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Patch 1.1.2 Notes - Page 16

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 14 15 16 17 18 93 Next
Kywalk
Profile Joined August 2010
Brazil23 Posts
October 14 2010 18:50 GMT
#301
FotM terrans , please , switch to zerg already.I'm tired of TvTing all the time.
SONE
Profile Joined May 2010
Canada839 Posts
October 14 2010 18:50 GMT
#302
Hmm, right before MLG and GSL. Hope people are prepared for this.
vyyye
Profile Joined July 2010
Sweden3917 Posts
October 14 2010 18:50 GMT
#303
On October 15 2010 03:48 Caphe wrote:
Show nested quote +
On October 15 2010 03:42 Liquid`Jinro wrote:
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....


Yep, I am not concern about defending cheese, I'm concern about cheesing as terran. How the hell is Terran players gonna "surprise" his opponent now?
Tourney map w/o players watch out for each other's cheese is boring.
Note: I play Terran and I never cheese, but watching people cheese and defending cheese on tourney is so much fun and exciting

Boxer esque 4 rax > fly to enemies base > make marines > win?

No but seriously, not really any cheese available to T anymore. You can rush some tech but they don't really have a 6pool/double proxy gate.
Achilles
Profile Joined August 2010
Canada385 Posts
October 14 2010 18:50 GMT
#304
On October 15 2010 03:50 SONE wrote:
Hmm, right before MLG and GSL. Hope people are prepared for this.


i hope not. more interesting that way.
[rS]Gluske // http://www.rsgaming.com // Troku[tC]
MasterFischer
Profile Joined August 2009
Denmark836 Posts
October 14 2010 18:50 GMT
#305
People still saying Z is UP and T is OP after this patch...

especially after we seen time and time again how Zerg players like Fruitdealer rape everybodys face..

It must be hard to keep a straight face..

WHO is this who speaks to me as though I needed his advice?
Tevinhead
Profile Joined August 2010
United Kingdom470 Posts
October 14 2010 18:51 GMT
#306
On October 15 2010 03:48 HaN- wrote:
These changes looks really good, I can't wait to try them in game.
Obviously the game will require many other patches to become the best game possible, but Blizzard is definitely going in the right direction !

This.

While this patch may not be up to the extremely high standards of the team liquid forum browsing professional Starcraft players. This patch came fast and it IS in the right direction. Be happy people! There's hope! :D
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
October 14 2010 18:51 GMT
#307
Most of the time spent pre-charging is on rocks zealots or pylons that you cancel anyway... this hurts pre-charging if anything.


Very good; that's the point. It nerfs precharging by making uncharged VRs better. This encourages use of the VR as a standard unit rather than with a gimmick rush or somesuch.
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
gods_basement
Profile Blog Joined August 2010
United States305 Posts
October 14 2010 18:51 GMT
#308
can terrans stop 10/12 gate proxies now? what about 7 gates? by the time i scout him he has a gateway started, so now i have to do 8 supply 8 rax? this barracks change just feels wrong. i'd rather have mauraders gone than have to do supply barracks every game.

not that i usuallly build a rax before supply, but its just nice to have the option to 10rax maurader.
(TT~TT)
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
October 14 2010 18:51 GMT
#309
This is the best day of my life!
Its grack
klauz619
Profile Joined July 2010
453 Posts
October 14 2010 18:51 GMT
#310
I like the terran changes.

Thors having no energy makes em less vulnerable to feedback, +50 supply depot hp is always welcome. The medivac speed loss is pretty crappy though.

No major nerf really.

Except for voidrays OWNED.
MrCon
Profile Blog Joined August 2010
France29748 Posts
October 14 2010 18:51 GMT
#311
On October 15 2010 03:45 Zelniq wrote:
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

wat
u mean like a nice 6 depot 6 rax ?
I don't get what you say, can you elaborate the "fast barrack play still viable" part ?
CaptainFwiffo
Profile Joined August 2010
United States576 Posts
October 14 2010 18:51 GMT
#312
Considering the expense and risk of going voidrays, they actually look pretty pathetic now compared to mutalisks or banshees. And the speed upgrade was nerfed way too hard considering the expense of getting a fleet beacon out. My guess is that voidrays will become as rare as carriers, and a stargate will become a building you get only when a BM Terran opponent tries to fly away with all his buildings.
"Even though they don't drink milk, milk comes out of their nose, disturbingly." - Tasteless
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
October 14 2010 18:51 GMT
#313
On October 15 2010 03:50 Achilles wrote:
Show nested quote +
On October 15 2010 03:50 SONE wrote:
Hmm, right before MLG and GSL. Hope people are prepared for this.


i hope not. more interesting that way.

how is it more interesting this way
ModeratorBlame yourself or God
syllogism
Profile Joined September 2010
Finland5948 Posts
October 14 2010 18:52 GMT
#314
Void rays do 66% more damage v armored at charge level 1, that's pretty sick
Deathstar
Profile Blog Joined May 2010
9150 Posts
October 14 2010 18:52 GMT
#315
Oh come on. I planned on finishing hw early today and doing some proxy reaper cheese. Yay for void ray nerf, and I'm happy for the roach range increase (although I would take 1 food roach over anything).
rip passion
Champ24
Profile Joined August 2010
177 Posts
October 14 2010 18:52 GMT
#316
PvZ just got much different early game. Roaches just got much more deadly! Maybe I wont see as much FE speedlings to mutas anymore.

Just gotta work on my expo timing again...
illumination
Profile Joined August 2010
Korea (South)248 Posts
October 14 2010 18:52 GMT
#317
On October 15 2010 03:46 blitzkrieger 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.


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.

i don't think you know how the game works. Sure they are weaker in this cheesey allins where you charge on a pylon but in late game when there are battle cruisers and ravens in your base voidrays didnt do a single damn thing for you. Now they can be made for a straight up game instead of just an allin... sounds good to me
Welcome to TL - Where Terran have been teaching the Zerg / Toss pros how to play since Patch 11
vyyye
Profile Joined July 2010
Sweden3917 Posts
October 14 2010 18:52 GMT
#318
On October 15 2010 03:51 gods_basement wrote:
can terrans stop 10/12 gate proxies now? what about 7 gates? by the time i scout him he has a gateway started, so now i have to do 8 supply 8 rax? this barracks change just feels wrong. i'd rather have mauraders gone than have to do supply barracks every game.

not that i usuallly build a rax before supply, but its just nice to have the option to 10rax maurader.

There's such a thing as a 7 gate? Huh? I've never seen that, ever.
cocosoft
Profile Joined May 2010
Sweden1068 Posts
October 14 2010 18:52 GMT
#319
HAHA void ray nerf!
¯\_(ツ)_/¯
Aurdon
Profile Blog Joined April 2010
United States2007 Posts
October 14 2010 18:52 GMT
#320
Just in Time for MLG DC!!!!

This is kind of a big change to come out a day before a major tournament. Will some players even get a chance to test the patch since most of these guys are traveling and settling in at the moment?
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