hydras, blings, heck even drones..seriously
Situation report 1 posted! - Page 31
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dolpiff
France300 Posts
hydras, blings, heck even drones..seriously | ||
TheWoodLeagueAllstar
United Kingdom617 Posts
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NeoOmega
United States495 Posts
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Shiladie
Canada1631 Posts
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
Denmark9341 Posts
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
United States345 Posts
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
Canada2533 Posts
On August 28 2010 04:34 Reason.SC2 wrote: 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
24492 Posts
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
United States2033 Posts
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. | ||
Shiladie
Canada1631 Posts
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
Korea (South)3290 Posts
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. | ||
Nitroflash
United States12 Posts
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
United States447 Posts
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taintmachine
United States431 Posts
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
718 Posts
On August 28 2010 04:34 Reason.SC2 wrote: 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) | ||
deo1
United States199 Posts
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. | ||
koppik
United States676 Posts
On August 28 2010 04:37 Shiladie wrote: Probably, the top 32 would be half zerg regardless. 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... 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
United States259 Posts
On August 28 2010 04:34 Hawk wrote: 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.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 I didn't say wait until the zerglings get to your mineral line. | ||
moosh
United States118 Posts
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Toran7
United States160 Posts
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