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FunkyLich
Profile Blog Joined August 2010
United States107 Posts
August 28 2010 01:23 GMT
#1161
The tank nerf is a little disappointing. But fortunately, since they kept the damage vs armored, marauders won't be able to come in and dominate the TvT matchup. We just need hellions with preigniters to deal with lings and chargelots now.
Kippers
Profile Joined April 2010
United Kingdom100 Posts
Last Edited: 2010-08-28 01:25:52
August 28 2010 01:24 GMT
#1162
Can i bite a bullet and say ive had fairly good success using high temp / zealot / archon [+ few sentries] vs MnM. Archons tank and do very nice damage, you can also merge your high templar as soon as they are out of energy. This path also allows you to get the +2 upgrades, and charge which helps cut through maruders much quicker. Vs ghosts you just have to rely on feedbacking them in an ambush manner [hiding high templar, when the army gets near shoot off the feedbacks before the terran knows whats hit him].

Anyways ontopic of the changes, hopefully i can still get the all importent first zealot out in pvz to block the choke. As for the warpgate changes... something to wait and see.
Volkov
Profile Joined September 2009
United States71 Posts
August 28 2010 01:26 GMT
#1163
On August 28 2010 10:24 Kippers wrote:
Can i bite a bullet and say ive had fairly good success using high temp / zealot / archon [+ few sentries] vs MnM. Archons tank and do very nice damage, you can also merge your high templar as soon as they are out of energy. This path also allows you to get the +2 upgrades, and charge which helps cut through maruders much quicker. Vs ghosts you just have to rely on feedbacking them in an ambush manner [hiding high templar, when the army gets near shoot off the feedbacks before the terran knows whats hit him].


Without ghosts HTs are indeed great against MMM, won't deny that. But ambushing ghosts? Let me know (PM if you like) if you have some replays/vids of that, I really want to see some examples. My issue is that an EMP (which hits several HTs) usually goes off long before feedbacks (which hit 1 ghost only).
VanGarde
Profile Joined July 2010
Sweden755 Posts
August 28 2010 01:27 GMT
#1164
I don't understand the reasoning on the tank.. The design philosophy is solid, bring down core damage and up bonus damage to retain the old damage against a certain type of unit. Right, done. But correct me if I am wrong but which terran player, gets tanks primarily to deal with armored units?

With the exception of the ultralisk, I can't think of any situation where I am getting tanks to kill roaches, or stalkers. I get tanks to defend my bio against banelings, and zealots and high templars and marines. The only units that I really feel required to get tanks against, are now the units against which the tank will be way too ineffective cost wise.
War does not determine who is right - only who is left.
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-08-28 01:37:23
August 28 2010 01:28 GMT
#1165
On August 28 2010 10:21 Volkov 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?

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.


Terran cannot scan in a way that allows their site range to match observers. An observer 4 range away from your main army ensures your HT can hit their ghost first while being safe from ravens if its that late in the game. Terran can only preemptively scan (in which you can simply retreat and wait ten seconds), or alternatively reactively scan, but the actions required to do that would put them at a disadvantage compared to toss.

EMP is instant, versus storm takes a couple seconds to kill the units


....nobodies telling you to storm their ghosts, you feedback their ghosts then storm -_-. Second of all, EMP takes an infinite amount of time to kill units because it doesn't damage health. In fact, a delayed emp will do zero damage, it is only maximally effective within the first few seconds of an engagement.

good portion of the HTs one way or the other


No. I'll admit they should get a portion of your army, but it will hit primarily zealots, taking only 33% of their health away, and a few stalkers, but if you micro properly ghosts can't kill hts neutral on or defensive ground. This is compounded doubly if you can hold high ground.

(And let's not forget how much gas HTs require compared to ghosts)


150/150 compared to 50/200. OH NOES
Too Busy to Troll!
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
August 28 2010 01:29 GMT
#1166
On August 28 2010 10:04 BeyondCtrL wrote:
Show nested quote +
On August 28 2010 09:43 Fantistic 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?


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


O wait don't Marauders out range the slow and clunky Immortals? O wait they do, and with slow I consider Marauders a counter with decent control (any diamond player).

HT suck vs Marauder

Collosi aren't so great either.

Get enough of them, and Colossi hard-counter Marauders when protected by an ablative zealot meatshield. It's not even close.

The problem with Marauders is that they are so god-darned strong in the early game, before you can build up your Colossi numbers.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Fizbin
Profile Joined May 2010
Canada202 Posts
August 28 2010 01:29 GMT
#1167
On August 28 2010 09:13 VorcePA wrote:
Wow. I disagree with all these changes.

Maps:

So the destructible rocks provide a temporary defense, as opposed to just changing the map outright for Z/P players? You couldn't just narrow the entrances? I like the two paths to an opponents base, so perhaps 2 layers of rocks one side of each player's base (coupled with the narrowed entrances) would be in order.

Protoss:
It's sooooo time to proxy barracks rush them. Proxy rax and 6 pool rush is going to dominate them :\

Terran:
Reapers are pretty much useless outside of Zerg, and now they're being made more useless. Fantastic. The build time increase is warranted, but something needs to be buffed to offset that changed, otherwise they're just never going to be used outside of cheese strats. Increasing their damage by +1 or +2 or adding 10 more HP, or giving them +10 hp with the shield upgrades that marines get (while still increasing their build time) would possibly see them mixed in with a Terran's main army in all 3 match ups.

Zerg:
Yeah, ok. Ultralisks don't already have pathing problems, now they're going to also reduce the damage they do? I could see this change justifiable if they added +1 range to ultralisks so they could hit over smaller units such as lings/blings. I have no comment on ram, except that I think buildings are destroyed a little too quickly in general by all things that do bonus damage vs. armored.

I hope I'm wrong, but this shit looks ridiculous.



wow and i disagree with everything u just said. and im so happy that ur not on the balancing team.

protoss: ever heard of using cronno boost on ur gateways rather then ur nexus? prolly not. this patch is buffing the shit out of zealots vs terran mech.

terran: i play random diamond in all divisions. obviously u dont play any team games because they are littered with reapers EVERYWHERE. they needed this nurf big time and u want to buff them? what game are u playing? doesnt sound like sc2

zerg: u know the more i read the more clear it is to me that u dont have a clue what ur talking about. go post on the blizzard forums. blizzard has addressed the range issue already. on top of that ultras will be even better against building now.. being able to do splash to clumped stuff ei cannons supply depots and anything walling a choke. making them MUCH better at breaking through.

ps no need to "hope" your wrong because u are.
just the tip
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
August 28 2010 01:30 GMT
#1168
I really dislike the siege tank nerf, even as a Zerg's point of view. It's just way too much. Maybe decrease it to 35+25 to armoured, but I honestly think it'll be too weak.
Oleksandr
Profile Joined July 2010
United States227 Posts
August 28 2010 01:30 GMT
#1169
On August 28 2010 10:06 StupidFatHobbit wrote:
Show nested quote +
On August 28 2010 09:47 NATO wrote:
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

This! ^^^^
Idra: good sir, you appear to be somewhat lacking in intelligence. please refrain from posting until this is remedied, since it renders your opinions slightly less than correct and has a tendency to irritate more informed forum-goers.
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
August 28 2010 01:31 GMT
#1170
Yeeeeaaahhhhh nerfin them siege tanks.
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
ComusLoM
Profile Blog Joined October 2009
Norway3547 Posts
Last Edited: 2010-08-28 01:32:32
August 28 2010 01:31 GMT
#1171
Holy crap tank nerf. I think this might make the matchup a lot more fun, definitely allows more hydra action against terran.
"The White Woman Speaks in Tongues That Are All Lies" - Incontrol; Member #37 of the Chill Fanclub
fathead
Profile Joined July 2008
United States158 Posts
August 28 2010 01:31 GMT
#1172
This is a very good patch and a huge step in the right direction. Morrow builds were ruining this game. I find it funny that the toss players are complaining about 6 pool. Who 6 pools anyway? You guys must be in plat or gold.

I'm not complaining about the ult nerf either, ults raped stalker/col so bad it was quite funny.

I'm not sure what to think about the BC nerf. I only ever see BCs in 2v2 or 3v3, so I don't really care. 2v2, 3v3, and 4v4 are just silly anyway.

Chat channels are awesome! Would love to see them let you watch reps online one day also. That would make the game perfect. All in all it seems like blizzard knows what its doing and is constantly making painfully slow yet steady progress.
World's #1 Idra Fan
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
Last Edited: 2010-08-28 01:48:30
August 28 2010 01:34 GMT
#1173
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.

Completely disagree. Phoenix are on cost-efficiency parity against Vikings, deal very well with Ravens (which are otherwise very problematic to deal with due to PDD), can harass with Graviton Beam, take out Medivacs... they are a pretty good unit in the TvP matchup, IMO.

Complaining about Vikings > Void Rays would be like complaining about Speedlings > Marauders; some units are designed to be cost-efficient against others.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
BrightLegacy
Profile Joined May 2010
United States56 Posts
Last Edited: 2010-08-28 01:45:34
August 28 2010 01:34 GMT
#1174
I'd like to see the morphing time for the spawning pool to be extended by 10 seconds so protoss can survive 6pools a bit better.


EDIT:
Actually that seems like a bad suggestion, They should have just made it so warped in zealots took longer, but gateway'd zealots took as long as they used too. I can't even imagine how effective proxy raxs will be now.
smore
Profile Joined February 2010
United States156 Posts
August 28 2010 01:36 GMT
#1175
looking forwards to the new DO...that way i dont let out a huge sigh every time i get the map
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-08-28 01:45:10
August 28 2010 01:41 GMT
#1176
On August 28 2010 10:29 Zato-1 wrote:
The problem with Marauders is that they are so god-darned strong in the early game, before you can build up your Colossi numbers.

So they're like Hydras in BW ZvP before you get an appropriate Templar/Reaver count.

Somehow I don't remember people complaining that Hydras fight Dragoons cost effectively or that they can kite zealots. But you turn a speed upgrade into a slowing attack, and it suddenly becomes overpowered.
Moderator
Volkov
Profile Joined September 2009
United States71 Posts
August 28 2010 01:42 GMT
#1177
On August 28 2010 10:28 Half wrote:

Terran cannot scan in a way that allows their site range to match observers. An observer 4 range away from your main army ensures your HT can hit their ghost first while being safe from ravens if its that late in the game. Terran can only preemptively scan (in which you can simply retreat and wait ten seconds), or alternatively reactively scan, but the actions required to do that would put them at a disadvantage compared to toss.


Well, if you can get enough observers to perfectly protect your templar that way - then sure, that'll probably work. I highly doubt that's consistently possible in a real game. If you had a different experience and feel that realistically achievable observer play consistently protects your HTs - good for you. I haven't seen any reason to believe that, and not just from my own play.

On August 28 2010 10:28 Half wrote:
....nobodies telling you to storm their ghosts, you feedback their ghosts then storm -_-. Second of all, EMP takes an infinite amount of time to kill units because it doesn't damage health. In fact, a delayed emp will do zero damage, it is only effective within the first few seconds of an engagement.


My point with EMP is that it can't be dodged to lower its effect, versus storms are dodged routinely, even by poor players. My problem with feedbacking the ghosts is that not only you are using one spell per (relatively cheap) unit, compared to ghosts being able to EMP multiple HTs (thus making them useless), but also that the micro requirements are just asymmetric.

Again, if your micro is so top notch that you can consistently feedback all the ghosts to prevent them from ever EMPing your casters and heavy units - then everything I am saying is irrelevant. But for most players that's not the case.

On August 28 2010 10:28 Half wrote:
No. I'll admit they should get a portion of your army, but it will hit primarily zealots, taking only 33% of their health away, and a few stalkers, but if you micro properly ghosts can't kill emp on neutral of defensive ground. This is compounded doubly if you can hold high ground.


Like I said, if your micro is that consistent, then good for you. But even with perfect micro (certainly not mine, hence my complaining), I seriously doubt that you can protect all your templar from EMPs. Not to mention that like 2 feedbacks is 1 less storm.

On August 28 2010 10:28 Half wrote:
150/150 compared to 50/200. OH NOES


First, that's not too insignificant, but I was referring to the cost including the abilities. EMP is available from the start, versus storm takes a while (and lots of gas) to research. And cloak is again cheaper to research than storm.
bendez
Profile Joined February 2010
Canada283 Posts
August 28 2010 01:43 GMT
#1178
No changes to marauders....
ziteNiA
Profile Joined April 2010
Sweden73 Posts
August 28 2010 01:43 GMT
#1179
ye Marauders need some kind of nerf theyre too strong atm in all matchups
Day9 for President
unit
Profile Blog Joined March 2009
United States2621 Posts
August 28 2010 01:46 GMT
#1180
as a protoss player (atm random cuz i find zerg rather interesting ^^ hahahahaha) i like the zealot nerf
2-3gate zealot and 4korean warpgate are very annoying (even to do) and keep the fun parts of the mu hidden because of zealot wars in the early game...i feel that lings need a slight attack buff and marauders need a nerf somehow (possibly removal of stim??? though that might be too much)

YAY CHAT CHANNELS! and im looking forward to removing DO from my "dont give me this map" list
^^ soon i will be playing all the maps ^^
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