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Patch 1.1.2 Notes - Page 28

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 26 27 28 29 30 93 Next
PangO
Profile Blog Joined July 2009
Chile1870 Posts
October 14 2010 19:31 GMT
#541
On October 15 2010 04:29 megagoten wrote:
Show nested quote +
On October 15 2010 04:27 PangO wrote:
Somehow supply depots manage to power up the barrack.

ammunition

so true.
so it's needed
In Economics, the majority is always wrong. aka: MattRz
shtdisturbance
Profile Joined February 2010
Canada613 Posts
October 14 2010 19:31 GMT
#542
I look at the supply depot before rax similar to pylon before gate. Both are 100 minerals, both take 25 seconds, both give supply.
NostalgiaTag
Profile Blog Joined August 2009
Canada508 Posts
Last Edited: 2010-10-14 19:34:03
October 14 2010 19:31 GMT
#543
To be clear this is the message?

[image loading]

Im sure blizz is working on it, be calm my nerds
Look for the flaw that lost the game not the flaw in the game.
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
Last Edited: 2010-10-14 19:32:45
October 14 2010 19:31 GMT
#544
I hate the shit they're doing to terran... Yeah, I know on some level it's right, but it feels like they're stuffing everything in boxes which is horrible for creativity..............

terran just got 10 times more boring and lost some of it's racial identity -.-
jongim
Profile Blog Joined July 2010
Canada289 Posts
October 14 2010 19:31 GMT
#545
On October 15 2010 04:28 ETL wrote:
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.



OH HOW THE TABLES HAVE TURNED MY FRIEND
i am catlul
darthcaesar
Profile Blog Joined June 2010
United States475 Posts
October 14 2010 19:31 GMT
#546
I can log in fine. (NA server)
He is wisest who knows he does not know. | (┛OДO)┛彡┻━┻
Drathmar
Profile Joined September 2010
United States160 Posts
October 14 2010 19:32 GMT
#547
On October 15 2010 04:24 UisTehSux wrote:
HOLY ZERG BUFF. The only Terran thing I have a problem with is the depot requirement for barracks, wtf?



I don't get why people have such a problem with this... I mean toss have to through down a pylon before a gate, how is this any different?
"you're just neural parasited by a retarded infestor" - day[9]
megagoten
Profile Joined October 2010
318 Posts
October 14 2010 19:32 GMT
#548
On October 15 2010 04:30 Yaotzin wrote:
Show nested quote +
On October 15 2010 04:28 MrCon wrote:
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.

what if we count the auto-lose in all the other matchups? what do we get?
leeznon
Profile Joined April 2010
United States255 Posts
October 14 2010 19:32 GMT
#549
This is an excellent patch!
Zerg=Skill
MrCon
Profile Blog Joined August 2010
France29748 Posts
October 14 2010 19:32 GMT
#550
And yes, the supply before rax is like the worst change in sc2+bw+sc history.
It's impossible to find a logical or reasonable explanation for it. It only deletes T cheese from the game (hoho, fear the T cheese), it deletes some builds too, it's nothing really game changing, I don't know the purpose of that.
It's like they would make overlord required for pool. Not a big deal but still you don't understand why they would do this.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
October 14 2010 19:33 GMT
#551
this patch is pretty fucking awesome

marauders still fuck up buildings, but important ones are buffed, except toss got screwed on that end, but medivacs are slower so that helps with that anyway

this could be good.....
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
nam nam
Profile Joined June 2010
Sweden4672 Posts
October 14 2010 19:33 GMT
#552
On October 15 2010 04:26 Pyrrhuloxia wrote:
Ha. Tons of PvT nerfs... no PvZ nerfs? Lots of ZvP buffs, though. Maybe we will see a carrier now someday.

Also, I don't feel great about the death of the legendary BBS.


How does that makes sense?
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
Last Edited: 2010-10-14 19:34:08
October 14 2010 19:33 GMT
#553
On October 15 2010 04:28 ETL wrote:
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.


This makes no sense. In order to scout a 6 pool before building a depot you have to scout with one of your initial 6 scvs. The rax will be in construction before the lings arrive, and the wall-in should be complete, plus with depots now having more life, you have more time to repair them. 6 pool is such a non-issue, its complete suicide vs any competent terran player. What league are you in?
TurdFerguson
Profile Joined April 2010
Canada32 Posts
October 14 2010 19:33 GMT
#554
On October 15 2010 04:29 megagoten wrote:
Show nested quote +
On October 15 2010 04:27 PangO wrote:
Somehow supply depots manage to power up the barrack.

ammunition


I lol'd
also, totally agree.
One does not simply walk into my natural...
Essentia
Profile Joined July 2010
1150 Posts
October 14 2010 19:33 GMT
#555
VR's were already hardly used, now I think they will never ever be used.
throttled
Profile Joined August 2010
United States382 Posts
October 14 2010 19:33 GMT
#556
YES ROACH RAAAANGE!
"Look to the river rushing. Unparalleled in its power. It carves away at the land, eroding the banks, consuming the sands and washes away to her majesty."
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
October 14 2010 19:33 GMT
#557
+ Show Spoiler [dont read this if you are a top terran] +

not only are fast raxes still possible and dangerous, so are proxy raxes. you can still reaper bunker rush a zerg who may foolishly believe their hatch first plays are safe
ModeratorBlame yourself or God
arb
Profile Blog Joined April 2008
Noobville17921 Posts
October 14 2010 19:33 GMT
#558
On October 15 2010 04:33 nam nam wrote:
Show nested quote +
On October 15 2010 04:26 Pyrrhuloxia wrote:
Ha. Tons of PvT nerfs... no PvZ nerfs? Lots of ZvP buffs, though. Maybe we will see a carrier now someday.

Also, I don't feel great about the death of the legendary BBS.


How does that makes sense?

not nerfing zerg shit so its easier for protoss, but buffing zerg shit so its easier for zerg
Artillery spawned from the forges of Hell
SharkSpider
Profile Joined May 2010
Canada606 Posts
October 14 2010 19:33 GMT
#559
On October 15 2010 04:31 Ryalnos wrote:
I'm guessing the medivac change was made so that they are as fast as your ground forces instead of wandering ahead?

I wouldn't say that. They're nerfing the strength of T drops by buffing building HP for other races and making it so medivacs can't get away so quickly. Anyone with half-decent micro can keep them from wandering away from their army.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 19:33 GMT
#560
On October 15 2010 04:30 MayorITC wrote:
Show nested quote +
On October 15 2010 03:43 illumination wrote:
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.

Yeah but the crapness of uncharged damage meant they were only used as cheese/hidden allin type stuff. If you got caught uncharged..byebye.

Ideally I think they would be OK uncharged and really good charged (to reward good players keeping them charged). Maybe they'll need a buff after this I'll have to play with it to decide, but it's a step in the right direction imo.
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