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Situation report 1 posted! - Page 41

Forum Index > SC2 General
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sikyon
Profile Joined June 2010
Canada1045 Posts
August 27 2010 20:44 GMT
#801
You know I reallly don't like the zealot nerf because I use zealots very heavily in my terran matchups as a transition to templar... I don't like collossi. It almost seems to me that blizz recognized how powerful templar play is even though not a ton of people do it and they nerfed it.

I mean I do play random but I think these changes are going to cause signifigant shakeups in how I play.
Toxigen
Profile Joined July 2010
United States390 Posts
August 27 2010 20:44 GMT
#802
I'm just glad that I won't have to cringe anymore every time I'm forced to make hydralisks in ZvT. I'll probably have to get in the habit of dropping down an earlier evo chamber for +1 carapace now, too.

I don't mind the ultralisk changes. I wasn't a fan of the headbutt anyway. Ultralisks are a really, really good T3 unit and have won me a fair number of games -- I'm not surprised they're still tweaking them.
a_monkey
Profile Joined May 2010
Canada106 Posts
August 27 2010 20:44 GMT
#803
longer warpgate research time would be better than increasing zealot build time imo... the warp gate cooldown increase wouldnt be too big of a deal, and would encourage players to use their chrono more often. but increasing zealot time seems like it would break every toss MU. ultralisk damage didnt need to decrease either, they were the answer to stalker/collossus builds and wont be as potent of a counter anymore.
Ryuu314
Profile Joined October 2009
United States12679 Posts
August 27 2010 20:45 GMT
#804
Fuck I knew it. They always nerf Protoss for the sake of nerfing Protoss. Didn't they revert that zealot build time change in beta because it was overkill? Now zergling rushes on tiny maps are gonna be even hard to fend off for Toss (I'm thinkin 6-8 pool steppes of war gayness).

Love the rest of the changes though. Tanks are now smarter BW tanks. :']
archy
Profile Joined August 2010
Norway22 Posts
August 27 2010 20:46 GMT
#805
Exciting changes indeed! All seems pretty fair to me.
branflakes14
Profile Joined July 2010
2082 Posts
August 27 2010 20:47 GMT
#806
Increase the building time of the Spawning Pool by 5 seconds and nerf Concussive Shells and Protoss will be fine.
Trepanation
Profile Joined May 2010
United States111 Posts
August 27 2010 20:48 GMT
#807
On August 28 2010 05:46 archy wrote:
Exciting changes indeed! All seems pretty fair to me.


They are fair i like you ^.^

I was looking forward to these change for so long but the amount of stupidity coming from not reading the whole patch notes is starting to bug me
Iggyhopper
Profile Joined July 2010
United States259 Posts
Last Edited: 2010-08-27 20:49:04
August 27 2010 20:48 GMT
#808
On August 28 2010 05:43 sagefreke wrote:
How does the Marauder keep managing to avoid the nerfbat?
How do you know the marauder hasn't been nerfed in 1.1?
LuckyMacro
Profile Joined July 2010
United States1482 Posts
August 27 2010 20:49 GMT
#809
I guess we'll see how this goes...not too sure about the zealot nerf. I'm probably just horrible but now I'm a bit more afraid of early marauders.

But YESSS chat channels <3
tubey
Profile Joined August 2010
29 Posts
August 27 2010 20:49 GMT
#810
On August 28 2010 05:48 Trepanation wrote:
Show nested quote +
On August 28 2010 05:46 archy wrote:
Exciting changes indeed! All seems pretty fair to me.


They are fair i like you ^.^

I was looking forward to these change for so long but the amount of stupidity coming from not reading the whole patch notes is starting to bug me



Wow has ruined pc gaming in terms of community, Because Blizzard was so gungho about nerfing and buffing in wow, the wow xfers all think things should be nerfed and buffed every other week.
branflakes14
Profile Joined July 2010
2082 Posts
August 27 2010 20:49 GMT
#811
On August 28 2010 05:48 Iggyhopper wrote:
Show nested quote +
On August 28 2010 05:43 sagefreke wrote:
How does the Marauder keep managing to avoid the nerfbat?
How do you know the marauder hasn't been nerfed in 1.1?


Because we clicked the link.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 27 2010 20:50 GMT
#812
On August 28 2010 02:16 Alou wrote:
Like the changes to Terran. Not to sure about change on zealot though tbh.

it'll be like the nerf in beta, where unless spawning pool time is changed you'll die to even standard pool openings
Artillery spawned from the forges of Hell
SeaSmoke
Profile Joined July 2010
United States326 Posts
August 27 2010 20:50 GMT
#813
I'm thinking the tank nerf will improve the state of the TvT mirror, hopefully less tank Viking nonsense.

I'd be happy with these changes, but then again I'm a Zerg. Seems like muta/ling/baneling just got that much more deadly vs T. And actually making hydras ZvT???? Madness!
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
August 27 2010 20:51 GMT
#814
wtf why is the bc being nerfed, it was basically useless as is; in basically every matchup the counter to bcs is a normal part of the lategame: many protoss switch to voidrays or carriers from colos lategame, they'll already have high templars in most cases which can feedback bcs unless you emp them (which makes them a little worse vs carriers, without yamato), terrans always make vikings in tvt which obliterate bcs, bcs aren't particularly useful against anything zerg has: they might have countered ultras, but ultras are too fast for bcs to do any real damage to, and ultra's armour greatly reduces the strength of the low-damage high-frequency attack bcs have anyway, and a zerg going broodlords will naturally have many corruptors as support, which they might have earlier anyway to kill medics quickly, if they're so inclined. The bc only had very niche uses, and often a banshee (particularly in conjunction with cloak) filled that niche slightly better; now the bc is less useful in scenarios where it might have been useful at all.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
3clipse
Profile Blog Joined September 2008
Canada2555 Posts
August 27 2010 20:51 GMT
#815
Pretty much what I expected from the first patch. A step in the right direction towards balancing Terran, but a conservative one. Marauders and Missile Turrets are still in dire need of nerfs, but I suppose it'll have to wait for a later date. Congrats, Blizzard, you've done just enough to string me along and keep me playing Zerg. xD
Ballistixz
Profile Joined January 2010
United States1269 Posts
August 27 2010 20:51 GMT
#816
On August 28 2010 05:35 mahnini wrote:
Show nested quote +
On August 28 2010 05:32 Ballistixz wrote:
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.

what is wrong with you. ultralisks have 500 hp, gigantic splash, and marine cooldown.


that wasnt the point i was trying to make. all i was saying is i thought it was strange that they thought ultras were to powerful as a tier 3 unit for there cost yet they dont think marauders are to powerful for there cost and there tier.


if u look at marauders they do insane dmg to armored and are relativly cheap. even there upgrade is only 50/50 and there just a tier 1.5 unit.
Surrealz
Profile Blog Joined May 2010
United States449 Posts
August 27 2010 20:52 GMT
#817
the zealot nerf will be reverted once 6-9 pool becomes the norm for PvZ..

They tried it in beta, and it sucked. They will revert it again.
1a2a3a
SyN_FiR3
Profile Joined May 2010
United States85 Posts
August 27 2010 20:52 GMT
#818
bio/mech should still do very well against ultras. Marauder -> stim -> focus fire ultra -> profit. It works really well :p I like these changes, but I don't know about the zealot thing though. Even if it turns out to be OK vs zerg, marauder vs gateway units is still too strong early game. A cooldown on the concussive shell/and increased cost would help a lot I believe. It would make for a slightly weaker 3 rax and you could not kite gateway units for all of eternity. Would help balance tvp imo ^-^
"How 'bout changin' a line cause it don't make sense..."
Grantler
Profile Joined August 2010
United States228 Posts
August 27 2010 20:53 GMT
#819
Screw tanks, where is the marauder nerf
TheYango
Profile Joined September 2008
United States47024 Posts
August 27 2010 20:53 GMT
#820
On August 28 2010 05:43 sagefreke wrote:
How does the Marauder keep managing to avoid the nerfbat?

Probably due to the lack of high-level opinion thinking they're overpowered.

Zerg's issues with marauders are only that they're part of Terran's myriad options early-game, and I haven't heard high-level Protoss complain about Marauders (though I have heard about issues with late-game tanks, which is why I feel this tank change could be very good for the matchup).
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