Situation report 1 posted! - Page 37
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shizi
United States210 Posts
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xnub
Canada610 Posts
Old tanks zerglings - 1 shots hydras - 2 shots banling - 1 shots Archones - 8 shots Dt's - 3 shots HT's - 2 shots sentrys - 2 shots zealots - 3 shots marine - 2 shots with shields 1 with stim hellions - 2 shots reaper - 1 shots ghost - 2 shots Thats what the old tank did to all them New tank zerglings - 1 shots hydras - 3 shots banling - 1 shots Archones - 11 shots Dt's - 4 shots HT's - 3 shots sentrys - 3 shots zealots - 5 shots marine - 2 shots with shields 2 with stim hellions - 3 shots reaper - 2 shots ghost - 3 shots So all in all toss got a buff out of tanks change but zerg and terran are around the same /shrug Also workers now take 2 shots not just 1 : ( and archones are even better at taking the dmg from tanks now : P All other units take the same dmg from tanks and really only thing that matters with tanks is how many shots it tanks cause of the smart ai firing. | ||
Playguuu
United States926 Posts
I guess I just 6p all protoss now, or just switch to T. | ||
Easy772
374 Posts
On August 28 2010 05:02 travis wrote: dude, how do u have a "few zealots" 1 zealot pops out and instantly dies to the zerglings standing there? where does "a few zealots" come from?? Yeah same here, looks like I'll have to pull a few probes off minerals to help my zealot >< When someone six pools how many zealots would you have if u 10 gated compared to if u 12 gated after this upcoming patch? By the time zerglings reach your base on steppes. | ||
Turbo.Tactics
Germany675 Posts
On August 28 2010 05:08 JudoChopper wrote: I scout at 8 food with Protoss vs Zerg, even then its a close call getting a zealot out to defend, probes will kill the first wave of Zerglings, but I will lose some probes (which is big in the early game especially if i'm having to chrono my Zealot) .Zerg gains the econ. advantage from there on pretty easily. I don't see how a 6pool Zerg is getting even close to getting an econ advantage after killing 2-3 probes with an allin. You may consider using chrono boost or just ask a Brood War Player how to deal with 5 Pools... | ||
xnub
Canada610 Posts
On August 28 2010 05:10 Playguuu wrote: Further proof blizzard has no clue what they're doing. BC's were fine, Zealots were fine, Ultras were fine. Tanks needed to be toned down a bit, so that's a welcome change. I think they need to look at marauders. They're ridiculously powerful for their cost and even come with a basically free (50/50) upgrade. What happened to the "gimme" upgrades when you nerfed ovie speed? I really wish there was a to force T to do something other than turtle up then hit t 1 a. I guess I just 6p all protoss now, or just switch to T. Ultras were rape vs ground its a small nerf that was needed : P also your ultras will cleave buildings if they are hitting units near it or if they are hitting building like PF they will hit scv. Due to the fact there headbutt did not split dmg only there normal attack. | ||
Medzo
United States627 Posts
On August 28 2010 05:09 travis wrote: so u have to chronoboost out zealots *AND* sacrifice buildings and then even still let the zerg run inside your base sure, you'll survive but it just doesn't sound very fair It puts you way ahead. A 7pool zerg is a huge economical hit, way more than your 1 pylon sacrafice and chronoboost. You should win in this scenario TBH. | ||
red_hq
Canada450 Posts
I agree that double proxy 10 gate is wayy to powerful right now, but in late game when they come at you with mass maurder or hydra your zealot production will be down 20% which could end up as a big deal (the easy mineral dump was no big deal). Also if you wall off right to defend 6 pool you can't get stalkers out BTW. I don't see a reasonable compromise to this Terran: Reaper bunker rush wrecks good nerf Siege tanks a little harsh perhaps 40+10 armored Battle cruisers they only rocked in mass numbers (5+) before that you could stalker or VR as toss or Corruptor/Muta/Hydra as zerg. BC's were not OP be aggresive Zerg Ultra got a buff and nerf I agree with this Ultra/Ling is incredibly difficult to counter I can't believe that blizzards solutions to imba is NERF EVERYTHING! It made me lol a bit. The largest issue here that you have not addressed is the marauder. There is an easy solution to this IMO nerf its move speed so terran can't a-move to victory. Because as it stands with micro from only terran a single marauder with concussive upgrade can take down an ultralisk single handedly. The same goes for any other melee unit which is bad because as protoss the only viable counter is zealots as protoss air is torn to shreds by marines and stalkers and sentries are torn up by the marauders. And as zerg lings will just die vs the perfectly knit sphere of death that is the terran bio ball and everything else would too. So if you nerfed marauder speed it would be harder for terran to form such tight knit balls which IMO is the largest problem with terran bio ball. | ||
Tazza
Korea (South)1678 Posts
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TedJustice
Canada1324 Posts
It really wasn't that much longer. I barely noticed the difference. So I definitely don't mind it. | ||
KiF1rE
United States964 Posts
On August 28 2010 05:05 motus wrote: IMO if they nerf the zealots and warpgate cooldown they should also nerf marauders. PvT early MM pressure just got THAT much more difficult to hold off (if it wasn't hard enough already) this is about the only thing im worried about, as the 5 seconds will mean alot against this. i had trouble with this when the zealot delay was in the beta, had no problems with 6/7/8 pools though... | ||
kidcrash
United States620 Posts
Zealot nerf also seems a bit unwarranted. Waiting for blizzard to address possibly the most overpowered unit the game still (marauders). PvT is going to be the new ZvT for september. | ||
keno190
United States3 Posts
im pretty excited about the patch! | ||
Medzo
United States627 Posts
On August 28 2010 05:10 xnub wrote: + Show Spoiler + Old tanks zerglings - 1 shots hydras - 2 shots banling - 1 shots Archones - 8 shots Dt's - 3 shots HT's - 2 shots sentrys - 2 shots zealots - 3 shots marine - 2 shots with shields 1 with stim hellions - 2 shots reaper - 1 shots ghost - 2 shots Thats what the old tank did to all them New tank zerglings - 1 shots hydras - 3 shots banling - 1 shots Archones - 11 shots Dt's - 4 shots HT's - 3 shots sentrys - 3 shots zealots - 5 shots marine - 2 shots with shields 1 with stim hellions - 3 shots reaper - 2 shots ghost - 3 shots So all in all toss got a buff out of tanks change but zerg and terran are around the same /shrug Also workers now take 2 shots not just 1 : ( and archones are even better at taking the dmg from tanks now : P All other units take the same dmg from tanks and really only thing that matters with tanks is how many shots it tanks cause of the smart ai firing. You're not really counting the difference it makes in splash! For example itll kill the ling it targets but not the surrounding lings. Also +1 carapace would survive now. | ||
branflakes14
2082 Posts
On August 28 2010 05:09 Iggyhopper wrote: Too much QQ about 6-pool. Use probes to fend off until zealot arrives. Use probes with zealot to attack. How hard is that to understand? We could handle it in 1.0, we can handle it in 1.1. Besides, you are not accounting for 4-base maps, where the zerg player does not know where you spawned. 2-base maps, you should always assume the worst. Scout early then, damn. Just FYI, lose enough Probes and the Zerg player will be ahead of you in economy. | ||
Chairman Ray
United States11903 Posts
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kxr1der
United States213 Posts
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Shikyo
Finland33997 Posts
On August 28 2010 05:10 xnub wrote: Old tanks zerglings - 1 shots hydras - 2 shots banling - 1 shots Archones - 8 shots Dt's - 3 shots HT's - 2 shots sentrys - 2 shots zealots - 3 shots marine - 2 shots with shields 1 with stim hellions - 2 shots reaper - 1 shots ghost - 2 shots Thats what the old tank did to all them New tank zerglings - 1 shots hydras - 3 shots banling - 1 shots Archones - 11 shots Dt's - 4 shots HT's - 3 shots sentrys - 3 shots zealots - 5 shots marine - 2 shots with shields 1 with stim hellions - 3 shots reaper - 2 shots ghost - 3 shots So all in all toss got a buff out of tanks change but zerg and terran are around the same /shrug Also workers now take 2 shots not just 1 : ( and archones are even better at taking the dmg from tanks now : P All other units take the same dmg from tanks and really only thing that matters with tanks is how many shots it tanks cause of the smart ai firing. you really are forgetting splash damage here | ||
tacrats
476 Posts
I still feel that marauders are too strong against toss from what ive seen. I kinda feel bad for toss in some games ive seen. I will admit they have it rough later game vs bio IMO. i dont know how slower 1st zealot would affect a really early terran marauder rush. | ||
1a2a3aPro
Canada227 Posts
On August 28 2010 03:06 konadora wrote: + Show Spoiler + FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU- You ass. You made me nearly spit out my drink from laughing ;D | ||
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