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Forum Index > SC2 General
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Krfstniper
Profile Joined July 2010
Italy24 Posts
August 27 2010 23:25 GMT
#1041
I don't know if this has already been said, but after this patch tanks will do less friendly fire to marines, and with upgrades they will still be able to instakill lings
branflakes14
Profile Joined July 2010
2082 Posts
August 27 2010 23:26 GMT
#1042
On August 28 2010 08:22 Senx wrote:
A good patch, and i'm a terran player.

Stop whining, Blizzard shows they're in tune with the community.


Being in tune with the community means giving into the whining? Top players don't have a problem with 2gate openings for a reason, but here we are with not only Zealots being nerfed, but possibly Warp Gates in general being nerfed.
BeyondCtrL
Profile Joined March 2010
Sweden642 Posts
August 27 2010 23:27 GMT
#1043
On August 28 2010 08:20 Kpyolysis32 wrote:
Show nested quote +
On August 28 2010 08:18 Ryze wrote:
Marauders will still own everything


I don't get why everyone is crying about Marauders. I don't know if they're a problem in ZvT, but in PvT, the Marauder certainly is not something that needs a nerf.


Seriously you can't see a problem where a single cheap unit counters every single P ground unit either by cost/efficiency or just power?
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2010-08-27 23:28:37
August 27 2010 23:27 GMT
#1044
I don't think that this will remove the "T is IMBA" comments. I heard that a lot of protosses are having trouble with terran bio early game. I never heard any toss complaining about tanks. Not a single topplayer was using tanks in his play and after this nerf I wonder who will use them. TvZ is hard for both sides (thanks to the magic box) and this tank nerf will affect the matchup a lot. I wouldn't be suprised if Z>T after the patch.

I really don't like bioball play at all and tanks made the game more awesome for me. Seeing a player positioning his tanks is much more entertaining then seeing a player 1a stimming his opponent, but that's my opinion ofcourse.
arb
Profile Blog Joined April 2008
Noobville17921 Posts
August 27 2010 23:28 GMT
#1045
On August 28 2010 08:04 refraxion wrote:
Good changes all around, I'm a terran player and I already forseen this coming. Just what we needed IMO!

Now lets hope people will stop with the QQ when they get beat by T.

Marauders still rape nexus' in like 5 seconds, and tanks werent a problem in PvT anyway(IMO) but the fat that it takes nothing to mass up marines stim a move and win the game

People are so stuck on how broken TvZ is they dont even look at TvP
Artillery spawned from the forges of Hell
Jayrod
Profile Joined August 2010
1820 Posts
August 27 2010 23:29 GMT
#1046
On August 28 2010 08:24 Dr.Frost wrote:
Show nested quote +
On August 28 2010 07:27 branflakes14 wrote:
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.



Stalkers and sentry already had a different cool down time.....

I thought it was just, build time minus 10 seconds for warpgates
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
August 27 2010 23:29 GMT
#1047
Who cares about 6 pool? Don't only low diamonds and below try to pull it off?
Kpyolysis32
Profile Joined April 2010
553 Posts
August 27 2010 23:30 GMT
#1048
On August 28 2010 08:27 BeyondCtrL wrote:
Show nested quote +
On August 28 2010 08:20 Kpyolysis32 wrote:
On August 28 2010 08:18 Ryze wrote:
Marauders will still own everything


I don't get why everyone is crying about Marauders. I don't know if they're a problem in ZvT, but in PvT, the Marauder certainly is not something that needs a nerf.


Seriously you can't see a problem where a single cheap unit counters every single P ground unit either by cost/efficiency or just power?


How about Chargezealots and Immortals? Chargezealots beat them and are way more mobile, and Immortals just rape them. And before you get that tech, you'll pretty much always have more shit than the Terran does because Protoss production is more efficient- Warpgates are fucking amazing.
Man, do I not keep this up to date, or what?
monterto
Profile Joined June 2010
Canada103 Posts
August 27 2010 23:33 GMT
#1049
Lets see where this goes shall we? I don't really see a reason for the zealot nerf aside from bronze leaugers
I'm pretty much Hyuk but white...
Spawkuring
Profile Joined July 2008
United States755 Posts
August 27 2010 23:34 GMT
#1050
On August 28 2010 08:30 Kpyolysis32 wrote:
Show nested quote +
On August 28 2010 08:27 BeyondCtrL wrote:
On August 28 2010 08:20 Kpyolysis32 wrote:
On August 28 2010 08:18 Ryze wrote:
Marauders will still own everything


I don't get why everyone is crying about Marauders. I don't know if they're a problem in ZvT, but in PvT, the Marauder certainly is not something that needs a nerf.


Seriously you can't see a problem where a single cheap unit counters every single P ground unit either by cost/efficiency or just power?


How about Chargezealots and Immortals? Chargezealots beat them and are way more mobile, and Immortals just rape them. And before you get that tech, you'll pretty much always have more shit than the Terran does because Protoss production is more efficient- Warpgates are fucking amazing.


Chargelots are easily kited by stim Marauders, and stim comes much earlier and much cheaper. Just because zealots are listed as the official counter to marauders doesn't necessarily make it so in-game. Zealots are a pathetic counter to marauders, but protoss players go for chargelots simply because everything else dies so much faster to them. Immortals are good, but are too expensive to mass and are easily countered by a few cheap marines. The only true counters to marauders are storms and well microed colossi.
Kpyolysis32
Profile Joined April 2010
553 Posts
August 27 2010 23:34 GMT
#1051
On August 28 2010 08:29 Fantistic wrote:
Who cares about 6 pool? Don't only low diamonds and below try to pull it off?


That's generally true now, sure. But if this change makes it too strong (Not saying it will, just saying "if"), then that won't be true anymore.
Man, do I not keep this up to date, or what?
Easy772
Profile Joined May 2010
374 Posts
August 27 2010 23:34 GMT
#1052
On August 28 2010 08:27 Dente wrote:
I don't think that this will remove the "T is IMBA" comments. I heard that a lot of protosses are having trouble with terran bio early game. I never heard any toss complaining about tanks. Not a single topplayer was using tanks in his play and after this nerf I wonder who will use them. TvZ is hard for both sides (thanks to the magic box) and this tank nerf will affect the matchup a lot. I wouldn't be suprised if Z>T after the patch.

I really don't like bioball play at all and tanks made the game more awesome for me. Seeing a player positioning his tanks is much more entertaining then seeing a player 1a stimming his opponent, but that's my opinion ofcourse.


TLO uses tanks in TvP
"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
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
August 27 2010 23:35 GMT
#1053
On August 28 2010 08:27 Dente wrote:
I don't think that this will remove the "T is IMBA" comments. I heard that a lot of protosses are having trouble with terran bio early game. I never heard any toss complaining about tanks. Not a single topplayer was using tanks in his play and after this nerf I wonder who will use them. TvZ is hard for both sides (thanks to the magic box) and this tank nerf will affect the matchup a lot. I wouldn't be suprised if Z>T after the patch.

I really don't like bioball play at all and tanks made the game more awesome for me. Seeing a player positioning his tanks is much more entertaining then seeing a player 1a stimming his opponent, but that's my opinion ofcourse.

How can you think that tanks make the game better than bioballs? Seeing a person position his tanks behind a chokepoint and waiting until his opponent mines out and then suicides into an impossible position is entertaining? ...

And no, Zerg still won't be even with T but it'll be a lot better at least.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
branflakes14
Profile Joined July 2010
2082 Posts
August 27 2010 23:36 GMT
#1054
On August 28 2010 08:29 Fantistic wrote:
Who cares about 6 pool? Don't only low diamonds and below try to pull it off?


They don't use it because it doesn't work. If suddenly a Protoss can't get units out to hold it off, people will just use it in every game because of how successful it is.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 27 2010 23:37 GMT
#1055
On August 28 2010 08:26 branflakes14 wrote:
Show nested quote +
On August 28 2010 08:22 Senx wrote:
A good patch, and i'm a terran player.

Stop whining, Blizzard shows they're in tune with the community.


Being in tune with the community means giving into the whining? Top players don't have a problem with 2gate openings for a reason

IdrA, LaLush etc etc disagree.

, but here we are with not only Zealots being nerfed, but possibly Warp Gates in general being nerfed.

Warp Gates are not being nerfed, Zealot cooldown is. It's different for each unit, yaknow.
Batch
Profile Joined May 2010
Sweden692 Posts
August 27 2010 23:39 GMT
#1056
A great patch. I think all changes where reasonable. Doing a few changes at a time is the way to go. Also, a great flirt with the community by mentioning chats and improved custom games. Well done Blizzard!

On August 28 2010 08:23 Gigaudas wrote:
Feels like the tank change won't do very much to TvZ. Roaches still take as much damage and zerglings/banelings/ultralisks/infestors still get one-shotted and those are the units that usually take tank fire.

Please consider that the splash damage is reduced aswell. Instead of killing a swarm of zerglings a tank shot will kill one zergling and put a whole lot of them into the red.
Ouga
Profile Joined March 2008
Finland645 Posts
August 27 2010 23:40 GMT
#1057
On August 28 2010 07:55 ZlaSHeR wrote:
Nobody will use siege mode, TvT will be completely changed, probably into just pure MMM or maybe banshee's to soak up t he gas costs. Tanks at 125 gas will be one of the least cost effective hp-wise units that Terran will have. Thors and even banshees are more cost effective tanks, and will do better damage.


Marines taking less dmg from tanks doesn't make them tank counter. Tanks were hugely overpowered against marines, and they still are. This will affect something, but not enough for this alone to be reason for tanks being used less. Marauders are the ones who pwn tanks and they still take same dmg.

However, at least on euro tanks have been less and less used for months, even pre-retail. MMM is already reality, so it'll probably keep booming. What I find interesting to see is if seeker missile becomes even "imba". If it's found that MMM > tanks and guys manage to get 2 bases, gas could very well be used for 1 or even 2starport raven. PDD is great and seeker is amazing against MMM bunch.
ZidaneTribal
Profile Joined September 2007
United States2800 Posts
August 27 2010 23:41 GMT
#1058
looks like a good patch, now zerglings and banelings wont get ass raped by tanks
fuck lag
Kvz
Profile Joined March 2010
United States463 Posts
August 27 2010 23:41 GMT
#1059
as it stands right now, 2gate openers vs zerg are way too effective simply due to the fact that zealots completely shit on zerglings. youre pigeonholed into make roaches to fend off zealots and early roach without speed is countered completely by stalker. it leaves you in a shitty situation. This nerf was needed.

1008 rated Z; so take my words as you will
NrG.Kvz
Kpyolysis32
Profile Joined April 2010
553 Posts
August 27 2010 23:41 GMT
#1060
On August 28 2010 08:34 Spawkuring wrote:
Show nested quote +
On August 28 2010 08:30 Kpyolysis32 wrote:
On August 28 2010 08:27 BeyondCtrL wrote:
On August 28 2010 08:20 Kpyolysis32 wrote:
On August 28 2010 08:18 Ryze wrote:
Marauders will still own everything


I don't get why everyone is crying about Marauders. I don't know if they're a problem in ZvT, but in PvT, the Marauder certainly is not something that needs a nerf.


Seriously you can't see a problem where a single cheap unit counters every single P ground unit either by cost/efficiency or just power?


How about Chargezealots and Immortals? Chargezealots beat them and are way more mobile, and Immortals just rape them. And before you get that tech, you'll pretty much always have more shit than the Terran does because Protoss production is more efficient- Warpgates are fucking amazing.


Chargelots are easily kited by stim Marauders, and stim comes much earlier and much cheaper. Just because zealots are listed as the official counter to marauders doesn't necessarily make it so in-game. Zealots are a pathetic counter to marauders, but protoss players go for chargelots simply because everything else dies so much faster to them. Immortals are good, but are too expensive to mass and are easily countered by a few cheap marines. The only true counters to marauders are storms and well microed colossi.


That's so false. If they're getting kited, it's because you just 1a'd into the ball of Marauders instead of manually charging behind or flanking. Sure, it takes skill, but it works.

Also, as to the Immortals, that's poor logic. I could argue, in the same vein, that a few Stalkers with a Sentry or two for Guardian Shield deal very well with the Marines that beat the Immortals, but Stalkers are beat somewhat by Marauders, who are beat by the Immortals. It becomes an issue of unit composition then, not of a single unit, and that entire compoisition can also be handled fairly simply. It would be like a Terran in Brood War claiming that Zealots were OP because they beat his Tanks, and if he made Vultures to kill Zealots, then some Dragoons could kill the Vultures.

Furthermore, the Immortals don't need to be "cheap enough to mass," because you don't need mass amount of Immortals to beat Marauders. It only takes a moderately sized amount. They're cost effective, and that's what actually matters. zealots are not "cheap enough to mass" compared to Zerglings, but if both players make as many of each as they can, even though there will be considerably fewer Zealots, they'll probably win by a fairly large margin.
Man, do I not keep this up to date, or what?
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