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Patch 1.1.2 Notes - Page 27

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 25 26 27 28 29 93 Next
l.f.h4unt
Profile Joined August 2010
United States21 Posts
October 14 2010 19:26 GMT
#521
im getting an error message that is saying the following,
'You must restart your game client and patch to the latest version before playing a multiplayer game'
ironic because i just downloaded the new patch
7 Deadly Sins : Sympathy, Being Sad, Restlessness, Hesitating about anything, Useless daydreaming, Feeling guilty, Thankfulness
Sobba
Profile Joined August 2010
Sweden576 Posts
October 14 2010 19:27 GMT
#522
Such an Idra patch.
PangO
Profile Blog Joined July 2009
Chile1870 Posts
October 14 2010 19:27 GMT
#523
Somehow supply depots manage to power up the barrack.
In Economics, the majority is always wrong. aka: MattRz
bigjenk
Profile Joined September 2010
United States1543 Posts
October 14 2010 19:27 GMT
#524
On October 15 2010 04:17 FindingPride wrote:
Show nested quote +
On October 15 2010 04:16 bigjenk wrote:
On October 15 2010 04:12 FindingPride wrote:
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.


Wait so you did nothing while he expanded pushed with only 2 gates and the built voidrays for 5 minutes with you not building marines or vikings?

and your complaining? If i lose a game like that and look at the replay im calling myself retarded for the next 15 minutes not blaming balance.

He expanded while he pushed. Lost all his gate units and i counter attacked. Was cross spawn metalopolis and by the time i was there he was charging 5 void rays. and had about 8 gate units.
I died miserably.


Yeah you said that he built 2 gates and expanded plus had to build 5 rays(60) sec build time plus a minute and a half of game time to get across map. And you didn't scout it, didn't harass at all...

So you were like 10 minutes in hadn't seen a robo unit an expansion or a 3rd gate and you didn't either attack or build marines+vikings? What do you think happens to other races if they are as unprepared with banshees coming out? or mutas?

If you up 5 cloaked banshees which is about the investment on 5 rays and he didn't have a robo or cannons built guess what its an auto loss there.
Ignore my opinions I am bad
EchOne
Profile Blog Joined January 2008
United States2906 Posts
October 14 2010 19:27 GMT
#525
On October 15 2010 04:21 Obsolescence wrote:
They didn't touch VR charge level 3...
Fear the roach!

The current VR implementation, and the one immediately prior to the patch in question, fields only 2 levels of damage. The first level is graphically represented by either one or two beams, but the second, fully charged level, is shown by the thickest beam. Hence this patch brings a significant reduction to Void Rays' fully charged damage.
面白くない世の中, 面白くすればいいさ
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2010-10-14 19:29:24
October 14 2010 19:28 GMT
#526
Still doesn't address why IdrA thought ZvT was imbalanced. The lack of early scouting opportunities for Zerg.
not a problem anymore. Zerg doesn't need to scout now.
No proxy or fast rax.
No reapers.
No hellions (perhaps people will still use them, just make 3-5 roaches blind everygame, that will solve everything)
Those little changes will change the matchup susbstantialy imo, as T will have to find new ways of harassing efficiently.
ETL
Profile Joined September 2010
6 Posts
October 14 2010 19:28 GMT
#527
I do not agree with the supply before barracks. WE as terrans have to scout 6 pools very early in the game in order to stop this now. or maybe we wont be able to stop this at all thats how i feel. what about the rest? and yes for reaper, making the upgrade 100/100 would have been better.
Xception704
Profile Joined May 2008
United States161 Posts
October 14 2010 19:28 GMT
#528
On October 15 2010 04:27 Sobba wrote:
Such an Idra patch.


I lol'd.

But I'm extremely happy about this change other than the depot-first.
megagoten
Profile Joined October 2010
318 Posts
October 14 2010 19:29 GMT
#529
On October 15 2010 04:27 PangO wrote:
Somehow supply depots manage to power up the barrack.

ammunition
NonY
Profile Blog Joined June 2007
8751 Posts
October 14 2010 19:29 GMT
#530
On October 15 2010 04:02 Sfydjklm wrote:
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.


On October 15 2010 04:18 Sfydjklm wrote:
I am not saying corruptors is a unit that has no application, im saying it being unfeedbackable doesnt change teh tide of balance in zergs favor in any way shape or form, it simply gives zerg a slight boost in the right direction.
Besides with fungal stopping blink it is most likely that infestors with NP will become the standard response to collosus, and infestors are quiet feedbackable.


I never implied that you were saying corruptors have no application. I agree with you that they have a role and I argued that they fill it really well. They fill it so well that protoss is not inherently ahead just because the Zerg built corruptors.

I don't see the connection between your two posts at all other than that they're both talking about corruptors.
"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.'
Hycer
Profile Joined October 2010
Thailand5 Posts
October 14 2010 19:29 GMT
#531
[QUOTE]On October 15 2010 04:21 Zaka wrote:
[QUOTE]On October 15 2010 04:19 Hycer wrote:
Dunno if its been posted yet but 250mm Cannon does 500dmg now and it looks like it follows its target now and cancels when its dead. The whole animation seems a bit faster as well

Edit: No area dmg anymore

[/QUOTE]
Makes them viable as a counter against collossi now. [/QUOTE

Yep and against immortals

Headshot
Profile Blog Joined May 2010
United States1656 Posts
October 14 2010 19:29 GMT
#532
On October 15 2010 04:28 MrCon wrote:
Show nested quote +
Still doesn't address why IdrA thought ZvT was imbalanced. The lack of early scouting opportunities for Zerg.
not a problem anymore. Zerg doesn't need to scout now.
No proxy or fast rax.
No reapers.
No hellions (perhaps people will still use them, just make 3-5 roaches blind everygame, that will solve everything)
Those little changes will change the matchup susbstantialy imo, as T will have to find new ways of harassing efficiently.

Cloaked Banshees are still devastating.
-
darthcaesar
Profile Blog Joined June 2010
United States475 Posts
October 14 2010 19:30 GMT
#533
I've been trying to read this thread, but everytime I *skim* down a page, there's 5 more.
Wow.
The factory requirement for nitro kills reapers. Roach range kills reapers.
No one will go reapers anymore. Why make depot before rax?
10rax, 11 depot, 12 orbital (with marines) is (was) sucha good opening. I can't believe Blizzard is balancing for lower level players.
He is wisest who knows he does not know. | (┛OДO)┛彡┻━┻
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 19:30 GMT
#534
On October 15 2010 04:28 MrCon wrote:
Show nested quote +
Still doesn't address why IdrA thought ZvT was imbalanced. The lack of early scouting opportunities for Zerg.
not a problem anymore. Zerg doesn't need to scout now.
No proxy or fast rax.
No reapers.
No hellions (perhaps people will still use them, just make 3-5 roaches blind everygame, that will solve everything)
Those little changes will change the matchup susbstantialy imo, as T will have to find new ways of harassing efficiently.

Exactly. I mean, you still need to keep an eye on them obviously, but several auto-lose possibilities have just..died. That's pretty huge.
Wigz
Profile Joined June 2010
Canada42 Posts
October 14 2010 19:30 GMT
#535
On October 15 2010 04:27 Sobba wrote:
Such an Idra patch.


LOL. Poor guy is getting pinned as the biggest Zerg baby.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
October 14 2010 19:30 GMT
#536
umm thors have done 500dmg before this patch, just an fyi.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
JeanLuc
Profile Joined September 2010
Canada377 Posts
October 14 2010 19:30 GMT
#537
shitty patch for protoss. don't like to see two units nerfed into oblivion (VR and reaper). I would rather have blizz balance the game out with buffs rather than with nerfs. The QQ goes on...

If you can't find it within yourself to stand up and tell the truth-- you don't deserve to wear that uniform
MayorITC
Profile Blog Joined October 2008
Korea (South)798 Posts
October 14 2010 19:30 GMT
#538
On October 15 2010 03:43 illumination 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.

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


Initial damage was never an issue for competent players because they pre-charged VRs.
Kaolinite
Profile Joined August 2010
Canada10 Posts
October 14 2010 19:30 GMT
#539
On October 15 2010 04:26 l.f.h4unt wrote:
im getting an error message that is saying the following,
'You must restart your game client and patch to the latest version before playing a multiplayer game'
ironic because i just downloaded the new patch



im getting the exact same message.. is it because the game or not everything else is patched to 1.1.2?
Ryalnos
Profile Joined July 2010
United States1946 Posts
October 14 2010 19:31 GMT
#540
I'm guessing the medivac change was made so that they are as fast as your ground forces instead of wandering ahead?
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