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Situation report 1 posted! - Page 7

Forum Index > SC2 General
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Sanguinarius
Profile Joined January 2010
United States3427 Posts
August 27 2010 17:34 GMT
#121
Very very interesting Tank change
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Thunderflesh
Profile Blog Joined June 2010
United States382 Posts
August 27 2010 17:35 GMT
#122
I'm not sure that 7 pool in PvZ will be as imba as some people think... I mean, if you scout an early pool, then you 10gate and chrono your first zealot; won't it get out in plenty of time to defend this? And is doing that really *that* hard of a hit on your economy?
You'll worry less about what people think about you when you realize how seldom they do.
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
August 27 2010 17:35 GMT
#123
I now have a 1 base build that will win 100% against protoss. Thanks blizzard. :>

Also thanks for making tanks not 1-shot marines anymore. Helloooooooooooo bio allins TvT
DeltruS
Profile Blog Joined April 2010
Canada2214 Posts
August 27 2010 17:35 GMT
#124
Dam, the guys above me is right... the didn't buff neural parasite .

http://grooveshark.com/#/deltrus/music
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
August 27 2010 17:35 GMT
#125
On August 28 2010 02:34 NATO wrote:
Battlecruisers are already worthless, and they're being nerfed? The only counter Terran has to bling and hydras is being removed? I hope you're happy zerg, now you can just roach+hydra and 1a2a3a to victory.

Also protoss are already horribly behind, and they have a huge increase in warp in time? How will they even compete now?


You must be a very very poor Terran player if bling/hydra is what is giving you problems.......
i-bonjwa
Aquafresh
Profile Joined May 2007
United States824 Posts
August 27 2010 17:36 GMT
#126
I would like to see Warp Prism's given 1 base armor, and the tank upgrade bonus switched from +3 +2 to +2+3, then I would be happy. Basically I just really want to be able to zealot bomb again.
Consummate
Profile Joined April 2010
Australia191 Posts
August 27 2010 17:36 GMT
#127
This patch looks awesome

I wonder if early pools (8-10) would be ridiculously hard to beat now with the zealot nerf. 6 pools are still the same (use your probes), but 8-10 allow a more constant stream of zerglings since you have a better economy, and if you can't initially block which means your zealots get singled out, it might cause a lot of problems.
lol
knyttym
Profile Blog Joined December 2006
United States5797 Posts
Last Edited: 2010-08-27 17:38:03
August 27 2010 17:36 GMT
#128
Yes they are giving that 5 seconds back on zealot build time! We had a short period where this change was made and it was totally cool. Siege tank nerf = yay and ultra nerf seems needed

edit: omg middle september. T.T
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
August 27 2010 17:36 GMT
#129
2gate FE opening will be so hard now like they were when the "miss patch" came out
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Jibba
Profile Blog Joined October 2007
United States22883 Posts
August 27 2010 17:37 GMT
#130
On August 28 2010 02:25 Alou wrote:
Yeah. I like that Blizzard is being really cautious about everything. Still not a fan of the zealot building time increase though. Steppes or close positions metal in PvZ are going to be a nightmare
You think this is being cautious? These are fairly dramatic changes. ZvT balance is going to swing significantly.
ModeratorNow I'm distant, dark in this anthrobeat
JoxxOr
Profile Blog Joined September 2007
Sweden1502 Posts
Last Edited: 2010-08-27 17:38:48
August 27 2010 17:37 GMT
#131
On August 28 2010 02:29 Kraz.Del wrote:
Would zealot bombs be more viable now? Tanks near the zealot would take 50 damage while the zealots itself could survive 4 hits, 35 damage each.


The warp prisim is waaay to fragile to make any kind of zealot bombs :<.

As a p player, i'm so afraid against 6 pool in pvz now..., i could hold a 6 pool with 12 gate with 1-2 seconds to spare, now it will be hell :<
Gör om, gör rätt
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
Last Edited: 2010-08-27 17:40:06
August 27 2010 17:37 GMT
#132
Thank you Blizzard. I am happy!

Marauders also should've been redone, not exactly nerfed but fixed. There are many situations in game where they dominate no matter how sick is your micro.
Its grack
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-08-27 17:39:14
August 27 2010 17:37 GMT
#133
On August 28 2010 02:26 Kokosaft wrote:
Show nested quote +
On August 28 2010 02:23 dvide wrote:
Why didn't they just make siege tanks overkill like brood war? Make the attack a very fast projectile, so not only will the tanks overkill but speed zerglings could run through them? I mean, it's still a pleasant change, but it would be more skill based and provide more interesting gameplay that way I feel.


they can't, thats why.

In one the the many interviews a developer stated, that it's actually not an AI-thing with the overkill, it's in the engine, when units attack every unit attacks at a different time (just some ms difference) and because tanks hit instantly they cant overkill


Well, they could, they could easily just make a dummy projectile with 100 movespeed, it would take like two seconds on the editor.

Yeah. I like that Blizzard is being really cautious about everything.


lolwut? This cautious? What were you expecting? This?
Too Busy to Troll!
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
August 27 2010 17:38 GMT
#134
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.

well, if you scout it, put a pylon to wall-off at your ramp and you'll get your zealot out in time, also it's okay to have to be pretty good to hold that off (it's definitely stop-able with probe-micro) since if you stop it the zerg player loses 99.9% of the time. I actually don't think you need to 10 gate either, just scout and completely block off your ramp with an extra pylon (even if this delays your zealot, if you place your pylon well, the player won't be able to attack it with more than 2 zerglings at a time. The other thing is that 10 gate is incredibly popular on that map now since you can 10 gate into pylon block and delay the expansion by quite a bit.
I always try to shield slam face, just to make sure it doesnt work
Nightbiscuit
Profile Joined May 2010
Sweden179 Posts
August 27 2010 17:38 GMT
#135
Just watch how one Zerg pro after the other will switch to Terran after they read about these balance changes. Simply ridiculous.
Asdkmoga
Profile Joined May 2010
United States496 Posts
August 27 2010 17:38 GMT
#136
10gate isnt even that safe against a 6pool. i dont like the zealot change. i dont think 2 gate pushes were that strong in the first place.
"Once is happenstance, twice is coincidence, three times is enemy action and over 600 is clearly the work of an ancient Sumerian demon or some shit."
aLt)nirvana
Profile Blog Joined September 2004
Singapore846 Posts
August 27 2010 17:38 GMT
#137
i like the terran changes but PVT early game is still severely broken

they may nerf warp gates abit but nerfing zealot build time is crazy

any proxying can be defended by a player thru earlier scouting, they shouldnt take the strategy and metagame out just because some players scout late, nor should they nerf zealot build time because of it. just doesnt make sense.
sc2sea.com - The SEA / ANZ community
NATO
Profile Joined April 2010
United States459 Posts
August 27 2010 17:38 GMT
#138
There goes Blizzards wait and think strategy. The second someone wins a tournament with a new strategy that noone has figured out how to counter yet, the nerf it. Let people think first! (although I don't really use reapers myself, so it won't affect me.)
Brad
Profile Joined April 2010
2754 Posts
August 27 2010 17:38 GMT
#139
IdrA is doing the joker laugh somewhere in Korea.
Lee Jae Dong proved that a focus on mechanics and execution could solve problems in the StarCraft game strategy.
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
August 27 2010 17:38 GMT
#140
I think they should've done something else for the warpgates. Retain the cooldown, but do something like increasing in the warp time if the warp in spot is far away from the warpgate. I think this will make 4 warpgate all-ins a bit less attractive but not nerf the whole warpgate system in general.
Jaedong <3 HOOK'EM HORNS!
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