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Situation report 1 posted! - Page 31

Forum Index > SC2 General
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Prev 1 29 30 31 32 33 101 Next
dolpiff
Profile Joined June 2010
France300 Posts
August 27 2010 19:34 GMT
#601
On August 28 2010 04:34 moosh wrote:
Show nested quote +
On August 28 2010 02:13 KingRajesh wrote:
What set of light, unarmored units do Zerg have to "perform better against siege tanks"? The Zergling?.


I was just thinking that...


hydras, blings, heck even drones..seriously
TheWoodLeagueAllstar
Profile Blog Joined May 2010
United Kingdom617 Posts
August 27 2010 19:35 GMT
#602
Its easy to tell who has and who hasnt faced a 6pool as protoss yet, i ask those who havent to please try it and realise why its currently "ok" but how 5 seconds makes it exponentially harder.
Bunker rushing is the way to a mans heart <3
NeoOmega
Profile Blog Joined September 2008
United States495 Posts
August 27 2010 19:35 GMT
#603
I hope that patch earlier that mid September, otherwise it could end up right in the middle of Gom.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
August 27 2010 19:35 GMT
#604
On August 28 2010 04:28 DreamOen wrote:
They want to all us , go and play terran, banshees and so on.


your post doesn't make any sense at all.

I am excited to see what the changes they are making that arn't listed here are, as I expect there will be a few.
I am also equally excited to try playing with these new changes and actually be able to use hydras vs terran now...
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
August 27 2010 19:36 GMT
#605
Tvt is gonna be all about bio now. Marine/mauruder.
TvP: Tanks were fine vs protos. But they are pretty weak now. You have to go bio vs protos. Perhaps mixed in with some hellions. Still not sure how terran is supposed to win late game vs chargelots + HT. The terran really needs much better mechanics.
Tvz: I think the change was fine. They were too strongs vs an unit like the hydra, and seems pretty balanced right now vs zerg. Would have liked to see blizzard buff 250mm cannon instead of nerfint the ultra.
ig0tfish
Profile Joined July 2009
United States345 Posts
August 27 2010 19:36 GMT
#606
On August 28 2010 04:33 eth3n wrote:
forgive me if this is a stupid question, does this mean that tanks wont be able to 1shot +0/+1 lings? O_O

Yes, and tanks wont be able to 1 shot 0/0 drones either
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-08-27 19:36:37
August 27 2010 19:36 GMT
#607
On August 28 2010 04:34 Reason.SC2 wrote:
Show nested quote +
On August 28 2010 04:33 eth3n wrote:
forgive me if this is a stupid question, does this mean that tanks wont be able to 1shot +0/+1 lings? O_O


Correct. But +1 vehicle weapons means tanks will 1shot +3 armor lings so it creates an interest dynamic where getting +1 armour and attacking with lings as Z is quite powerful if you can do all of this before T gets +1 vehicle weapons.


Whats more interesting is that now only 1 ling dies from a tank shot, instead of the entire group.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
August 27 2010 19:36 GMT
#608
I am going to get super pissed if they do ABSOLUTELY NOTHING to marauders.

Also the zealot changes are unfortunate...
suddenly zerg is stronger in close positions and they already had the advantage in long positions so wtf

at least this is how it seems to me...
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
August 27 2010 19:36 GMT
#609
On August 28 2010 04:35 Frack wrote:
Its easy to tell who has and who hasnt faced a 6pool as protoss yet, i ask those who havent to please try it and realise why its currently "ok" but how 5 seconds makes it exponentially harder.



Agreed. It's gonna be a real pain. Looks like 10/10 is the new standard PvZ. Lolol.
"Infestors are the suck" - LzGamer
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
Last Edited: 2010-08-27 19:37:57
August 27 2010 19:37 GMT
#610
On August 28 2010 04:35 NeoOmega wrote:
I hope that patch earlier that mid September, otherwise it could end up right in the middle of Gom.


Yea, i agree, I really hope they patch before the beginning of GOM, so that there will be a decent number of zergs in the tourny...

edit: actually I mean to say a decent number of non-terrans...
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
August 27 2010 19:38 GMT
#611
I don't like the Protoss nerf, or the reasoning behind it..

Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways.


According to Blizzard, scouting isn't as important anymore. "Currently too powerful at various skill levels"... Ugh.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Nitroflash
Profile Joined August 2010
United States12 Posts
August 27 2010 19:38 GMT
#612
I think a lot of people are misunderstanding how the warpgate has been nerfed: only zealot warp-in cooldowns are affected and other cooldowns will be the same. All other cooldowns were greater than 28 seconds to begin with.
Anyway, I really think 6pool will be stupidly powerful against P now. Maybe a 5 second increase to spawning pool build time would be good; it delays the 6pool by the 5 seconds more it takes to get your 1st zealot out but the 2gate still won't be as powerful.
sl0w
Profile Joined July 2010
United States447 Posts
August 27 2010 19:38 GMT
#613
I'll take a slightly longer warpgate cooldown for a siege tank damage nerf ANY DAY. Thank God. I also like the destructible rocks in DO...just too hard defending your natural from two different paths.
taintmachine
Profile Joined May 2010
United States431 Posts
Last Edited: 2010-08-27 19:40:27
August 27 2010 19:38 GMT
#614
the complaints about the tank nerfs are unwarranted. the unit is ridiculous, and it will still be good esp. considering it has the AI improvements that the BW tank does not have.

i agree with the warpgate nerf in that it will force boosts and hurt one-base play (need more than 1 nexus, discourages heavy boosting of nexus, maybe gives P a more purposeful use for boost). i disagree strongly with the gateway nerf, mostly because of the numbers some known protoss players have posted for getting a zealot against a 6 pool (lol@people suggesting to sacrifice a pylon).

i think ultra nerf will work out fine for Z players versus T as zerglings won't be so utterly annihilated by tanks and lings are often the mineral sink when using ultras.
eth3n
Profile Joined August 2010
718 Posts
Last Edited: 2010-08-27 19:41:32
August 27 2010 19:39 GMT
#615
On August 28 2010 04:34 Reason.SC2 wrote:
Show nested quote +
On August 28 2010 04:33 eth3n wrote:
forgive me if this is a stupid question, does this mean that tanks wont be able to 1shot +0/+1 lings? O_O


Correct. But +1 vehicle weapons means tanks will 1shot +3 armor lings so it creates an interest dynamic where getting +1 armour and attacking with lings as Z is quite powerful if you can do all of this before T gets +1 vehicle weapons.


No early game Terran tank crawling to my nat sounds lovely

160 seconds v 140 seconds
150/150 v 100/100

although everyone upgrades Z ground armor asap, and I never seen terran vech upgrades, this might be interesting dynamic indeed, siege tanks relegated to base turtle I hope :D

On August 28 2010 04:36 Wr3k wrote:
Whats more interesting is that now only 1 ling dies from a tank shot, instead of the entire group.

I'm sorry I don't follow...(im the noob not trying to harass just curious)
Idra Potter: I don't use avada kedavra because i have self-respect.
deo1
Profile Joined April 2010
United States199 Posts
August 27 2010 19:39 GMT
#616
While the general opinion is that siege tanks need to be addressed, I'm concerned that this nerf might take the 'siege' out of the siege tank.

Sieged tanks now do less base damage to units of both light and armored types than unsieged tanks.

eg.
Unsieged damage per unit time (before and after this potential patch):
light 14.4
armored 24

sieged damage per unit time (before patch):
light 16.7
armored 16.7

sieged damage per unit time (after patch):
light 11.6
armored 16.7

Before, sieged did more base damage to light, now it does less damage to both types. So the only benefit to sieged tanks as a result of this patch is range and splash. These benefits are more difficult to analyze because the sieged tank will have variable dps in addition to its unsieged mode depending on its sight and the speed of its target traveling through its sight range. As well as the number and "clumpness" of those target units. However, it's easy to imagine many scenarios where there's no reason to siege at all.

Will this lead to balance? Maybe. But it might seriously alter the function of one of the coolest units in the SC universe.

Source and method:
+ Show Spoiler +

http://sc2armory.com/game/terran/units/siege-tank

base damage per unit time = (damage + bonus)/speed
note: total base damage might be larger for sieged because added sight means a target is fired upon for a longer duration.
Poooooor Protoss.
koppik
Profile Joined April 2010
United States676 Posts
Last Edited: 2010-08-27 19:42:13
August 27 2010 19:39 GMT
#617
On August 28 2010 04:37 Shiladie wrote:
Show nested quote +
On August 28 2010 04:35 NeoOmega wrote:
I hope that patch earlier that mid September, otherwise it could end up right in the middle of Gom.


Yea, i agree, I really hope they patch before the beginning of GOM, so that there will be a decent number of zergs in the tourny...

edit: actually I mean to say a decent number of non-terrans...
Probably, the top 32 would be half zerg regardless.

Previous to this patch, odds were on like 3-5 Protosses, though. Like Tester said in an interview, Terran and Protoss benefit a lot from quick hands. Balance is a bit different at the top of the Korean server.
Iggyhopper
Profile Joined July 2010
United States259 Posts
August 27 2010 19:40 GMT
#618
On August 28 2010 04:34 Hawk wrote:
Show nested quote +
On August 28 2010 04:27 Iggyhopper wrote:
On August 28 2010 04:25 Frack wrote:
On August 28 2010 04:21 Jinsin5 wrote:
In ZvZ you can defend a 6pool with a 13 pool easily using just your drones, you even have to kill a spine crawler before it can be completed. What is so different between 6pooling in ZvZ and ZvP, can't protoss just use probes to kill the zerglings while a zealot finishes production?

You could lose probably have your probes and still be in an economical advantage, anyone care to explain this?

Lings take down pylons, we need pylons for power :S no power = no gates, no gates = no retaliation

Use probes to attack? Even if you get surrounded, you can tell all your probes to mine minerals and they will have no collision.


ZvP, you typically build at the front door. If you are getting 6 pooled, that first 100 goes into the zeal and if you need to pull off mining, you won't have another 100 for a second zeal. Zerg can just alternate between attacking your pylon, picking stray probes and hitting your nexus and you won't be able to get them. If you don't pull off to address lings at the pylon, it will certainly go down before your zeal pops
Yes. You build at the front door. You will have to pull off probes to fight. You won't lose as many workers because they have that little no-collision trick you can use.

I didn't say wait until the zerglings get to your mineral line.
moosh
Profile Joined May 2009
United States118 Posts
August 27 2010 19:40 GMT
#619
I have they make it so attack priority against scvs changes when they're repairing.
Toran7
Profile Joined March 2010
United States160 Posts
August 27 2010 19:41 GMT
#620
the warpgate cooldown can actually be seen as a protoss macro buff, longer cooldowns mean more time to do other things before spawning a new set of units
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