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Situation report 1 posted! - Page 96

Forum Index > SC2 General
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StupidFatHobbit
Profile Joined May 2010
United States98 Posts
September 04 2010 20:57 GMT
#1901
Yeah they basically said they didn't want it to be a "freebie" at lair tech when if anything it should be an automatic completely free upgrade at lair tech with the current game situation.

Everyone's gonna be a Terran player unless they address the real issues with the game.
An expert is someone whose made all the possible mistakes there are to make in a very narrow field.
Apolo
Profile Joined May 2010
Portugal1259 Posts
September 04 2010 21:08 GMT
#1902
I find T race much more fun to watch in Broodwar than now. Marauders just kill all the pleasure of watching. I'd rather terran was still using marines and tanks than mostly marauders.

I'd like also to see more immortals late game, perhaps increasing their HP but reducing their ridiculous bonus vs armored, making them more useful in a larger variety of situations and not only as a hard-counter to armored.

Unfortunately the time issue of the game being new is valid, but still blizzard could use their heads a bit and see that with time or not time, some units will almost never be used in certain situations, and try to change that so we can see a larger variety of units being used.

Also, the hard-counter thingy brings another trouble which is that players can't chose what to do. If they want to be sucessful they will have to use a specific unit to counter, they can't chose. Colossus on the field? I'll have to vikings or corruptors. Roaches or marauders early game? I'll have to make immortals. And so on. If things were a bit less defined, perhaps we would see more choice presented to players, which would in turn make it more pleasurable to watch.
Acritter
Profile Joined August 2010
Syria7637 Posts
September 04 2010 22:25 GMT
#1903
I've always thought that Armored buildings were a really, really bad idea. Buildings just shouldn't die that fast. Static defense got much weaker, and aggression got much stronger. It's currently stupidly difficult to defend against drop play, with stimmed Marauders killing tech structures and expansions so quickly that serious damage is dealt before a response can physically get there. Immortal play could theoretically get the same results on a smaller scale, but Marauders alone make unarmored buildings a must. They also give Terran an advantage in breaking rocks, but that's a minor issue. I'm pretty sure that Marauders with no bonus to buildings would be tough, but reasonable to handle. Unarmored buildings, a nerf to Marauder health, a nerf to stimmed speed, or a nerf to damage would all fix (or mostly fix) the Marauder, but as is, it's just too strong.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
TheHuHu
Profile Joined August 2010
15 Posts
September 04 2010 23:07 GMT
#1904
On September 02 2010 23:13 italiangymnast wrote:
Show nested quote +
On September 02 2010 08:40 TheHuHu wrote:
Correct me if I'm wrong, but all Terran has to do in the new patch is to get +1 vehicle upgrades, which they almost always do, and they will start 2 shotting Zerglings / Hydralisks like they always have? So we are just left with a balance patch that is basically +5 to Reapers and +5 to Bunkers and....it's all balanced? PUHHHHHLEEAAZZZEE.



learn to get carapace upgrades (WHICH ZERG ALMOST ALWAYS DO ANYWAY) and you wont get two shot.
PUHHHHHLEEAAZZZEE stop the QQing


Holy moly, you're dumb ROFL. You think +1 Vehicle Upgrade is +1 damage for tanks or something? LOL.
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
September 05 2010 00:17 GMT
#1905
On September 05 2010 04:49 me_viet wrote:
Show nested quote +
On September 01 2010 13:21 DeCoup wrote:
On September 01 2010 08:21 TheHuHu wrote:
The +5 second time on Reapers is atrocious. How about making it more than 50/50 for speed upgrade? Marauder's 50/50 upgrade for shells is so retarded as well.

Zealots speed upgrade cost 200/200 in tier 2 stages and is a cooldown ability. HUH? WHAT? I don't even play Protoss and that's retarded.

Make both upgrades for Reapers 100/100 and 125/125 for Marauders and we're almost even.

The point of 50/50 upgrades is to create a time delay before the unit has its increased power, not to give a real cost vs reward decision. It also effects the way you use such units. Do I reveal my reaper/tank/banshee before I get my nitro/seige/cloak or do I keep it hidden (creating a time delay) before my new tech is useful? It's a time sink not a money sink.

Edit:Changed sentence a bit


So how do you explain Blizzard's nerf to ove speed?

I can't remember exact quote, but I think it was along the lines of " we don't want to give players freebies tech anymore, they must now make an active decision if/when to get them".

I am starting to believe that Browder's sons are T players.


You are a bit late,
your theory about Browder's sons is in the air since the first patch of the beta...
Zerg - because Browders sons hate 'em
dump
Profile Joined August 2010
Japan514 Posts
September 05 2010 22:00 GMT
#1906
correct me if i'm wrong here, but could the zealot build time increase be better described as a gateway nerf than a zealot nerf?

i understand the reasoning that be the cooldown be before or after the unit is built, you're still paying the same time penalty per zealot, but when you want to make zealots, all of your other gateway units take longer to spawn as well. each time you make a zealot -- and you probably will need to make some -- your entire gateway is 5 seconds behind.

it's like if an atm suddenly took longer to process deposits -- everyone else in line would be pissed too, even if they were there to make withdrawals.

by the way, anyone else finding marine rush to be an increasing trend these days in mid-high diamond? i find myself being forced to start with 2 zealots instead of with a stalker or 1 zealot and 1 stalker. which is fine; i'll eventually learn to deal with it, but i'm sort of worried how the new zealot build time will affect it.
Affluenza
Profile Joined April 2010
United Kingdom214 Posts
September 05 2010 22:09 GMT
#1907
Does anyone know if these will be the only changes or were Blizz throwing us a bone in order to lessen the QQ abit knowing a few balance changes were coming.

My children, the hour of our victory is at hand. For upon this world of Aiur shall we incorporate the strongest known species into our fold. Then shall we be the greatest of creation's children. We shall be... Perfect.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 05 2010 22:11 GMT
#1908
They didn't say either way, so no one knows for certain.
Batch
Profile Joined May 2010
Sweden692 Posts
Last Edited: 2010-09-05 22:34:51
September 05 2010 22:34 GMT
#1909
On September 06 2010 07:00 dump wrote:
correct me if i'm wrong here, but could the zealot build time increase be better described as a gateway nerf than a zealot nerf?

i understand the reasoning that be the cooldown be before or after the unit is built, you're still paying the same time penalty per zealot, but when you want to make zealots, all of your other gateway units take longer to spawn as well. each time you make a zealot -- and you probably will need to make some -- your entire gateway is 5 seconds behind.

it's like if an atm suddenly took longer to process deposits -- everyone else in line would be pissed too, even if they were there to make withdrawals.

by the way, anyone else finding marine rush to be an increasing trend these days in mid-high diamond? i find myself being forced to start with 2 zealots instead of with a stalker or 1 zealot and 1 stalker. which is fine; i'll eventually learn to deal with it, but i'm sort of worried how the new zealot build time will affect it.

Having the conclusion that a 5 second longer zealot build time would be a nerf to all gateway units is as valid as a 5 second longer reaper build time would be a marauder nerf.

5 second zealot build time nerf is a 5 second zealot build time nerf and nothing else, don't try to exaggerate the change. An attack with 12 zealots, 12 stalkers and 6 sentries built from 4 gateways will be delayed by 15 in game seconds. It is a change that changes some push timings but it will not completely ruin protoss as some people tries to claime.
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2010-09-05 23:16:38
September 05 2010 22:51 GMT
#1910
On September 06 2010 07:34 Batch wrote:
Having the conclusion that a 5 second longer zealot build time would be a nerf to all gateway units is as valid as a 5 second longer reaper build time would be a marauder nerf.


i get that, but the difference is that you tend to need more zealots than you do reapers -- and you need them for early defense, not for harass.

you might not say that a 5 second reaper nerf is a marauder nerf, but a 5 second marauder nerf would definitely stifle the availability of reapers.

On September 06 2010 07:34 Batch wrote:
An attack with 12 zealots, 12 stalkers and 6 sentries built from 4 gateways will be delayed by 15 in game seconds


that's given that you don't have a need to replenish your army. if you're in a fight and you need to quickly make more units, you'd be forced to reconsider zealots even if they're the unit that'll grant you the best chance of success (hi marauders) -- because those 5 seconds could cost you the battle.

you also don't exactly start with 4 gateways.
General Failure
Profile Joined September 2010
Spain1 Post
September 06 2010 00:53 GMT
#1911
On September 06 2010 07:34 Batch wrote:
Show nested quote +
On September 06 2010 07:00 dump wrote:
correct me if i'm wrong here, but could the zealot build time increase be better described as a gateway nerf than a zealot nerf?

i understand the reasoning that be the cooldown be before or after the unit is built, you're still paying the same time penalty per zealot, but when you want to make zealots, all of your other gateway units take longer to spawn as well. each time you make a zealot -- and you probably will need to make some -- your entire gateway is 5 seconds behind.

it's like if an atm suddenly took longer to process deposits -- everyone else in line would be pissed too, even if they were there to make withdrawals.

by the way, anyone else finding marine rush to be an increasing trend these days in mid-high diamond? i find myself being forced to start with 2 zealots instead of with a stalker or 1 zealot and 1 stalker. which is fine; i'll eventually learn to deal with it, but i'm sort of worried how the new zealot build time will affect it.

Having the conclusion that a 5 second longer zealot build time would be a nerf to all gateway units is as valid as a 5 second longer Marine build time would be a marauder nerf.


Fixed

Zealot is the basic fighter from the gateway / protoss race, so it is used / produced probably more than any other unit, thus its production time affects the time the subsecuent unit will be start be producing directly.
Is like marines production time would be increased ... it would affect in a quite proportion the build time of many barrac units besides marine as it is the backbone or at least a very queued unit in the production lines of a barrac (lets leave aside reactor / etc , as gateay as a lineal production for comparisons)
vol_
Profile Joined May 2010
Australia1608 Posts
September 06 2010 08:51 GMT
#1912
To me it looks like Blizzard is making the changes they think everyone wants, not the ones that are needed. They did the same thing for WoW, if enough people cried about a class being OP they would nerf it.
The people don't know what they want Blizzard, be smarter than that!
Jaedong gives me a deep resonance.
Goxinatic
Profile Blog Joined February 2010
41 Posts
September 06 2010 09:01 GMT
#1913
It's pretty obvious Blizzard is catering to casual players who can't win against proxy gateway or warp gate all ins.
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2010-09-06 09:37:36
September 06 2010 09:34 GMT
#1914
i'm pretty sure this guy 7 scv marine rushing is a "casual" player:

http://www.sc2replayed.com/replays/73223-1v1-terran-protoss-blistering-sands

this build is already extremely difficult to fend off as a mid-high diamond player. i imagine it'll only be worse after the zealot nerf.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
September 06 2010 09:35 GMT
#1915
On September 06 2010 18:01 Goxinatic wrote:
It's pretty obvious Blizzard is catering to casual players who can't win against proxy gateway or warp gate all ins.


In all honesty, those strats are very hard to deal with as Zerg, but only on certain Maps.

Forward 2-gate for example will P put in a huge lead on Steppes cuz Z has to invest so much in lings etc. Z will probably have to stay on 1-base while P can get up an expansion while applying pressure.

Could've been fixed by making bigger maps or buffing zerglings, who are just sooo weak in SC2.
https://soundcloud.com/thesamplethief
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
September 06 2010 19:06 GMT
#1916
On September 05 2010 07:25 Acritter wrote:
I've always thought that Armored buildings were a really, really bad idea. Buildings just shouldn't die that fast. Static defense got much weaker, and aggression got much stronger. It's currently stupidly difficult to defend against drop play, with stimmed Marauders killing tech structures and expansions so quickly that serious damage is dealt before a response can physically get there. Immortal play could theoretically get the same results on a smaller scale, but Marauders alone make unarmored buildings a must. They also give Terran an advantage in breaking rocks, but that's a minor issue. I'm pretty sure that Marauders with no bonus to buildings would be tough, but reasonable to handle. Unarmored buildings, a nerf to Marauder health, a nerf to stimmed speed, or a nerf to damage would all fix (or mostly fix) the Marauder, but as is, it's just too strong.

I've been on this since beta was around. Structures just die too fast. Never mind Reapers, anything that does bonus damage *cough marauders* to armor just rape buildings so fast. Static defense is just so bad right now (except bunkers...).
Jaedong <3 HOOK'EM HORNS!
RinconH
Profile Joined April 2010
United States512 Posts
September 06 2010 19:11 GMT
#1917
Maybe Blizzard isn't nerfing Mauraders because it would ruin balance in single player?

I can't think of another reason.

Bottom line is that the other races should be buffed rather than Terran nerfed.

The main reason Terran is strong is it is the best designed race and thus has the most options for different strategies and playstyles.
Barett
Profile Joined May 2010
Canada454 Posts
September 06 2010 19:13 GMT
#1918
Im not shure how much the Zealot nerf will affect P, but it seems unwarranted. I never saw 2 Gates being too strong since they nerfed it in Phase 2 of the Beta, but o well.

Chat Chanells being added is awesome though! So excited.
Gym, Video Games, Laundry.
JudoChopper
Profile Joined August 2010
England148 Posts
September 06 2010 19:20 GMT
#1919
On September 07 2010 04:11 RinconH wrote:
Maybe Blizzard isn't nerfing Mauraders because it would ruin balance in single player?

Marauders ARE nerfed in single player, they don't have stim...
no
tetramaster
Profile Joined July 2010
Canada253 Posts
September 06 2010 19:25 GMT
#1920
Also, nerfs that occur in MULTIPLAYER don't affect the SINGLEPLAYER campaign.
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