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Situation report 1 posted! - Page 58

Forum Index > SC2 General
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Prev 1 56 57 58 59 60 101 Next
Cotonou
Profile Joined June 2010
42 Posts
August 28 2010 01:05 GMT
#1141
On August 28 2010 10:01 blabber wrote:
you don't know that.


You don't not-know that.

This is fun!
StupidFatHobbit
Profile Joined May 2010
United States98 Posts
Last Edited: 2010-08-28 01:06:39
August 28 2010 01:06 GMT
#1142
On August 28 2010 09:47 NATO wrote:
Show nested quote +
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.


probably because unlike zvt, pvt doesn't make you want to claw your eyes out with rusty nails - just regular nails
An expert is someone whose made all the possible mistakes there are to make in a very narrow field.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-08-28 01:08:25
August 28 2010 01:07 GMT
#1143

Focusing down units that are in the middle of an army isn't uncommon. Marauders aiming at Immortals wouldn't surprise anyone.


How the fuck are they focus firing your immortals while simultaneously not letting your chargelots get more then one hit?



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.


Or maybe it isn't as bad as you think and you're just bad.

Seriously what is this, beta patch 9? Marauders are fine.
Too Busy to Troll!
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4379 Posts
August 28 2010 01:07 GMT
#1144
this is a joke , they nerfed tanks that hard but left marauders alone? bizarre
https://www.youtube.com/watch?v=e7PvoI6gvQs
Jyxz
Profile Joined November 2009
United States117 Posts
August 28 2010 01:08 GMT
#1145
On August 28 2010 02:12 TMTurtle wrote:
I don't like the zealot change vs 6pool.


yeah dude with the massive nerf on the forge build time this is going to be a huge problem... not even joking
This is Jimmy
ninjaclip
Profile Joined August 2010
United States7 Posts
August 28 2010 01:09 GMT
#1146
its called him sending his immortal out 25 seconds before his zealots :D
Volkov
Profile Joined September 2009
United States71 Posts
August 28 2010 01:10 GMT
#1147
Also, anything about protoss anti-air? They don't seem to think it's a problem. But let's see: Ghosts hard counter HTs, Vikings OWN Colossi and Void Rays. Phoenixes are useless. So if terran gets a few vikings (which cost nothing compared to void rays) - what are your colossi supposed to do? Marauders will down the stalkers, and are faaaar more cost effective... So after all, what's supposed to counter MMM?

I still don't know the answer to that. I don't think anyone does.
Luoson
Profile Joined May 2010
New Zealand153 Posts
August 28 2010 01:11 GMT
#1148
This is silly, make zealots come out slower but dont change zerglings?

GG 6 pools, as they will be completely unstoppable.

Also how will changing the zealot build time stop proxys? the person defending the proxys zealots come out slower too :facepalm: so the only difference now is that marine and zerging rushes are way more variable against protoss
ninjaclip
Profile Joined August 2010
United States7 Posts
August 28 2010 01:12 GMT
#1149
On August 28 2010 10:10 Volkov wrote:
Also, anything about protoss anti-air? They don't seem to think it's a problem. But let's see: Ghosts hard counter HTs, Vikings OWN Colossi and Void Rays. Phoenixes are useless. So if terran gets a few vikings (which cost nothing compared to void rays) - what are your colossi supposed to do? Marauders will down the stalkers, and are faaaar more cost effective... So after all, what's supposed to counter MMM?

I still don't know the answer to that. I don't think anyone does.


HARD COUNTER!!! FCK GHOSTS remove them and marauders! :D
susySquark
Profile Blog Joined May 2010
United States1692 Posts
August 28 2010 01:12 GMT
#1150
Stalker: tier 1.5
125 min, 50 gas, 42 sec build time, 2 food.
10 dmg, +4 to armored. 80hp, 80 shields, 1 armor.
150/150 blink upgrade at tier 2.
+1 damage per upgrade


Marauder: tier 1.5
100 min, 25 gas, 30 sec build time, 2 food.
10 damage, +10 to armored. 125 hp, 1 armor.
50/50 slow upgrade at tier 1.5.
100/100 stim upgrade at tier 1.5.
+1 damage per upgrade, additional +1 to armored per upgraded.

hmmmmm
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-08-28 01:15:44
August 28 2010 01:12 GMT
#1151
Ghosts hard counter HTs


Seriously whenever someone posts this its like a "terrible player flag". If anything its the other way around. You do realize that both those units have less range then they have sight, and toss has observers right?

Stalker: tier 1.5
125 min, 50 gas, 42 sec build time, 2 food.
10 dmg, +4 to armored. 80hp, 80 shields, 1 armor.
150/150 blink upgrade at tier 2.
+1 damage per upgrade


Marauder: tier 1.5
100 min, 25 gas, 30 sec build time, 2 food.
10 damage, +10 to armored. 125 hp, 1 armor.
50/50 slow upgrade at tier 1.5.
100/100 stim upgrade at tier 1.5.
+1 damage per upgrade, additional +1 to armored per upgraded.

hmmmmm


so I herd dis wuz warcraft 2? y/n? And you forgot marauder don't attack air, and move roughly 35% slower.
Too Busy to Troll!
StupidFatHobbit
Profile Joined May 2010
United States98 Posts
August 28 2010 01:12 GMT
#1152
On August 28 2010 10:10 Volkov wrote:
Also, anything about protoss anti-air? They don't seem to think it's a problem. But let's see: Ghosts hard counter HTs, Vikings OWN Colossi and Void Rays. Phoenixes are useless. So if terran gets a few vikings (which cost nothing compared to void rays) - what are your colossi supposed to do? Marauders will down the stalkers, and are faaaar more cost effective... So after all, what's supposed to counter MMM?

I still don't know the answer to that. I don't think anyone does.


Uh, phoenixes beat vikings (and can choose the engagement) and blink stalkers are the most mobile AA in the game? Also charged void rays instagib vikings, the "own" on that is a two way street.
An expert is someone whose made all the possible mistakes there are to make in a very narrow field.
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
August 28 2010 01:14 GMT
#1153
yeah....things won't be impossible to stop. But 6 pools and proxy marauders will be a lot tougher. But not impossible. I'm sure Blizz has at least kinda tested those two things out with the new patch. Right? But do we really want internal testing before public release? 0_o
"Infestors are the suck" - LzGamer
Volkov
Profile Joined September 2009
United States71 Posts
August 28 2010 01:17 GMT
#1154
On August 28 2010 10:12 StupidFatHobbit wrote:
Show nested quote +
On August 28 2010 10:10 Volkov wrote:
Also, anything about protoss anti-air? They don't seem to think it's a problem. But let's see: Ghosts hard counter HTs, Vikings OWN Colossi and Void Rays. Phoenixes are useless. So if terran gets a few vikings (which cost nothing compared to void rays) - what are your colossi supposed to do? Marauders will down the stalkers, and are faaaar more cost effective... So after all, what's supposed to counter MMM?

I still don't know the answer to that. I don't think anyone does.


Uh, phoenixes beat vikings (and can choose the engagement) and blink stalkers are the most mobile AA in the game? Also charged void rays instagib vikings, the "own" on that is a two way street.


Phoenixes don't beat vikings, because of vikings' ridiculous range (phoenixes have to fly over marines to get to vikings, and if they don't, vikings will pick off the colossi). Blink stalkers are not the most mobile AA in the game, vikings are. (Actually even phoenixes are more mobile). Bigger issue is that stalkers are expensive and fragile, so it's hard to mass them enough to walk through MMM to get the vikings which are preventing the use of colossi against the MMM.

Charged void rays do indeed insta vikings, this is true. Again, MMM pwns void rays, AND vikings outrange voidrays, so the right click + H micro (of which every single MMM rusher is a master) leaves little chance to the void rays.
ninjaclip
Profile Joined August 2010
United States7 Posts
Last Edited: 2010-08-28 01:18:32
August 28 2010 01:17 GMT
#1155
so who are you guys playing againts to get 6 pooled 24/7? i dont like steps of war it causes a 6 pool!!!!
branflakes14
Profile Joined July 2010
2082 Posts
August 28 2010 01:18 GMT
#1156
On August 28 2010 10:12 Half wrote:
Show nested quote +
Ghosts hard counter HTs


Seriously whenever someone posts this its like a "terrible player flag". If anything its the other way around. You do realize that both those units have less range then they have sight, and toss has observers right?


As much as I don't approve of his use of "hard counter", it really does feel that way. EMP out-ranges Feedback by 1 AND as a result of it being an aoe blast can reach even further. Not to mention EMP as good as takes half of the health of a Protoss army away and still leaves you with a unit with decent damage.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-08-28 01:22:27
August 28 2010 01:18 GMT
#1157
On August 28 2010 10:18 branflakes14 wrote:
Show nested quote +
On August 28 2010 10:12 Half wrote:
Ghosts hard counter HTs


Seriously whenever someone posts this its like a "terrible player flag". If anything its the other way around. You do realize that both those units have less range then they have sight, and toss has observers right?


As much as I don't approve of his use of "hard counter", it really does feel that way. EMP out-ranges Feedback by 1 AND as a result of it being an aoe blast can reach even further. Not to mention EMP as good as takes half of the health of a Protoss army away and still leaves you with a unit with decent damage.


Did you not read my post or something? I'm aware EMP outranges feedback. Sadly, their site ranges do not, and terran cannot afford to constantly scan while protoss can field 2-3 observers.

Since when did this thread become "terrible protoss qq thread" :/. I don't mean "qqing about these changes", which are debateably QQ'able, and this would be the place to do it, I mean qq about crap thats been more or less fine for four months now.
Too Busy to Troll!
ninjaclip
Profile Joined August 2010
United States7 Posts
August 28 2010 01:19 GMT
#1158
On August 28 2010 10:18 branflakes14 wrote:
Show nested quote +
On August 28 2010 10:12 Half wrote:
Ghosts hard counter HTs


Seriously whenever someone posts this its like a "terrible player flag". If anything its the other way around. You do realize that both those units have less range then they have sight, and toss has observers right?


As much as I don't approve of his use of "hard counter", it really does feel that way. EMP out-ranges Feedback by 1 AND as a result of it being an aoe blast can reach even further. Not to mention EMP as good as takes half of the health of a Protoss army away and still leaves you with a unit with decent damage.


and 1 storm doesnt make all marines go to less then half hp +1 :D
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
August 28 2010 01:20 GMT
#1159
On August 28 2010 02:21 Plexa wrote:
Show nested quote +
On August 28 2010 02:12 TMTurtle wrote:
I don't like the zealot change vs 6pool.

Yes seriously. 7 pool is going to be x10 more broken now than it was before. It was already hard as all hell to stop on Steppes without 10gating, now 10gate will be mandatory to be safe from lings. Hell, even then I don't know if you'll be able to get the zeal on time.


Trust me, you won't, it'll have to be all up to your probes.
In the start of Beta Phase 2, when Zealots had this buildtime, i met soooo many zergs on steppes who just plain 6-pooled and it seemed very tough.
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Volkov
Profile Joined September 2009
United States71 Posts
August 28 2010 01:21 GMT
#1160
On August 28 2010 10:12 Half wrote:
Show nested quote +
Ghosts hard counter HTs


Seriously whenever someone posts this its like a "terrible player flag". If anything its the other way around. You do realize that both those units have less range then they have sight, and toss has observers right?

Yes, and terrans have scan. (Which sure as hell goes off on the army before an engagement). Observers do of course help, but the problem is - EMP is instant, versus storm takes a couple seconds to kill the units. So good ghost micro ends up EMPing a good portion of the HTs one way or the other. (And let's not forget how much gas HTs require compared to ghosts).

You could of course label me or someone else who says this a terrible player, and wouldn't be far from truth. But that doesn't really address my point.
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