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United States47024 Posts
On August 28 2010 10:43 ziteNiA wrote: ye Marauders need some kind of nerf theyre too strong atm in all matchups Marauders are only problematic in ZvT insofar as they're one of an absurdly large number of things that Terran can do. In terms of the unit's strength by itself they're hardly a problem in ZvT.
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On August 28 2010 10:34 Zato-1 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. 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. You are right, I really phrased that poorly. I meant that Phoenixes are useless as anti-air against vikings. I wouldn't call them cost efficient simply because of vikings' range. Everything else you said about Phoenixes is true, I didn't mean to question that.
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On August 28 2010 10:41 TheYango wrote:Show nested quote +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. The analogy is interesting, but there are a number of differences. For instance, Fast Expanding is suicide against early MM pressure in SC2; and if you're forced to play off of one base, then building up Colossus numbers is impossible.
On the flipside, early game Zealot / Stalker / Sentry vs. MM is far more viable than early game Zealot / Dragoon vs. Mass Hydras in SC1.
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Loving these changes. I am a zerg player however so I am most defenitly biased. Siege tanks were just owning everything on the ground. It will be interesting to see how Terran play changes after this. Whether or not terran players will even bother with siege tanks anymore since they are significantly weaker now.
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On August 28 2010 10:42 Volkov wrote:
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.
I think a fair enough change here would be to make ghosts stand out a bit more. As it is now, HT are the most obvious unit in the game (besides archons) while ghosts blend in to a mm ball like they are cloaked, even if they aren't. If ghosts glowed in a similar fashion to HTs, then I think it would be much more possible to feed back them in time.
My other suggestion would be to give feedback a radius of one, but that could make feedback a bit OP.
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On August 28 2010 10:46 Volkov wrote:Show nested quote +On August 28 2010 10:34 Zato-1 wrote: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. You are right, I really phrased that poorly. I meant that Phoenixes are useless as anti-air against vikings. I wouldn't call them cost efficient simply because of vikings' range. Everything else you said about Phoenixes is true, I didn't mean to question that. Vikings have more range, Phoenixes move faster and can shoot on the run. In my experience, this difference doesn't necessarily give the Vikings the advantage; they can harass better thanks to their longer range, but Phoenixes can always cut their losses and run away. Meanwhile, if your Vikings get caught out of position by superior Phoenix numbers, you can say goodbye to all your Vikings- they have no chance of getting away.
EDIT: My point is, Viking vs. Phoenix isn't an unfair matchup, or at least nowhere near unfair enough to merit balance changes, IMO.
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6 zerlings hit your ramp in steppes of war in 2 minutes and 44 seconds using 6 pool, and your first zealot comes out of the gate in 2 minutes and 50 seconds using 10 gate(that's using chronoboost of course)
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I'm actually starting to feel like I've wasted my 60 dollars buying this game now. I love terran. Been playing terran since i first started playing multiplayer starcraft years agao always have loved them. It sucks i got Windows 7 64-bit and BW is kinda messe dup a bit cuz I'd just completely ditch this agme until this patch is undone. I know my opinion counts for absolutely nothing in this game or forum but still in sc2 terran is the dryest race to watch already with the non-stop bio. I literally always take the more difficult strategies in meching and such just so i can feel like im playing my good old terran race. Using strategies like using bunkers and ravens OR hellions to replace vultures and doing siege pushes vs protoss despite knowing it's just overly easier but SIGNIFICANTLY less fun to just mass marauders and vikings and getting stim. it's not fun to use and not fun to watch and i dont feel cool being a terran player with the current pathetic state it's in of just get more rax and win. i dont feel like a clever strategist playing thsi race and this patch is now straight up telling me that i shoudl quit being stubborn and just go mass marauder. im so frustrated with this that im wastign time on this comment. now tanks do more damage unsieged to both light AND armored units. besides the range whats the point of siege mode now the single coolest ability in both starcrafts to me dont know why but yeah. they basically nerfed anythign that was interesting about terran in this patch. bunkers being used offensively, mech, cattlebruisers. doesn't it not feel natural to anyone that terrans have an infantry unit that can own anything gateway by protoss which is completely counter intuitive? anyways it's this hurts terran so much that you dont win unless you mass marauders then i might as well stop playing or just switch to zerg cuz they are my off race and are more interesting. because i know i aint gunna eb some sort of pro and when you dont have fun playing a game then whats the point. marauders aint fun imo. sorry for long rage post but i really want sc2 to be interesting to watch but right now the only matchup i find awesome to watch is zerg vs protoss because zvz and pvp are meh and anythign with terran i just see MMM all the time. sick of it.
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I still don't get the BC nerf. Void rays and corrupters handled them fine and they're exciting capital ships that nobody is going to build anymore. They were already sort of a novelty unit, what's the point of this? They should be able to beat ground units like stalkers, that's why they're the highest tier Terran unit. Their air attack was their weakness and now the entire unit is a weakness.
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On August 28 2010 10:52 Spinel720 wrote: 6 zerlings hit your ramp in steppes of war in 2 minutes and 44 seconds using 6 pool, and your first zealot comes out of the gate in 2 minutes and 50 seconds using 10 gate(that's using chronoboost of course) Then again, if you scout a 6 pool, you should finish your wall-in with a blocking Pylon, so you should be safe. What concerns me is that if your numbers are right, then other 'toss openings would find it extremely difficult to deal with a 6-pool.
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On August 28 2010 10:52 Spinel720 wrote: 6 zerlings hit your ramp in steppes of war in 2 minutes and 44 seconds using 6 pool, and your first zealot comes out of the gate in 2 minutes and 50 seconds using 10 gate(that's using chronoboost of course) If you scout a 6 pool and dont pull your probes to your ramp and then complain Zealots are to slow, You're doing it wrong.
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They nerfed BCs while not even mentioning the marauder. Oh boy, might be some time.
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On August 28 2010 10:12 Half wrote: You do realize that both those units have less range then they have sight, and toss has observers right?
this is wrong. Ghosts have sight Range of 11 and abillity range of 10 (+2 for beeing a AoE) High Templar have a sight range of 10 and Feedback has a range of 9
150/150 compared to 50/200. OH NOES
ghosts cost: 150m / 150g Templar cost:50m / 150g
he is talked about the gas cost to reach high templars., wich is quite significant.
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On August 28 2010 10:56 iEchoic wrote: I still don't get the BC nerf. Void rays and corrupters handled them fine and they're exciting capital ships that nobody is going to build anymore. They were already sort of a novelty unit, what's the point of this? They should be able to beat ground units like stalkers, that's why they're the highest tier Terran unit. Their air attack was their weakness and now the entire unit is a weakness. Corruptors handle them fine, Void Rays is a bit of a toss-up; if the BCs start the fight with Yamato volleys on the Void Rays, then the BCs win handily. Without Yamato (if BCs get hit by Feedback for instance), the Void Rays will win.
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On August 28 2010 10:41 TheYango wrote:Show nested quote +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.
Ya except you have unlimited select, 10 damage to zealots, and 20 to stalkers as opposed to 10 vs shield 5 vs zealot and 10 vs goon. So basically it is zvp hydras if you get to kill every single zealot before you have to touch the dragoons. Then you get to rape the goons horribly with 1:1 ratio of hydras. Also storm dodging (going back to unlimited select) is ridiculously easy and storm is weakened so 1 or 2 storms isn't that big a deal. Ya that actually is a decent analogy
edit: oh ya you also have like 40 more hit points edit2 : and you can't retreat versus them.
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I am so so happy the changes are coming.
You have no idea.
I still feel marauders may need a damage nerf to armored (not to unarmored) as they are simply way too good stimmed against buildings. But with the siege tank nerf, this might balance out.
We'll just have to wait and see!
Thanks for bringing this to my (and everybody else on TL.Net's) attention OP...I rarely check the official forums.
Edit: one thing I don't understand is why people are QQ'ing about the BC nerf... Typical post: "OMG BCs I NEVER/THEY ARE NEVER USED ANYWAY WHY NERF OMGGGG"..
If you never use them, why the hell are you crying? Trust me, the ground attack damage was needed...3 BC's can crush like 50 hydras. Or like 30 stalkers. (Obviously inflated numbers on the stalker part...or are they..?)
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On August 28 2010 10:59 Zato-1 wrote:Show nested quote +On August 28 2010 10:56 iEchoic wrote: I still don't get the BC nerf. Void rays and corrupters handled them fine and they're exciting capital ships that nobody is going to build anymore. They were already sort of a novelty unit, what's the point of this? They should be able to beat ground units like stalkers, that's why they're the highest tier Terran unit. Their air attack was their weakness and now the entire unit is a weakness. Corruptors handle them fine, Void Rays is a bit of a toss-up; if the BCs start the fight with Yamato volleys on the Void Rays, then the BCs win handily. Without Yamato (if BCs get hit by Feedback for instance), the Void Rays will win.
I used to think that as well, but I've been doing BC-heavy lategames for a while now, and even with Yamato, BCs will lose. Generally the opponent will have 3:2 ratio voidrays to your BCs. If you select yamato to kill 2/3rds of his voids, that process and the yamato charge takes about as long as it does for his voids to charge (and your BCs are taking damage while charging). Following that point, 1/3 of the void rays can literally kill all of your battlecruisers fully charged. Charged void rays are the hardest counter to BCs in the entire game and absolutely shred them to pieces.
That's a piece of theory that's been floating around that I haven't really found to have been true in actual games.
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my guess would be that they wanted to nerf marauder/MMM but they decided against it because they didnt want to explain another terran nerf... sounds weird but i really think they dont want to upset too many people with too many balance changes. there might be another terran nerf in 1.2 though
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On August 28 2010 10:51 Zato-1 wrote:Show nested quote +On August 28 2010 10:46 Volkov wrote:On August 28 2010 10:34 Zato-1 wrote: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. You are right, I really phrased that poorly. I meant that Phoenixes are useless as anti-air against vikings. I wouldn't call them cost efficient simply because of vikings' range. Everything else you said about Phoenixes is true, I didn't mean to question that. Vikings have more range, Phoenixes move faster and can shoot on the run. In my experience, this difference doesn't necessarily give the Vikings the advantage; they can harass better thanks to their longer range, but Phoenixes can always cut their losses and run away. Meanwhile, if your Vikings get caught out of position by superior Phoenix numbers, you can say goodbye to all your Vikings- they have no chance of getting away. EDIT: My point is, Viking vs. Phoenix isn't an unfair matchup, or at least nowhere near unfair enough to merit balance changes, IMO.
My original point was this - Vikings counter colossi perfectly, and phoenixes, even if they do in fact take on vikings in certain situations, do not help. Because of vikings' range. Sure, phoenixes can fly in there - and be eaten alive by MMM.
I've never really seen vikings just patrolling the map looking for things (in PvT that is), so the "Phoenixes will always catch them" just seems like a moot point. Although it probably is true.
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On August 28 2010 10:57 SC2Phoenix wrote:Show nested quote +On August 28 2010 10:52 Spinel720 wrote: 6 zerlings hit your ramp in steppes of war in 2 minutes and 44 seconds using 6 pool, and your first zealot comes out of the gate in 2 minutes and 50 seconds using 10 gate(that's using chronoboost of course) If you scout a 6 pool and dont pull your probes to your ramp and then complain Zealots are to slow, You're doing it wrong. to what do I owe this comment? please specify me where was I complaining? this is just a nice piece of fact people may be interested in knowing.
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