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Aikin
Profile Joined April 2010
Austria532 Posts
August 28 2010 00:25 GMT
#1101
I doubt that tank nerf really changes TvT because they will still own marines and do the same damage to marauders. But some players are going bio heavy in that matchup lately anyways.

On the other hand zealots,lings, hydras and banelings will be alot better against every terran army with siege support. Maybe terrans will have to find different compositions to do a nice push, probably a lot more hellion play since they kill everything a tank doesn´t pretty fast.
[A]dmiral Bulldog | Naniwa | [A]lliance
HubertFelix
Profile Joined April 2010
France631 Posts
Last Edited: 2010-08-28 00:28:57
August 28 2010 00:26 GMT
#1102
I like those changes.

-Reapers in big numers were too strong, so nerfing their production and not the unit itself is a good idea.

-2gate zealots into expand gives too much advantages without risk.

-I'm surprised that they nerfed the BCs since they are not "standart". But it's a good nerf, just try hydralisks against BC in the current version.

-Ultralisks damages nerf is a good thing. They are currently too strong. But they are now able to hit buildings in zone.

I'm a bit disapointed that they don't change de planetary fortress A.I. or the armor type of buildings.

I'm a bit scared about the tank change. I hope it's not too much.
Smigi
Profile Joined April 2010
United States328 Posts
Last Edited: 2010-08-28 00:34:46
August 28 2010 00:29 GMT
#1103
Very solid patch imo.

BC nerf was.. weird..?

However, this does make the Hydra and Ling more viable in the mid game for Zerg which is a huge plus.

I think I would be satisfied as a whole with Zerg if Hydras just had a speed upgrade to change their off creep speed from 2.25 to 2.5 or 2.7

But regardless, great patch, I am curious to see how the 5 seconds build time nerf will effect the 5 rax reaper, or any other aggressive reaper openning in that regard.
Drone then Own
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
August 28 2010 00:29 GMT
#1104
Does anyone else think that the nerf to killed units vision actually sucks? For example the only way to scout terran is to run a probe up his ramp and hopefully get some vision of his units and buildings, now the probe will get instakilled and I will see nothing. For example. I think this change is bogus.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 28 2010 00:29 GMT
#1105
There are almost certainly more changes than the ones listed there.
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2010-08-28 00:31:56
August 28 2010 00:29 GMT
#1106
On August 28 2010 09:21 delayed reflex wrote:
Show nested quote +
On August 28 2010 09:00 Integra wrote:
I went to the map editor and changed the stats of the tanks according to the new patch notes to see the differences.

I then used three tanks against a group of 9 not upgraded hydralisks and another force of 15 speed and carpace upgraded zerglings.

Before I changed the Tanks they slaughtered both forces, 3 of the zerglings managed to come close enough to one of the tanks so it at least got hit by friendly fire. The hydralisks managed at best to kill 1 tank and almost bring down the other tank to near death.

After the change the Zerglings at best killed all three tanks and 8 zerglings survived. The hydralisks took down all three tanks with 4 hydralisks still alive.

My conclusion is that Tanks now are very viable to actually kill and that zerlings are worth making and flank Terrans Tanks with.

Assuming this is accurate (I am not at a computer where I can check), this is a MASSIVE shift, definitely more than the 60->50 damage change. I would be interested to see how this affects the "critical mass" of tanks where it was essentially impossible for any ground army to ever get through if you had enough tanks - it may not even be possible anymore as with the reduced damage to light you need even more tanks, and due to spacing they will not necessarily have as much overlapping fire anymore.


Curious to see how the BC nerf will turn out, it might make things like TLO's fast BCs non-viable now... too bad, hopefully it doesn't go the way of the carrier


The changes are insane, the main reason is to the fact that splash damage has gotten reduced. Terran can no longer relie on Tanks to own land, if your opponents makes none armored units you will be in trouble if you don't start making counters such as banshees or hellions. Mass Tank just isn't viable anymore.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Smigi
Profile Joined April 2010
United States328 Posts
Last Edited: 2010-08-28 00:36:23
August 28 2010 00:33 GMT
#1107
On August 28 2010 09:24 itzbrandnew wrote:
Show nested quote +
On August 28 2010 09:13 VorcePA wrote:
Protoss:
It's sooooo time to proxy barracks rush them. Proxy rax and 6 pool rush is going to dominate them :\


I'm so sad that I'm a protoss player :/ this combined with the warp gate build time nerf is going to make early game protoss SOOOO much weaker.


Well, in Terms of PvZ, yes. It was necessary , Zealot would accumulate in numbers rapidly with 2 gate and have no consequences. This 5 second nerf will gave Zerg more time to respond.

However, you must look at other match ups. Againist Terran, they made tanks almost useless againist Zealots.

and Reaper build time nerf by 5 and Zealot build time nerf by 5, it basically makes no change.

You guys are taking this 6 pool thing way out of porportion. Just vote down Steppes, and you'll be fine.

Hopefully we actually get some decent and well balanced maps that don't have the rush distance of my front door to my mail box.
Drone then Own
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
Last Edited: 2010-08-28 00:34:49
August 28 2010 00:34 GMT
#1108
Terrans are just going to prioritize that +1 attack upgrade for vehicles now really early. All the Terran needs is that +1 attack and they can 1 shot lings who have +3 carapace. It's a very small timing window where a zerg can get +1 carapace and not be 1 shot by siege tanks.

I really hope hydralisks are more viable now. I've been having a lot of trouble with marine/thor/tank in high diamond, and I don't see that changing much since tanks will still 1 shot banelings and lings by the time their push comes.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
branflakes14
Profile Joined July 2010
2082 Posts
August 28 2010 00:35 GMT
#1109
On August 28 2010 09:29 Integra wrote:
Show nested quote +
On August 28 2010 09:21 delayed reflex wrote:
On August 28 2010 09:00 Integra wrote:
I went to the map editor and changed the stats of the tanks according to the new patch notes to see the differences.

I then used three tanks against a group of 9 not upgraded hydralisks and another force of 15 speed and carpace upgraded zerglings.

Before I changed the Tanks they slaughtered both forces, 3 of the zerglings managed to come close enough to one of the tanks so it at least got hit by friendly fire. The hydralisks managed at best to kill 1 tank and almost bring down the other tank to near death.

After the change the Zerglings at best killed all three tanks and 8 zerglings survived. The hydralisks took down all three tanks with 4 hydralisks still alive.

My conclusion is that Tanks now are very viable to actually kill and that zerlings are worth making and flank Terrans Tanks with.

Assuming this is accurate (I am not at a computer where I can check), this is a MASSIVE shift, definitely more than the 60->50 damage change. I would be interested to see how this affects the "critical mass" of tanks where it was essentially impossible for any ground army to ever get through if you had enough tanks - it may not even be possible anymore as with the reduced damage to light you need even more tanks, and due to spacing they will not necessarily have as much overlapping fire anymore.


Curious to see how the BC nerf will turn out, it might make things like TLO's fast BCs non-viable now... too bad, hopefully it doesn't go the way of the carrier


The changes are insane, the main reason is to the fact that splash damage has gotten reduced. Terran can no longer relie on Tanks to own land, if your opponents makes none armored units you will be in trouble if you don't start making counters such as banshees or hellions. Mass Tank just isn't viable anymore.


Terran will have to react to their opponent as opposed to dictating the course of gameplay?! Heresy!
Dancken
Profile Joined August 2010
Sweden3 Posts
August 28 2010 00:37 GMT
#1110
I really like these changes, mainly the reason for why the changes are made. I am however a bit confused as to how P is going to deal with 6-7 Pool now. 5 extra seconds for each zealots to pop out. It will cause you to loose far more probes than you currently have to do. It will likely be very worth it for the Zerg player to start with this type of stragety now, as it is already being used quite a bit in the league. Now it will basically not be any real downside to the 7 pool in ZvP,
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
August 28 2010 00:38 GMT
#1111
I like all of this, including all balance changes. I play toss and z, and like their changes too, but the one thing im worried about is 6-8 pool rush as others have said... it might be impossible to stop :O
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
NATO
Profile Joined April 2010
United States459 Posts
August 28 2010 00:39 GMT
#1112
On August 28 2010 09:26 HubertFelix wrote:
I like those changes.

-Reapers in big numers were too strong, so nerfing their production and not the unit itself is a good idea.

-2gate zealots into expand gives too much advantages without risk.

-I'm surprised that they nerfed the BCs since they are not "standart". But it's a good nerf, just try hydralisks against BC in the current version.

-Ultralisks damages nerf is a good thing. They are currently too strong. But they are now able to hit buildings in zone.

I'm a bit disapointed that they don't change de planetary fortress A.I. or the armor type of buildings.

I'm a bit scared about the tank change. I hope it's not too much.


How many counters does zerg need? They're insanely slow, which makes them almost unusable as they get caught off guard too often.

Zerg already has two hard counters - infestors and corruptors coming from two different tech trees.

Plus against hydras, they barely win.
Lennon
Profile Joined February 2010
United Kingdom2275 Posts
August 28 2010 00:43 GMT
#1113
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?


You think Marauders counter chargelots, HTs, DTs, Immortals and Collossi?
You must be new.
Dreadwolf
Profile Joined July 2010
Canada220 Posts
August 28 2010 00:44 GMT
#1114
Oh god! Chat channels, i will be needing this to bitch about the zealot nerf all day.

Dont know enough to comment on other race match up, but the way i see it, Protoss will be one basing all day. Zerg will just rush us and cripple our econ. Terran will rape us with marauder even more now that we will have less zealot on the field and protoss was seeing allot of 1 base already.



StupidFatHobbit
Profile Joined May 2010
United States98 Posts
August 28 2010 00:44 GMT
#1115
On August 28 2010 09:29 Yaotzin wrote:
There are almost certainly more changes than the ones listed there.


What makes you so sure or is this just baseless speculation?
An expert is someone whose made all the possible mistakes there are to make in a very narrow field.
NATO
Profile Joined April 2010
United States459 Posts
August 28 2010 00:47 GMT
#1116
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.


Of course T > P - they were the case before the patch, and are now. But apparently all P players have so much honor they don't complain like zergs.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
August 28 2010 00:47 GMT
#1117
On August 28 2010 09:43 Fantistic 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?


You think Marauders counter chargelots, HTs, DTs, Immortals and Collossi?
You must be new.

They don't _counter_ any of those units (other than DTs), but they don't get countered terribly hard by them either- nowhere near as how hard they counter Stalkers.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
xnub
Profile Joined August 2009
Canada610 Posts
August 28 2010 00:48 GMT
#1118
On August 28 2010 09:25 007Kain wrote:
I doubt that tank nerf really changes TvT because they will still own marines and do the same damage to marauders. But some players are going bio heavy in that matchup lately anyways.

On the other hand zealots,lings, hydras and banelings will be alot better against every terran army with siege support. Maybe terrans will have to find different compositions to do a nice push, probably a lot more hellion play since they kill everything a tank doesn´t pretty fast.


lings banlings still get one shot and hydra take 1 more hit ....
Loving the beta !! Weeeeeeee
lololol
Profile Joined February 2006
5198 Posts
August 28 2010 00:48 GMT
#1119
On August 28 2010 09:29 Smigi wrote:
Very solid patch imo.

BC nerf was.. weird..?

However, this does make the Hydra and Ling more viable in the mid game for Zerg which is a huge plus.

I think I would be satisfied as a whole with Zerg if Hydras just had a speed upgrade to change their off creep speed from 2.25 to 2.5 or 2.7

But regardless, great patch, I am curious to see how the 5 seconds build time nerf will effect the 5 rax reaper, or any other aggressive reaper openning in that regard.


The hydra range upgrade is named "hydraliskspeed" in the game files.

They aren't big on reverting intended changes, but maybe some day... like the zerg expansion release day.
I'll call Nada.
branflakes14
Profile Joined July 2010
2082 Posts
August 28 2010 00:49 GMT
#1120
On August 28 2010 09:43 Fantistic 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?


You think Marauders counter chargelots, HTs, DTs, Immortals and Collossi?
You must be new.


Charge has a cooldown. It give the Zealot 1 guaranteed hit, after which it gets kited until the cooldown is up on charge. Immortals drop fast when focused, same with Collossi. Stim Pack also helps with this. Good god it helps with this. With no upgrades, 10 stimmed Marauders will kill an Immortal before it can fire a 2nd shot.
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