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Patch 1.1.2 Notes - Page 14

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 12 13 14 15 16 93 Next
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
October 14 2010 18:44 GMT
#261
And damn I hate this patch. Reapers destroyed, protoss nerfed in silence for no obvious reason and zerg mega-buffed.

I predict a grim future for fellow tossusers .

(And why the hell isn't Marauder fixed yet; instead they increase the health of buildings lol)
Hello=)
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
October 14 2010 18:45 GMT
#262
On October 15 2010 03:41 Achilles wrote:
Show nested quote +
On October 15 2010 03:38 bigjenk wrote:
On October 15 2010 03:35 Achilles wrote:
Reaper is already making friends with the dark templar in the house of fail


What do you mean that ranged dt that you can get out faster than normal dts is amazing and it flies. Oh wait they gave it to terran...


Meant units that became useless due to overzealous developers. DT not being able to be made at temp archives makes them about as useless as reapers now that you have to research reaper speed @ factory stage.

But I agree about the banshee. Hate the cloak + gigantic dmg they do. Pick one blizz imo.

I used to think the same but I think DTs are actually kinda good now. Maybe the building should be slightly cheaper but other than that... Comsat energy is just too "expensive" now compared to in SC1, and they 1hit all workers.
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
Nokarot
Profile Blog Joined April 2010
United States1410 Posts
October 14 2010 18:45 GMT
#263
As a Zerg, I'm more than happy to see this patch.. but the day before MLG? I guess if they're rushing to get it out before GSL, its semi-understandable, but it seems like they could have done it a week ago maybe!
beep beep boop
vyyye
Profile Joined July 2010
Sweden3917 Posts
October 14 2010 18:45 GMT
#264
On October 15 2010 03:43 jongim wrote:
Show nested quote +
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

Risk of hatch dying due to drops decreased from 100% to 90%.

No but seriously, it was necessary. I dont' see why they didn't just make marauders weaker against buildings though, or remove the 'armored' from some buildings.
Cade)Flayer
Profile Joined March 2010
United Kingdom279 Posts
October 14 2010 18:45 GMT
#265
The removal of Thors energy bar is a very good and fair change. It was extremely unfair for such a massive target to be given a huge feedback weakness when it has no default ability and can only waste energy in 125 chunks in a way which makes them suck in combat and costs lots of gas to research.
That boys a monster
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2010-10-14 18:47:19
October 14 2010 18:45 GMT
#266
On October 15 2010 03:35 SharkSpider wrote:
I'm liking most of the changes, but the further nerf of HT usefulness is yet another way of forcing P in to robo builds =\

Also, the VR change is pretty nice. Double damage vs armor uncharged, so we might see some more use.

lol.
The HT is one, if not THE most powerful unit in the game.
It's nearly an "I WIN" unit.
The problem with corruptors being feedbacked was corruptors spell is more or less trashy, so corruptors always end up@200 energy being one shoted by feedback. So they wouldn't really counter colossi in late game when P has HT.
For thors, they aren't really used vs P unless it's like an early 2 thors with mass repair push and P don't have HT that early anyway, so that change doesn't really affect the matchup.
No_Roo
Profile Joined February 2010
United States905 Posts
October 14 2010 18:45 GMT
#267
I am very optimistic with these changes, I think having a voidray or two will be much more viable in a mixed army than it was previously.
(US) NoRoo.fighting
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
October 14 2010 18:45 GMT
#268
I would have preferred it if they made buildings not armored. Maybe make defensive buildings armored.
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
Last Edited: 2010-10-14 18:45:46
October 14 2010 18:45 GMT
#269
i hope terrans continue to assume that now all hope is lost for any sort of fast barracks play, and they cannot stop hatch first plays anymore. just like for the longest time most people didnt know how mutas could effectively deal with thors, or like in wc3 where people didnt realize how good uprooted Ancients of war were after the nerf that came with Frozen Throne. silly people
ModeratorBlame yourself or God
Victim
Profile Joined August 2010
United States188 Posts
October 14 2010 18:45 GMT
#270
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.


Not really, because the scariest VR attacks involve either precharging on rocks, friendly units, whatever, or take a chance to charge up on a refinery before an army responds. So the DPS of the precharged mode wasn't the most relevant.
graphene
Profile Joined May 2010
Finland211 Posts
October 14 2010 18:45 GMT
#271
On October 15 2010 03:44 ParasitJonte wrote:
And damn I hate this patch. Reapers destroyed, protoss nerfed in silence for no obvious reason and zerg mega-buffed.

I predict a grim future for fellow tossusers .

(And why the hell isn't Marauder fixed yet; instead they increase the health of buildings lol)


no ur horribly wrong

z is still weakest race
cloud computing is the future
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
October 14 2010 18:45 GMT
#272
On October 15 2010 03:30 SpaceYeti wrote:
So....will TvP see 250 cannons vs Colossi now that the feedback threat is removed?

No because you will never catch a colossus with a thor.
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
killerdog
Profile Joined February 2010
Denmark6522 Posts
October 14 2010 18:45 GMT
#273
they destroyed the super fast banshee rush (starport before first depot) and that was my favourite build when offracing as terran

and the void ray nerf is a bit over the top. sure, they were doing alot of damage, but my main counter to thors were feed back or void rays :S
the only option against mech now seems to be mass imortal
eLiE
Profile Blog Joined April 2010
Canada1039 Posts
October 14 2010 18:46 GMT
#274
holy shit good patch. and there you go, toss, you get a buff along with your customary nerfs, lol. looks like there's good potential with this one, hopefully for all the races (esp zerg :D)
How's the weather down there?
Ketara
Profile Blog Joined August 2010
United States15065 Posts
October 14 2010 18:46 GMT
#275
On October 15 2010 03:42 ParasitJonte wrote:
Show nested quote +
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.


And charging them on rocks and shit before going into the enemy base is stupid and defeats the design purpose of the unit.

I mean, watching people keep two VRs charged by having them hit each other is pretty fun, but why the hell would they design a unit that encourages the player to attack themselves.

Change makes a lot of sense to me. Can't speak to the actual numbers, might be a pretty big hit. But it is definitely doing a lot to discourage silly mechanics.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
FLuE
Profile Joined September 2010
United States1012 Posts
October 14 2010 18:46 GMT
#276
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.


Lol what options does it cut? How many builds are you losing out because you can't go rax first?

The option it cuts out is building a rax 1 min into the game across the map. It isn't like they are requiring 2 barracks and an engineering bay for a factory. For 99% of players this change will go largely unnoticed.
blitzkrieger
Profile Joined September 2010
United States512 Posts
October 14 2010 18:46 GMT
#277
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.


I don't think you get how void rays work. They are only useful when charged. Its like buffing siege tanks damage in tank mode and nerfing its siege damage and saying "its good ok lol". No one cares about tank/uncharged they are used for siege/charged. Most of the time spent pre-charging is on rocks zealots or pylons that you cancel anyway... this hurts pre-charging if anything.
Warpzit
Profile Joined June 2008
Denmark28 Posts
October 14 2010 18:46 GMT
#278
Generally don't like the switch from mana to cooldown. Makes some units like HT more useless. Also seems like design flaws that they need so many ways to manage spells instead of 1 simple system, would actually be nice with stalkers with mana bars so you would know exacly when all your stalkers could blink just from looking at their bars instead of clicking on them individually and see their cooldown timer....
Pisonmyhands
Profile Joined August 2010
United States14 Posts
October 14 2010 18:46 GMT
#279
Blizzard has forgotten about 1v1 :/
Kate Lockwell got an undeserved promo to anchor... gonna need Ron Burgundy level advice ASAP
Jantix
Profile Joined June 2010
United States48 Posts
October 14 2010 18:46 GMT
#280
Looks like only about 50-60% of TL hates the patch... must be pretty good.
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