lower level (like me) stuff. | ||
Azarkon
United States21060 Posts
"BCs are too strong because no GROUND army can stand up to them?" Wait a minute. Aren't BCs supposed to counter GROUND? What's the point of building BCs now? It's not like we saw them that frequently in pro-play to begin with. Moreover, since they nerfed tanks - and therefore the ability of Terran to turtle for the entire game - shouldn't that factor into the calculations when talking about Terrans being able to force a late-game transition to BCs? And who, honestly, fights 150's food worth of Vikings and BCs except in FFAs? TBH, Vikings are much more of a problem in that composition than BCs. I was hoping Blizzard would realize how badly Vikings restrict strategic options due to their absolute sick countering of almost all armored air, but apparently they disagree. Oh well. We'll see what happens. | ||
Diamond
United States10796 Posts
On August 28 2010 04:11 roronoe wrote: 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 It changes everything about it. Now on small maps the Zerglings will arrive before the Zealot is anywhere near done, even with double chrono. And you can use hold position probes to block it but they don't attack when on hold position..... The other problem being this does nothing for PvP. Proxy gates are a bit weaker but Zealots still rock against all Protoss T1, and 4 warpgates will become 5 warpgate rush. Plus the best defense to a warpgate rush is to get warpgates of your own (this comes right from Kiwikaki), so the nerf will affect you too. | ||
branflakes14
2082 Posts
1. Happy Zerg players. 2. Terran players who are glad to see the addition of chat channels. 3. Protoss players in tears. | ||
semantics
10040 Posts
On August 28 2010 04:15 hoovehand wrote: it's an insanely huge nerf to siege tanks... i wonder if it's overkill. It moves tanks back into explosive dmg against large units but in this case armored. This change just makes them more like sc1. On August 28 2010 02:21 Plexa wrote: Yes seriously. 7 pool is going to be x10 more broken now than it was before. It was already hard as all hell to stop on Steppes without 10gating, now 10gate will be mandatory to be safe from lings. Hell, even then I don't know if you'll be able to get the zeal on time. I blocked steps of war, as a random player too often, PvZ ZvP the toss 4 gates and the zerg 7 pools way too much on that map it counterable and i always expect it but it still makes me a sad panda to play those games where i throw down a quick gate and make a zealot wall etc. | ||
opiuman
United States187 Posts
On August 28 2010 04:15 LuciferSC wrote: I don't mean to start a flaming war, but do you care to elaborate please? I think the facepalm was that tanks do the same amount to armored meaning that tanks vs marauders and tanks would be unchanged | ||
koppik
United States676 Posts
On August 28 2010 04:15 Mindcrime wrote: Well, tanks outside of siege mode now do more dps than outside of siege mode. There's no need for an "against armored" qualifier now.5? against which units will sieging provide only a 5 point increase in damage? But obviously having splash and 13 range is nothing to scoff at. | ||
Fimbulwinter
United States24 Posts
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Kurumi
Poland6130 Posts
On August 28 2010 04:15 hoovehand wrote: it's an insanely huge nerf to siege tanks... i wonder if it's overkill. Underground speed nerf. Regen nerf. Armor nerf. Food nerf. Roach waves to Tank ![]() I wonder if it can... | ||
arsenic
United States163 Posts
On August 28 2010 04:13 JudoChopper wrote: 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. To defend a 6/7 pool as Protoss, you just need to set up your wall on top of your ramp in a manner that fully blocks it off with two Gates or Gate and Cybernetics. Yes, this is possible even on a map such as Steppes of War and you can do it in time if you scout after Pylon. Zerglings take years to take down a building and Zealots are good against them. | ||
Diamond
United States10796 Posts
On August 28 2010 04:16 branflakes14 wrote: This thread consists of: 1. Happy Zerg players. 2. Terran players who are glad to see the addition of chat channels. 3. Protoss players in tears. LMAO! Sadly I'm in group three. I'm serious when I say it's time to pick up a new race. First thing I'm doing when I get home tonight... | ||
Turbo.Tactics
Germany675 Posts
I'm opening a bottle of Bordeaux now... this is the first time since the Roachincident that i feel my prayers are heard. | ||
dolpiff
France300 Posts
On August 28 2010 04:16 branflakes14 wrote: This thread consists of: 1. Happy Zerg players. 2. Terran players who are glad to see the addition of chat channels. 3. Protoss players in tears. haha so true, too bad i fall under the 3rd category :'( | ||
junemermaid
United States981 Posts
On August 28 2010 04:15 LuciferSC wrote: I don't mean to start a flaming war, but do you care to elaborate please? Read the situation report again. Tanks still do the same amount to armored units. So it doesn't change any dynamic in TvT. At all. Whatsoever. | ||
Klive5ive
United Kingdom6056 Posts
On August 28 2010 04:16 branflakes14 wrote: This thread consists of: 1. Happy Zerg players. 2. Terran players who are glad to see the addition of chat channels. 3. Protoss players in tears. I don't think this has addressed Terran early game at all. There's still too many powerful Terran openings that are unscoutable. Both Z and P should be concerned by this. | ||
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