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Patch 1.1 Is Coming 09.22 - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 37 Next All
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
September 20 2010 15:45 GMT
#321
I'm gonna have me some obnoxious protoss tears in a few days :D.
sAviOr...
dave22222
Profile Joined August 2010
20 Posts
Last Edited: 2010-09-20 15:50:27
September 20 2010 15:45 GMT
#322
the tears will be from every race i bet
cykalu
Profile Joined July 2010
Australia30 Posts
Last Edited: 2010-09-20 15:54:06
September 20 2010 15:53 GMT
#323
simply cannot wait till I could collect those Terran Tears.

Hydras may become more variable against those silly tanks..
Konsume
Profile Joined February 2010
Canada466 Posts
September 20 2010 15:53 GMT
#324
On September 21 2010 00:45 Camlito wrote:
I'm gonna have me some obnoxious protoss tears in a few days :D.


I really really really doupt it's going to change anything on anymaps BUT steppes of war. In any case I bet that they will have to start with forge 10 on steppes and take late gaz.

protoss [a+move] will just be less of a no-brainer early game now!

as for terran changes.... I doupt it's going to do anything significant in TvZ... so.... I don't know...
Only two things are infinite, the universe and human stupidity, and I'm not sure about the former.
tOOkOmA4U
Profile Joined November 2006
Germany253 Posts
Last Edited: 2010-09-20 15:54:14
September 20 2010 15:53 GMT
#325
i wonder if that patch will be similar to wow patches, meaning on patchday the server will be unplayable for ages. i sure hope not ^^
~Smoke Weed Every Day~
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
September 20 2010 15:55 GMT
#326
HOLD ON GUYS JUST 2 MORE DAYS!!!
i dunno lol
ELA
Profile Joined April 2010
Denmark4608 Posts
September 20 2010 15:58 GMT
#327
On September 21 2010 00:53 Konsume wrote:
Show nested quote +
On September 21 2010 00:45 Camlito wrote:
I'm gonna have me some obnoxious protoss tears in a few days :D.


I really really really doupt it's going to change anything on anymaps BUT steppes of war. In any case I bet that they will have to start with forge 10 on steppes and take late gaz.

protoss [a+move] will just be less of a no-brainer early game now!

as for terran changes.... I doupt it's going to do anything significant in TvZ... so.... I don't know...


I would say that Hydralisks are a fair bit more viable in ZvT now - It takes 3 shots from a sieged up siegetank to kill a hydra now.. Thats pretty huge!
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
accaris
Profile Joined May 2010
98 Posts
September 20 2010 15:59 GMT
#328
Not sure why the thread still says 9.22, blizzard's blog clearly states "The first feature and balance patch release for StarCraft II: Wings of Liberty will be available next Tuesday, September 21."

Meaning tomorrow.
Sixes
Profile Joined July 2010
Canada1123 Posts
September 20 2010 16:01 GMT
#329
On September 20 2010 19:35 BeMannerDuPenner wrote:
you rreally are exaggerating hard here.

T cant just "switch mass air". the 2 units you talked about,bc&banshee, need techlabs. a terran will have 0-1 starport with techlabs in tvz.

and ultras are plain amazing against almost evrything. the 10% nerf to their armored dmg wont change anything about that. and absolute will not make them "not viable".


yeah Z has problems, ye the maps are shit but i think you just are randomly complaining about things right now.


Z has problems that occur before ultras can pop.

There are actually a fair few fast ultra strats out there now which basically revolve around "How can I stay alive with the econ to support ultras until I can pop them out and be on even ground?".

Note that both other races still have very good solutions to ultras or broodlords (immortals and marauders for ultras and vikings and blink stalkers for broodlords) that are extremely hard counters so they don't mean the zerg player wins, just that the zerg player has a fighting chance to counter mech or mass stalker.

The basic issue (other than wall offs, the fact that zerg tier 1/1.5 can't get up a ramp, silly maps with cliffs on naturals and tech times that are double what the opposition has) is that with so few available units zerg units have been made soft counters but only rarely hard counters (the baneling comes to mind, as do ultras). The hard counters are usually due to a big +xx against light or armored or a ton of splash (which counters swarms or infantry balls) and zerg has very few of these, especially relative to Terran (which has a +xx against armored or light on almost every unit).

This means the zerg solution to most things is out macro and spam soft counters. You can perfectly scout an opponent, make the counter and still barely win (with the opponent not scouting a thing) because we cant just pop up with marauders to kill stalkers in 5 seconds flat.

To further complicate things zerg have terrible range (usually melee) so every unit becomes worse when battles get large. Lings generally destroy stalkers but with a choked up map there is a critical mass of stalkers where lings don't cut it (and we need ultras and hope the P player isn't great at blink micro).

That leads to another point about zerg. A zerg player with godly micro can't use it to the extent a P player can abuse blink or a T player can abuse stim. This is due again to all the units being melee and having almost no abilities. The best Z can hope for when it comes to micro is good infestor play and good timing on surrounds where ghost snipe, EMP, storm, blink etc allow a smaller force to destroy the large zerg army.

The point being a Z player with crazy micro and good macro shouldn't have to play a 30+ minute game to break a mediocre terran just because the Terran sieged up and sat there.
Artifex
Profile Blog Joined May 2009
Belgium189 Posts
September 20 2010 16:01 GMT
#330
Its probably september 21 for US and 22 for EU (or the rest of the world)
Fear. Fear that the zerg are expanding all over the map and there's nothing you can do. The Swarm. Your doom. Now is the time to panic. The terran and protoss are trying to survive. The Zerg are trying to obliterate them. - Stane
Calidus
Profile Joined April 2010
150 Posts
September 20 2010 16:01 GMT
#331
On September 21 2010 01:01 Artifex wrote:
Its probably september 21 for US and 22 for EU (or the rest of the world)

^^^
Note:1100 Diamond take everything with a grain of salt.
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
September 20 2010 16:02 GMT
#332
please please please give me a ladder reset !
junemermaid
Profile Joined September 2006
United States981 Posts
September 20 2010 16:03 GMT
#333
On September 21 2010 00:40 Disp wrote:
Show nested quote +
On September 20 2010 21:09 ghermination wrote:
Let's get ready for Toss to be nerfed unnecessarily again!
I'm so ready to get 6/7/8 pooled endlessly on 2 player maps now because there's just no way to have a zeal out on, for example, steppes, even if you open 10 gate! that 5 seconds is crucial. That's the reason they buffed warpgates in the first place. Not to mention it's now going to be infinitely harder to sustain any attack in which you do less than steamroll your enemy, considering Zeal/Sentry is your main money sink vs Z and it'll be now be significantly slower. Zeal nerf doesn't seem like a big deal but it really really is.


So you're saying the window is so tight that 5 game seconds (about 3 real seconds) is the difference between holding off an attack and having no chance to defend it?


Yeah, thats pretty much what he's saying.

Sounds pretty silly, doesn't it?

Almost irrational.
the UMP says YER OUT
FaCE_1
Profile Blog Joined December 2006
Canada6178 Posts
September 20 2010 16:06 GMT
#334
On September 21 2010 01:02 T0fuuu wrote:
please please please give me a ladder reset !

that woudl actually be cool ne wplacement match ?
n_n
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
September 20 2010 16:06 GMT
#335
On September 21 2010 01:03 junemermaid wrote:
Show nested quote +
On September 21 2010 00:40 Disp wrote:
On September 20 2010 21:09 ghermination wrote:
Let's get ready for Toss to be nerfed unnecessarily again!
I'm so ready to get 6/7/8 pooled endlessly on 2 player maps now because there's just no way to have a zeal out on, for example, steppes, even if you open 10 gate! that 5 seconds is crucial. That's the reason they buffed warpgates in the first place. Not to mention it's now going to be infinitely harder to sustain any attack in which you do less than steamroll your enemy, considering Zeal/Sentry is your main money sink vs Z and it'll be now be significantly slower. Zeal nerf doesn't seem like a big deal but it really really is.


So you're saying the window is so tight that 5 game seconds (about 3 real seconds) is the difference between holding off an attack and having no chance to defend it?


Yeah, thats pretty much what he's saying.

Sounds pretty silly, doesn't it?

Almost irrational.

That really is the difference more often than you'd think, at least after the builds are refined a bit more.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Sixes
Profile Joined July 2010
Canada1123 Posts
September 20 2010 16:07 GMT
#336
On September 21 2010 00:58 ELA wrote:
Show nested quote +
On September 21 2010 00:53 Konsume wrote:
On September 21 2010 00:45 Camlito wrote:
I'm gonna have me some obnoxious protoss tears in a few days :D.


I really really really doupt it's going to change anything on anymaps BUT steppes of war. In any case I bet that they will have to start with forge 10 on steppes and take late gaz.

protoss [a+move] will just be less of a no-brainer early game now!

as for terran changes.... I doupt it's going to do anything significant in TvZ... so.... I don't know...


I would say that Hydralisks are a fair bit more viable in ZvT now - It takes 3 shots from a sieged up siegetank to kill a hydra now.. Thats pretty huge!


Actually the units that will benefit from this most are the Queen and the IT. ITs can now soak up 2 tank hits (and cause 2 splash hits to nearby units). Queens can be used to soak up a bunch of hits from the early 2-3 tank/marine push as the lings run in.

Remember that hydras get destroyed by stimmed marines, blue flame hellions, to some extent thors ... and still can't move faster than an anemic snail. I don't think we will see that many more hydras but hopefully we will see more cool infestor play (especially from the pros). I know that even in my games ITs causing 2 splash hits would be great for killing that silly bio ball beside the sieged tanks.

The reaper nerf may not seem like much but it may be all that is needed to get up an extra queen or batch of roaches in time (or scout raxes 2-3-4-5 in time).

The ultra nerf is actually a buff, supply depot/cannon/pylon walls or stacks will get destroyed which is a blessing (most of the time my ultras are running into cannon lines because they are one of the only units that can break them).
gruntrush
Profile Joined May 2008
Canada134 Posts
September 20 2010 16:07 GMT
#337
why won't they give me MULE cooldown and faster ovie speed. I wish I never read that "unconfirmed' patch notes thread.
Don't worry, That's halo
Altsa
Profile Blog Joined August 2010
Finland990 Posts
September 20 2010 16:10 GMT
#338
I dont care about the zealot nerf, I just want protoss air(namely void rays, carriers and mothership) to be viable in serious games in all matchups.
AoD
junemermaid
Profile Joined September 2006
United States981 Posts
Last Edited: 2010-09-20 16:11:33
September 20 2010 16:10 GMT
#339
On September 21 2010 01:06 Shikyo wrote:
Show nested quote +
On September 21 2010 01:03 junemermaid wrote:
On September 21 2010 00:40 Disp wrote:
On September 20 2010 21:09 ghermination wrote:
Let's get ready for Toss to be nerfed unnecessarily again!
I'm so ready to get 6/7/8 pooled endlessly on 2 player maps now because there's just no way to have a zeal out on, for example, steppes, even if you open 10 gate! that 5 seconds is crucial. That's the reason they buffed warpgates in the first place. Not to mention it's now going to be infinitely harder to sustain any attack in which you do less than steamroll your enemy, considering Zeal/Sentry is your main money sink vs Z and it'll be now be significantly slower. Zeal nerf doesn't seem like a big deal but it really really is.


So you're saying the window is so tight that 5 game seconds (about 3 real seconds) is the difference between holding off an attack and having no chance to defend it?


Yeah, thats pretty much what he's saying.

Sounds pretty silly, doesn't it?

Almost irrational.

That really is the difference more often than you'd think, at least after the builds are refined a bit more.


On the zerg side of the equation, I'd be interested in seeing how people refine the six pool more.

On the protoss side, you can always just do a complete wall-off, clog a probe in the choke point to make up for the zealot build time.

And this is really only an issue on Steppes, and even then, its not an issue.

Basically anything you do that doesn't drop your probe count below 6 is in the protoss' favor.
the UMP says YER OUT
bodycount
Profile Joined June 2010
Poland36 Posts
September 20 2010 16:12 GMT
#340
On September 21 2010 01:02 T0fuuu wrote:
please please please give me a ladder reset !


And the point of ladder reset is? You think you will suck less when you start from scratch with 0 losses? Just play the game, no one cares about your win/lose ratio.
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