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On September 06 2010 07:34 Batch wrote: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.
all zealots is 5 sec slower so it wont be only 15 sec delay its will be 1minute ingame
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On September 07 2010 04:26 KhAlleB wrote:Show nested quote +On September 06 2010 07:34 Batch wrote: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. all zealots is 5 sec slower so it wont be only 15 sec delay its will be 1minute ingame
ehm no , it'll be 15 seconds , 4 gateways = 4 zealots at a time = 5 seconds delay 12 zealots = 15 second delay
still i believe 15 second is big and will hurt Protoss pretty bad. i don't understand why can't Blizz simply make bigger maps to help Zerg early defence instead of tweaking little details , seconds etc. Lazy Blizzard lazy
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On September 07 2010 04:30 Tiax;mous wrote:Show nested quote +On September 07 2010 04:26 KhAlleB wrote:On September 06 2010 07:34 Batch wrote: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. all zealots is 5 sec slower so it wont be only 15 sec delay its will be 1minute ingame ehm no , it'll be 15 seconds , 4 gateways = 4 zealots at a time = 5 seconds delay 12 zealots = 15 second delay still i believe 15 second is big and will hurt Protoss pretty bad
oops i forgot this variable
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so when is this patch coming out
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On September 07 2010 04:20 JudoChopper wrote:Show nested quote +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...
I hadn't thought about that, apparently too OP for single player, but fair game multi.
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They splited multi and single a while ago. Tanks still have 60 dmg in Singleplayer. And yeah marauders are like the only unit that is worse in single then in multiplayer.
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No it has nothing to do with SP, they can use different unit files. For example tanks still have 60 damage in SP. Any patch changes probably won't even change the campaign so they don't have to rebalance it.
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United States47024 Posts
On September 07 2010 04:34 mierin wrote:Show nested quote +On September 07 2010 04:20 JudoChopper wrote: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... I hadn't thought about that, apparently too OP for single player, but fair game multi. Marauder Concussive Shells also apply an AoE slow in single-player.
THAT would be extremely OP in multiplayer.
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i wonder what the situation's like in korea?
do they use marauders less?
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When they say "increased from 33 to 38", don't they mean 5 seconds in normal speed? i.e. quite a bit less in fastest?
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On September 07 2010 08:41 hifriend wrote: When they say "increased from 33 to 38", don't they mean 5 seconds in normal speed? i.e. quite a bit less in fastest?
Everything is in in-game timing, that means 5s on "normal" speed.
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Maybe they don't want to nerf marauders because if they sucked, nobody would want to get the Razer SC2 marauder keyboard (http://store.razerzone.com/store/razerusa/en_US/pd/productID.199817100) lol. Conspiracy stuff? haha just kidding..
but man I'm so frustrated that there probably isn't going to be any changes done to the marauders anytime soon.. even though they've been broken since beta.. makes me want to smash the keyboard :p
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On September 07 2010 08:39 dump wrote: i wonder what the situation's like in korea?
do they use marauders less?
I've been watching the GomTV stuff, and aside from AugustWeRRa (epic BC play), I can't recall a game where marauder wasn't at the core of an army.
EDIT: ...and even he had plenty of marauders :\
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Don't know if this was answered in the thread, but will this 5 second nerf actually be like 3 seconds (because it's 5 second in game, ~3 seconds in real time b/c of fastest setting)?
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by the way, no one seems to talk about this much, but i wish they'd reduce tank health, not damage.
both in terms of using them and in fending them off, higher damage and lower health means that you need better control. it makes the game that much more decisive and that much more fun to watch.
one thing i love doing is dropping cheap units into the mineral line and letting tanks blow up their own scvs. can't do that if the damage is reduced.
it just kills the friendly fire aspect of the tank metagame, which is what made it so risky and fun to use in brood war.
instead of improving their tank skills, people are just going to resort to other units, like (oh god not again) marauders.
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what day does this patch actually go live? ne1 know?
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anyone know when this thing is supposed to be released
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I would bet money that the patch will come out after this month's GSL is over.
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On September 07 2010 05:15 TheYango wrote:Show nested quote +On September 07 2010 04:34 mierin wrote:On September 07 2010 04:20 JudoChopper wrote: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... I hadn't thought about that, apparently too OP for single player, but fair game multi. Marauder Concussive Shells also apply an AoE slow in single-player. THAT would be extremely OP in multiplayer.
I'd rather the Marauder has AOE slow like in multiplayer rather than stim. That's what makes it too OP imo.
You'll never be able to run away from a Marauder army with stim.
As of now, Marauders can be used as tanking units, DPS dealer to Armour as well as chasing down fleeing army. It does it well at all of these roles. It even has a relatively long range too.
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