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Ghier
Profile Joined June 2010
99 Posts
August 27 2010 21:17 GMT
#881
I usually just use a few siege tanks to defend my base. Looks like that isnt going to change much. Funny how not too long ago siege tanks were 60 dmg to light and soon they will be 35. That is quite a drastic change.
bobcat
Profile Joined May 2010
United States488 Posts
August 27 2010 21:17 GMT
#882
On August 28 2010 06:11 travis wrote:
Show nested quote +
On August 28 2010 06:04 bobcat wrote:
On August 28 2010 05:44 sikyon wrote:
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.



"We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost."

This nerf mainly effects proxy gate and korean warp. I'm not going to get upset because the two dominant cheese and or all in strategies in PvP have been nerfed.

And if you use zealots heavily in your trans to templar, you'll be happy to know that tanks now do 30% less damage to them. So as long as you get charge, you should be cutting through those marine and marauders pretty well especiall with a few sentries to FF the escape.
.


how have they been nerfed? how has korean warpgate been nerfed? the counter to korean warpgate was... to make zealots to stop it.


It now takes longer for the warpgates to cooldown, making it harder for the opponent to overwhelm you.

I'm assuming when you say they you mean korean warp and not 2 gate proxy, because that is rather obvious.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
Trepanation
Profile Joined May 2010
United States111 Posts
August 27 2010 21:18 GMT
#883
On August 28 2010 06:15 FliedLice wrote:
Show nested quote +
On August 28 2010 05:49 tubey wrote:
On August 28 2010 05:48 Trepanation wrote:
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.



dota community is much worse.



Tbh i thought better for the sc community but i guess reading the patch note clearly is to much to ask.
Easy772
Profile Joined May 2010
374 Posts
Last Edited: 2010-08-27 21:19:02
August 27 2010 21:18 GMT
#884
I'm gonna say people are gonna start 5 gating now lol.. Shit I was already experimenting with using 5 warpgates (Once I had 30 probes) and just limiting the amount of stalkers I produced when I played in 2v2. I think 5 gate will become the new 4 gate. I saw HuK experimenting with 5 gates as well in some of his games.
"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
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
August 27 2010 21:18 GMT
#885
On August 28 2010 06:15 shawabawa 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.

Actually I'm pretty sure chrono boost knocks off 10 seconds.

I might be wrong but here's my reasoning:

50% faster build time for 20 seconds gives 30 seconds worth of build time.
In that 20 seconds you build the same as 30 seconds unchronoboosted = 10 seconds saved

This is correct. The previous poster who claims Chrono boost only knocks off 6.66 seconds of build time isn't considering that it is knocking off 6.66 chrono-boosted seconds, which is equivalent to 10 seconds of normal build time.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Onioncookie
Profile Joined May 2010
Germany624 Posts
August 27 2010 21:18 GMT
#886
Hehehe

[image loading]
x7i
Profile Joined July 2010
United Kingdom122 Posts
August 27 2010 21:19 GMT
#887
On August 28 2010 04:16 branflakes14 wrote:
This thread consists of:

1. Happy Zerg players.
2. Terran players who are glad to see the addition of chat channels.
3. Protoss players in tears.

pmsl, so very true...

im very happy with much needed tank and bc nerfs, reapers still SO abusable and bunkers still free, so no real nerf there. now, 3.5sec on basic unit like zeal.... early t pressure looks bad now.

well, we'll see, but i do hope blizz has more in store for terran
Mindcrime
Profile Joined July 2004
United States6899 Posts
August 27 2010 21:19 GMT
#888
On August 28 2010 06:18 Trepanation wrote:
Show nested quote +
On August 28 2010 06:15 FliedLice wrote:
On August 28 2010 05:49 tubey wrote:
On August 28 2010 05:48 Trepanation wrote:
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.



dota community is much worse.



Tbh i thought better for the sc community but i guess reading the patch note clearly is to much to ask.


The patch notes which don't exist yet? yeah, it is too much to ask
That wasn't any act of God. That was an act of pure human fuckery.
crazeman
Profile Blog Joined July 2010
664 Posts
August 27 2010 21:20 GMT
#889
On August 28 2010 06:11 PKCarwash wrote:
I wish they had gone a different route when balancing the races...they seem to have the "nerf each race until they are all balanced" mindset

If they think tanks BC's and reapers are too powerful, then they should have buffed P and Z up to T's standards, not nerf everything IMO

anyways now my wallin in PvZ is going to take 10 more seconds to be zergling tight... =\... yay

but at least those OP OP ultras got a nerf (/sarcasm)


That's just stupid, if one unit is too powerful, you'll rather buff 15 other units rather than nerfing the one unit?

The balance of the game is so delicate, that buffing every other unit will definitely cause more unforeseen balance problems than nerfing one unit.
Easy772
Profile Joined May 2010
374 Posts
August 27 2010 21:20 GMT
#890
On August 28 2010 06:18 Onioncookie wrote:
Hehehe

[image loading]


lol! Want to see the next tournament.
"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
Tozar
Profile Blog Joined March 2007
United States245 Posts
August 27 2010 21:21 GMT
#891
On August 28 2010 06:11 travis wrote:
Show nested quote +
On August 28 2010 06:04 bobcat wrote:
On August 28 2010 05:44 sikyon wrote:
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.



"We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost."

This nerf mainly effects proxy gate and korean warp. I'm not going to get upset because the two dominant cheese and or all in strategies in PvP have been nerfed.

And if you use zealots heavily in your trans to templar, you'll be happy to know that tanks now do 30% less damage to them. So as long as you get charge, you should be cutting through those marine and marauders pretty well especiall with a few sentries to FF the escape.
.


how have they been nerfed? how has korean warpgate been nerfed? the counter to korean warpgate was... to make zealots to stop it.


It makes it easier to defend a Korean 4 gate when doing different builds that either involve Stalkers, fewer gateways, or a build that is slow to get warpgate (as the build time for a zealot from a gateway will be proportionally closer to that of a warpgate). However, considering that it is usually the first four zealot that win or lose the game, it may not affect the build too much since you won't notice the effects until the second wave of warp ins (but your income in most cases won't be high enough to support 4 gates anyway).

Early 2 gate aggression counters to the Korean 4 Gate will be weaker, but that extra 5 seconds between the first and second waves of warping in zealots may be the edge you need to defend it.
branflakes14
Profile Joined July 2010
2082 Posts
August 27 2010 21:21 GMT
#892
On August 28 2010 06:18 Zato-1 wrote:
Show nested quote +
On August 28 2010 06:15 shawabawa 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.

Actually I'm pretty sure chrono boost knocks off 10 seconds.

I might be wrong but here's my reasoning:

50% faster build time for 20 seconds gives 30 seconds worth of build time.
In that 20 seconds you build the same as 30 seconds unchronoboosted = 10 seconds saved

This is correct. The previous poster who claims Chrono boost only knocks off 6.66 seconds of build time isn't considering that it is knocking off 6.66 chrono-boosted seconds, which is equivalent to 10 seconds of normal build time.


Yeah, knew there was something wrong with my numbers, just couldn't figure what.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
August 27 2010 21:21 GMT
#893
On August 28 2010 06:17 bobcat wrote:
Show nested quote +
On August 28 2010 06:11 travis wrote:
On August 28 2010 06:04 bobcat wrote:
On August 28 2010 05:44 sikyon wrote:
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.



"We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost."

This nerf mainly effects proxy gate and korean warp. I'm not going to get upset because the two dominant cheese and or all in strategies in PvP have been nerfed.

And if you use zealots heavily in your trans to templar, you'll be happy to know that tanks now do 30% less damage to them. So as long as you get charge, you should be cutting through those marine and marauders pretty well especiall with a few sentries to FF the escape.
.


how have they been nerfed? how has korean warpgate been nerfed? the counter to korean warpgate was... to make zealots to stop it.


It now takes longer for the warpgates to cooldown, making it harder for the opponent to overwhelm you.

I'm assuming when you say they you mean korean warp and not 2 gate proxy, because that is rather obvious.


it takes longer for ur zealots to make too.. the same amount longer

and no, how is it obvious 2gate proxy has been nerfed? i guess it's nerfed in that u can react cannon.. but if u react zealots you're facing the exact same debuff as the proxying player
cAPS
Profile Blog Joined April 2010
United States153 Posts
August 27 2010 21:22 GMT
#894
On August 28 2010 06:13 tacrats wrote:

Because things already have inflated damage and stats as it is. its time to start toning it down.



I agree. I feel like nerfing the heavy hitters is a step in the right direction. Perhaps large scale battles will be more easily comprehensible for spectators with the lowered damage output slowing the pace down just slightly.
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
August 27 2010 21:22 GMT
#895
On August 28 2010 02:22 Bash wrote:
Sigh.

No fix in sight for the fact that terran 1 base play is way too strong in TvP. The time that terran has stim but protoss has neither charge (which allows him to at least defend) nor storm (which allows him to move out) is still as massive as ever, and is now even worse with the zealot buildtime increase. If terran decides to stay on one base (and your typical terran has absolutely no reason not to, after all playing a late/macro game PvT is fun, even and most importantly challenging for both sides) he will have the protoss pinned all game until both players run out of minerals, and also the possibility to switch to many different tech patterns safely. It saddens me how badly this is being ignored amongst all this reaper whine...


100% vouch. i dont get why no one sees that marauders with stim and concussive shells are way too strong for the money at the time u have researched them. there is a timing window in the early game where both zerg and protoss cant have the tech out yet to counter them.

i approve the other changes pretty much, except maybe that zealot building time will change the pvz metagame. but seriously, with these changes, terran play will become completely onedimensional massing of bioballs.

"What am I supposed to do against this?" - "Lose!" :-]
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-08-27 21:25:12
August 27 2010 21:23 GMT
#896
On August 28 2010 06:17 bobcat wrote:
Show nested quote +
On August 28 2010 06:11 travis wrote:
On August 28 2010 06:04 bobcat wrote:
On August 28 2010 05:44 sikyon wrote:
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.



"We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost."

This nerf mainly effects proxy gate and korean warp. I'm not going to get upset because the two dominant cheese and or all in strategies in PvP have been nerfed.

And if you use zealots heavily in your trans to templar, you'll be happy to know that tanks now do 30% less damage to them. So as long as you get charge, you should be cutting through those marine and marauders pretty well especiall with a few sentries to FF the escape.
.


how have they been nerfed? how has korean warpgate been nerfed? the counter to korean warpgate was... to make zealots to stop it.


It now takes longer for the warpgates to cooldown, making it harder for the opponent to overwhelm you.

I'm assuming when you say they you mean korean warp and not 2 gate proxy, because that is rather obvious.

Right and when your opponent has warp you clearly don't have warp too -.-;

Defending any and all Protoss cheese in PvP requires zealots (usually, stalkers are useful for fending off korean 4gate). The zealot nerf did nothing 'cept fuck up Protoss early game, especially in PvZ where every second counts.

It's retarded because they tried this in beta and the results were bad and they reverted it. Why they are bringing it back I have no idea.

EDIT: they should just make the tanks do BW tank damage. the smarter AI is change/improvement from BW enough imo.
Sentient
Profile Joined April 2010
United States437 Posts
August 27 2010 21:23 GMT
#897
Isn't this basically a buff for MMM? Nerfed zealots and ultralisks will only help that out.
Doc Daneeka
Profile Joined March 2010
United States577 Posts
August 27 2010 21:23 GMT
#898
'ultralisks are difficult to counter from the ground'

uhhhhhh...


seige tanks doing bonus damage to armored is also a little confusing. i dunno though. pretty conservative changes so i can get behind that at this point, just see how it plays out.
payed off security
PulseSUI
Profile Joined August 2010
Switzerland305 Posts
August 27 2010 21:23 GMT
#899
the simple fact that the 5 sec longer build time for Zealots was allready here and was considered bad enough to change it back the very next patch, leads me to believe that there will be more balance changes in that patch then just the ones we are seeing here now.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
August 27 2010 21:23 GMT
#900
On August 28 2010 06:07 monad wrote:
As a Terran, I think everyone here should just calm down and wait and see how these changes play out. The difference between everyone here and Blizzard is that Blizzard has the #1 player in the world working on their design team, and they actually have played the game with these changes, whereas everyone here is just lolly-gagging around and only interested in how it affects THEIR race and THEIR playstyles. Screw the big picture right? Screw the fact that, by definition (literally), they are better at making balance changes than then general public right?


He's not the no.1 player in the world, he's just ranked one because he's a Blizzard employee and can check the balance at the top like that. Did you really think he would be working for Blizzard if he could go out there and win tournaments -_-
I think esports is pretty nice.
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