so true.
so it's needed
Forum Index > SC2 General |
PangO
Chile1870 Posts
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 | ||
shtdisturbance
Canada613 Posts
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NostalgiaTag
Canada508 Posts
![]() Im sure blizz is working on it, be calm my nerds | ||
niteReloaded
Croatia5281 Posts
terran just got 10 times more boring and lost some of it's racial identity -.- | ||
jongim
Canada289 Posts
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 | ||
darthcaesar
United States475 Posts
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Drathmar
United States160 Posts
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? | ||
megagoten
318 Posts
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
United States255 Posts
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MrCon
France29748 Posts
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
United States5657 Posts
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..... | ||
nam nam
Sweden4672 Posts
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
United States636 Posts
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
Canada32 Posts
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. | ||
Essentia
1150 Posts
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throttled
United States382 Posts
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Zelniq
United States7166 Posts
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 | ||
arb
Noobville17921 Posts
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 | ||
SharkSpider
Canada606 Posts
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
South Africa4280 Posts
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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