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FuryX
Profile Joined April 2010
Australia495 Posts
August 29 2010 04:08 GMT
#1601
We need a hitler video for 1.1 patch.

"Everyone that can't 1A Move and win as Terran, LEAVE NOW!!!!"

Girls crying part "There there its ok, we still have marauders and stim"!
Ownos
Profile Joined July 2010
United States2147 Posts
August 29 2010 04:20 GMT
#1602
On August 29 2010 10:38 teamsolid wrote:
LOL Idra being interviewed after hearing about the upcoming patch.



On August 29 2010 12:49 FuryX wrote:
Idra finds out about 1.1 patch!


Every single terran's reaction to patch 1.1!

...deeper and deeper into the bowels of El Diablo
doffe
Profile Joined June 2010
Sweden636 Posts
August 29 2010 04:31 GMT
#1603
I have to adress the complaints about 6/7poolings zergs against toss, the zerg will as you say get 6 lings in your base before the zealot is out to block the choke right? Cant you just keep the zealot in the choke and let the probes deal with the lings. The amount of probes you have should with no problems deal with the zergs lings and even with some probekills the zergs eco is already so crippled due to the early pool so it should be quite even? I do not play toss and I never cheese so I cant really say that this is correct its more of a feeling. I just feel that since I can defend 6-7pools easily with my 13-14 pool as zerg its shouldnt be impossible for you aswell to deal with the first pairs of lings with your workers.
Disastorm
Profile Joined January 2008
United States922 Posts
August 29 2010 05:01 GMT
#1604
On August 29 2010 13:08 FuryX wrote:
We need a hitler video for 1.1 patch.

"Everyone that can't 1A Move and win as Terran, LEAVE NOW!!!!"

Girls crying part "There there its ok, we still have marauders and stim"!

I agree someone plz make a hitler vid.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
MythicalMage
Profile Joined May 2010
1360 Posts
Last Edited: 2010-08-29 05:10:07
August 29 2010 05:08 GMT
#1605
I HATE the tank change. I literally can't think of a scenario when I want tanks over marauders or higher tech (banshees, ravens, etc.)

EDIT: This isn't a balance complaint. This is a stylistic complaint, since they're taking out the core of the Terran army, currently.
DTown
Profile Blog Joined April 2010
United States428 Posts
August 29 2010 05:25 GMT
#1606
On August 29 2010 14:08 MythicalMage wrote:
I HATE the tank change. I literally can't think of a scenario when I want tanks over marauders or higher tech (banshees, ravens, etc.)

EDIT: This isn't a balance complaint. This is a stylistic complaint, since they're taking out the core of the Terran army, currently.

No, pretty sure your comment is still a balance complaint. Proven by you insisting that Blizzard is "taking out the core of the Terran army" when they are just modifying the role of an over-powered unit that was causing a lot of problems to make the game more strategically interesting.
MythicalMage
Profile Joined May 2010
1360 Posts
August 29 2010 05:42 GMT
#1607
On August 29 2010 14:25 DTown wrote:
Show nested quote +
On August 29 2010 14:08 MythicalMage wrote:
I HATE the tank change. I literally can't think of a scenario when I want tanks over marauders or higher tech (banshees, ravens, etc.)

EDIT: This isn't a balance complaint. This is a stylistic complaint, since they're taking out the core of the Terran army, currently.

No, pretty sure your comment is still a balance complaint. Proven by you insisting that Blizzard is "taking out the core of the Terran army" when they are just modifying the role of an over-powered unit that was causing a lot of problems to make the game more strategically interesting.

No, that's a style complaint. The game will be even more balanced, and I don't argue that. It just feels like this core unit is now useless. You can divide the playstyles of Terran into two categories: With tanks and without tanks. If you thought you saw a lot of reaper play in tournaments before, now it's pretty much the only option, as transitioning to tanks isn't really worth it anymore.

So my point is this. They aren't "modifying a role." They're making a strong unit close to useless. It'll be like back when beta started and no one used tanks. They might as well bring back the super roach.

Regardless, it doesn't effect balance negatively, just several entire playstyles.
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
August 29 2010 05:45 GMT
#1608
I'm glad for the zealot warpgate and reaper nerf, this will make things less cheesy.
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
MythicalMage
Profile Joined May 2010
1360 Posts
August 29 2010 05:48 GMT
#1609
On August 29 2010 14:45 Dionyseus wrote:
I'm glad for the zealot warpgate and reaper nerf, this will make things less cheesy.

Those weren't for cheese, really, and I think that was part of the problem. Mass reaper and 2 gate zealot are so easy to recover from into a standard midgame. They are at least less effective now.
DTown
Profile Blog Joined April 2010
United States428 Posts
August 29 2010 05:56 GMT
#1610

So my point is this. They aren't "modifying a role." They're making a strong unit close to useless.

All I can say is that I completely disagree with you. Of course neither of us knows anything until the patch actually goes live, but I am fairly confident a unit with 13-range splash damage is going to continue to be used, even if it was made slightly less effective against certain units. And if terrans actually do stop using them, then all the better because they will be doing so to their own detriment, and that means more wins for me.
MythicalMage
Profile Joined May 2010
1360 Posts
August 29 2010 05:57 GMT
#1611
On August 29 2010 14:56 DTown wrote:
Show nested quote +

So my point is this. They aren't "modifying a role." They're making a strong unit close to useless.

All I can say is that I completely disagree with you. Of course neither of us knows anything until the patch actually goes live, but I am fairly confident a unit with 13-range splash damage is going to continue to be used, even if it was made slightly less effective against certain units. And if terrans actually do stop using them, then all the better because they will be doing so to their own detriment, and that means more wins for me.

When is a tank more useful than a marauder or tech? Tanks aren't cheap. Maybe you're right. It just feels a tad extreme, especially in the PvT matchup as it seems to be all infantry all the time now, and this isn't helping that.
Mrbustanut
Profile Joined May 2010
121 Posts
August 29 2010 06:01 GMT
#1612
On August 29 2010 14:01 Disastorm wrote:
Show nested quote +
On August 29 2010 13:08 FuryX wrote:
We need a hitler video for 1.1 patch.

"Everyone that can't 1A Move and win as Terran, LEAVE NOW!!!!"

Girls crying part "There there its ok, we still have marauders and stim"!

I agree someone plz make a hitler vid.


I had forgotten about this video.

Doughboy
Profile Joined April 2010
United States721 Posts
August 29 2010 06:07 GMT
#1613
Ultra nerf made me laugh out loud.
"Don't be distracted by the what if's, should'ves, and if onlys. The one thing you choose yourself - THAT is the truth of your universe." Fav T: Sea, Leta, Really Fav P: Free, Snow Fav Z: ZerO, GGplay, Jaedong, Neo.G_Soulkey
pileopoop
Profile Blog Joined July 2010
Canada317 Posts
August 29 2010 06:15 GMT
#1614
On August 29 2010 15:07 Doughboy wrote:
Ultra nerf made me laugh out loud.


its a great buff
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2010-08-29 06:37:17
August 29 2010 06:35 GMT
#1615
OK, my insight.
Neither of these changes seem unreasonable or bad. Let me take a look at the state of the game right now.
Good things:
Nerfing the bunker, zealot, and reaper are very good moves, as it will allow more games to progress past 10 minute mark, Terrans will use openings beside reapers against Zerg.
3 powerful units got slightly weaker, which should sound good
Bad things
First and foremost, WTF, announcing a patch 2 weeks ahead? Now if there are any Ps which didnt 2 gate/proxy gate they will for sure. I'd say the same for reapers, but every single terran already does it in every single TvZ so np there.
The tank nerf did almost nothing. Everyone was raging about tanks, and Blizz says, it causes problems in all 3 matchups. Now, let's see:
TvT: tanks take more shots to kill: hellions, possibly marines taken into account splash/upgrades w/e. neither of these units are used in TvT by the time tanks come out. Nothing changes.
TvZ: Tanks take more shots to kill: Hydralisk. In my opinion, the weakest unit of the game, no problem if you disagree, that's not the point here. Tanks will still do excelent against Hydras, not that Hydras were ever a problem. Normal MMM balls even banshees or Thors are cost effective against Hydras. Yes the splash will be lower so some blings and lings will survive which now wouldnt but i dont feel that's enough. And tanks's "natural enemy" the ultras got nerfed... So ZvT: almost no effect:
TvP: now here, zealots are really happy, as they will be really good against tanks now, with charge reserached. In fact i think too good. I'm not a T nor a P, but from what i could tell almost every TvP recently was about big MMM balls, maybe some ghosts thrown in, sometimes banshees, and on certain maps tanks were popular, or even BCs came out. Now i think we wont see any BCs, the nerf isnt that critical, but i think it'll be enough to discourage teching so up for them. And the same goes for tanks, why invest in them when MM will be more cost effetive. Sure some will still use tanks, but i dont think they'll be that popular anymore, even though the nerf is really brief. I think i'll quit watchin TvPs soon after the patch, not that it's that much fun as it is now, but let's see.

I strongly disagree with the Ultra nerf, as i didnt feel they were OP, but if they were and need to be nerfed, at least they should have been fixed. Like the chasing bug, or the stupid pathfiniding. What the hell, just the huge size should be diminished for once.

And this took Blizzard more then a month? I'm not saying it's bad, but we'll get the next balance patch for Christmas i guess, and there are so many problems and issues right now.

Not to mention the maps, half of the map pool is terrible, and all the change they make is to add some rocks on DO? Seriously? I''m a bit dissapointed. And by a bit i mean a tone

PS: alos, if terrans are crying for this, they are ridiculous, the nerf was known to come, and all it does is to nerf a unit most of them werent using, nerf a rush which was clearly game braking, and worsen the Siege Tank in 1 matchup. + Z and P got some nerfs too.
I dont think Terrans could have got away more easily after a nerf, i strongly believe they are OP right now for a number of reasons which i wont discuss here.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2010-08-29 09:30:28
August 29 2010 08:57 GMT
#1616
On August 29 2010 14:42 MythicalMage wrote:
Show nested quote +
On August 29 2010 14:25 DTown wrote:
On August 29 2010 14:08 MythicalMage wrote:
I HATE the tank change. I literally can't think of a scenario when I want tanks over marauders or higher tech (banshees, ravens, etc.)

EDIT: This isn't a balance complaint. This is a stylistic complaint, since they're taking out the core of the Terran army, currently.

No, pretty sure your comment is still a balance complaint. Proven by you insisting that Blizzard is "taking out the core of the Terran army" when they are just modifying the role of an over-powered unit that was causing a lot of problems to make the game more strategically interesting.

No, that's a style complaint. The game will be even more balanced, and I don't argue that. It just feels like this core unit is now useless. You can divide the playstyles of Terran into two categories: With tanks and without tanks. If you thought you saw a lot of reaper play in tournaments before, now it's pretty much the only option, as transitioning to tanks isn't really worth it anymore.

So my point is this. They aren't "modifying a role." They're making a strong unit close to useless. It'll be like back when beta started and no one used tanks. They might as well bring back the super roach.

Regardless, it doesn't effect balance negatively, just several entire playstyles.


Core unit useless......
Lets go over the units this will affect.
All armored units will take the same damage.
This includes: roach, stalker, immortal, ultra, infestor, marauder, tanks, thors, vikings, and collosus.

Therefore the units this "nerf" will affect are the following:
sentry (which will still die in 2 hits [splash]), templar (same as sentry), Dt (usually die really fast if you can see them), zergling (will still die in 1 hit), baneling (see zergling), marine (see zergling), and reaper (see zergling).

Other units affected (quite possibly the only ones the change will affect)
Hydra, ghost, zealot.
These are the only units that will need to take a noticeably larger amount of hits to kill than previously was needed.
How is this making the tank useless before tanks reached critical mass you wanted hellions for the zealots. Ghosts won't work to well unless you are trying pdds or trying to nuke advance but if your ghost can be attacked well you already did something wrong (and news flash how can a mirror match be imba in the first place not that anyone has said this yet). Hydra this will probably be the only unit significantly affected by said change.


Edit: Im sorry I forgot to add the hellion but like that will make a difference I mean hellions still wont be able to kill tanks.
"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
SeaSmoke
Profile Joined July 2010
United States326 Posts
August 29 2010 09:18 GMT
#1617
I'd love to have a "useless" unit that does 35+15 with insane splash and smart targeting. Oh yeah, maybe have it shoot like a freaking tommy gun when in tank mode too please....
ooni
Profile Blog Joined March 2010
Australia1498 Posts
Last Edited: 2010-08-29 09:23:01
August 29 2010 09:19 GMT
#1618
On August 29 2010 11:23 Black Gun wrote:
Show nested quote +
On August 29 2010 11:10 kickinhead wrote:
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...





no one claims mmm would be op once u have chargelots and storms out. (although 4 or 8 marauder drops still are ridiculous at nexus sniping, but w/e.)

what is imba in tvp atm is the timing window when the terran has a big bio ball of marines and tons of marauders with concussive shell and stim while the toss does not have chargelots/clossi with range/storms out. during this timing window, they have absolute and undisputed mapcontrol which can be used to safely expand while the toss is contained to onebase play. the imbalance during this timing window is so huge that they dont even have to produce any hard to maintain it. if he was pumping lots of marauders by then, e.g. after going 3 rax, the only thing preventing us tosses from dying instantly and every single time to it are forcefields on the ramp. but this only delays the death against competent Ts as they are gonna roll u with the macro from a 2 to 1 base advantage.

vrs arent viable on every map/every starting location, so no general answer to this problem.

Let's look at it this way...
Back to the past once we all knew as SC1

Dragoons were good against all barrack units~ well not really very good against marines
Dragoons had this timing window where they have absolute and undisputed mapcontrol
So now... Terran has to wait for his first siege tanks to hold off the protoss... Tanks had to get range upgrade *cough* I mean get siege mode
Of course you would need to block off the choke with forcefields, oops, I mean supply depots and rax.

In SC2, the roles of T and P have reversed.
Marauders are very good against all gateway units, not very good against zealots but still good with slow.
So Dragoons have stim and slow, and the siegetank can move and climbs up and down cliffs.

As for 2 base v 1 base advantage, I'm not sure what you are talking about. When I play terran it's almost never safe to expand unless toss expands. The exception would be either the toss is much worse or made a stupid mistake. Or toss doesn't go fast collosus and I marine rax expand. I have yet to see a person who can defend against a 4 gate all-in or 3 gate immortal all-in with marauder expo without being ahead.
Hi!
Ownos
Profile Joined July 2010
United States2147 Posts
August 29 2010 09:27 GMT
#1619
On August 29 2010 17:57 terranghost wrote:
Show nested quote +
On August 29 2010 14:42 MythicalMage wrote:
On August 29 2010 14:25 DTown wrote:
On August 29 2010 14:08 MythicalMage wrote:
I HATE the tank change. I literally can't think of a scenario when I want tanks over marauders or higher tech (banshees, ravens, etc.)

EDIT: This isn't a balance complaint. This is a stylistic complaint, since they're taking out the core of the Terran army, currently.

No, pretty sure your comment is still a balance complaint. Proven by you insisting that Blizzard is "taking out the core of the Terran army" when they are just modifying the role of an over-powered unit that was causing a lot of problems to make the game more strategically interesting.

No, that's a style complaint. The game will be even more balanced, and I don't argue that. It just feels like this core unit is now useless. You can divide the playstyles of Terran into two categories: With tanks and without tanks. If you thought you saw a lot of reaper play in tournaments before, now it's pretty much the only option, as transitioning to tanks isn't really worth it anymore.

So my point is this. They aren't "modifying a role." They're making a strong unit close to useless. It'll be like back when beta started and no one used tanks. They might as well bring back the super roach.

Regardless, it doesn't effect balance negatively, just several entire playstyles.


Core unit useless......
Lets go over the units this will affect.
All armored units will take the same damage.
This includes: roach, stalker, immortal, ultra, infestor, marauder, tanks, thors, vikings, and collosus.

Therefore the units this "nerf" will affect are the following:
sentry (which will still die in 2 hits [splash]), templar (same as sentry), Dt (usually die really fast if you can see them), zergling (will still die in 1 hit), baneling (see zergling), marine (see zergling), and reaper (see zergling).

Other units affected (quite possibly the only ones the change will affect)
Hydra, ghost, zealot.
These are the only units that will need to take a noticeably larger amount of hits to kill than previously was needed.
How is this making the tank useless before tanks reached critical mass you wanted hellions for the zealots. Ghosts won't work to well unless you are trying pdds or trying to nuke advance but if your ghost can be attacked well you already did something wrong (and news flash how can a mirror match be imba in the first place not that anyone has said this yet). Hydra this will probably be the only unit significantly affected by said change.


You're math is awful for 1 thing. Sentries will die to a direct tank shot in 3 hits. A unit surviving an extra shot or two not a big deal? It's a huge deal. What the heck are those armor/weapon upgrades for in the game? Do you not take them because a lot of them only allow you to kill some units in 1 less shot or no change at all (most notably weapons level 1 for zealots to 2 shot lings).

Then there is the reduced splash damage as well. 35 splashed is not quite as good as 50 splashed.

Everyone saying terran will just use MMM more. Have you thought that terrans use tanks along with MMM also? If they use nothing but MMM and no tanks that's actually easier for me to deal with.
...deeper and deeper into the bowels of El Diablo
Nilrem
Profile Blog Joined February 2009
United States3684 Posts
August 29 2010 09:34 GMT
#1620
I think the Zealot bit was nice in allowing Zerg to have more potential then simply going heavy lings while protoss are able to expand. They will always be behind mid-game primarily because of the sheer investment in holding off 2-gate. Problem now is what to do with Terran. This change helps with PvP since it potentially will move away from the overly used 4-gate build and allow for various other builds to be used. So in terms of PvP and PvZ, I think it is fair. Problem lies with Terran. The tank change allows for (c)Zealots to be more effective mid-game against tanks. But, getting to that mid-game is difficult with the change making MMG even more deadly. If you strip away Terran from the equation, it works. So what ultimately requires changing is terran at this point. To compliment the changes from Protoss, it is imperative for Terran to be altered as well. Otherwise, terran will continue to stand at the top.
Meepo Haters gonna Hate. https://twitter.com/KazeNilrem (@KazeNilrem)
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