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On August 28 2010 05:51 3clipse wrote: 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
Wtf missle turrets? AND your zerg? Are we just picking random things to complain about now? I know! +10 hp for all marines is waaaay too imba! nerf now blizz!
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On August 28 2010 05:52 Surrealz wrote: 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. I'm willing to bet they only put this tried and tested and failed nerf in so then people won't complain OMGBLIZZARDLUVSPROTOSS and didn't nerf them.
Fact of the matter is, Protoss is the best and most completed race. IT DON'T NEED NERFS OR BUFFS.
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I'm really curious what 5 seconds is gonna do for the reapers, eagerly awaiting patch :D
on the other hand, Chat Rooms! WOOOOO
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On August 28 2010 05:53 TheYango wrote:Show nested quote +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).
That's because you don't often hear from high-level Protoss players at all.
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On August 28 2010 05:14 Shikyo wrote:Show nested quote +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
Splash dmg is 100 % of the normal dmg so no no i am not
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United States47024 Posts
On August 28 2010 05:54 branflakes14 wrote: That's because you don't often hear from high-level Protoss players at all. Don't you think we would if it were a legitimate issue?
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I'd love to hear orb's opinion on the zealot change ^__________________^
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Does anybody think that now with the tank nerf hydras are going to be more viable against terran? I never use hydras against terran because tanks did so much dmg to them but now that they have been nerfed hopefully we as zerg will be able to use them more often. what does everyone think?
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On August 28 2010 05:43 sagefreke wrote: How does the Marauder keep managing to avoid the nerfbat? He kites it to death with Concussive Shells.
Marauder do need a nerf. Their damage output against armored is far too high, especially with Stim. Dirt-cheap Concussive Shells don't help, either. I'm suprised to see no change to it so far. It's probably the most efficient unit in the game.
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To everyone saying marauders need a nerf, do any high level players ever complain about marauders? I don't understand where all the hate for them is coming from. The only people who complained about them were low level players in like phase one of beta and the complaints just stopped (probably for good reason). People learned to deal with them and it really isn't that big of a deal.
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On August 28 2010 05:35 kentonator wrote:Show nested quote +On August 28 2010 05:25 Armsved wrote: LMAO tanks are useless now. I'll probably go protoss if this goes through They most certainly are not useless, flavor of the week much?
Siege tanks will still be viable versus Zerg to deal with Zerglings and Banelings, but you'll need a lot more of them. Versus Protoss siege tanks have become obsolete since they don't counter anything and are completely defeated in their anti-armoured role by the Marauder which can stim, slow, kite, tank damage, enter bunkers, heal. It's much cheaper and easier to get too.
I hate the marauder, and I play Terran ... way to take the awesomeness away from the tank and force the usage of boring units like the Marauder.
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The tank slight nerf is odd to me, because clumps of lings and banelings will still die in one hit, in tvz the only change is that hydras will live a little longer, taking three hits instead of two, which imo isn't that big of a deal since it's usually hellions doing the most damage to hydralisks. This helps zlots in pvt, but again it's mostly hellions dealing damage to them in a mech-based army. The only real change here is that against a zlot or hydra heavy player, terran should target and shift target armoured units with his sieged tanks instead of doing nothing at all, to maximize damage.
Though, tanks are much less effective against ghosts and marines in tvt, and I suppose that's nice.
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On August 28 2010 05:55 TheYango wrote:Show nested quote +On August 28 2010 05:54 branflakes14 wrote: That's because you don't often hear from high-level Protoss players at all. Don't you think we would if it were a legitimate issue?
I meant it more in that there aren't many high-level Protoss players in general. Or at least that's the impression I get.
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I think that the toss nerf was uncalled for, really not liking both gate and zealot build increase.
Battlecruiser change? I've managed to get them out once in 1v1, and that was just for the laugh, after beeing dominant during the whole game by a really large margin.
The rest is decent. I think that increasing reaper build time was exactly the change they had to make. It won't kill the opening completly, but will give the opponent a fighting chance. Nerfing reapers more would completly kill the unit, it's beeing used for opening only anyway.
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On August 28 2010 05:58 branflakes14 wrote:Show nested quote +On August 28 2010 05:55 TheYango wrote:On August 28 2010 05:54 branflakes14 wrote: That's because you don't often hear from high-level Protoss players at all. Don't you think we would if it were a legitimate issue? I meant it more in that there aren't many high-level Protoss players in general. Or at least that's the impression I get.
Except that impression is completely wrong.
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no zerg buffs? what a complete joke. everybody at blizzard and activision play terran apparently
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Not sure I agree with the ultra or zealot nerf.
And I feel for TLO because of the BC nerf.
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On August 28 2010 05:55 xnub wrote:Show nested quote +On August 28 2010 05:14 Shikyo wrote: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 Splash dmg is 100 % of the normal dmg so no no i am not
It should be obvious to anyone that has actually played the game that this is not true. Hell, you could even spend a minute to check in the editor and see that tanks have 3 different splash ranges, dealing 100/50/25% damage, just like they have in BW.
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I'm probably wrong, as usual, but I'd rather have the tanks' rate of fire (in siege mode) to be slowed...rather than damage nerfed. Because either way it encourages more tanks. lower damage-> use even more tanks higher damage-> ahaha if i have even more tanks i can't lose.
just in my very possibly super horrible noob opinion.
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The Tank nerf is really extreme. The build time for reapers and bunkers are kinda justified. Well nothing to do but wait and see......and drink, DRINK THEM TERRAN TEARS!!
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