On August 28 2010 05:25 Armsved wrote:
LMAO tanks are useless now. I'll probably go protoss if this goes through
LMAO tanks are useless now. I'll probably go protoss if this goes through
^^^ used tanks as a crutch to win games.
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tacrats
476 Posts
On August 28 2010 05:25 Armsved wrote: LMAO tanks are useless now. I'll probably go protoss if this goes through ^^^ used tanks as a crutch to win games. | ||
Trepanation
United States111 Posts
Do people ignore the fact that this was done in phase 2 of the beta? Pull probes kill the lings have your lot stop reinforce lings and its gg for the zerg. If your having a problem now with 6 pool then you need to stop judging patch notes and sit in the corner. The reaper change i kinda feel its not harsh enuff. It was a longer build time in beta and 3 rack reaper was still very powerfull. I guess will just have to see on most of these. O and btw the warpgate cooldown nerf is ONLY to lots not all your gateway units >.> | ||
Malminos
United States321 Posts
On August 28 2010 02:13 Laggy wrote: I think the ultralisk just needs a size adjustment, I lost a game because 1 ultra was on the ramp with 6 others wanting to get down. I still want to see how these effects will affect gameplay, seems the tank damage will make a gigantic change but who knows! yeah i'd give anything for an ultralisk size or at least bounding box reduction. Thors getting it and not ultras doesn't make any sense. | ||
Exteray
United States1094 Posts
On August 28 2010 05:25 Armsved wrote: LMAO tanks are useless now. I'll probably go protoss if this goes through They have the same damage output vs Roaches as before ;-) | ||
Kage
India788 Posts
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Chronopolis
Canada1484 Posts
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proxY_
United States1561 Posts
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Scorcher2k
United States802 Posts
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junemermaid
United States981 Posts
On August 28 2010 05:09 Cranberries wrote: Marine: 25 seconds. Tech Lab: 25 seconds. Marauder: 30 seconds. Marauder: 30 seconds. Total: 110 seconds. Against: Zealot: 38 seconds. Cybernetics: 50 seconds. Stalker: 42 seconds. Zealot: 38 seconds. Total: 168 seconds. There's a 58 second period where the Terran player needs to travel to your base with the 1 Marine/2 Marauders. During this time, Concussive Shells will be researched and I fear the Protoss player will be in severe trouble. Looking at every map, is there a walking distance that takes 58 seconds? I'd argue most take a lot less. It feels like Protoss are having their units' build time balanced around Chrono Boost. That's all fine and dandy but Chrono Boost is sometimes used on upgrades, and in this scenario (where you need two Zealots and a Stalker) to survive ... I think the Protoss player will be dead before the Zealot comes out. Zealot and cybercore build times overlap, so its really 50 + 42 + 38 = 130 - 13 (2 cb) = 117 seconds Chrono boost on two of those units and suddenly you have two zealots and a stalker out in 117 seconds, and probably another stalker or zealot by the time terran gets there. I'll take two zealots two stalkers vs marine / 2marauder any day. Honestly, nothing has changed in that match up's early game whatsoever. | ||
T0fuuu
Australia2275 Posts
Its now become some kind of tool to keep up with terran and zerg. Much the way spawn larva was for zerg but without the cool queen unit that can antiair and spread creep. Nexii just make u build at the normal rate and dont let you have too many unit structures either. not saying zealots didnt need a nerf but there were better ways to do it like giving the scvs a bit of health back, decreasing the shield health increasing the hull health, slightly buffing zergling attack speed and removing their faster than worker base speed. Anyways, marauders nerf. Im waiting. | ||
On_Slaught
United States12190 Posts
I will wait and see how the zealot change affects PvZ early game. For dealing with marauders, I think they should do something as simple as making concussive shell take mana. Give them mana and put the ability on auto-cast so they run the risk of wasting it if they just keep it on all the time. Opens up more options for micro from the terran, makes it less OP, and even gives HTs another feedback target :D. | ||
Iggyhopper
United States259 Posts
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Kinky
United States4126 Posts
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Terranist
United States2496 Posts
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TheAngelofDeath
United States2033 Posts
On August 28 2010 05:29 Iggyhopper wrote: Mindless QQ is mindless. These aren't even official patch notes, not even the details. It's a summary of the official patch, but regardless, stop posting so damn much, we can't even have a fluid conversation on one page. Might want to edit that meme. Mods don't take kindly to those. ![]() | ||
branflakes14
2082 Posts
On August 28 2010 05:24 tacrats wrote: Show nested quote + On August 28 2010 05:20 branflakes14 wrote: 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. Warp Gate cooldown is the same no matter what unit you produce. Or at least I've never noticed a difference when warping in different units. On August 28 2010 05:25 skipdog172 wrote: Show nested quote + On August 28 2010 05:20 branflakes14 wrote: 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. Well, enjoy being kited. Last Marauder push I faced only beat me because I Force Fielded my ramp a second too late and my Void Ray hadn't quite finished yet. | ||
gillon
Sweden1578 Posts
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Ballistixz
United States1269 Posts
Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target this interests me. ultralisks will now have the same if not LESS dmg out put as marauders (a tier 1.5 unit). with stim im pretty sure a marauder will easily out dmg a ultralisk. and marauders are cheap as fuck compared to ultras so u can easily mass a load of them. so why do they not consider marauders as "to powerful" even tho they utterly destroy buildings and armored units in small numbers? i think anyone would agree that marauders are to powerful of a unit to be tier 1.5. | ||
Azarkon
United States21060 Posts
Nerf to tanks -> make more marauders Nerf to zealot build time -> make more marauders Nerf to BCs -> make more marauders Nerf to bunkers -> make more marauders Etc. | ||
viraltouch
United States299 Posts
tanks were retarded before, good change. | ||
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