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Patch 1.1.2 Notes - Page 22

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 20 21 22 23 24 93 Next
Looky
Profile Joined April 2010
United States1608 Posts
October 14 2010 19:10 GMT
#421
i dont agree with the supply before rax ethier. i mean it just limits playstyles. i can fast expand easily even without that nerf. with the reaper build time increase it wasnt much of a problem anymore.
Drathmar
Profile Joined September 2010
United States160 Posts
October 14 2010 19:10 GMT
#422
On October 15 2010 04:07 castlewise wrote:
Some folks sure are up in arms about the toss nerf. Considering the fact that blizz said TvP was a problem for T, I cant say its terribly surprising.


Obviously they don't watch Tourneys where P's have a very hard time vs T.
"you're just neural parasited by a retarded infestor" - day[9]
Pekkz
Profile Joined June 2009
Norway1505 Posts
October 14 2010 19:10 GMT
#423
On October 15 2010 03:42 Zelniq wrote:
Show nested quote +
On October 15 2010 03:40 Liquid`HuK wrote:
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


Maby give them same range as marines, so they dont instant die cus of running infront. Shouldnt be overpowerd now that you cant get speed before factory, and roach range is increased.
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
October 14 2010 19:10 GMT
#424
Nerfing void ray to oblivion but NOT touching the banshee is just mind-boggling. IMO, Medivacs are still OP.

And when are they gonna realize the sensor tower is a load of newbie shit?
n.Die_Jaedong <3
KillerPlague
Profile Joined June 2010
United States1386 Posts
October 14 2010 19:10 GMT
#425
wtffffffff i didn't know they were gonna nerf protoss harder than terran. did not see that one coming.
Side 1: Why no dominant players with 90% win ratio Side 2: Nerf Side 1
Agh
Profile Blog Joined July 2010
United States930 Posts
October 14 2010 19:11 GMT
#426
Meh still not the big balance patch but guess they are still gonna release a bit at a time. Hopefully PvT doesn't last as long as ZvT did. Nexus health is a start I guess. (first buff in 17 patches since beta?) lollerskates.

Void ray nerf pretty significant but Don't really care about it that much, just aids in the fact that it becomes less of a worry for T players.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
bigjenk
Profile Joined September 2010
United States1543 Posts
October 14 2010 19:11 GMT
#427
On October 15 2010 04:07 Zaka wrote:
Terran least mobile race... So let's make them even more immobile!


You mean mech builds are immobile?

Bio and dropping is super mobile.

Mech play makes the about as immobile as collosi toss except they can still do thor and tank drops.
Ignore my opinions I am bad
Burban
Profile Joined August 2010
48 Posts
October 14 2010 19:11 GMT
#428
On October 15 2010 04:10 Scoop wrote:
Did they just remove half the uses for feedback? Nice Blizzard.


they can feedback PDD now, and thors still have hard counters in the toss army so whats the problem? really...
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2010-10-14 19:12:41
October 14 2010 19:11 GMT
#429
On October 15 2010 04:04 Skyze wrote:
Starting the bandwagon of protoss players jumping ship. This is a retarded patch, nerfing voids and HT's (cant feedback thors? stupid)

Why the hell would you want to build a void ray now? The main purpose of them is to get that Charge, which does awesome damage.. They suck in the precharging stage, and thats how it was balanced. Now, voidrays are just total garbage all around.

I would of took a banshee anyday prepatch over a voidray, now its even more of a joke.

I don't get protosses saying they can't feedback thors anymore. Honestly, when was the last time a T used thors in his composition against you ? I said honestly !
I watch a lot of games, I'm not even sure I've ever seen someone make a thor against a protoss unless it was an early mass repair 1-2 thor allin. Immortals are destroying thors already.
FindingPride
Profile Blog Joined July 2010
United States1001 Posts
October 14 2010 19:12 GMT
#430
On October 15 2010 03:23 Liquid`Tyler wrote:
Void Rays worthless now They had such difficult to overcome weaknesses against very basic and common units, Marines Hydras and Stalkers. Marines and Hydras in numbers at like 1/4 or 1/3 the cost of the Void Rays could fend off Void Rays but that wasn't enough? Vikings totally owned Void Rays before they got speed upgrade and now they own them even when the Void Rays get speed upgrade. Stalkers can probably approach charged up Void Rays now too since that reduction in damage against armored is so huge. And of course Protoss keeps getting worse against air... brood lords, corruptors and battlecruisers are now much more difficult to deal with.

I couldn't disagree more. Voidrays were way to powerful. I could never punish my protoss opponents for playing like retards. guy had 2 gates and a stargate and had about 5 voidrays after he fail pushed me. He made an expansion and i had 4 raxes. Guess who couldn't even kill 4 units? me.
tbh i like to live in a game where i can punish my opponents for making bad decisions. Like expanding vs a 4 rax. 5 units should not beable to decimate my army in less then 5 seconds when its fully charged. Also another reason for this change is to make protoss use carriers more. Voids aren't useless they are just going to have be played with differently. I wish i could gather a few of my replays but i didn't save these ones to show you. But voidrays were a universal unit. GOOD at deffending and GOOD at attacking and HARASSING. But i think this is going to prompt carrier usage more lategame which imo is a good thing.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2010-10-14 19:13:51
October 14 2010 19:12 GMT
#431
Fuck you blizzard.

Why not raise nitro to 200/200 or something instead of a factory. and the supply depot before barracks is fucking retarded. Bye bye BBS, 10 rax 11 depot, etc etc.

As for Protoss. Voidrays should have had its HP buffed and damage the same or something becuase now they will be even more LOL.

As for zerg~ Roach range.. meh sure. Its not like reapers will ever be used again anyways.

HP on buildings... lol.. I disagree with it. Why not reduce unit damage and have more interesting battles instead of the ones that last 3 seconds. "k you 4 banelings killed your 50 marines, you lose"

On October 15 2010 04:10 KillerPlague wrote:
wtffffffff i didn't know they were gonna nerf protoss harder than terran. did not see that one coming.


Depends on what way you look at it. I see both as a nerf but the T nerf takes away a few builds. Toss will just have their voidrays "reduced" in effectiveness.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
Champ24
Profile Joined August 2010
177 Posts
October 14 2010 19:12 GMT
#432
HT got a pretty nasty indirect hit from the nerf bat.

More robo play I guess...
NonY
Profile Blog Joined June 2007
8748 Posts
October 14 2010 19:12 GMT
#433
On October 15 2010 04:02 Sfydjklm wrote:
Show nested quote +
On October 15 2010 04:00 Champ24 wrote:
On October 15 2010 03:55 Kryptonite333 wrote:
WTF no energy on corrupters how the fuck do you kill them now as p fk this =D h well i lika a challenge, and all buildings life upgraded thank god !@#king maurauder you bad boys =p


Oh $hit, I didn't see that.

I have no idea. P's anti-air is fairly weak right now. Phoenix has their place, but it's more of a hybrid anti-air and harassment tool than strictly anti-air.

Protoss is inherently ahead when u build corruports because u waste a lot of supply on a unit that is only good for dealing with collosus.

Supply doesn't matter unless you're maxed. If you're maxed you probably want some Brood Lords, so Corruptors are useful.

And there's nothing "inherently" bad about a unit that has a very specific role. If it's good at what it does then it's good. If you could build one Corruptor that had 2000 health and one-shot killed every Colossus, you aren't inherently behind because you spent a few hundred resources to deal with only one part of the Protoss army... it would be incredibly efficient and undoubtedly the best move against any Protoss getting Colossi. Of course Corruptors aren't that strong, but they are strong enough that they are good at their role.

And you don't even seem to consider the things Corruptors prevent. Warp Prism harass and Carriers are never even seen against Zerg because Corruptors shut them down so well that nobody even tries.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
jjun212
Profile Joined December 2004
Canada2208 Posts
October 14 2010 19:12 GMT
#434
... i cant seem to play the game?

i opened SC2.

it updated to 1.1.2

but when i choose to play a game, it says i "must restart game client and patch to the latest patch in order to play."

huh!?!?
s.a.y
Profile Blog Joined October 2007
Croatia3840 Posts
October 14 2010 19:12 GMT
#435
On October 15 2010 04:08 Zelniq wrote:
Show nested quote +
On October 15 2010 03:59 Liquid`Tyler wrote:
On October 15 2010 03:51 NicolBolas wrote:
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.

Which is dumb because Void Ray charging was one of the coolest things in the game. Nobody should want VR to be used as a standard unit. It'd be just another unit to attack move rather than a unit that requires unique micro/preparation/tactics.

very good point, couldnt agree more


i wished they put a longer time on charge and shorter time for the VR to cool down.

besides that, i think the patch is ok.

I am kind of afraid of roach timing attacks PvZ on FE maps, with roach having a bigger range.
I am not good with quotes
Achilles
Profile Joined August 2010
Canada385 Posts
October 14 2010 19:12 GMT
#436
On October 15 2010 04:08 FrostedMiniWeet wrote:
Show nested quote +
On October 15 2010 04:06 Achilles wrote:
I do honestly propose that we can all have congruent opinions that the modifications held within the newest game patch will have some serious implications on the starcraft 2 metagame.


Yet another person who does not know what the term "metagame" means.

http://www.teamliquid.net/blogs/viewblog.php?topic_id=130447


Yet another person who does not know what the term "satire" means.

dictionary.com
[rS]Gluske // http://www.rsgaming.com // Troku[tC]
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 19:13 GMT
#437
On October 15 2010 04:10 epik640x wrote:
Still doesn't address why IdrA thought ZvT was imbalanced. The lack of early scouting opportunities for Zerg.

Zerg only needs to scout because of all the options T has. Which are getting nerfed away. It's another way of accomplishing the same thing: Zerg can be prepared for whatever T is up to.
Bean54
Profile Joined September 2010
United States85 Posts
October 14 2010 19:13 GMT
#438
On October 15 2010 04:07 Zaka wrote:
Terran least mobile race... So let's make them even more immobile!


I think you confused least with most
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
October 14 2010 19:13 GMT
#439
So glad to see VR damage nerfed, and I think it's about time for Roaches to get that +1 range as well.
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
October 14 2010 19:13 GMT
#440
On October 15 2010 04:09 Mjolnir wrote:

I play Random or Zerg which means I only pull Terran once in a while. Given that, I think the changes to Barracks requirements and Nitro Packs are asinine.

We've already dealt with Reapers. They've already been nerfed, and the community seems to have figured out how to deal with them weeks ago. I do not understand why things get "double nerfed" like this after the problem has already been solved. First they increased Reaper build times; now they're delaying upgrades, improving counter units, and making buildings stronger (not specifically for Reapers but I'm sure they were in mind too).

And now depot before Rax? Come on... where's the fun in that? It's not a huge deal but really, it just removes some creative play.

And VRs. What the hell? I can't recall the last time I saw them being used in any OP way.

Makes me wonder who they're catering to. Is it the pro-gamers or the sub-platinum league casuals?
The reaper nerf was most definitely for team games. PP can now stand a chance against ZT.

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