Good change.
Situation report 1 posted! - Page 49
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RxN
United States255 Posts
Good change. | ||
TurboDreams
United States427 Posts
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pechkin
158 Posts
On August 28 2010 07:09 Psychlone wrote: In Broodwar, Tanks did 70 x 75% = 52,5 dmg to Zealots (70 to shields). SC2 Tanks were not really better statswise against Zealots than in BW, but they have good AI and Zealots have charge. AI was still a huge bonus, now at 35 dmg its more even. Tanks did 70 x 50% = 35 dmg to zerglings and 70 x 75% = 52,5 dmg to Hydras. But the overkill and "Indian line" effect of zergling made tanks suck against most things except tightly packed hydras. But people still made them! They were great agains large units and their function was actually to Siege entrenched positions or defend sieges, not OWN all ground armies and give ultimate map control. The smart AI is such a HUGE game changer that this nerf was totally necessary. You don't have the right to complain as a Terran player if you haven't played Brood War. You don't realize how good you have it. As a Brood War random player now new SC2 Zerg player, I am still flabbergasted at how fast my zerglings die to tank fire. I'm like : "Oh these tanks are out of position! Attack!" Then I smack my hand on my forehead for forgetting how godly they are now. im pretty sure zealot and hydra were small units> 50% reduction and in sc2 they got 1.5 sec faster attack speed sieged and +1 range. Also 2x dps unsieged compared to BW and +10 hp, for only 25 gas more cost... | ||
Eggcake
Switzerland722 Posts
The Warpgate nerf just affects the zealot cooldown time, right? The rest stays the same? | ||
Black Gun
Germany4482 Posts
On August 28 2010 07:18 pechkin wrote: im pretty sure zealot and hydra were small units> 50% reduction zealots were small, hydra were medium. so 50% to zeals, 75% to hydras. i still dont get why they completely ignore the early game imba of bioballs in tvp -.- | ||
araged
Czech Republic189 Posts
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EnderCN
United States499 Posts
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DooMDash
United States1015 Posts
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Arnu
Canada96 Posts
Also i'm pumped for those chat channels!!! | ||
pAzand
Sweden539 Posts
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Zidane
United States1684 Posts
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Meapak_Ziphh
United States6784 Posts
P: I hope this acomplishes what they want, I'd love to see a decrease in 2gate proxies and what not... although I am concerned this may make it hard to defend 6pool even with proper scout. T: BC nerf was random but everything else seems just what the doctor ordered. Z: don't play enough to make an intelligent comment but from what I've heard the Z players saying is that this wont be catastrophic. CHAT CHANNELS :D | ||
branflakes14
2082 Posts
On August 28 2010 07:21 Eggcake wrote: So that I understand this correctly: The Warpgate nerf just affects the zealot cooldown time, right? The rest stays the same? "We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds." It seems to imply that just the Zealot cooldown will be increased, but if this is the case then what the fuck are Blizzard thinking. Unsyncing cooldowns is going to ruin Protoss army production. Let's say you have 5 Warp Gates, produce 2 Zealots and 3 Stalkers, then want 5 Stalkers next time. The cooldown on those 3 Stalkers might as well have been increased by 5 seconds too, since NO Protoss player wouldn't just wait for them all to sync up again. | ||
fenixauriga
Sweden205 Posts
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arb
Noobville17920 Posts
On August 28 2010 07:17 RxN wrote: Funny how protoss players think they should be able to inflict the amount of economic damage 2-gate currently does to the zerg and that it's fine that zerg has to spend the entire mid-game playing catch-up to the smart protoss that took the opportunity to expand off that 2-gate and build his econ. Makes sense...... Good change. Uh no its a bad change, this nerf in beta meant zerg can outright kill you with a 12-13 or something pool because your zealot wont be out no where near enough time to stop it unless pool/ling time got nerfed this is fucking stupid | ||
Bibdy
United States3481 Posts
Zealot change, again, pretty negligible for the most part. In the late-game, it only delays the second wave of units after a mass-Zealot-spawning session, so its not as strong of a continuous mineral dump. You can still spawn 8 Zealots in 5 seconds in a clutch situation, same as before. Its just the next 8 that get affected. In the early-game, who can honestly say, with a straight-face, they're going to be cockblocked in their continuous Zealot production and have 20% less Zealots when a push comes? Like your mineral count doesn't play a factor, and its impossible to just plant another Gateway with those excess minerals or something. Not to mention, keeping your Gateways continuously pumping units for the first 6 minutes, while you're still building your economy and looking towards a Robo Bay, Stargate or expansion in the near future is basically impossible. Any complaints of Protoss underpowered-ness due to this change are completely unfounded and have no basis in reality. The exact same nerf was 'accidentally' put in and reverted at the end of Beta. All it did was make Zerg and Terran more confident pulling Bunker-rushes and 6-Pools, which were still easy to beat. It changed PvP into a crazy Stalker+Sentry+Immortal battle, which was a lot of fun, but then Korean 4-Gate wasn't popular and this change only makes it stronger since you probably can't force them to 2-Gate in response to a 2-Gate anymore. I hope they eventually realize they need to lower the build time of the Cyber Core and increase Warp-Gate Tech time (to compensate) in order to finally fix that problem. If we can't snipe the Probe before he's ready to drop Pylons, we can't hold it back. BCs getting nerfed in raw power is..nice..I guess? Seems like it might be something affecting lower brackets more, or they just don't like how certain high level games seem to turn into an automatic victory for the Terran when he sneaks a few BCs out. You certainly can't say you've been crushed as badly by Carriers or Broodlords as you might have been by BCs. The Ultra change is pretty hilarious, since I've lost to all of one Zerg whipping them out in PvZ (seriously, just go Hydra + Corruptor + Broodlord for your final composition. Quit screwing around with those things). Splash damage on buildings might make for some hilarious Ultra-drop scenarios. Would have liked to see something affect the main PvT pivot point of victory, being "Psi Storm = maybe secure a win later, no Psi Storm = die horribly to 8-10m bio push". | ||
sux2bu
Turkey7 Posts
Build time increase on zealots will effect ZvP early game only and was a also a needed change. Build time increase on reapers will have no effect at all on ZvT . Zerg wont magicly come up with a counter to a unit that can kite/outrange their units and also can jump on off cliffs to take a shortcut in an extra 5 secs. Such a unit shouldnt even exist in terran arsenal. Terran is good at defence thats their trademark if you give them zergs mobility (even a better one ) from a early barrack unit you can never balance it how hard you try. I want a piece of what the developer was smoking when he came up with reapers. It is no different then giving speedlings the ability to jump on or off cliffs. 5 extra sec on bunker build time !!! I wouldnt even bother with such a change. It will have no effect at all in a bunker rush. Bunker is empty more then 5 secs anyway waiting for the first marine to arrive in such cases. I am surprised there is no nerf on colossus. They are 2nd on my list of OP units after Reapers. | ||
Arnu
Canada96 Posts
On August 28 2010 07:21 Eggcake wrote: So that I understand this correctly: The Warpgate nerf just affects the zealot cooldown time, right? The rest stays the same? No, when you spawn any unit out of a warpgate it starts the cooldown. This is to prevent the easy mineral dump that protoss can do. | ||
Wysp
Canada2299 Posts
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Uhh Negative
United States1090 Posts
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