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Patch 1.1.2 Notes - Page 13

Forum Index > SC2 General
1843 CommentsPost a Reply
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Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-10-14 18:43:21
October 14 2010 18:42 GMT
#241
On October 15 2010 03:40 Liquid`HuK wrote:
Show nested quote +
On October 15 2010 03:31 AyJay wrote:
On October 15 2010 03:25 Liquid`Jinro wrote:
Cant they just create some kind of defensive option against retarded 7 rax reaper cheese instead of making the unit useless? Like, give drones and probes back range so you can do moving shot vs them like you did vs bunker rushes in SC1.

But then Huk race would be op




yeaaaaaa

its good to see blizzard actually doing something instead of small little changes but like most here I don't agree with a lot of it, and the reaper changes make them useless. Especially since zergs have been getting better and better defending against reapers anyways.

imo they just need to rework the reaper's design completely so that players actually may want to be able to add it into armies or for them to be more useful mid/late game. in alpha testing they used to have some kind of time duration mines they could lay, that could be interesting
ModeratorBlame yourself or God
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
October 14 2010 18:42 GMT
#242
Whoa, that was fast. It seems like I got a lot of thinking and playing to do. Roach range upgrade seems very nice. I know it was anounced, but can't wait to try it out.

I just hope they tested it thoroughly this time. GSL can't afford a game-killing bug.

Void ray stage 2 seems to have been hit hard with the nerf hammer, half damage... I think it had to be nerfed a bit, but 50% might be a bit much. Also agree with Jinro, why nerf the rush AND buf the counter? Would be better to first try the one thing and then add the second.

Can't wait to see what the Zerg players do with this patch in GSL#2.
Bankai - Correlation does not imply causation
zak
Profile Joined April 2010
Korea (South)1009 Posts
October 14 2010 18:42 GMT
#243
i want to see how the cooldowns for corruption and 250mm will work. i think it iwill bring out some cool stuff
You know how to gain a victory, but not use it - maharbal
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
October 14 2010 18:42 GMT
#244
On October 15 2010 03:37 Ketara wrote:
I just did some quick math for people who are freaking out about the VR nerf.

A VR takes 13 attacks to fully charge its layzer, according to Liquidpedia. While the charged damage against armored is reduced, those initial 13 attacks to armored AND to light are being increased.

This means that a VR will have to hit a target with its charged shot 8 times before it has actually done less DPS than the previous version would.

All in all, this means a VR has to attack a target for a consecutive 11.4 seconds before it begins doing less damage than the 1.1 VR, and any point up until 11.4 seconds it is actually doing more damage.


We charge up our void rays on rocks and shit because they suck before charge making your calculations a complete vaste of time.
Hello=)
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
October 14 2010 18:42 GMT
#245
So many building life increases and medivac speed dropped. Does Blizzard hate drops or something?
GANDHISAUCE
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
October 14 2010 18:42 GMT
#246
On October 15 2010 03:26 trotskyist wrote:
Ok wow they actually did go through with the supply depot nerf and actually went farther and nerfed bio with the medi nerf. with the supply depot nerf, we cant counter 6 pool. for some reason, lings in sc2 are waaaaay better against scv's than lings in sc1 were. and the bio nerf? i dont get, bio was already weak late game. oh well, I was already planning on switching to toss if they did the supply nerf, now i will for sure. void rays, i dont care about, im just gonna play macro and get out 5 colossus and shit all over terrans lol. But i think alot of terrans will be switching race with me, so well see. might just use them to shit all over all the new zerg players haha

6 pool is gonna be fine Im pretty sure, Ive never countered it with rax before depot anyway....
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
SmoKim
Profile Joined March 2010
Denmark10305 Posts
October 14 2010 18:43 GMT
#247
Roach Range increased from 3 to 4



YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH BITCHES

i could cuddle a changeling right now
"LOL I have 202 supply right now (3 minutes later)..."LOL NOW I HAVE 220 SUPPLY SUP?!?!?" - Mondragon
Hider
Profile Blog Joined May 2010
Denmark9448 Posts
October 14 2010 18:43 GMT
#248
I agree that terran drops probably were a bit op, but it might be a little overkill increasing both building life and nerfing medi speed. WOuld have prefered just doing one of them. The reaper change is jsut awfull. Give them some mid/late game potential blizzard !.

Thor 250mm cannon just sucks big time, though the thor it self might be more usesfull against protos. Dont really care about rax after depot change, as this just means i dont have to worry about scouting for stupid places in tvt (though i kidna liked when terran cheesed as it was so easy to deal with....)
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 18:43 GMT
#249
On October 15 2010 03:37 007Kain wrote:
There is really no point I can´t understand but the supply depot before rax may be kinda over the top because it just cuts alot of options.

Everyone says this, without realising that the #1 problem with Terran in this game is they have too many damn options. Removing options from Terran is good.
MasterZilla
Profile Blog Joined November 2003
Sweden234 Posts
October 14 2010 18:43 GMT
#250
Ugh.. Don't really know what to think of these changes. I guess some playtime will tell if it's good or not.

At least they finally fixed Phoenix bug!

But I'm curious about this:

Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.


Wasn't there a patch were they changed the PDD to count as a building, exactly so you couldn't Feedback it? Anyways, I'm happy to see this changed back.
For Aiur! - If you reach for the stars and miss, you still might end up walking among the clouds.
Tekin
Profile Blog Joined April 2008
2711 Posts
October 14 2010 18:43 GMT
#251
Its time to rain down against noobs with Protoss
Cheers! //¯◡◡¯\\ 문채원 | 한지우 -___-
lowercase
Profile Joined September 2010
Canada1047 Posts
October 14 2010 18:43 GMT
#252
Let me say this too:

ROACH BUFF?

WHO NEEDS HYDRAS ANYMORE
That is not dead which can eternal lie...
illumination
Profile Joined August 2010
Korea (South)248 Posts
October 14 2010 18:43 GMT
#253
On October 15 2010 03:37 Ketara wrote:
I just did some quick math for people who are freaking out about the VR nerf.

A VR takes 13 attacks to fully charge its layzer, according to Liquidpedia. While the charged damage against armored is reduced, those initial 13 attacks to armored AND to light are being increased.

This means that a VR will have to hit a target with its charged shot 8 times before it has actually done less DPS than the previous version would.

All in all, this means a VR has to attack a target for a consecutive 11.4 seconds before it begins doing less damage than the 1.1 VR, and any point up until 11.4 seconds it is actually doing more damage.

thank you for posting this i knew people were full of shit about the voidray cuz i have used them sooo much in large and small numbers i dont think this is a nerf at all. you can just be like aww they nerfed damaged when they DOUBLED the initial damage
Welcome to TL - Where Terran have been teaching the Zerg / Toss pros how to play since Patch 11
jongim
Profile Blog Joined July 2010
Canada289 Posts
October 14 2010 18:43 GMT
#254
On October 15 2010 03:42 De4ngus wrote:
So many building life increases and medivac speed dropped. Does Blizzard hate drops or something?


No. Marauder drops are too deadly at this point. Good change.

This will help a little bit, I suppose. Marauders are still very strong units. T_T
i am catlul
Pobearo
Profile Joined August 2009
United States351 Posts
October 14 2010 18:43 GMT
#255
Void ray changes are probably due to This

60% win rates in PvT in the lower leagues. I think the numbers might be a little harsh, I hope voidrays don't go extinct like I believe reapers will be :/.
Cloak
Profile Joined October 2009
United States816 Posts
October 14 2010 18:44 GMT
#256
On October 15 2010 03:37 Ketara wrote:
I just did some quick math for people who are freaking out about the VR nerf.

A VR takes 13 attacks to fully charge its layzer, according to Liquidpedia. While the charged damage against armored is reduced, those initial 13 attacks to armored AND to light are being increased.

This means that a VR will have to hit a target with its charged shot 8 times before it has actually done less DPS than the previous version would.

All in all, this means a VR has to attack a target for a consecutive 11.4 seconds before it begins doing less damage than the 1.1 VR, and any point up until 11.4 seconds it is actually doing more damage.


That's why you charge beforehand, because uncharged Void dps is garbage. A slight damage buff to garbage is Lysol'd garbage.
The more you know, the less you understand.
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
October 14 2010 18:44 GMT
#257
On October 15 2010 03:39 Zelniq wrote:
Show nested quote +
On October 15 2010 03:38 Sfydjklm wrote:
On October 15 2010 03:37 Yaotzin wrote:
On October 15 2010 03:35 Sfydjklm wrote:
On October 15 2010 03:34 Yaotzin wrote:
On October 15 2010 03:30 Sfydjklm wrote:
On October 15 2010 03:18 Yaotzin wrote:
On October 15 2010 03:14 Sfydjklm wrote:
how nice how they fix all bugs except the one that affects zerg(ultra spash one)

There's not an ultra bug?

the fix for the planetary fortress splash bug accidentally nerfed ultra splash against regular units.

Hm dunno about the accidentally bit. They had that bizarre mechanic of doing splash based on the centre of the unit they're hitting, which was just exposed when they could use it against PFs. Now they do what looks like a normal splash for, well, a cleave. Pretty sure that's not a mistake..

if it wasnt a mistake it would've been included in the patch notes.

Nah you can't say that, Blizzard regularly put stealth changes in.

when

neural parasite's 12 second duration?

never ever once mentioned in any patch notes, nor any post from blizz afaik.
it was in that patch where they accidentally made a bunch of changes to the game that didnt get noted. then they had a patch soon after that reverted most/all of the chagnes except for neural parasite.

yea but that doesnt really count that was explained as an error eventually
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
Daedie
Profile Joined March 2010
Belgium160 Posts
October 14 2010 18:44 GMT
#258
Keep in mind void rays are way better now when not charged.
I like turtles
arcology
Profile Joined April 2009
United States92 Posts
October 14 2010 18:44 GMT
#259
This void ray change made FFA even worse.. when theyre in huge groups, they hardly got charge anyway, and will now do 20-100% more..
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
October 14 2010 18:44 GMT
#260
We charge up our void rays on rocks and shit because they suck before charge making your calculations a complete vaste of time.


They don't suck before charge anymore. That's the point.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
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