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Patch 1.1 Is Coming 09.22 - Page 19

Forum Index > SC2 General
Post a Reply
Prev 1 17 18 19 20 21 37 Next All
Shurayuki
Profile Joined April 2010
Germany2665 Posts
Last Edited: 2010-09-20 19:02:00
September 20 2010 18:54 GMT
#361
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?


didn't we already have those later zealots in the beta when they 'accidently' patched in stuff without mentioning it in the patchnotes (and removed it then)?
I don't seem to remember there was a lot of 6pooling back then but whatever.

you know there was this orb thread where he proved mathematically you can't have a zeal out before you have 6 lings in your base so theoretically, yes 5sec can be a big deal in the super early game, honestly 1second can be huge.
なまいきになんなよ~ Don't be too stakka~ ☆ SKT Harlequin ☆ n.Die_soO Hoppin You ♪ 愛 am BeSt ♪ ワイフ♥小早川りんこ
ryanAnger
Profile Blog Joined April 2008
United States838 Posts
September 20 2010 19:14 GMT
#362
Has there been any clue as to whether we get new maps this patch, or was that just something I saw in the rumored patch notes?
On my way...
CagedMind
Profile Joined February 2010
United States506 Posts
September 20 2010 19:28 GMT
#363
Not being able to defend vs zerglings will be pretty damn annoying.
your micro has been depleted
Cadence
Profile Joined July 2008
China33 Posts
September 20 2010 19:30 GMT
#364
The patch comes out the 21st, no?

"The first feature and balance patch release for StarCraft II: Wings of Liberty will be available next Tuesday, September 21. The maintenance period will begin at 5:00 a.m. and last until approximately 11:00 a.m. PDT."
Zerg's are getting brave.
theqat
Profile Blog Joined March 2008
United States2856 Posts
September 20 2010 19:31 GMT
#365
On September 21 2010 04:30 Cadence wrote:
The patch comes out the 21st, no?

"The first feature and balance patch release for StarCraft II: Wings of Liberty will be available next Tuesday, September 21. The maintenance period will begin at 5:00 a.m. and last until approximately 11:00 a.m. PDT."

21st for US, 22nd for EU
SCdinner
Profile Blog Joined September 2010
Canada516 Posts
September 20 2010 19:35 GMT
#366
On September 21 2010 04:28 CagedMind wrote:
Not being able to defend vs zerglings will be pretty damn annoying.

You use your probes to delay the extra five seconds it takes for a zealot to come out. Try putting a couple probes in your choak when you scout them comming.
My other car is a battlecruiser.
Lucius2
Profile Joined June 2010
Germany548 Posts
September 20 2010 19:37 GMT
#367
why do they announce the patch 1 month before release when they still dont change a single thing as in the fake notes. im 100% sure there will be nothing different than the notes 1 month old.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 20 2010 19:37 GMT
#368
On September 21 2010 03:31 Renaissance wrote:
Positive for P? You're kidding me. The whole patch pretty much make bio much stronger and makes tank builds less viable.

huh yeah and bio is easy to deal with as Protoss, so what's wrong sir?
in7e.sCream
Profile Joined September 2010
Germany48 Posts
September 20 2010 19:40 GMT
#369
if there arent more changes than in the SR1, i'll gonna nerdrage hard on my keayboard i guess
Lucius2
Profile Joined June 2010
Germany548 Posts
September 20 2010 19:41 GMT
#370
ye damn easy, almost as easy as stim a-moving with impressive stop and go micro
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 20 2010 19:43 GMT
#371
yeah marines and marauders are sooo good vs colossus and templars
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
September 20 2010 19:44 GMT
#372
OMFG patch tomorrow!! so sick
ur pro or ur noob , thats life
Jenslyn87
Profile Joined May 2010
Denmark527 Posts
September 20 2010 19:56 GMT
#373
On September 21 2010 03:21 Jenslyn87 wrote:
Looking at it as objectively as possible, how do you guys think the changes that we know of right now will affect PvT balance? Imo, slightly positive for P.

Longer zealot build / warp-in time is a pretty big minus... that's basically all that changed here

For Terran:

Battlecruiser dmg significantly lowered. Pretty big minus, but only very late game, but still significant

Tank dmg reduced vs. light units. Pretty significant, mostly because chargelots will be a lot stronger vs. tanks now. Also, a bit of missmicro with templars wont get them one-shotted anymore.

Bunker and reaper build time are miniscule changes but will help in that reaper rush will lose effectiveness a bit and early bunker pushes will be easier to spot and stop. Pretty minor, but still...

So all in all I would say P comes out of this patch on top, which I think is fair. Do you guys agree with my assessment? The reason I'm asking is that I played this whiny terran yesterday who, after losing, argued that it would be a lot easier playing against protoss in general now...

Anyone else? Do you really think this is bad for toss like in the big picture? I don't think so...
Hmmm, I wonder what terran is doiAAAAARGH BANSHEEEEES
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 20 2010 20:09 GMT
#374
No its not as bad as toss players make it out to be (now i'll get 6 pooled and lose more lol ok whatever).

Can't wait for tomorrow :D
When I think of something else, something will go here
viraltouch
Profile Joined July 2010
United States299 Posts
September 20 2010 20:29 GMT
#375
tanks are not retarded anymore. thank god
tilduh
Profile Joined August 2010
53 Posts
September 20 2010 21:07 GMT
#376
so excited for patch tomorrow
MforWW
Profile Joined July 2010
United States157 Posts
September 20 2010 21:17 GMT
#377
Pardon my french, but anybody that says the ultra nerf is actually a buff is a damn idiot.

There's a flat-out decrease in damage to armor and a change to the building attack.


I assume I don't have to spell it out for the tards how the damage decrease to armor is a nerf, so let's take a closer look at the second change.

Basically, the ultra's special attack (headbutt) which did more damage to buildings than it's regular attack, is being removed and replaced with the ultra's regular attack, which does splash damage. Blizzard pointed out that this was being done because the DPS of ultras when they were targeting "small, tightly packed buildings" was actually lower than it could have been if the ultras had been doing their regular attack (which would deal splash damage to buildings).

The problem with this logic is that "small, tightly packed buildings" are NOT what zerg players are concerned about. They're worried about that barracks the Terrans built to block up a chokepoint, or that planetary fortress they need to take down. If a zerg player is wailing away on a bunch of tightly packed supply depots with ultras, I think it's safe to say that 99/100 times the zerg player has either won or lost the game already. Attacking planetary fortresses, on the other hand, is a HUGE deal. AND BLIZZARD'S CHANGE REDUCES THE DAMAGE THAT ULTRAS WILL DO TO PLANETARY FORTRESSES AND BARRACKS! I just don't see how this could be construed as anything other than a nerf. And as far as protoss is concerned, it's pretty much the same deal.

Unless it's Blizzard's intention to encourage the use of, idk, ultra-drops to snipe terran supply depots there is simply no way these changes are a buff at all.
Alou
Profile Blog Joined March 2010
United States3748 Posts
September 20 2010 21:19 GMT
#378
On September 21 2010 04:37 Fayth wrote:
Show nested quote +
On September 21 2010 03:31 Renaissance wrote:
Positive for P? You're kidding me. The whole patch pretty much make bio much stronger and makes tank builds less viable.

huh yeah and bio is easy to deal with as Protoss, so what's wrong sir?


HEY HEY HEY!!! Having to use FF's while you tech to storm and colossi and actually be intelligent when you play is hard work come on dude!
Life is Good.
Mrbustanut
Profile Joined May 2010
121 Posts
September 20 2010 21:35 GMT
#379
On September 21 2010 06:17 MforWW wrote:
Pardon my french, but anybody that says the ultra nerf is actually a buff is a damn idiot.

There's a flat-out decrease in damage to armor and a change to the building attack.


I assume I don't have to spell it out for the tards how the damage decrease to armor is a nerf, so let's take a closer look at the second change.

Basically, the ultra's special attack (headbutt) which did more damage to buildings than it's regular attack, is being removed and replaced with the ultra's regular attack, which does splash damage. Blizzard pointed out that this was being done because the DPS of ultras when they were targeting "small, tightly packed buildings" was actually lower than it could have been if the ultras had been doing their regular attack (which would deal splash damage to buildings).

The problem with this logic is that "small, tightly packed buildings" are NOT what zerg players are concerned about. They're worried about that barracks the Terrans built to block up a chokepoint, or that planetary fortress they need to take down. If a zerg player is wailing away on a bunch of tightly packed supply depots with ultras, I think it's safe to say that 99/100 times the zerg player has either won or lost the game already. Attacking planetary fortresses, on the other hand, is a HUGE deal. AND BLIZZARD'S CHANGE REDUCES THE DAMAGE THAT ULTRAS WILL DO TO PLANETARY FORTRESSES AND BARRACKS! I just don't see how this could be construed as anything other than a nerf. And as far as protoss is concerned, it's pretty much the same deal.

Unless it's Blizzard's intention to encourage the use of, idk, ultra-drops to snipe terran supply depots there is simply no way these changes are a buff at all.


Um can you say kills the scv's trying to repair buildings...aka PF
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
September 20 2010 21:48 GMT
#380
On September 21 2010 01:12 bodycount wrote:
Show nested quote +
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.


point of a ladder reset is cos the game got a big patch and all the blizzcon regional qualifiers have been selected already. the ladder has already done its job of finding the best players to play for blizzard. There wouldnt be a better time to reset the ladder until the next huge patch.

I dont care abt my win loss ratio cos i am already getting a shiny new US ACCOUNT added to my bnet profile cos i am from sea but i am, and im sure other ppl are very curious to see what these changes actually do to the game and to do so would need statistics from the patch onwards. a ladder reset would help alot cos everything would start from zero again. counting matchup win percents and etc would be alot easier with that.
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