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Patch 1.1.2 Notes - Page 33

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 31 32 33 34 35 93 Next
backtoback
Profile Joined March 2010
Canada1276 Posts
October 14 2010 19:47 GMT
#641
On October 15 2010 04:43 YourMom wrote:
How the hell am I supposed to counter Battlecruisers with SCV's repairing now ???

I bet you can't even kill a single Turret FFS.


what changned about the scv and bc?? am i missing somehting?
Raiznhell
Profile Joined January 2010
Canada786 Posts
October 14 2010 19:47 GMT
#642
On October 15 2010 04:42 bokeevboke wrote:
Show nested quote +
On October 15 2010 04:40 gakkgakk wrote:
Will mech tvp be viable now?


Don't think so. Immortals hardcounter every factory unit.


mass immortal against mass mech actually loses. Immortals may hard counter a tank on it's own but you get tanks siege, hellions covering and thors in the back (also throw in their 250 MM cannons) and you will crush a massed immortal army. i think mech will be slightly more viable for stubborn mech players but in the end marauders are just way too easy to use and i expect we wont be seeing any pros go mech vs protoss anytime soon.
Cake or Death?
Payout
Profile Joined October 2010
45 Posts
October 14 2010 19:48 GMT
#643
On October 15 2010 04:45 Yaotzin wrote:
Show nested quote +
On October 15 2010 04:41 MrCon wrote:
On October 15 2010 04:36 Yaotzin wrote:
On October 15 2010 04:33 Zelniq wrote:
+ 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

:D

Poor Terrans will have to learn all the tricks everyone else already learned when it comes to proxies!

No. The races where designed like that. Such a fondamental change is just bad, I feel sorry for you and your post that shows such starcraft ignorance.

BBS was too strong because of orbital. The race got re-designed, such is life.

not rly, it was a team vs team problem not 1v1
setzer
Profile Joined March 2010
United States3284 Posts
October 14 2010 19:48 GMT
#644
I give a lot of respect to Blizzard for getting this patch out before the start of GSLS2. As a zerg player, while I love the roach range increase, I am overjoyed over the increase to building hp. Damn marauder drops!
theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2010-10-14 19:48:36
October 14 2010 19:48 GMT
#645
Immortals don't counter Thors with 250mm off-cooldown since 250mm isn't impacted by Hardened Shields. TvP just got a lot more interesting late-game which I think is what people had been asking for. P still needs help early-mid though
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2010-10-14 19:52:11
October 14 2010 19:49 GMT
#646
Anyone else find it a little strange that 1.1.2 has more balance changes and more significant balance changes than 1.1?

I wonder about Void Rays... maybe they won't be so absurdly punishing now... does anyone know if 1 Queen > 1 Void Ray with this? Is it just me or is that a pretty big beating to void rays??

And yet somehow...SOMEHOW they did not change the repair mechanic. SERIOUSLY?!
kioskmongo
Profile Joined October 2010
Sweden33 Posts
October 14 2010 19:49 GMT
#647
On October 15 2010 04:41 LiquidOreo wrote:
They patch this game way to fast....Before I can even get use to the changes there all ready changed...that's the problem they have....just give people time to figure out how to play save a ton of time...

It's going to be like this for a long time. Brood War balance was awful for the longest time. It's going to take a lot of tweaking to get the perfect balance like we see in BW now. Assuming they add new units with Heart of the Swarm and the toss expansion, we're looking at years of constant patches, I doubt this will be the most game changing patch ever.
tahts halo dont worry
Anzat
Profile Joined February 2009
United States90 Posts
October 14 2010 19:49 GMT
#648
Very nice patch. I like the whole thing. However, they still didn't fix the main problem with zerg, which is our inability to scout behind a wall after drone and before T2 air. Assuming the opponent realizes there's a "p" on his keyboard, one or two marines/stalkers can totally shut zerg out of any information about what's coming. We have to sit there quietly macroing/teching with no idea when they'll push out, or with what.
tyrless
Profile Joined July 2010
United States485 Posts
Last Edited: 2010-10-14 19:50:27
October 14 2010 19:49 GMT
#649
Blizzard is really unbalancing the high-level play with these changes catered to the gold leaguers. The deport req is an absolutely horrible change because it neuters the differentiation between races, and is yet another step towards limiting playstyle options. The void ray nerf is just so unneeded it's baffling who is coming up with these changes. Roach change is another limp attempt at buffing zerg, roach was a boring unit before and it's even more boring now, just another variant of the tier 1.5 ranged unit that all the races have.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
Last Edited: 2010-10-14 19:50:48
October 14 2010 19:49 GMT
#650
On October 15 2010 04:37 Silvanel wrote:
-Barracks requirement changed from Command Center to Supply Depot.

I am switching to zerg......................
Seriously WTF that makes no sense to me....


Good, maybe we will finally have some diversity in the game now. The lack of Zergs playing this game is just sad. Zerg will still require more APM and game sense to play than any other race however, so don't think its all rainbows and sunshine for Zergs now.
noD
Profile Blog Joined August 2010
2230 Posts
October 14 2010 19:50 GMT
#651
On October 15 2010 04:40 gakkgakk wrote:
Will mech tvp be viable now?


Mech always were viable, but mmm in early game was and is much too strong ...
Now thors are stronger against void ray ...
MaDBread
Profile Joined October 2010
Germany66 Posts
October 14 2010 19:50 GMT
#652
Wow... they really hate VoidRays

Feedback is nerfed too, I guess they really want Protoss to open every game with a robo.

They could have just made the Twillight Council and the Stargate require the Robo in the first place.
Seneca
Profile Joined August 2010
United States4 Posts
October 14 2010 19:50 GMT
#653
I logged on to B.net having updated my client to 1.1.2, but whenever I try to join a multiplayer game a window pops up saying I must update to the latest version and re-start the game, so I re-started the game but I'm still having issues.

Anyone else having this problem?
It is one thing to remember, another to know. To remember is to safeguard something entrusted to the memory. But to know is to make each thing one's own, not depend on the text and always to look back to the teacher.
HiHiByeBye
Profile Joined August 2009
Canada365 Posts
October 14 2010 19:50 GMT
#654
Is the Patch working on NA?

It says i am need to restart SC2 before finding a game but I already downloaded the path.

any1 else have this probelm?
kariido
Profile Joined December 2007
Saudi Arabia179 Posts
October 14 2010 19:50 GMT
#655
On October 15 2010 04:48 setzer wrote:
I give a lot of respect to Blizzard for getting this patch out before the start of GSLS2. As a zerg player, while I love the roach range increase, I am overjoyed over the increase to building hp. Damn marauder drops!


Instead of fixing the source of the problem they're trying to bandaid it's impact. That isn't how you should go about things.
http://campaignforliberty.org/
Kishkumen
Profile Blog Joined July 2010
United States650 Posts
October 14 2010 19:51 GMT
#656
Blizzard kind of flipping the bird to all the players at MLG DC. Good luck adjusting your strategies to the new patch after 5 hours of practice the night before. At least now anybody who loses can save face by blaming it on being unfamiliar with the new patch.
Weird, last time I checked the UN said you need to have at least 200 APM and be rainbow league to be called human. —Liquid`TLO
Sandbox
Profile Joined July 2010
Canada65 Posts
October 14 2010 19:51 GMT
#657
Why do they ignore the marauder... Come on. And why nerf the void ray? It was perfectly fine the way it was, you just had to scout it properly then they were easy to deal with. I thought only players gold and below had trouble with them... Void rays were good against mass marauders but now it will take longer to kill the marauders and they could just take your base while you blast them.
Philip2110
Profile Joined April 2010
Scotland798 Posts
October 14 2010 19:52 GMT
#658
Can someone explain what toss does against corrupters. With void ray nerf and stalkers doing low dps and having a massive 1 + (0 to armoured) damage increase per upgrade. Toss can also no longer feedback them to damage them, gonna be fun to be a collosus
Master Sc2 - Diamond LoL - Eu W
megagoten
Profile Joined October 2010
318 Posts
October 14 2010 19:52 GMT
#659
On October 15 2010 04:50 kariido wrote:
Show nested quote +
On October 15 2010 04:48 setzer wrote:
I give a lot of respect to Blizzard for getting this patch out before the start of GSLS2. As a zerg player, while I love the roach range increase, I am overjoyed over the increase to building hp. Damn marauder drops!


Instead of fixing the source of the problem they're trying to bandaid it's impact. That isn't how you should go about things.

i guess you're saying they should set marauder damage to building to 2 so that it' no longer possible
because clearly we marauder drops were not stoppable
PangO
Profile Blog Joined July 2009
Chile1870 Posts
October 14 2010 19:52 GMT
#660
I got thinking, are they ever going to nerf Banshees ?
In Economics, the majority is always wrong. aka: MattRz
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