On August 28 2010 02:11 ]Grey[ wrote: These all seem like pretty solid changes. Their reasoning for the zealot change is a bit odd though. Were proxy gateways particularly hard to hold off as Terran? They seemed pretty ineffective against Zerg, from my experience, at least.
All you needed was a bunker and you were fine.
As for the tank nerf I remember way back in beta when all this omg tanks are OP started me and other people suggested that the best way to change the tank would be to change the damage from 60 to 20+40armored (or other variations of that)
This makes the tank good at what its supposed to be good against so on and so forth.
Its a very brood warish change as tanks in BW did 35 to light and 70 to everything else.
I would of however liked to see 30 +20 armored instead because this would allow banelings to survive more hits but whatever I just play the game.
On August 29 2010 08:16 Shroud wrote: not one terran in MLG top 3
top 4 actually. the top 8 players consisted of one terran player and seven protoss players. this is kind of important to all the protoss players who QQ about T being OP in TvP
Shame on you for being wrong >:O 1st: HuK - $2500 2nd: KiWiKaKi - $1500 3rd: Socke - $1000 4th: LastShadow - $700 Terran 5th: SjoW - $500 Terran 6th: CauthonLuck -$350 Terran 7th: SeleCT- $250 Terran 8th: TTOne - $200
But seriously, I think 40 + 10 would be ok.. but 35 +15 is a little too far. Maybe the siege tank should be 10 dmg/per shot with 5 attacks, so 50dmg in total that way it kills immortals.
But seriously, I think 40 + 10 would be ok.. but 35 +15 is a little too far. Maybe the siege tank should be 10 dmg/per shot with 5 attacks, so 50dmg in total that way it kills immortals.
So you want sieged tanks to be super-effective against the exact unit which is essentially designed to counter tanks...?
On August 29 2010 08:48 {ToT}ColmA wrote: just hoping that aint all changes to terran cause if this goes live we will probably see some more bio play every game and i dont think this will be enjoyable.
same. I think they really now are trying hard to break SC2. SC BW and SC2 are pretty dynamic, but they want you to purposely have to rock-paper-scissors make a unit to counter another unit. And if you have the wrong unit in any situation, it's worthless and you will be at a severe disadvantage. Sounds like a CnC game to me.
with the tank nerf I can't see every TvT now not being mass marine/marauder. There was quite a bit of depth in positioning your tanks and sieging b4 engagements. They're trying to make it all too easier to 1TA to victory...especially in TvT.
I don't see why blizzard is trying to force play styles on people with these patch changes. They basically are saying they do not want tank style ala SC1, but they don't want it to be pure bio either...but when the most effective units end up being marauders/marines it's gonna end up with tanks being obsolete tvt. dunno...
and what i mean by dynamic as most of us here know...in SC1, if you have a lot of vultures and your opponent happens to have a lot of dragoons...your money in vultures is not actually wasted. You can come out on top depending on how you surround/micro mines.
in SC2...if you have a lot of hellions and they have a lot of stalkers...you lose. lol. stuff like that.
I don't get how the tank nerf makes tanks that much worse in TvT and TvP. They only affect marines and zealots. Marines will still suck against tanks with the splash in TvT (Maurauders will still be the better unit to get against tanks). Tanks still do the same amount of damage against Maurauders. So it doesnt really change TvT.
TvP, hellions own zealots. It's not like it's just tanks vs zealots. You'll have other units; ie bio, hellions, etc. Tanks still own any other ground unit that protoss can throw out. The only unit that is affected is vs Zealots. I don't see how it's that big of a change. It makes the tanks less "OP" in mid late game when a bunch of tanks kill any ground unit.
But seriously, I think 40 + 10 would be ok.. but 35 +15 is a little too far. Maybe the siege tank should be 10 dmg/per shot with 5 attacks, so 50dmg in total that way it kills immortals.
So you want sieged tanks to be super-effective against the exact unit which is essentially designed to counter tanks...?
But seriously, I think 40 + 10 would be ok.. but 35 +15 is a little too far. Maybe the siege tank should be 10 dmg/per shot with 5 attacks, so 50dmg in total that way it kills immortals.
So you want sieged tanks to be super-effective against the exact unit which is essentially designed to counter tanks...?
...which is?....
Immortals are specifically designed to counter siege tanks.
On August 29 2010 08:16 Shroud wrote: The first siege tank Nerf from 60 to 50, fair enough. To lower the damage even further, perhaps its needed, but this whole +armored is really bothersome to me... Lets say I hit an armored unit, so 50 damage, fine... but will the splash be starting at 50 and decreasing along the radius... or will splash be capped at the new lower damage level. What if I hit a light unit, will my splash be that much worse? Lower siege tank damage, fine.... but don't make it the +armored...
Nerf the tanks to whatever they need to be, but I think there cost for damage output is gonna be silly. I use tanks for their purpose already, artillery support... usually don't need more then 4-5 at the most to supplement my army... now I need to get more...
With regards to timing increases. Goodbye 4 gate, hello 5 gate... more more rax. etc...
BC and ultra changes... what? tier 3 too good for the money.... but what about all that time investment.
And to everyone still QQing about terrans bio or tank nerf not enough, etc: + Show Spoiler +
not one terran in MLG top 3
thats the problem sir, terrans only need 4-5 unupgraded tanks to totally decimate ANYTHING on the ground... its pretty retarded, theyre waaaay too strong, they'll still be amazing, you'll just need to get a couple more and a +1 upgrade.
But seriously, I think 40 + 10 would be ok.. but 35 +15 is a little too far. Maybe the siege tank should be 10 dmg/per shot with 5 attacks, so 50dmg in total that way it kills immortals.
So you want sieged tanks to be super-effective against the exact unit which is essentially designed to counter tanks...?
...which is?....
Immortals are specifically designed to counter siege tanks.
zealots in patch 1.1 will pwn tnks so hard no1 will even think about making immos...
But seriously, I think 40 + 10 would be ok.. but 35 +15 is a little too far. Maybe the siege tank should be 10 dmg/per shot with 5 attacks, so 50dmg in total that way it kills immortals.
So you want sieged tanks to be super-effective against the exact unit which is essentially designed to counter tanks...?
...which is?....
Immortals are specifically designed to counter siege tanks.
zealots in patch 1.1 will pwn tnks so hard no1 will even think about making immos...
But seriously, I think 40 + 10 would be ok.. but 35 +15 is a little too far. Maybe the siege tank should be 10 dmg/per shot with 5 attacks, so 50dmg in total that way it kills immortals.
So you want sieged tanks to be super-effective against the exact unit which is essentially designed to counter tanks...?
...which is?....
Immortals are specifically designed to counter siege tanks.
zealots in patch 1.1 will pwn tnks so hard no1 will even think about making immos...
Like in BW you mean?
Yeah but they already had an excellent tank counter ( beyond excellent ).
But seriously, I think 40 + 10 would be ok.. but 35 +15 is a little too far. Maybe the siege tank should be 10 dmg/per shot with 5 attacks, so 50dmg in total that way it kills immortals.
So you want sieged tanks to be super-effective against the exact unit which is essentially designed to counter tanks...?
...which is?....
Immortals are specifically designed to counter siege tanks.
zealots in patch 1.1 will pwn tnks so hard no1 will even think about making immos...
On August 29 2010 11:04 ziteNiA wrote: OH good nerf MMM
Why?
bio is balanced in tvz and prooss rapes bio with speedlots and storm... Don't whine about balance when protoss is simply playing stupid...
I mean: 1-base all-in's and Collossi almost every game? Don't you realize that this Build is pretty bad? Try playing an economic game and get into the lategame for a good Speedlot/Archon/HT-Army that TOTALLY DESTROYS Terran Bio...
Terran won't continue to play Bio when Protoss starts making Economic Builds that get into the lategame.