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Patch 1.1.2 Notes - Page 35

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 33 34 35 36 37 93 Next
megagoten
Profile Joined October 2010
318 Posts
October 14 2010 19:55 GMT
#681
On October 15 2010 04:53 sAfuRos wrote:
This patch blows
Blizzard catering to casual gamers once again

Fml

without casual gamers there is no game
Skinberger
Profile Joined July 2010
Canada54 Posts
October 14 2010 19:56 GMT
#682
I'm really glad they did the whole supply depot before barracks thing, I've never had a big problem with it but the guy at the top of my ladder used to go all in with that kind of all in strat everygame. Think he has lost like 2-3 games in the last 50-60, now sitting at like 1800 diamond. This will make it easier for me to catch up and pass him, I wanna be #1 in my ladder! =D
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
October 14 2010 19:56 GMT
#683
On October 15 2010 04:51 Kishkumen wrote:
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.

If Blizzard tried to patch around every tournament going on, they'd never be able to release any patches. This is just something that people entered in these tournaments are going to have to deal with until the game begins to even out. It's frustrating I'm sure, but the alternative would be having an unpatched, imbalanced game.

Keep in mind that only a small percent of the people playing this game are entered in these huge tournaments. Blizzard wants to give the rest of us a balanced and enjoyable game too.
If the quarter was in your right hand, that would've been micro
eloist
Profile Joined September 2010
United States1017 Posts
October 14 2010 19:56 GMT
#684
On October 15 2010 04:31 shtdisturbance wrote:
I look at the supply depot before rax similar to pylon before gate. Both are 100 minerals, both take 25 seconds, both give supply.

One takes a worker off mining.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2010-10-14 19:58:53
October 14 2010 19:56 GMT
#685
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.


Honestly, I don't think marauder drops were the problem. It was so easy to snipe those buildings with anything. And sniping the spawning pool is a major setback especially because of its long build time. Sniping the spire was just ridiculous considering their time and money cost. And sniping the ultralisk cavern is absurd just because it seemed to die every round of ultralisks I ever built.
Phrencys
Profile Joined August 2010
Canada270 Posts
October 14 2010 19:56 GMT
#686
On October 15 2010 04:54 Rhyme wrote:
Show nested quote +
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.

And grats on being swarmed by speedlings+hydras.
nka203
Profile Joined May 2010
United States102 Posts
October 14 2010 19:56 GMT
#687
Archons + some gateway units are awesome vs mutaling. Try it out on unit-tester if you don't believe me. Also, you guys make it sound like reapers are totally useless now.. have you forgotten they can jump up and down cliffs? as far as i know thats like the most OP thing a tier-1 unit has.
i love cake
MK4512
Profile Blog Joined September 2010
Canada938 Posts
October 14 2010 19:57 GMT
#688
Boo! No more feedbacking thors D: that kind of make ht/chargelot less viable against them...
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
October 14 2010 19:57 GMT
#689
# Thor

* Energy bar removed.


Thank God! No more self EMP lol

Great patch.
Head Coach Park: "They should buff tanks!"
Essentia
Profile Joined July 2010
1150 Posts
October 14 2010 19:57 GMT
#690
On October 15 2010 04:56 eloist wrote:
Show nested quote +
On October 15 2010 04:31 shtdisturbance wrote:
I look at the supply depot before rax similar to pylon before gate. Both are 100 minerals, both take 25 seconds, both give supply.

One takes a worker off mining.


One race has a thing called a MULE one race doesnt......
IAmABC
Profile Joined October 2010
Canada4 Posts
October 14 2010 19:57 GMT
#691
Doesnt depot before rax make 6 pool etc. Soooo easy?
;(
Supamang
Profile Joined June 2010
United States2298 Posts
Last Edited: 2010-10-14 20:01:46
October 14 2010 19:57 GMT
#692
i dont see why there are people opposed to the supply req for barracks. unless you were an avid cheeser (which means you wont get far in diamond anyway), you will almost always be getting a supply before rax. You will also never run out of supply depots unless you are below bronze level awful. And you can defend against pretty much all cheese with the standard 10 supply, 12 rax, opening with standard scouting.

Void ray nerf is interesting. Ive never had problems with them in 1v1, but in team games they are near unstoppable if you are careless enough to let 6+ get fully charged. Dunno about the change tho.

I dont see why they made reaper speed require a factory. I mean, if you got a factory out, why would you still be making reapers?

I think most changes in this patch are good.

On October 15 2010 04:57 Essentia wrote:
Show nested quote +
On October 15 2010 04:56 eloist wrote:
On October 15 2010 04:31 shtdisturbance wrote:
I look at the supply depot before rax similar to pylon before gate. Both are 100 minerals, both take 25 seconds, both give supply.

One takes a worker off mining.


One race has a thing called a MULE one race doesnt......


Oh, I know this game! Let me see...one race has a thing called Chrono Boost, one race doesnt. Your move son.

On a serious note tho, its not like this patch suddenly made Terran have to commit an SCV for the whole duration of construction. Its always been like that, so whats the big deal?
kariido
Profile Joined December 2007
Saudi Arabia179 Posts
October 14 2010 19:58 GMT
#693
On October 15 2010 04:52 megagoten wrote:
Show nested quote +
On October 15 2010 04:50 kariido wrote:
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

Trying to put words in my mouth and using it as a base to go into a tantrum is weak. I never implied such a thing.

There are reasonable fixes to the problem. Denying it outright or sweeping it under the rug doesn't help the game.
http://campaignforliberty.org/
Phaint
Profile Joined May 2010
Canada211 Posts
October 14 2010 19:58 GMT
#694
On October 15 2010 04:56 eloist wrote:
Show nested quote +
On October 15 2010 04:31 shtdisturbance wrote:
I look at the supply depot before rax similar to pylon before gate. Both are 100 minerals, both take 25 seconds, both give supply.

One takes a worker off mining.


Mules and you also start with 1 more food than the other races.
nka203
Profile Joined May 2010
United States102 Posts
October 14 2010 19:58 GMT
#695
On October 15 2010 04:56 Phrencys wrote:
Show nested quote +
On October 15 2010 04:54 Rhyme wrote:
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.

And grats on being swarmed by speedlings+hydras.


if you're letting some zerg get a swarm of speedlings + hydras + many corruptors u doin it wrong.
i love cake
arQ
Profile Joined October 2010
1033 Posts
October 14 2010 19:58 GMT
#696
On October 15 2010 04:56 Skinberger wrote:
I'm really glad they did the whole supply depot before barracks thing, I've never had a big problem with it but the guy at the top of my ladder used to go all in with that kind of all in strat everygame. Think he has lost like 2-3 games in the last 50-60, now sitting at like 1800 diamond. This will make it easier for me to catch up and pass him, I wanna be #1 in my ladder! =D


Heaven forbid you actually pass him by skill. If we nerf Terran even more you might be able to win every game vs this guy, would'nt that be even sweeter!?
"The universe is not required to be in perfect harmony with human ambition." -Carl Sagan || Flash || Mvp || Naniwa ||
mOnion
Profile Blog Joined August 2009
United States5657 Posts
October 14 2010 19:58 GMT
#697
On October 15 2010 04:55 megagoten wrote:
Show nested quote +
On October 15 2010 04:53 sAfuRos wrote:
This patch blows
Blizzard catering to casual gamers once again

Fml

without casual gamers there is no game


without a strong catering to hardcore players the game has no life

I dont think this caters to casuals at all though, except the void ray thing
☆★☆ 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
kawazu
Profile Joined May 2010
United States111 Posts
October 14 2010 19:58 GMT
#698
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?



Poking fun at marauders?

At least get your numbers right...
Marauders do 20 dps to armor after using stims.

Voids fly, move much faster, can attack both air and ground units, and did about the same amount of damage as 2 stimmed marauders for one less pop.

All for 50/100 more than the two marauders.


This change has been coming for some time, but this was probably a little excessive. I like that they buffed the uncharged damage, which was why it was always such an irritating, gimmicky mechanic, though.

Void rays were a crutch for lower devision protoss players and it prevented them from playing properly and learning to become better at the game.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
October 14 2010 19:58 GMT
#699
What!? Wholy hell I can't believe that they released a patch so fast O_O!
When I think of something else, something will go here
Roggay
Profile Joined April 2010
Switzerland6320 Posts
October 14 2010 19:59 GMT
#700
On October 15 2010 04:57 MK4512 wrote:
Boo! No more feedbacking thors D: that kind of make ht/chargelot less viable against them...


Thors aren't common in TvP, immortals...
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