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Situation report 1 posted! - Page 5

Forum Index > SC2 General
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Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
August 27 2010 17:27 GMT
#81
I'm really fine with the Bunker, Reaper and Siege Tank slight nerfs, but why nerf battlecruisers? They're so hard to get out anyway and it's a massive investment to do it.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Aberu
Profile Blog Joined April 2010
United States968 Posts
August 27 2010 17:27 GMT
#82
On August 28 2010 02:10 Kpyolysis32 wrote:
This looks legit, wow. I honestly hope it's not, though, because nerfs are not really the way to make a better game..

I would much prefer to see some Zerg buff.


This is a common misconception. If they buff zerg to handle terran better, and to handle early game 2 gate proxy zealot rushes, then zvp is in zergs favor by far, and zvt is balanced.
srsly
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
August 27 2010 17:27 GMT
#83
how does tank damage nerf help me? All my stuff is still gonna get 1 shotted.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
Thunderflesh
Profile Blog Joined June 2010
United States382 Posts
August 27 2010 17:28 GMT
#84
On August 28 2010 02:24 OhNoItsTheMunch wrote:
Maybe I dont know the way splash dmg is calculated, but doesn't this mean, for a swarm of zerglings, 1 tank shot will only kill the primary zergling target, and leave the rest weakened? Zerglings would still die on mass but I would think much more lings and banelings could make it to a tank line, not to mention hydras.


+1 ground armor for zerg suddenly became a must have in ZvT...
You'll worry less about what people think about you when you realize how seldom they do.
vyyye
Profile Joined July 2010
Sweden3917 Posts
August 27 2010 17:28 GMT
#85
On August 28 2010 02:26 Kokosaft wrote:
Show nested quote +
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

Did you read the post? Bolded the part you missed.
Nightbiscuit
Profile Joined May 2010
Sweden179 Posts
August 27 2010 17:28 GMT
#86
So basically Zerg will still be unable to scout properly against terran before lair.

Zerg will still struggle in the early game against Terran because well, nothing changed except the reaper build time which won't change the fact that Zerg is still "behind" because of the scouting issues and the hellion AND reapers are way too effective at what they do.

Zerg will have a harder timer against Protoss in late game.

Terran will still be the most powerful race, the most forgiving to mistakes and the easiest to play.

Way to "adress" the issues Blizzard!


xiaofan
Profile Blog Joined July 2006
United States513 Posts
August 27 2010 17:28 GMT
#87
The zealot nerf is totally unwarranted. imo it's not that proxy is too strong, it's that people don't know how to react properly. I don't see how a mirror match-up can be imbalanced if both parties have the exact same units, so PvP is no problem. In PvT, all terran needs to do is throw up another barracks, a bunker, and kite the zealots. PvZ, don't go 14 pool. It's that simple.
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
August 27 2010 17:28 GMT
#88
On August 28 2010 02:10 koppik wrote:
Pretty good changes, except for Protoss. The race needs a buff, if zealots are being nerfed.

Oh, but I really don't understand the battlecruiser nerf. They do a lot of damage, sure, but they're just so easily kited by units that it doesn't matter.

BCs are actually ridiculously strong supported by vikings lategame against zerg, hydras melt to them, corruptors are slightly more cost effective against them, but once the BCs die, they are hard to use except for broodlords, but that basically means that the zerg player is overly committed to this tech against BCs which can actually come out pretty quickly. That being said, this is a pretty substantial nerf.
I always try to shield slam face, just to make sure it doesnt work
Philip2110
Profile Joined April 2010
Scotland798 Posts
August 27 2010 17:28 GMT
#89
Zealot change seems unnecesary imo.
Master Sc2 - Diamond LoL - Eu W
Kokosaft
Profile Joined April 2010
Germany172 Posts
August 27 2010 17:28 GMT
#90
On August 28 2010 02:26 DocM wrote:
ultra "nerf" is a buff guys...
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.


yeah, the only thing I'll miss is the funny head-butt animation x)
The_Pacifist
Profile Blog Joined May 2010
United States540 Posts
August 27 2010 17:28 GMT
#91
I feel sorry for Protoss players. But I guess if you make one or two additional warp gates to sink resources into and compensate for increased cooldowns, then Protoss should be fine in the mid and late game. Early game, though, I'd hate to be Protoss.

And I am very much looking forward to hydralisk/ling swarming Terran mech.
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
August 27 2010 17:29 GMT
#92
Would zealot bombs be more viable now? Tanks near the zealot would take 50 damage while the zealots itself could survive 4 hits, 35 damage each.
http://grooveshark.com/#/deltrus/music
Kashll
Profile Blog Joined May 2008
United States1117 Posts
August 27 2010 17:30 GMT
#93
Overall these changes look pretty great, but I think the tank nerf may be a little severe. Time will tell I guess. It will definitely change TvT though... goodbye tank viking for good i would guess, hello marauders.

The battlecruiser nerf was probably unecessary too, as the game was pretty much decided by then, but it shouldn't really matter.
"After silence, that which comes nearest to expressing the inexpressible is music." - Aldous Huxley
Doko
Profile Joined May 2010
Argentina1737 Posts
August 27 2010 17:30 GMT
#94
PvT 1 base is now even more retarded. I'll just have a floating factory on my base more often woohoo....
Carthage
Profile Joined May 2010
105 Posts
Last Edited: 2010-08-27 17:31:21
August 27 2010 17:30 GMT
#95
I am very concerned with the siege tank nerf.

Can terran even engage hydras with them at 35 damage?
Spawkuring
Profile Joined July 2008
United States755 Posts
August 27 2010 17:30 GMT
#96
On August 28 2010 02:29 Kraz.Del wrote:
Would zealot bombs be more viable now? Tanks near the zealot would take 50 damage while the zealots itself could survive 4 hits, 35 damage each.


A little more viable, but not by much. Tanks not overkilling really makes it harder for them to kill each other.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
August 27 2010 17:30 GMT
#97
On August 28 2010 02:29 Kraz.Del wrote:
Would zealot bombs be more viable now? Tanks near the zealot would take 50 damage while the zealots itself could survive 4 hits, 35 damage each.


If only the Warp Prism wasn't made of balsa wood...and Marine's weren't standard in TvP due to threat of VR.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
August 27 2010 17:30 GMT
#98
On August 28 2010 02:25 SiegeFlank wrote:
Show nested quote +
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.

Even Idra? What is that suppose to mean? You take the whiniest player in the entire communities opinion on balance and act like it proves something? LOL
sNes.
Profile Joined June 2008
United States377 Posts
August 27 2010 17:31 GMT
#99
Well a maureder nerf wouldve been nice also but so far so good
Heroes get remembered but Legends never die
purerythem
Profile Joined June 2009
United States245 Posts
Last Edited: 2010-08-27 17:34:05
August 27 2010 17:31 GMT
#100
are you sure chat channels are coming in 1.1? They said, "soon" and we all know what that means


We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels.
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