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Situation report 1 posted! - Page 38

Forum Index > SC2 General
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Thunderflesh
Profile Blog Joined June 2010
United States382 Posts
August 27 2010 20:16 GMT
#741
Can we at least wait and see how everything plays out before declaring the patch awful or game-breaking?

I imagine they tested these changes fairly extensively in-house....
You'll worry less about what people think about you when you realize how seldom they do.
Psychlone
Profile Joined August 2010
Canada90 Posts
August 27 2010 20:16 GMT
#742
On August 28 2010 05:00 branflakes14 wrote:
Show nested quote +
On August 28 2010 04:53 Psychlone wrote:
All good. Thanks Blizz.

Issues resolved :
Strenght of Protoss All-in Gate pushes v All
Strenght of Mass Reaper v Zerg
Rediculousness of Tanks even in small numbers as a support (who needs Medivacs when you got Tanks?)
Absurd uselessness of Ultras against PF and depot/turret lines (See Idra vs Drewbie on Kulas)

And about the 6-pool rush becoming too strong vs Toss, you people are just talking through your hats.
Here are the numbers:
Gateway + Chrono-boosted zealot now :
65 + 24.75 = 89.75 secs
After patch :
65 + 28.5 = 93.5 secs

That's 3,75 secs... Just send your scout 1 food earlier. Or if you're really that upset, open with Forge 45 + Cannon 40 = 85 secs.
That's almost 5 seconds more than what you have now. It's perfectly safe.


Chrono Boost lasts 20 seconds and increases production speed by 50%. Since the added amount (50%) is 1/3 of the new total (150%), this means all Chrono Boost does is knock 6.66 seconds off whatever is being made, which is where the flaw in your maths lies.

Gateway + Chrono boosted Zealot now:
65 + (33 - 6.66) = 91.33 seconds

After patch:
65 + (38 - 6.66) = 96.33 seconds

Chrono Boost isn't some magic speed boost that makes everything magical and fast, all it does is knock 6.66 seconds off whatever is being made.


Ok, wasn't really useful to my point anyway. I didn't know Chrono was a fixed reduction whatever you produced.

I think enough has been said on 6-pool to counter everything. As a Zerg player, I find it hilarious to see players whine about such things. It's as if they didn't know what worker production cutting was.

Forge opener still stands.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
August 27 2010 20:16 GMT
#743
kind of lame that tanks do not 1 shot workers now...
Mortis
Profile Blog Joined April 2010
United States217 Posts
August 27 2010 20:16 GMT
#744
On August 28 2010 04:45 Playguuu wrote:
marauders should take 20 damage when they stim.


Marauders do take 20 when they stim....
rifi
Profile Joined February 2010
United States74 Posts
Last Edited: 2010-08-27 20:17:25
August 27 2010 20:17 GMT
#745
We better alert Blizzard about this unbeatable 6-pool vs P in an unreleased patch, I imagine they don't do any internal testing of their patches, and even if they do, 6-pool is such a complex and innovative strategy that they're probably not aware of it.

/s
Noom
Profile Joined August 2010
5 Posts
August 27 2010 20:17 GMT
#746
Those chat channels will be appreciated!
Yokoblue
Profile Joined March 2010
Canada594 Posts
August 27 2010 20:18 GMT
#747
I think the zealot nerf should only be done on Gateway... Not Warpgate... It hurt the late game.. which was fine as it was
Master League playing Protoss and Zerg
ToxNub
Profile Joined June 2010
Canada805 Posts
Last Edited: 2010-08-27 20:20:35
August 27 2010 20:20 GMT
#748
On August 28 2010 04:19 junemermaid wrote:
Show nested quote +
On August 28 2010 04:15 LuciferSC wrote:
On August 28 2010 04:10 junemermaid wrote:
On August 28 2010 03:59 LuciferSC wrote:
It's welcoming to hear chat channel implementation coming soon, but CANNOT believe Blizzard is nerfing Siege tank to that degree. It's absurd to say the least.

Siege dmg 50 to 35... wow, that's like cutting it in half.
Now we'll be seeing more maurader abuse, especially in TvT... bye bye to tanks in TvT.

If anything, restore tank at least back up to 40 or 45 dmg and nerf mauraders..

Can't believe that nerf.


*facepalm*


I don't mean to start a flaming war, but do you care to elaborate please?


Read the situation report again. Tanks still do the same amount to armored units. So it doesn't change any dynamic in TvT. At all. Whatsoever.


...

Yes it does. Tanks no longer 1 shot groups of marines, which is a full 100% increase in marine effectiveness, if not more.
Wabbit
Profile Joined August 2010
United States1028 Posts
Last Edited: 2010-08-27 20:21:45
August 27 2010 20:20 GMT
#749
On August 28 2010 05:14 Chairman Ray wrote:
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.


I agree with this. On my other post (a page or 2 back), I was talking about how the PvT opener usually goes and how it's really tough for P - for me, it always feels like a very tricky balancing act, but if it's done properly I usually gain a slight advantage (I usually block the M&M on the ramp or near some wall with a FF or 2 while zealots are in their face).

Edit: I did mean to talk about proxy M, but this also applies to early M&M or just a few Marauders with concussive.
The answers to most of your Tech Support questions are in the OP. That's why you're not getting a reply. It's been answered before. Read the OP.
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
August 27 2010 20:20 GMT
#750
On August 28 2010 05:14 kxr1der wrote:
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.



You mean the same way Blizzard tested mass reaper against Zerg??? 0_o
"Infestors are the suck" - LzGamer
branflakes14
Profile Joined July 2010
2082 Posts
August 27 2010 20:20 GMT
#751
On August 28 2010 05:15 tacrats wrote:
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.


It won't affect early Marauder pushes since only a fool would keep producing Zealots once they've scouted it, since Concussive Shells won't be far behind, and the other units still have the same Gateway production time. The Warp Gate nerf is seriously going to hurt beyond the early game though. Really. Marauders already decimate Protoss T1, and now we'll have even less units to fight him with.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
August 27 2010 20:20 GMT
#752
On August 28 2010 05:16 Psychlone wrote:
Show nested quote +
On August 28 2010 05:00 branflakes14 wrote:
On August 28 2010 04:53 Psychlone wrote:
All good. Thanks Blizz.

Issues resolved :
Strenght of Protoss All-in Gate pushes v All
Strenght of Mass Reaper v Zerg
Rediculousness of Tanks even in small numbers as a support (who needs Medivacs when you got Tanks?)
Absurd uselessness of Ultras against PF and depot/turret lines (See Idra vs Drewbie on Kulas)

And about the 6-pool rush becoming too strong vs Toss, you people are just talking through your hats.
Here are the numbers:
Gateway + Chrono-boosted zealot now :
65 + 24.75 = 89.75 secs
After patch :
65 + 28.5 = 93.5 secs

That's 3,75 secs... Just send your scout 1 food earlier. Or if you're really that upset, open with Forge 45 + Cannon 40 = 85 secs.
That's almost 5 seconds more than what you have now. It's perfectly safe.


Chrono Boost lasts 20 seconds and increases production speed by 50%. Since the added amount (50%) is 1/3 of the new total (150%), this means all Chrono Boost does is knock 6.66 seconds off whatever is being made, which is where the flaw in your maths lies.

Gateway + Chrono boosted Zealot now:
65 + (33 - 6.66) = 91.33 seconds

After patch:
65 + (38 - 6.66) = 96.33 seconds

Chrono Boost isn't some magic speed boost that makes everything magical and fast, all it does is knock 6.66 seconds off whatever is being made.


Ok, wasn't really useful to my point anyway. I didn't know Chrono was a fixed reduction whatever you produced.

I think enough has been said on 6-pool to counter everything. As a Zerg player, I find it hilarious to see players whine about such things. It's as if they didn't know what worker production cutting was.

Forge opener still stands.


what you mean by forge opener ? the only thing the a forge first opening can do is the ramp wall off... if you plan to FE like in BW it wont work now because of the queen, zerg can power like crazy that why toss was opening with 2 gate for the extra larvea are spend in ling not drone. so now its almost impossible to get aways if you play a good zerg
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Easy772
Profile Joined May 2010
374 Posts
August 27 2010 20:23 GMT
#753
Wait, wouldnt T be getting a buff vs. P?.. Marauder Marine Ghost is still the same, and our gateway production is more limited.
"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
crappen
Profile Joined April 2010
Norway1546 Posts
August 27 2010 20:23 GMT
#754
On August 28 2010 05:20 KhAlleB wrote:
Show nested quote +
On August 28 2010 05:16 Psychlone wrote:
On August 28 2010 05:00 branflakes14 wrote:
On August 28 2010 04:53 Psychlone wrote:
All good. Thanks Blizz.

Issues resolved :
Strenght of Protoss All-in Gate pushes v All
Strenght of Mass Reaper v Zerg
Rediculousness of Tanks even in small numbers as a support (who needs Medivacs when you got Tanks?)
Absurd uselessness of Ultras against PF and depot/turret lines (See Idra vs Drewbie on Kulas)

And about the 6-pool rush becoming too strong vs Toss, you people are just talking through your hats.
Here are the numbers:
Gateway + Chrono-boosted zealot now :
65 + 24.75 = 89.75 secs
After patch :
65 + 28.5 = 93.5 secs

That's 3,75 secs... Just send your scout 1 food earlier. Or if you're really that upset, open with Forge 45 + Cannon 40 = 85 secs.
That's almost 5 seconds more than what you have now. It's perfectly safe.


Chrono Boost lasts 20 seconds and increases production speed by 50%. Since the added amount (50%) is 1/3 of the new total (150%), this means all Chrono Boost does is knock 6.66 seconds off whatever is being made, which is where the flaw in your maths lies.

Gateway + Chrono boosted Zealot now:
65 + (33 - 6.66) = 91.33 seconds

After patch:
65 + (38 - 6.66) = 96.33 seconds

Chrono Boost isn't some magic speed boost that makes everything magical and fast, all it does is knock 6.66 seconds off whatever is being made.


Ok, wasn't really useful to my point anyway. I didn't know Chrono was a fixed reduction whatever you produced.

I think enough has been said on 6-pool to counter everything. As a Zerg player, I find it hilarious to see players whine about such things. It's as if they didn't know what worker production cutting was.

Forge opener still stands.


what you mean by forge opener ? the only thing the a forge first opening can do is the ramp wall off... if you plan to FE like in BW it wont work now because of the queen, zerg can power like crazy that why toss was opening with 2 gate for the extra larvea are spend in ling not drone. so now its almost impossible to get aways if you play a good zerg


drool, if I could get away with it, I would dronepump all day, the best feeling ever.
branflakes14
Profile Joined July 2010
2082 Posts
August 27 2010 20:24 GMT
#755
On August 28 2010 05:16 Psychlone wrote:
Show nested quote +
On August 28 2010 05:00 branflakes14 wrote:
On August 28 2010 04:53 Psychlone wrote:
All good. Thanks Blizz.

Issues resolved :
Strenght of Protoss All-in Gate pushes v All
Strenght of Mass Reaper v Zerg
Rediculousness of Tanks even in small numbers as a support (who needs Medivacs when you got Tanks?)
Absurd uselessness of Ultras against PF and depot/turret lines (See Idra vs Drewbie on Kulas)

And about the 6-pool rush becoming too strong vs Toss, you people are just talking through your hats.
Here are the numbers:
Gateway + Chrono-boosted zealot now :
65 + 24.75 = 89.75 secs
After patch :
65 + 28.5 = 93.5 secs

That's 3,75 secs... Just send your scout 1 food earlier. Or if you're really that upset, open with Forge 45 + Cannon 40 = 85 secs.
That's almost 5 seconds more than what you have now. It's perfectly safe.


Chrono Boost lasts 20 seconds and increases production speed by 50%. Since the added amount (50%) is 1/3 of the new total (150%), this means all Chrono Boost does is knock 6.66 seconds off whatever is being made, which is where the flaw in your maths lies.

Gateway + Chrono boosted Zealot now:
65 + (33 - 6.66) = 91.33 seconds

After patch:
65 + (38 - 6.66) = 96.33 seconds

Chrono Boost isn't some magic speed boost that makes everything magical and fast, all it does is knock 6.66 seconds off whatever is being made.


Ok, wasn't really useful to my point anyway. I didn't know Chrono was a fixed reduction whatever you produced.

I think enough has been said on 6-pool to counter everything. As a Zerg player, I find it hilarious to see players whine about such things. It's as if they didn't know what worker production cutting was.

Forge opener still stands.


The Photon Cannon would have to be in range of your mineral line to be of any real use, since Zerglings would just laugh and run by your choke. The front one would probably die and the back one would get a slap on the glutes, but then those 5 lings would really wreck your day, especially considering there'd be no Zealots on the way. Opening with a Forge just seems a bit dodgy to me.
tacrats
Profile Joined July 2010
476 Posts
Last Edited: 2010-08-27 20:25:33
August 27 2010 20:24 GMT
#756
On August 28 2010 05:20 branflakes14 wrote:
Show nested quote +
On August 28 2010 05:15 tacrats wrote:
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.


It won't affect early Marauder pushes since only a fool would keep producing Zealots once they've scouted it, since Concussive Shells won't be far behind, and the other units still have the same Gateway production time. The Warp Gate nerf is seriously going to hurt beyond the early game though. Really. Marauders already decimate Protoss T1, and now we'll have even less units to fight him with.


Well isnt the zealot the shortest cooldown? Most toss ive seen usually warp in all units at once with their gates, not like they go and warp that first zeal in earlier than the stalkers that he would warp in 5 sec later. so if your mixing zealot stalker sentry when all gates are done cooldown, i dont see how it really makes a big difference later on? What am i missing? I dont play toss.

PanzerDragoon
Profile Joined March 2010
United States822 Posts
August 27 2010 20:24 GMT
#757
I like the changes except for P; I think the P change might fix the "all zealots all the time warpgate pushes" in PvP but will have negative effects on the other matches.


The tank nerf is huge and pretty much reduces it to a pure support unit. a Tank now only 1 shots zerglings and takes 2 shots to kill marines, which is HUGE. 3 shots to kill hydras.
Armsved
Profile Joined May 2010
Denmark642 Posts
August 27 2010 20:25 GMT
#758
LMAO tanks are useless now. I'll probably go protoss if this goes through
YOOO
skipdog172
Profile Joined June 2010
United States331 Posts
August 27 2010 20:25 GMT
#759
On August 28 2010 05:20 branflakes14 wrote:
Show nested quote +
On August 28 2010 05:15 tacrats wrote:
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.


It won't affect early Marauder pushes since only a fool would keep producing Zealots once they've scouted it, since Concussive Shells won't be far behind, and the other units still have the same Gateway production time. The Warp Gate nerf is seriously going to hurt beyond the early game though. Really. Marauders already decimate Protoss T1, and now we'll have even less units to fight him with.


Um, only a fool would STOP making zealots against a Marauder push.... pure stalkers certainly won't do it and most Toss seem to make way too few zealots vs. Marauders.
Nexic
Profile Blog Joined May 2010
United States729 Posts
August 27 2010 20:25 GMT
#760
On August 28 2010 05:20 ToxNub wrote:
Show nested quote +
On August 28 2010 04:19 junemermaid wrote:
On August 28 2010 04:15 LuciferSC wrote:
On August 28 2010 04:10 junemermaid wrote:
On August 28 2010 03:59 LuciferSC wrote:
It's welcoming to hear chat channel implementation coming soon, but CANNOT believe Blizzard is nerfing Siege tank to that degree. It's absurd to say the least.

Siege dmg 50 to 35... wow, that's like cutting it in half.
Now we'll be seeing more maurader abuse, especially in TvT... bye bye to tanks in TvT.

If anything, restore tank at least back up to 40 or 45 dmg and nerf mauraders..

Can't believe that nerf.


*facepalm*


I don't mean to start a flaming war, but do you care to elaborate please?


Read the situation report again. Tanks still do the same amount to armored units. So it doesn't change any dynamic in TvT. At all. Whatsoever.


...

Yes it does. Tanks no longer 1 shot groups of marines, which is a full 100% increase in marine effectiveness, if not more.
This is my main concern. I like TvT as it is now, seems like tanks should be the hard counter to marines. Seems like this will make mass bio that much more effective, and stuff like marine/hellion allin push, etc. I suck at theorycraft though so I'm sure someone could figure it out.
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