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Patch 1.1.2 Notes - Page 34

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 32 33 34 35 36 93 Next
fantomex
Profile Joined June 2009
United States313 Posts
October 14 2010 19:52 GMT
#661
Void Ray nerf is terrible.

The problem with Void Ray's is they were really only good as proxy/surprise units. Blizzard needs to redesign the unit with a focus on countering heavy air.
Replay or GTFO
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 19:52 GMT
#662
On October 15 2010 04:48 Payout wrote:
Show nested quote +
On October 15 2010 04:45 Yaotzin wrote:
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

Dunno I don't play team games. Whether it was a problem is subjective. Personally, I think BBS was not close enough to allin when it should have been. Most Terran cheeses aren't allin enough, so I'm glad one is down.
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
Last Edited: 2010-10-14 19:55:01
October 14 2010 19:53 GMT
#663
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.


Yeah, now it takes like 4 seconds for Marauders to destroy a hatch instead of 3, but Hatch is now much stronger against other units like zealots and zerglings.
goswser
Profile Blog Joined May 2009
United States3548 Posts
October 14 2010 19:53 GMT
#664
On October 15 2010 04:50 HiHiByeBye wrote:
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?

Yeah, a lot of people most likely are, ten of my friends are online now, but none of them can join games. People probably aren't posting about it, because its blizzard, and everyone expects these issues by now.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
October 14 2010 19:53 GMT
#665
-Nexus life and shields increased from 750/750 to 1000/1000.

was NOT expecting this but thanks, Blizz!
the roach range increase just might break pvz though.. I will have to see after a bunch of games though
get rich or die mining
TL+ Member
Perscienter
Profile Joined June 2010
957 Posts
Last Edited: 2010-10-14 19:57:09
October 14 2010 19:53 GMT
#666
The game becomes ever more crippled. People don't even understant that there are only 2 damage levels to the void ray. They originally designed 3 stages just to summarize the first two of them later. Now they lowered the damage against armored including buildings (which were their main target) by about 40%! The difference between the stages isn't large anymore, anyway. They literally destroyed everything which was interesting about the void ray. The huge speed boost kept them menacing and allowed for some interesting void ray rush strategies into this particular speed upgrade. I played one PvT on LT against this and it was awesome! Another awesome opening gone.

Then they are still introducing ridiculous special behaviors with the removement of energy from thors and corruptors. Where is the system behind that? Yamato needs energy, too.

Feedback, gungal growth and medivac speed changes are good. The other ones create special rules, chaos and patch out strong strategies and tactics.

Less building sniping, no roach kiting allowed etc.


Oh dear, void rays are so ordinary now.



edit: If Blizzard would be allowed to patch chess, most chess pieces would receive a movement cap and would probably lose one possible direction. Pawns would be allowed to conduct castling. And only promotions to knights are allowed. Gj, Blizzard.
lololol
Profile Joined February 2006
5198 Posts
October 14 2010 19:53 GMT
#667
On October 15 2010 04:43 Muey wrote:
Show nested quote +
On October 15 2010 03:58 klauz619 wrote:
45dps for a 3 food unit is rather excessive.


How would 40 DPS on a 2 food 100/25 unit sound to you? Imba? Good? Ridiculous? Awesome?


You're bad at math.
I'll call Nada.
sAfuRos
Profile Joined March 2009
United States743 Posts
October 14 2010 19:53 GMT
#668
This patch blows
Blizzard catering to casual gamers once again

Fml
sAfuRos // twitch.tv/sAfuRos // contact for coaching
megagoten
Profile Joined October 2010
318 Posts
October 14 2010 19:53 GMT
#669
so at this mlg we will the fastest thinking, fastest adapting player win it
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2010-10-14 19:56:35
October 14 2010 19:53 GMT
#670
Don't really see high level play being affected by the "Depot before Rax" change - even proxies can and will still be as viable as they ever were for the same reason protoss proxies are still a threat, except that you can have your depot back in your base by your minerals. Might even see 7-9 in-base depot into proxy rax type builds?
Nobody is gonna cry about 6rax being gone. BBS wasn't even viable in SC2 (sadly!) and that's the only rax-first build I ever had respect for!!

I'm not sure what to think about the Void ray change. I like the idea on paper of "more damage pre-charge less damage fully charged" but I fear 8+8 may be too low. Oh well, at least phoenix work correctly now, and HuK is showing me just how good carriers can be.
Pekkz
Profile Joined June 2009
Norway1505 Posts
October 14 2010 19:53 GMT
#671
Im really happy about the void ray nerf from spectator point of view. I really really hated them when watching GSL and other events. Its the most boring all inn strategy you can watch. Get two of them changed up on your own building, then send them inn and hope they win you the game in 2 seconds. If they dont you are screwd and its over.

I think this patch was a little hard on protoss though, and they should maby have buffed something else. Maby make it abit faster to get DT's out, or make void rays abit cheaper instead. However the medivac speed change will help protoss alot against drops.

Terran now may have to start play abit different. There are a few styles that was not effected alot by this patch, and im sure its good for this game that terrans will have to invent new play styles now aswell. Watching morrow have a hellion with 22 drone kills is fun to watch, but its retarded non the less, and is far too good. Hope the roach range will help deal with hellions.

We got a new patch now, and its spot on the things people have complained about. Maby we will find out some of these changes are abit too much, or maby they are allright. Atleast im looking forward to not seeing 75 apm terrans on europe crush every top zerg. This patch is the downfall of the CHEESY newbie terrans , and you wont be missed at all.
Karas
Profile Joined March 2010
United States230 Posts
October 14 2010 19:53 GMT
#672
On October 15 2010 04:50 HiHiByeBye wrote:
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?


Yep, I'm having the same problem.
Rhyme
Profile Joined May 2010
United States1069 Posts
October 14 2010 19:54 GMT
#673
On October 15 2010 04:52 Philip2110 wrote:
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


here's what you do against corrupters: build ground units other than colossi. you've now defeated corruptors.
dont ever say that
Raiznhell
Profile Joined January 2010
Canada786 Posts
October 14 2010 19:54 GMT
#674
On October 15 2010 04:51 Sandbox wrote:
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.


i think blizzard is delaying any marauders nerfs significantly simply because theres a very fine line i cans ee between it being the way it is now (possibly too strong) and being way too weak.
It's ideal role is to destroy armored units. If it's HP and Damage were nerf almost at all they wouldnt be very good at their job and it'd be like the reaper. basically useless after a nerf.
Cake or Death?
CraftedSC
Profile Joined October 2010
31 Posts
October 14 2010 19:54 GMT
#675
this patch is a great start to balancing this game. Still wish roaches were reverted back to 1 food, but the range buff is always welcomed.
It seems that the greatest Zerg players are forged during times of adversity. Dire situations bring out the best, and when Zergs are dropping left and right, there's always one that remains.
Roggay
Profile Joined April 2010
Switzerland6320 Posts
October 14 2010 19:54 GMT
#676
- Barracks requirement changed from Command Center to Supply Depot.

So, if you lose all your CCs, say you traded base, you can still construct barracks everywhere? Weeeeeee!!!

Anyway, it's good to see blizzard are going in the right way. Still a long way to go, but it's a good start.
shaNk
Profile Joined August 2010
Canada124 Posts
October 14 2010 19:54 GMT
#677
LOL FUCK TERRAN
NrGshaNk op nrg)
sl0w
Profile Joined July 2010
United States447 Posts
October 14 2010 19:54 GMT
#678
On October 15 2010 04:52 PangO wrote:
I got thinking, are they ever going to nerf Banshees ?


na blizz is nerfing all the wrong units as usual
Roggay
Profile Joined April 2010
Switzerland6320 Posts
Last Edited: 2010-10-14 19:55:48
October 14 2010 19:54 GMT
#679
Woops I missclicked, I wanted to edit my post :/ sorry
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 19:55 GMT
#680
On October 15 2010 04:52 Philip2110 wrote:
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

Archons are (surprisingly?) good vs zerg, try those?

Zerg virtually could not kill P's colossus/stalker deathball, as IdrA and others have mentioned. We can't complain.
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