Situation report 1 posted! - Page 4
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DeltruS
Canada2214 Posts
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MangoTango
United States3670 Posts
On August 28 2010 02:20 BeMannerDuPenner wrote: reason sounds very weird and if that tank change goes live youll see pretty much only bio in all matchups(even more so then now) . it already is mostly rauder+tanks on most maps. Marines now will take a lot less splash, so maybe they'll be worth getting past minute 4. | ||
koppik
United States676 Posts
It's not like Protoss was winning games at the top level BEFORE the zeaot nerf. | ||
Kpyolysis32
553 Posts
I also wonder if the Zealot build time nerf will make it so that 1 Gate Core will be able to consistantly hold 2-Gate Zealot in PvP. Hmm.. | ||
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Plexa
Aotearoa39261 Posts
On August 28 2010 02:19 InToTheWannaB wrote: I've seen comments that Zealot rushes are too strong vs Zerg at the highest level from players like Idra. Not sure if I agree with that though after watching as many korean reps as I can get my hands on (which is more than you would think). It looks perfectly playable and Zerg has a good winrate. "Zealot rushes are currently too powerful at various skill levels" ? Who gives a rats ass if a silver level player can't deal with a zealot rush? I'm zerg and never really had that big of a problem stoping zealot rushs. Hell I dont see pro matchs where protoss players are winning massive amounts of games with proxy zealot rushs too. I can't say I understand that change to much. The siege tank change seems cool. Maybe now zerglings and zealots could be useful vs them. I like most of the other changes as well from the look of things. This really fucks with PvP though, Zealot based builds (like my Zealot/Sentry which I blatantly stole from naz) are going to be a lot less effective ![]() | ||
MangoTango
United States3670 Posts
On August 28 2010 02:25 Kraz.Del wrote: Does the tank change actually alter the hits to kill on any zerg unit without upgrades? Hydralisk- 2 to 3. | ||
Alou
United States3748 Posts
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monx
Canada1400 Posts
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SiegeFlank
United States410 Posts
On August 28 2010 02:19 InToTheWannaB wrote: "Zealot rushes are currently too powerful at various skill levels" ? Who gives a rats ass if a silver level player can't deal with a zealot rush? I'm zerg and never really had that big of a problem stoping zealot rushs. Hell I dont see pro matchs where protoss players are winning massive amounts of games with proxy zealot rushs too. I can't say I understand that change to much. The siege tank change seems cool. Maybe now zerglings and zealots could be useful vs them. I like most of the other changes as well from the look of things. Even IdrA has said that 2gate aggressive Zealot play is too strong against Zerg, especially if they're fast expanding. It was another factor contributing to Zerg's really limited early game. | ||
Diamond
United States10796 Posts
On August 28 2010 02:21 Plexa wrote: Yes seriously. 7 pool is going to be x10 more broken now than it was before. It was already hard as all hell to stop on Steppes without 10gating, now 10gate will be mandatory to be safe from lings. Hell, even then I don't know if you'll be able to get the zeal on time. I'm 99% sure you cannot get a Zealot on time on a map like Steppes now even with a 10 gate. Anyone else still think DO will still suck beyond belief? | ||
SichuanPanda
Canada1542 Posts
I actually think that the best way to fix reapers is to increase the upgrade time on their nitro packs, whilst slightly lowering their base move speed. The whole problem with reapers versus P and Z is that you either need ranged units, static, and in the case of Z ling speed to counter them as with the nitro packs all Z and P melee units are too slow to reach the reapers, hell if you are facing someone with strong reaper micro they don't even need the nitro packs to escape un-upgraded zeals and lings. Quite simply I don't see a 5 second build time nerf to reapers affecting the ability of a T to get one in your base before you can have the necessary defense even if the reapers were scouted. In fact with the nitro packs upgrade remaining as is, it would make reapers MORE powerful not less as nitro packs and the reaper completing could be timed almost perfectly to finish simultaneously. | ||
aeoliant
Canada361 Posts
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Kokosaft
Germany172 Posts
On August 28 2010 02:23 dvide wrote: Why didn't they just make siege tanks overkill like brood war? Make the attack a very fast projectile, so not only will the tanks overkill but speed zerglings could run through them? I mean, it's still a pleasant change, but it would be more skill based and provide more interesting gameplay that way I feel. they can't, thats why. In one the the many interviews a developer stated, that it's actually not an AI-thing with the overkill, it's in the engine, when units attack every unit attacks at a different time (just some ms difference) and because tanks hit instantly they cant overkill | ||
DocM
United States212 Posts
when attacking a planetary fortress, the ultras cleave will now apply. This means that all those scv's that repair it are going down really really fast, and so is the PF. And i can imagine my supply plummeting now with an ultra lawn mower loose in my base cutting down my supply depots. | ||
OminouS
Sweden1343 Posts
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Mastermind
Canada7096 Posts
The zealot nerf is gonna be lame against early pools, but I guess it was needed in pvp. I'm glad they recognize the tank needs to be fixed, but I dont know if their solution is a good one. I think siege mode should just be removed all together. That would greatly improve tvt and help with the other mus a lot, as well as with team games. It is lame in 2v2 when a terran masses tanks and his ally just builds support units. It becomes impossible to break the tank line. | ||
billyX333
United States1360 Posts
awesome | ||
LaLuSh
Sweden2358 Posts
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koppik
United States676 Posts
On August 28 2010 02:25 Kraz.Del wrote: The hydralisk. It'll also let some zerglings survive the splash on the siege tank, but the big effect would be that hydralisks are more viable in the match-up, though the tank is still going to be a great way to kill them.Does the tank change actually alter the hits to kill on any zerg unit without upgrades? | ||
BeMannerDuPenner
Germany5638 Posts
On August 28 2010 02:21 vyyye wrote: Blizzard gives a rats arse as even silver league players are customers. Yeah, I don't agree with it. But they want low level players to buy the following expansions as well, not just the competitive ones. Similar to the Forge change, proxy cannon rushes wasn't really a problem below platinum. 7pool is totally imba at silver level. i demand 500min pool! seriously if they start balancing for the "noobs" the game will go down the drain. thats why i really dont like what ive read in the OP. its sounds like "meh.. some scrubs getting rushed. fix that. ppl cry about T.. lets brake tanks, and mass ultra is op so nerf the vs armored dmg by 10%. patch done yeah!" On August 28 2010 02:27 LaLuSh wrote: I like it. David Kim knows what he's doing. Sensible changes. The zealot build time increase was really needed. the tank change is the opposite of sensible and imho mostly a result of the shitty maps. tanks are strong on maps with small chokes where you cant flank? madness! | ||
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