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On August 28 2010 07:27 fenixauriga wrote: Was suprised to see the increased building time on the Zealots, I wonder how it will play out, the rest of the changes seem very reasonable, also I'll enjoy braking siege tanks with lots again, BW style
Assuming you can reach him on the cliff.
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On August 28 2010 07:30 Wysp wrote: marauders needed a change in effectiveness much more than tanks. They are good against everything on the ground. yeah, at least take away the stim that makes them attack 50% faster for nearly no hp cost
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On August 28 2010 03:52 Katkishka wrote:Show nested quote +On August 28 2010 03:50 OhJesusWOW wrote:On August 28 2010 03:49 Katkishka wrote: Does anyone else get the feeling that banelings are going to be way too strong in zvt now? Nope. We'll just see some different strategies from Terran...finally. Like what? Pure bio? Tanks are still the most solid solution to banelings, but since.. A) zergs know how to handle thors with mutas now B) marines are bio it seems like terran has no strong AA to deal with baneling/muta, besides Ghosts, which are way too expensive to handle mutas decently anyway.
Yeah... stupid magic box is ruining my thor's day -_-
So.... can't we still mech vs a Zerg, but much more like a TvP BW style? Crawl toward them with turrets which are still amazing + a few rines vs mutas?
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Thank ****ing god for the warpgate nerf
PvP is borderline awful on 2 player maps and stuff like blistering. Really looking forward to PvP being more about lategame/midgame than LOL PYLONS IN UR BASE LULULUL
Overall the changes are good. I mean there could have been more (yamato costs more plz, banshees can't cloak, or can only cloak for certain amounts of time, and -damage vs ground, or something...) and definitely could have been some tech lab cost increases (concussive up to 75/75, tech lab up to 50/50), but this is a good step.
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Decent patch by Blizz, now time for implementation :D.
Only really disappointed by Ultralisk nerf, and no decrease in it's size!
Zealot nerf is a little funky, although I like the Warp Gates nerf.
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ye, deacrease ultra size, but also decrease splash radius, would be good enough
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Lol reading this mixed reactions and crap anyways we can't tell too much until we get our hands on it.
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The protoss change I kinda welcome, might end all this 4 gate protoss that get up to diamond on a single build. It is a bit rough of a change though.
The tank change will certainly make upgrades more valuable, 0-0 tanks not being able to one shot 0-1 lings. Also make it interesting to use Templar/Chargelot vs Marine/tank combos.
The reaper change... I just don't know. I know I don't like the idea of a unit that if you micro at 300 apm becomes godlike but is junk without it. I'm also not a huge fan of what TvZ could have become. Being put on the back foot the entire early game unless you play perfectly to end up on even terms in the mid game isn't all that much fun.
However I also know the matchup was evolving and players were definitively finding ingenious ways of dealing with it... That and even if I love Zerg... I love the little Jet pack suckers ever since they showcased them a long time ago, and now I feel like it's becoming the Scout of SCBW. I don't mind at all if the 5 Rax Reaper goes out of style, but I would love to see some mid to late game use of this unit that doesn't involve: "Well if your opponent doesn't notice you not producing units for 30 minutes and the cloud of jetpacks going to the back of your mineral line."
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This tank nerf absolutely does nothing to zerg. So what are we suppose to use to counter tanks? zerglings?
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On August 28 2010 07:34 wolfe wrote:Show nested quote +On August 28 2010 03:52 Katkishka wrote:On August 28 2010 03:50 OhJesusWOW wrote:On August 28 2010 03:49 Katkishka wrote: Does anyone else get the feeling that banelings are going to be way too strong in zvt now? Nope. We'll just see some different strategies from Terran...finally. Like what? Pure bio? Tanks are still the most solid solution to banelings, but since.. A) zergs know how to handle thors with mutas now B) marines are bio it seems like terran has no strong AA to deal with baneling/muta, besides Ghosts, which are way too expensive to handle mutas decently anyway. Yeah... stupid magic box is ruining my thor's day -_- So.... can't we still mech vs a Zerg, but much more like a TvP BW style? Crawl toward them with turrets which are still amazing + a few rines vs mutas? imo the mech style would be viking/tankstyle, with some vikings being grounded depending on how many you need vs mutas at the time, along with many turrets
On August 28 2010 07:41 bendez wrote: This tank nerf absolutely does nothing to zerg. So what are we suppose to use to counter tanks? zerglings? Broodlords...
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I see a lot of people talking about how the tank nerf will really help break up the viking/tank war of TvT. Can someone please explain to me how this is true? From what I read tanks still do the same amount of damage vs armored. Mauraders are armored, so wouldn't the tanks in high numbers still rape mauraders? I guess marines will be safer but let's be honest, once you have 5-8 tanks out the marines will be cat food anyway.
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I think the tank nerf was intended to throw roach/hydra a bone
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The ultra nerf was 100% necessary. I posted a replay on the strategy forums a bit ago where my 180 food army got annihilated by 7-9 ultras even though my army was far more expensive and I had a good anti-ultra composition. The general consensus was "wtf, that is retarded".
Good changes overall, although I'm not a big fan of the battlecruiser change and I wish that the siege tank change made a bigger difference in TvT.
Nice work Blizzard, these proposed changes really show that they're analyzing all aspects of the game and not just giving into whining.
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On August 28 2010 07:07 FakeSteve[TPR] wrote:Show nested quote +On August 28 2010 06:58 RinconH wrote: I still think Mauraders needed nerf against buildings. Hit and run Dropship play is too strong. two marines do more damage faster to buildings than one marauder This is only true when attacking 0-armor buildings, such as Missile Turrets, Sensor Towers or the shields of Protoss buildings. When attacking 1-armor buildings (the vast majority), 1 Marauder will do slightly more damage than 2 Marines; and when attacking buildings with more than 1 armor (Spine Crawlers have armor 2 and PF has base armor 3), Marauders pull ahead significantly.
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lol oh my god blizzard PLEASE stop nerfing things and make buffs instead
its only going to make the game less fun than it already is
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On August 28 2010 07:10 RodrigoX wrote: Ive heard Kiwikaki complain on multiple occasions. HuK once or twice
White-ra also complained about them, not sure if it was about them specificly or more general about terrans.
HasoObs RAGED HARD during the games against LuciferoN because of his marauder only play.
Tester complained on multiple occassions about imbalance when he was beaten to pupl by Ensnares marauder only play, there is even a replay up on youtube where he complains about it.
Socke also said something if i remember correctly, not sure what it was thought.
On August 28 2010 07:09 Psychlone wrote: Tanks did 70 x 75% = 52,5 dmg to Zealots (70 to shields).
correct me if i am wrong, but Zealots where also considered Small -> only took 50% as well.
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I like the changes.
However hydra is just such a bad unit vs terran the tank nerf does not make it viable IMO.
Reapers own them
Helions own them
Marauders are cost effective against them
Marines are cost effective against them
Thors are cost effective against them
I'd bet tanks are still pretty efficient against them
I do not see a place for the hydra in T even with these changes. Maybe I'm wrong though,...
And what about T should do now. Having the best defense in the game I always assumed should lead to great harass potential brat-ok style. Drop everywhere and harass opponent to death as he cannot enter your base. Instead of just turtling in a base whole game then roll out and win this seems like a much more reasonable tactic.
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On August 28 2010 07:50 Angra wrote: lol oh my god blizzard PLEASE stop nerfing things and make buffs instead
its only going to make the game less fun than it already is 3 imba strong races with no balance between the units at all
or
3 balanced races with equal units
which one? let's nerf instead.
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On August 28 2010 07:53 lindn wrote:Show nested quote +On August 28 2010 07:50 Angra wrote: lol oh my god blizzard PLEASE stop nerfing things and make buffs instead
its only going to make the game less fun than it already is 3 imba strong races with no balance between the units at all or 3 balanced races with equal units which one? let's nerf instead.
I didn't say anything about it being imbalanced. Just because you buff things to make them catch up to other powerful things doesn't mean that it's going to cause some huge imbalance for some reason.
This is what I'm trying to emphasize: http://www.teamliquid.net/forum/viewmessage.php?topic_id=120471
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On August 28 2010 07:50 Angra wrote: lol oh my god blizzard PLEASE stop nerfing things and make buffs instead
its only going to make the game less fun than it already is
Because units with 10,000 health doing 10,000 damage is considerably more fun than units with 100 health doing 100 damage.
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