This is still doable but you'd need to sacrifice more marines.
Situation report 1 posted! - Page 76
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Andre
Slovenia3515 Posts
This is still doable but you'd need to sacrifice more marines. | ||
Perkins1752
Germany214 Posts
[x] changed damage on last used Terran unit [x] nerfed Protoss for the 15th time in a row [x] nerfed gamebraking Ultralisk damage vs buildings [x] cosmetically nerfed Tank damage What I would like to see [ ] Marauders fixed [ ] 5 Rax-Reaper balanced [ ] Zerg diversity and early game enhanced [ ] Mule overhauled | ||
VanGarde
Sweden755 Posts
On August 29 2010 02:46 Ryuu314 wrote: [/i]Did you play beta? If I remember correctly, people started using tanks regularly [i[before the splash change. Tanks had no significant buff or nerf whatsoever that edged them into the metagame. No I didn't play beta I just make up stuff arbitrarily hoping it fits. Yes ofcourse I played the beta thats why I brought it up, and no tanks were not widely used at all before the splash change. | ||
Apolo
Portugal1259 Posts
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WickedBit
United States343 Posts
@VanGarde - With the current approach tanks are still almost the same vs zerg with only hydras benefiting. The only race this benefits a lot is protoss who didn't have a problem with it anyway. I think the better approach is to give seige tanks good damage potential so that it evaporates a-move balls but a player with good micro can minimize some of the tank fire damage. | ||
eluv
United States1251 Posts
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Grummler
Germany743 Posts
On August 29 2010 03:01 WickedBit wrote: With the current approach tanks are still almost the same vs zerg with only hydras benefiting. I already posted this, but i will keep posting it as long as necessary: pre 1.1: splash shots needed to kill lings 100% 1 50% 2 25% 3 post 1.1: splash shots needed to kill lings 100% 1 50% 3 25% 5 Most splash will overlap. Therefore most lings will get killed due to splash, not because of direct fire. Thats why the tank nerv is huge. I mean, the splash area increases with its radius. So most unit will get hit by 25% splash, less with 50%, and only very few will suffer the full 100%. Sure there will be situations where a ling gets hit by 50% and then gets shot into its face, so it doesnt matter if the tank deals 35 or 50dmg. But even then there will be a whole bunch of surrounding lings who want that extra tank shot after patch 1.1 And i wonder why blizzard makes the coming patch changes already public, without releasing the patch itself. But maybe they want to include the other new features as well. | ||
Terrifyer
United States338 Posts
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ch4ppi
Germany802 Posts
and now they'll be pretty ineffective against hydras and stalkers as well Come on... there is sth between "Im gonna WTF pwn Stalker and Hydras" and "Oooh im ineffective" BC are very powerfull atm, I dont think they are overpowered in any means, because u suffer a lot to get to them. I think they will still be decent. Imo a nerf by 1 would have done enough | ||
lololol
5198 Posts
On August 29 2010 02:35 Newguy wrote: Does +1 armor change the numbers in the 50% and 25% splash radii? Only if exactly as much damage to kill the zergling is dealt at the same time, otherwise the armor makes no difference, since the zergling will regenerate a bit of hp, which is enough to make it die in 3 hits to 50% splash and 5 to 25% splash. | ||
YuMSc2
Switzerland104 Posts
According to this: http://sc2armory.com/game/protoss/units Zealots, Stalkers, and sentries are all armored units. Doesn't that mean seige tanks will perform the same as they used to in TvP? | ||
lololol
5198 Posts
On August 29 2010 03:43 rexyrex wrote: Hey sorry for being a noob but I just have a question concerning the seige tank nerf. According to this: http://sc2armory.com/game/protoss/units Zealots, Stalkers, and sentries are all armored units. Doesn't that mean seige tanks will perform the same as they used to in TvP? Only stalkers are armored, sentries and zealots are light. Having 0 or 1 armor does not mean a unit is/isn't armored. It's a separate attribute, which you can see in game from the help menu or when you select the unit. | ||
Icemind
Germany570 Posts
The one change i really dont like is the one to the battlecruisers. They already were a huge investment not only for fusion core but also for several additional starport with techlabs (which you need because otherwise its just gonna take ages to get a significant amount of them out) and that was ok. They also had a very specific role which was air to ground combat with some limited anti air capability against light air, beeing very slow as well they are escentially a bomber-unit. Thanks to their much lower damage against air units they dont stand a chance against most air superiority fighters, corrupters decimate them thanks to 2 base armor and high damage against massive and vikings just comfortably stay out of range sniping them down. Phoenixes are truely bad against them but you can just use void rays instead which destroy them as long as they dont get yamatoed and you can easily shut that down with some feedback. Now with the 20% damage nerf their role becomes kinda washed up. Yes they are still ok against ground armies with very weak anti air but in my opinion a more or less good unit is just not worth the large investment especially considering i can just get some banshees instead which are also a lot more mobile and suited for harassment if the opponent gets stronger anti air. I shure hope that change doesnt make it ... but well i will see | ||
knyttym
United States5797 Posts
On August 29 2010 02:46 Ryuu314 wrote: Did you play beta? If I remember correctly, people started using tanks regularly before the splash change. Tanks had no significant buff or nerf whatsoever that edged them into the metagame. Tanks weren't used that regularly until the splash change and they weren't a vital part of tvz until 2 supply roach nerf. | ||
Pking
Sweden142 Posts
On August 29 2010 02:36 SmoKim wrote: i would love these changes, don't think anyone would like to sacrifice a pylon/depot everytime they needed to scout Would you rather have to sacrifice 270-300 minerals for a scan? I'd say the scouting ability of the different races are different but each has their advantages. | ||
JudoChopper
England148 Posts
On August 29 2010 03:53 Pking wrote: Would you rather have to sacrifice 270-300 minerals for a scan? I'd say the scouting ability of the different races are different but each has their advantages. Yes yes yes! I would kill for the options of having scan/mule over any other race mechanic. | ||
BeMannerDuPenner
Germany5638 Posts
On August 29 2010 03:58 JudoChopper wrote: Yes yes yes! I would kill for the options of having scan/mule over any other race mechanic. i doubt you keep saying this once your playing without creep, queens, flying overlords,all production from hatch etc. cause all of that is related to those race mechanics. grass always so green eh? | ||
Comeh
United States18918 Posts
I'm not feeling to confident about this patch. While some of the changes are welcome, it doesn't address a lot of the problems with terran, IMO. And seriously, just add overkill to the tanks. Just do it -_-. | ||
Ascendant13
66 Posts
Zealot nerf is going to make 6-pool every harder to stop. And its going to increase the power of the marine-ghost strat. That tactic is already insanely powerful vs toss, and now the key unit we use to fight it, the zealot, has been nerfed? How about nerfing emp, and stim? Both of these need to cost more and come later in the game given their extreme impact. | ||
oxxo
988 Posts
Much better than the knee jerk overreaction buff/nerfs they did in WC3. | ||
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