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Situation report 1 posted! - Page 3

Forum Index > SC2 General
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CrAzEdBaDgEr
Profile Joined August 2010
Canada166 Posts
August 27 2010 17:21 GMT
#41
Overall not bad, but for that short time in phase 2 of the beta when the longer zealot build time was present, 6- or 7-pool rushes absolutely owned Protoss players. My biggest concern is that this will become a significant balance issue unless the Protoss player walls off his ramp completely (i.e. no 1-space zealot wall, but a fully closed wall).

As a random player who used to play only Protoss, I have had lots of success with early lings vs. Protoss, and this will make the early-ish ling rushes significantly more powerful.
kerwyn01
Profile Joined August 2010
United States14 Posts
Last Edited: 2010-08-27 17:21:58
August 27 2010 17:21 GMT
#42
On August 28 2010 02:18 Thunderflesh wrote:
This is about perfect; only not sure about the BC nerf. They were already hard-countered by corruptors, void rays, and vikings.

Given the siege tank nerf, the ultra damage nerf is appropriate; they tore through ground armored units just a little too well.


The BC nerf only affects their ability to kill things on the ground. The matchups vs various air counters are unchanged.

e: i'm dumb
ltortoise
Profile Joined August 2010
633 Posts
August 27 2010 17:21 GMT
#43
On August 28 2010 02:19 InToTheWannaB wrote:
"Zealot rushes are currently too powerful at various skill levels" ? Who gives a rats ass if a silver level player can't deal with a zealot rush?


Excuse me? Terrans have a pretty hard time dealing with proxy gateway rushes, EVEN if they scout them or know they are coming. I find this comment to be ridiculous. Adding 5 seconds to the build time gives you precious seconds to prepare.
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
August 27 2010 17:21 GMT
#44
On August 28 2010 02:12 TMTurtle wrote:
I don't like the zealot change vs 6pool.

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.
Administrator~ Spirit will set you free ~
kaztal
Profile Joined April 2010
Sweden68 Posts
August 27 2010 17:22 GMT
#45
early aggression being repelled are always good news in my ears. even as a zerg player i agree that ultralisk damage is a little too good. personally i've been rediscovering the joys of zerglings again, and even though i'd like a small buff for them (how about getting 5 more hp so they, like marines, don't get one-shotted by tanks?) they're really pretty solid, specially with the upgrades available.
koppik
Profile Joined April 2010
United States676 Posts
Last Edited: 2010-08-27 17:22:49
August 27 2010 17:22 GMT
#46
On August 28 2010 02:19 vyyye wrote:
This is interesting to say the least.. The tank nerf is quite severe, but odds are TvT might turn out a bit more bio centric now? Hm, interesting.
Well, TvT was already becoming somewhat bio-centric. But this change really won't affect anything on that front. Marines w/o combat shield survive an extra hit from tanks, but will still die--hard.
Bash
Profile Joined August 2007
Finland1533 Posts
August 27 2010 17:22 GMT
#47
Sigh.

No fix in sight for the fact that terran 1 base play is way too strong in TvP. The time that terran has stim but protoss has neither charge (which allows him to at least defend) nor storm (which allows him to move out) is still as massive as ever, and is now even worse with the zealot buildtime increase. If terran decides to stay on one base (and your typical terran has absolutely no reason not to, after all playing a late/macro game PvT is fun, even and most importantly challenging for both sides) he will have the protoss pinned all game until both players run out of minerals, and also the possibility to switch to many different tech patterns safely. It saddens me how badly this is being ignored amongst all this reaper whine...

I can't sing and I can't dance, but still I know how to clap my hands.
Noev
Profile Blog Joined January 2010
United States1105 Posts
August 27 2010 17:22 GMT
#48
should be interesting to see how this effects the game, i for one am hoping it will reduce the amount of rushes and knock down the number of tanks in armies.
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
August 27 2010 17:22 GMT
#49
Seeing the zealot nerfs made me die a little inside.

Im glad BC and tanks got a nerf, and Im sure many zerg will be happy about the reaper nerf. The ultra losing the head bash attack is actually a bit of a buff, so it sorta balances out the damage it lost.
When you play the game of drones you win or you die.
Kokosaft
Profile Joined April 2010
Germany172 Posts
August 27 2010 17:22 GMT
#50
And Beyond...

We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels.


don't expect chat channels in September because it doesn't really sound like it's part of patch 1.1 ...
antas
Profile Joined August 2010
Indonesia300 Posts
August 27 2010 17:23 GMT
#51
+1

Good post for OP. I guess that's a good news for everyone We'll see when the time comes, I will stick to Zerg until then
Entaro Adun!
Ursadon-n-Pals
Profile Blog Joined November 2009
United States928 Posts
August 27 2010 17:23 GMT
#52
I like how Blizzard is being so cautious in balancing. These Terran nerfs honestly seem fair.
But my tanks T_T
Nothing worth having comes easy.
wacksteven
Profile Blog Joined May 2007
United States139 Posts
August 27 2010 17:23 GMT
#53
We'll see what happens when the game is actually patched. Those sound like some pretty hard nerfs to all races, especially terran. I basically don't believe any of it even if it comes from a blue poster on the forums until it's implemented and we see live patch notes.
Former War3/BW/ET/UT2k4 Shoutcaster and now: an all-around, super-huggable old guy. Co-King of Tin with @djWHEAT, available on twitter @wacksteven @KingsOfTin
vyyye
Profile Joined July 2010
Sweden3917 Posts
August 27 2010 17:23 GMT
#54
On August 28 2010 02:22 koppik wrote:
Show nested quote +
On August 28 2010 02:19 vyyye wrote:
This is interesting to say the least.. The tank nerf is quite severe, but odds are TvT might turn out a bit more bio centric now? Hm, interesting.
Well, TvT was already somewhat bio-centric. But this change really won't affect anything on that front. Marines w/o combat shield survive an extra hit from tanks, but will still die--hard.

It should play a role though, one extra hit is a lot. It'll be cool to see how pans out though, but yeah as you said, there's more and more bio these days.
ZoW
Profile Blog Joined January 2009
United States3983 Posts
August 27 2010 17:23 GMT
#55
wtb marauder nerf
the courage to be a lazy bum
dvide
Profile Joined March 2010
United Kingdom287 Posts
August 27 2010 17:23 GMT
#56
Why didn't they just make siege tanks overkill like brood war? Make the attack a very fast projectile, so not only will the tanks overkill but speed zerglings could run through them? I mean, it's still a pleasant change, but it would be more skill based and provide more interesting gameplay that way I feel.
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
August 27 2010 17:24 GMT
#57
Hmmm... im really eager to see the change in PvP... i hope it changes so you don't HAVE to go 4warp every game since its pretty much a dull matchup atm to be honest.

Also expecting to be rushed to pieces by zergs :S, though i definitely could be wrong. It's good to be able to test this.

Other than that, good changes imo.
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Hikari
Profile Blog Joined May 2010
1914 Posts
August 27 2010 17:24 GMT
#58
hmmm... allowing light units to "counter" tanks opens some interesting siege breaking mechanics... hydraling might actually work vs tank lines
Jarmam
Profile Joined June 2010
Denmark140 Posts
August 27 2010 17:24 GMT
#59
Seems to make good sense all around.

Zealot nerf seems... interesting, but I wont reject it being reasonable yet. Ofc it means I should stop revealing my race to Zergs if I hit Protoss since it'll make them 6pool me even more often, but on the other hand it might make PvPs more interesting than 2gate v 2gate, so the amount of actual games might increase.

Battlecruiser nerf... eh... what... why... their damage?... really?...I dont get it. At all. Mind = blown. And why 20% less damage instead of 10%. That's like an EA change in magnitude.

No lovin' to the carriers (like making them not take 2½ minutes to be fully in the field), the archons or the mothership, but ofc fewer, smaller changes > big changes that totally break a lot of stuff. Unless of course you're reducing BC ground damage.
"Freedom for Colossus" - White-Ra
OhNoItsTheMunch
Profile Joined June 2009
United States96 Posts
August 27 2010 17:24 GMT
#60
Maybe I dont know the way splash dmg is calculated, but doesn't this mean, for a swarm of zerglings, 1 tank shot will only kill the primary zergling target, and leave the rest weakened? Zerglings would still die on mass but I would think much more lings and banelings could make it to a tank line, not to mention hydras.
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