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On August 28 2010 02:13 KingRajesh wrote: Blizzard being Blizzard unfortunately, it's not the fact that siege tanks hit REALLY hard, it's the fact that you can make a line of them, and the corresponding splash damage plus them all firing at the same time destroys units. And also, what set of light, unarmored units do Zerg have to "perform better against siege tanks"? The Zergling?
Bunker build time needs to be 40 seconds IMO.
Zerglings, Marines, Hydralisks, DT's??
Are there any others? lol. Infestors?
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Umm wait zerg QQs about mech for about a month then 1 tourney with reapers being used a lot and that gets the attention...... further more this zealot nerf......ok zealots are strong and they are strong against zerg so maybe just maybe the could use a build time increase but warpgates effects every unit and 5 sec longer to make a unit throughout a 20min game turns out to be a shit ton of units. I dont feel they addressed anything with terran that was making them feel OP, early rushes in TVP are just going to be so strong.
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This is laughable. Blizzard is ignorant of how their own game works. Increased bunker and Reaper build time, fine. Nerfing BATTLECRUISERS? REALLY? Nerfing TANKS, REALLY? Typical Blizzard stupidity where the OBVIOUS problem is the marauder (it ruins TvP and TvT), so they nerf everything BUT the marauder? This is so fucking aggravating.
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zealot nerf is just silly. and ultralisk nerf is confusing. thank fuck for the reaper nerf tho holy shit :X
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Terrible terrible damage syndrome is being nerfed in every patch.
Early marauder rush will dominate TvP
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On August 28 2010 02:44 Parodoxx wrote: Umm wait zerg QQs about mech for about a month then 1 tourney with reapers being used a lot and that gets the attention...... further more this zealot nerf......ok zealots are strong and they are strong against zerg so maybe just maybe the could use a build time increase but warpgates effects every unit and 5 sec longer to make a unit throughout a 20min game turns out to be a shit ton of units. I dont feel they addressed anything with terran that was making them feel OP, early rushes in TVP are just going to be so strong.
The reaper nerf was a long time coming. In fact, what reapers really need is a redesign. It's annoying how reapers are only useful in the early game, yet they also completely dictate the early metagame because the opponent always has to go a specific build to fend them off.
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On August 28 2010 02:41 VirtuallyLost wrote: Everyone know this was coming...
Another thing I'd like to mention is now that siege tanks do 35 + 15 to armored, while zerglings have 35 hp. It seems now getting a +1 Carapace upgrade is now extremely important, making tanks 2 hit zerglings. Zergs, i think, now has an opportunity to timing attack the terran, with +1 Carapace upgrade, while the terran is still researching +1 Attack for vehicles.
Expect to see terrans to rush to armory to get that +1 Vehicles upgrade in all games if they decide to go mech.
Eh...This doesn't seem like a huge deal to me. Who doesn't have marines around their tanks. So your zerglings run in with 1hp and instantly die to my marine ball?
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On August 28 2010 02:10 NuKedUFirst wrote: Edit: Lol.. No zerg buffs, just nerfs for terran, zerg and protoss.
If it brings balance who cares
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They seemed to address quite a few core issues but I don't see anything that affects zvz, the biggest shit-fest in the game. They mentioned reapers, tank ownage, and ultra rape. I'm eager to see how they go about that since roaches is going to be at the heart of that change.
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Really glad about zealot/warpgate nerfs. PvP is retarded.
Also really glad about Siege Tank tweak/nerf and BC nerf.
Siege Tank "tweak" is nice, zealot lines wont melt instantly, and I'm sure it has some benefit to Hydras ZvT.
BCs do wayyy too good against ground and add insult to injury by just yamoting stalkers and stuff. Not fun.
Reaper/Bunker is overdue thanks to Morrow/Dimaga for getting it nerfed. 
Not sure how I feel about the Ultra change. The tweak to make building killing is welcomed (buggy unit), but at least the damage nerf isn't HUGE. They do very well against Protoss though!
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what a fucking joke. no rauder nerf, no voidray nerf. voidrays make 3on3s and 4on4s downright silly, and rauders have been a joke ever since the beta started
and i guess zerg is allowed to FE vs toss again now
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On August 28 2010 02:35 Thunderflesh wrote: 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?
how can you go 10 gate if you plan to go 12-13 gate it not like when you scout at 12-13 or baybe 9(if you scout after the pylon, and that mean you stop building probe until you see) because u'll get more that 10 probe when you get your probe in or even later on 4 player maps
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Roffles
Pitcairn19291 Posts
On August 28 2010 02:45 ltortoise wrote:Show nested quote +On August 28 2010 02:41 VirtuallyLost wrote: Everyone know this was coming...
Another thing I'd like to mention is now that siege tanks do 35 + 15 to armored, while zerglings have 35 hp. It seems now getting a +1 Carapace upgrade is now extremely important, making tanks 2 hit zerglings. Zergs, i think, now has an opportunity to timing attack the terran, with +1 Carapace upgrade, while the terran is still researching +1 Attack for vehicles.
Expect to see terrans to rush to armory to get that +1 Vehicles upgrade in all games if they decide to go mech. Eh...This doesn't seem like a huge deal to me. Who doesn't have marines around their tanks. So your zerglings run in with 1hp and instantly die to my marine ball? Your marine ball now attacks some of my zerglings instead of directly killing my other shit. One or two volleys from marines is one or two volleys from my other units (Mutas/Hydras/Roaches), and that makes all the difference in some engagements.
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i really don't think that the build time on reapers nerf will change that much to the TvZ matchup, their problem is their movespeed when they have their upgraded nitropacks..
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I like the changes besides the zealot nerf. I think the reason for zealots being this strong in early game is not a matter of zalot build time but rather a matter of too short rush distances on some maps. Proxies should be scouted to stop them and can set a player behind if they dont work, so thats not a deal imo. As mentioned before, a fast terran push will be too hard to stop. So I think it is not fair to make it easier for Z to stop a P push and at the same time make it harder for P to stop a T push. Its not that protoss is OP, but the zealot is a very basic unit in the game and changing it can cause alot of other ballance problems.
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They overreacted on the tank and BC nerfs, otherwise sensible changes.
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Ultralisk damage decrease seems reasonable, considering how ridiculous they could be in the right circumstances. But i would have liked to see some kind of buff as well, like reducing the buildtime. Right now if you lose your army, even if you have money enough to instantly get up to 200 supply again the ultras take too long to pop out so you still die ~~
On August 28 2010 02:47 YunhOLee wrote: i really don't think that the build time on reapers nerf will change that much to the TvZ matchup, their problem is their movespeed when they have their upgraded nitropacks.. what.. it will make a significant difference, will probably still be a viable strat but not nearly as OP as it is now. Oh and i wonder if banelings will be too powerful against terran now...
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Funny thought on roaches, they're pretty heavily underused right now, and I feel like with a nerf to 2 gate openings and siege tanks doing less damage against light, I think they'll be used pretty much only against a hellion composition. Odd.
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On August 28 2010 02:45 ltortoise wrote:Show nested quote +On August 28 2010 02:41 VirtuallyLost wrote: Everyone know this was coming...
Another thing I'd like to mention is now that siege tanks do 35 + 15 to armored, while zerglings have 35 hp. It seems now getting a +1 Carapace upgrade is now extremely important, making tanks 2 hit zerglings. Zergs, i think, now has an opportunity to timing attack the terran, with +1 Carapace upgrade, while the terran is still researching +1 Attack for vehicles.
Expect to see terrans to rush to armory to get that +1 Vehicles upgrade in all games if they decide to go mech. Eh...This doesn't seem like a huge deal to me. Who doesn't have marines around their tanks. So your zerglings run in with 1hp and instantly die to my marine ball? Well, this means all your marines have to waste an additional shot on the zerglings that most likely outnumber. This gives Zerg's hydra/muta/whatever more time to deal damage without suffering damage.
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If im reading this correctly, big Ultralisk nerf and no proposed zerg buffs? what the hell?
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