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Situation report 1 posted! - Page 79

Forum Index > SC2 General
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Prev 1 77 78 79 80 81 101 Next
terranghost
Profile Joined May 2010
United States980 Posts
August 29 2010 01:26 GMT
#1561
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.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2010-08-29 01:28:19
August 29 2010 01:27 GMT
#1562
On August 29 2010 09:57 SilentCrono wrote:
Show nested quote +
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.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
DTown
Profile Blog Joined April 2010
United States428 Posts
Last Edited: 2010-08-29 01:33:49
August 29 2010 01:33 GMT
#1563

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...?
teamsolid
Profile Joined October 2007
Canada3668 Posts
August 29 2010 01:38 GMT
#1564
LOL Idra being interviewed after hearing about the upcoming patch.

jamvng
Profile Joined October 2008
Canada244 Posts
August 29 2010 01:40 GMT
#1565
On August 29 2010 09:10 avilo wrote:
Show nested quote +
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.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
August 29 2010 01:41 GMT
#1566
On August 29 2010 10:33 DTown wrote:
Show nested quote +

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?....
https://soundcloud.com/thesamplethief
Highways
Profile Joined July 2005
Australia6103 Posts
August 29 2010 01:41 GMT
#1567
I still think Marauders need to be nerfed. They are the worst unit in SC2, every matchup turns into a MMM spam because of this.

Making warpgate cooldown longer makes it even harder to defend the marauder pushes.
#1 Terran hater
DTown
Profile Blog Joined April 2010
United States428 Posts
August 29 2010 01:42 GMT
#1568
On August 29 2010 10:41 kickinhead wrote:
Show nested quote +
On August 29 2010 10:33 DTown wrote:

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.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-08-29 01:43:46
August 29 2010 01:43 GMT
#1569
On August 29 2010 10:41 Highways wrote:
Making warpgate cooldown longer makes it even harder to defend the marauder pushes.


warpgates r imho still too effective... rly, ho the hell hines about warpgates being too weak?
https://soundcloud.com/thesamplethief
mesohawny
Profile Blog Joined May 2010
Canada193 Posts
August 29 2010 01:44 GMT
#1570
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.
love you long time
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-08-29 01:46:22
August 29 2010 01:45 GMT
#1571
On August 29 2010 10:42 DTown wrote:
Show nested quote +
On August 29 2010 10:41 kickinhead wrote:
On August 29 2010 10:33 DTown wrote:

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...
https://soundcloud.com/thesamplethief
BadManner
Profile Joined July 2010
71 Posts
August 29 2010 01:51 GMT
#1572
On August 29 2010 10:38 teamsolid wrote:
LOL Idra being interviewed after hearing about the upcoming patch.

http://www.youtube.com/watch?v=pHG40AdYfJ0


LOL
DooMDash
Profile Joined May 2010
United States1015 Posts
August 29 2010 01:51 GMT
#1573
I think Protoss in general will be useless to get tanks against for most part.
S1 3500+ Master T. S2 1600+ Master T.
Scope
Profile Joined February 2009
Sweden147 Posts
August 29 2010 01:55 GMT
#1574
On August 29 2010 10:45 kickinhead wrote:
Show nested quote +
On August 29 2010 10:42 DTown wrote:
On August 29 2010 10:41 kickinhead wrote:
On August 29 2010 10:33 DTown wrote:

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?
I think therefore I win
DooMDash
Profile Joined May 2010
United States1015 Posts
August 29 2010 01:58 GMT
#1575
On August 29 2010 10:55 Scope wrote:
Show nested quote +
On August 29 2010 10:45 kickinhead wrote:
On August 29 2010 10:42 DTown wrote:
On August 29 2010 10:41 kickinhead wrote:
On August 29 2010 10:33 DTown wrote:

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 ).
S1 3500+ Master T. S2 1600+ Master T.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
August 29 2010 01:59 GMT
#1576
On August 29 2010 10:55 Scope wrote:
Show nested quote +
On August 29 2010 10:45 kickinhead wrote:
On August 29 2010 10:42 DTown wrote:
On August 29 2010 10:41 kickinhead wrote:
On August 29 2010 10:33 DTown wrote:

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?


Yepp...

But T still has Hellions! ^^'
https://soundcloud.com/thesamplethief
ziteNiA
Profile Joined April 2010
Sweden73 Posts
August 29 2010 02:04 GMT
#1577
OH good nerf MMM
Day9 for President
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-08-29 02:10:48
August 29 2010 02:10 GMT
#1578
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.
https://soundcloud.com/thesamplethief
Mohdoo
Profile Joined August 2007
United States15684 Posts
August 29 2010 02:15 GMT
#1579
On August 29 2010 10:43 kickinhead wrote:
Show nested quote +
On August 29 2010 10:41 Highways wrote:
Making warpgate cooldown longer makes it even harder to defend the marauder pushes.


warpgates r imho still too effective... rly, ho the hell hines about warpgates being too weak?

Great logic. If it isn't too weak, it must be OP.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
August 29 2010 02:17 GMT
#1580
On August 29 2010 11:15 Mohdoo wrote:
Show nested quote +
On August 29 2010 10:43 kickinhead wrote:
On August 29 2010 10:41 Highways wrote:
Making warpgate cooldown longer makes it even harder to defend the marauder pushes.


warpgates r imho still too effective... rly, ho the hell hines about warpgates being too weak?

Great logic. If it isn't too weak, it must be OP.


noone said that...
https://soundcloud.com/thesamplethief
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