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Situation report 1 posted! - Page 9

Forum Index > SC2 General
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Meta
Profile Blog Joined June 2003
United States6225 Posts
August 27 2010 17:44 GMT
#161
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?
good vibes only
Parodoxx
Profile Joined May 2010
United States549 Posts
August 27 2010 17:44 GMT
#162
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.
HalfAmazing
Profile Joined May 2008
Netherlands402 Posts
August 27 2010 17:44 GMT
#163
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.
You can figure out the other half.
Achilles
Profile Joined August 2010
Canada385 Posts
August 27 2010 17:44 GMT
#164
zealot nerf is just silly. and ultralisk nerf is confusing. thank fuck for the reaper nerf tho holy shit :X
[rS]Gluske // http://www.rsgaming.com // Troku[tC]
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
August 27 2010 17:45 GMT
#165
Terrible terrible damage syndrome is being nerfed in every patch.

Early marauder rush will dominate TvP
Its grack
Spawkuring
Profile Joined July 2008
United States755 Posts
August 27 2010 17:45 GMT
#166
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.
ltortoise
Profile Joined August 2010
633 Posts
August 27 2010 17:45 GMT
#167
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?
Aegeis
Profile Blog Joined April 2010
United States1619 Posts
August 27 2010 17:45 GMT
#168
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
"Skills to pay the bills" - Artosis, https://twitter.com/AegeisSC2 ,http://www.tumblr.com/blog/socal-esports
knyttym
Profile Blog Joined December 2006
United States5797 Posts
August 27 2010 17:46 GMT
#169
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.
Arco
Profile Joined September 2009
United States2090 Posts
August 27 2010 17:46 GMT
#170
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!

summerloud
Profile Joined March 2010
Austria1201 Posts
August 27 2010 17:46 GMT
#171
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

Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
August 27 2010 17:47 GMT
#172
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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
August 27 2010 17:47 GMT
#173
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.
God Bless
YunhOLee
Profile Blog Joined April 2005
Canada2470 Posts
August 27 2010 17:47 GMT
#174
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..
Live it, love it, play it, kill it. JulyZerg and IPXZerg greatest TL.net fan
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
August 27 2010 17:47 GMT
#175
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.
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
tyrless
Profile Joined July 2010
United States485 Posts
August 27 2010 17:47 GMT
#176
They overreacted on the tank and BC nerfs, otherwise sensible changes.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
Last Edited: 2010-08-27 17:50:41
August 27 2010 17:47 GMT
#177
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...
Gescom
Profile Joined February 2010
Canada3509 Posts
August 27 2010 17:48 GMT
#178
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.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
August 27 2010 17:48 GMT
#179
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.
Jaedong <3 HOOK'EM HORNS!
Defrag
Profile Joined February 2010
Poland414 Posts
August 27 2010 17:48 GMT
#180
If im reading this correctly, big Ultralisk nerf and no proposed zerg buffs? what the hell?
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