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.
Situation report 1 posted! - Page 56
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Aikin
Austria532 Posts
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. | ||
HubertFelix
France631 Posts
-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
United States328 Posts
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. | ||
leveller
Sweden1840 Posts
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Yaotzin
South Africa4280 Posts
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Integra
Sweden5626 Posts
On August 28 2010 09:21 delayed reflex wrote: 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. | ||
Smigi
United States328 Posts
On August 28 2010 09:24 itzbrandnew wrote: 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. | ||
Tachion
Canada8573 Posts
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. | ||
branflakes14
2082 Posts
On August 28 2010 09:29 Integra wrote: 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
Sweden3 Posts
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Jenslyn87
Denmark527 Posts
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NATO
United States459 Posts
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
United Kingdom2275 Posts
On August 28 2010 08:27 BeyondCtrL wrote: 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
Canada220 Posts
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
United States98 Posts
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? | ||
NATO
United States459 Posts
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
Chile4253 Posts
On August 28 2010 09:43 Fantistic wrote: 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. | ||
xnub
Canada610 Posts
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 .... | ||
lololol
5198 Posts
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. | ||
branflakes14
2082 Posts
On August 28 2010 09:43 Fantistic wrote: 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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