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Situation report 1 posted! - Page 37

Forum Index > SC2 General
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shizi
Profile Joined February 2008
United States210 Posts
August 27 2010 20:09 GMT
#721
i really would have liked to see the roach tweaked..
xnub
Profile Joined August 2009
Canada610 Posts
Last Edited: 2010-08-27 20:57:11
August 27 2010 20:10 GMT
#722

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.
Loving the beta !! Weeeeeeee
Playguuu
Profile Joined April 2010
United States926 Posts
August 27 2010 20:10 GMT
#723
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.
I used to be just like you, then I took a sweetroll to the knee.
Easy772
Profile Joined May 2010
374 Posts
August 27 2010 20:10 GMT
#724
On August 28 2010 05:02 travis wrote:
Show nested quote +
On August 28 2010 05:01 Medzo wrote:
On August 28 2010 04:51 travis wrote:
On August 28 2010 04:48 Medzo wrote:
Cant wait till tanks, reapers, BCs, and 2gate is nerfed! Only thing I would ask for now is removal of lair requirement for overseer for some scouting options.

@toss worried about 7pool. Just wall off when you scout it? Most maps and distances you should be worried you can check first. I think itll be annoying to deal with but definitely not unstoppable.


yeah, just wall off

and then watch as lings slowly kill your buildings... ??

good plan right?



Well ive lost to this. You wall with 2 gate and pylon then when you have a few zealots you can kill your own pylon and push the lings back. Seems worth the 100minerals considering the build the zerg does.


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.
"The best way to improve is to play one matchup on one map doing one strategy.. if you are good at one strategy you are a good player, if you are okay at many strategies you are an okay player at best" -Day[9] 181
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
August 27 2010 20:10 GMT
#725
On August 28 2010 05:08 JudoChopper wrote:
Show nested quote +
On August 28 2010 05:02 tacrats wrote:
protoss, stop qqing about 6 pool, you have always had to defend with probes this is no different. his 6 lings will get owned by your 10+ probes easily so please. You should be scouting anyways earlier on steppes after your pylon if your scared of a 6 pool. If you dont scout it thats your problem not blizzards. Once you kill the lings, he will have 1-2 larva for reinforcements anyways since he has no
queen that early. So if you defend it you pretty much won already unless your dumb.

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...
Zerg - because Browders sons hate 'em
xnub
Profile Joined August 2009
Canada610 Posts
August 27 2010 20:11 GMT
#726
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.
Loving the beta !! Weeeeeeee
Medzo
Profile Blog Joined June 2009
United States627 Posts
August 27 2010 20:12 GMT
#727
On August 28 2010 05:09 travis wrote:
Show nested quote +
On August 28 2010 05:05 cr4ckshot wrote:
On August 28 2010 05:02 travis wrote:
On August 28 2010 05:01 Medzo wrote:
On August 28 2010 04:51 travis wrote:
On August 28 2010 04:48 Medzo wrote:
Cant wait till tanks, reapers, BCs, and 2gate is nerfed! Only thing I would ask for now is removal of lair requirement for overseer for some scouting options.

@toss worried about 7pool. Just wall off when you scout it? Most maps and distances you should be worried you can check first. I think itll be annoying to deal with but definitely not unstoppable.


yeah, just wall off

and then watch as lings slowly kill your buildings... ??

good plan right?



Well ive lost to this. You wall with 2 gate and pylon then when you have a few zealots you can kill your own pylon and push the lings back. Seems worth the 100minerals considering the build the zerg does.


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??


You don't have to rally zealots to their death.

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
Profile Blog Joined April 2010
Canada450 Posts
August 27 2010 20:12 GMT
#728
Protoss:
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.
Get some 'good' Dota 2: twitch.tv/redhq
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
August 27 2010 20:12 GMT
#729
A lot of good changes, but all three races were sort of nerfed, which is not what zerg really wants, but I guess you could argue that zerg wasn't a nerf at all. A lot better than nothing though
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
August 27 2010 20:13 GMT
#730
I remember Zealots being built in 28 seconds at some point during the beta.

It really wasn't that much longer. I barely noticed the difference. So I definitely don't mind it.
KiF1rE
Profile Blog Joined November 2009
United States964 Posts
August 27 2010 20:13 GMT
#731
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
Profile Joined September 2009
United States624 Posts
Last Edited: 2010-08-27 20:14:16
August 27 2010 20:13 GMT
#732
Blizzard has good intentions but I believe their methods are looking in the wrong places for solutions. Tank nerf seems a bit extreme without any sort of compensation. I Honestly wouldn't care if they did the original 60 damage to all units across the board (yes this was their damage for the first 8 or so patches in beta) if they just implemented overkill. Yes, it's possible for all those naysayers out there.

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
Profile Joined August 2010
United States3 Posts
August 27 2010 20:13 GMT
#733
woot woot!!!
im pretty excited about the patch!
Medzo
Profile Blog Joined June 2009
United States627 Posts
Last Edited: 2010-08-27 20:14:03
August 27 2010 20:13 GMT
#734
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
Profile Joined July 2010
2082 Posts
August 27 2010 20:14 GMT
#735
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
Profile Blog Joined December 2009
United States11903 Posts
August 27 2010 20:14 GMT
#736
I'm worried about proxy marauder. Proxy marauders are considered pretty strong even at high ELO. The key to stopping it is getting zealots to soak up damage while stalkers hit them. The problem with current proxy marauder is that even if it fails, since you have 2 gas out, concussive shell upgraded, and a barracks you lifted, it transitions nicely into mid game. If anything I would make a change to have Protoss defend against this a bit better. With this new patch I feel that proxy marauders is hard, but not impossible to stop, but after stopping it my economy would be just as bad, if not worse than Terran's. That should not happen after a proxy.
kxr1der
Profile Joined March 2009
United States213 Posts
August 27 2010 20:14 GMT
#737
I don't understand why people think that blizzard has not tested the zealot changes against 6/7 pool. They are absolutely not just pulling random numbers from their heads and going with them. I am sure blizzard has tested this and deemed it acceptable for all levels of play. Honestly with the skill level of the players on this forum (for the most part) you should be able to adapt to the extra few seconds.
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
August 27 2010 20:14 GMT
#738
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
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
tacrats
Profile Joined July 2010
476 Posts
Last Edited: 2010-08-27 20:16:33
August 27 2010 20:15 GMT
#739
Also, i like how everyone complains about things being nerfed instead of buffing everything else. I for one do not mind seeing decreases in the stupidly inflated damage numbers of most of the units in this game.

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
Profile Joined July 2009
Canada227 Posts
Last Edited: 2010-08-27 20:16:09
August 27 2010 20:15 GMT
#740
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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