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Patch 1.1.2 Notes - Page 37

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 35 36 37 38 39 93 Next
ImGonnaRideYou
Profile Joined July 2010
53 Posts
October 14 2010 20:03 GMT
#721
My Roaches are gonna be toasting marshmallows tonight!
Bosko
Profile Joined February 2010
United States155 Posts
October 14 2010 20:04 GMT
#722
If Blizz is going to remove reapers from the game its only fair toss loses one too.
Karas
Profile Joined March 2010
United States230 Posts
October 14 2010 20:04 GMT
#723
On October 15 2010 04:59 Roggay wrote:

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


Have 2 less range than the thor and get their shields emped in a heart beat vs most terran players. Thors do just fine vs immortals when complimented with the rest of the terran army.
Kal_rA
Profile Blog Joined July 2010
United States2925 Posts
October 14 2010 20:04 GMT
#724
sweeet looking forward to some play

although supply for rax is still kind gay :/
Jaedong.
IAmABC
Profile Joined October 2010
Canada4 Posts
October 14 2010 20:04 GMT
#725
On October 15 2010 04:59 Reason.SC2 wrote:
Show nested quote +
On October 15 2010 04:57 IAmABC wrote:
Doesnt depot before rax make 6 pool etc. Soooo easy?


wut lol? you think the only way to hold a six pool is to go rax before depot (without scouting since you can't possibly do this as a response) in all of your T v Zs?

Think before you post lol.


umm speaking about 3 v 3 etc some of the maps ramps are alot bigger and forcing terrans to make more depots would put us behind signicantly and if its a map like lost temple you scout the wrong direction you're kinda screwd, dont be so arrogant with your posts thnx?
;(
Roggay
Profile Joined April 2010
Switzerland6320 Posts
October 14 2010 20:05 GMT
#726
On October 15 2010 05:03 theqat wrote:
Show nested quote +
On October 15 2010 05:02 Roggay wrote:
On October 15 2010 05:00 theqat wrote:
On October 15 2010 04:59 Roggay wrote:
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...


Immortals < Thors with 250mm, by a lot


What? Some people did research that? Oo


1 250mm kills an Immortal dead because it ignores their special shields

If they have enough Immortals that that wouldn't matter, you've already won because Immortals suck at everything but killing Thors/Tanks


and marauders. Immortals aren't that good if you only mass them, but they are good at supporting an army imo.
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
October 14 2010 20:05 GMT
#727
Would be nice to be able to play on na server.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
illumination
Profile Joined August 2010
Korea (South)248 Posts
October 14 2010 20:05 GMT
#728
On October 15 2010 05:03 anotherone wrote:
Losing vs Terran in this Patch will be just... shameless...

kinda like losing vs a zerg was just 2 hours ago
Welcome to TL - Where Terran have been teaching the Zerg / Toss pros how to play since Patch 11
nka203
Profile Joined May 2010
United States102 Posts
October 14 2010 20:05 GMT
#729
On October 15 2010 05:01 Champ24 wrote:
Show nested quote +
On October 15 2010 04:58 nka203 wrote:
On October 15 2010 04:56 Phrencys wrote:
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.


That is a very natural progression of a typical PvZ game. How is that wrong?


because it means you let the zerg expand and tech til the point you just get raped.
everyone knows zerg is weaker than toss early game.
i love cake
MindRush
Profile Joined April 2010
Romania916 Posts
October 14 2010 20:05 GMT
#730
thank you for the thor modifications
now it's useable vs protoss
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
Last Edited: 2010-10-14 20:10:47
October 14 2010 20:05 GMT
#731
-Barracks requirement changed from Command Center to Supply Depot.


This is just ridiculously awful. The other changes might be good, might be bad, but this is just bad. I mean not that I go barracks first often, but not having that option available is going to take away a dynamic of the game which there was nothing the matter with.
hpTheGreat
Profile Joined August 2010
United States173 Posts
October 14 2010 20:06 GMT
#732
Roach: Range increased from 3 to 4.

Another reason to not ever make hydralisks.

Whatever though, I can't wait to try out the new roaches.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
October 14 2010 20:06 GMT
#733
Roaches are a lot better now in cramped areas like ramps, they can actually hit stuff without you having to whip out a protractor and calculating the precise angle you need for the optimum surface area to attack things
theqat
Profile Blog Joined March 2008
United States2856 Posts
October 14 2010 20:06 GMT
#734
On October 15 2010 05:05 Roggay wrote:
Show nested quote +
On October 15 2010 05:03 theqat wrote:
On October 15 2010 05:02 Roggay wrote:
On October 15 2010 05:00 theqat wrote:
On October 15 2010 04:59 Roggay wrote:
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...


Immortals < Thors with 250mm, by a lot


What? Some people did research that? Oo


1 250mm kills an Immortal dead because it ignores their special shields

If they have enough Immortals that that wouldn't matter, you've already won because Immortals suck at everything but killing Thors/Tanks


and marauders. Immortals aren't that good if you only mass them, but they are good at supporting an army imo.


The point stands. If you want to go Marauders vs. P and they counter with 1robo Immortals, you can start making 250mm Thors and nullify all the Immortals easily
kXn
Profile Joined August 2010
254 Posts
October 14 2010 20:06 GMT
#735
When will this patch be on EU?
Invol2ver
Profile Joined September 2010
United States330 Posts
Last Edited: 2010-10-14 20:15:13
October 14 2010 20:06 GMT
#736
Edit: I'm dumb.
Losing money is less good than making it, confirm?
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 20:07 GMT
#737
On October 15 2010 05:02 Kiante wrote:
+2 attack thors + ghosts = 3 shot immortals while immortals take 8 shots to kill a thor. Mass thor tvp IS A GO

For about two games, then people realise voids still barbecue thors.
sashaobama
Profile Joined October 2010
United States9 Posts
October 14 2010 20:07 GMT
#738
I'm glad for most changes, neutral on the rest. Toss player here.

Void rays needed to be nerfed. PvP on e.g. Scrap Voids were nearly unbeatable. Also, any unit that requires significantly more skill to defend against than to attack with has a design problem. This solution is the most elegant--make the charge not such a huge deal. Also, as others have said, making them useful pre-charge might *gasp* give P an actual viable air unit before Carriers. Finally, the speed upgrade, though expensive, was retarded. They became untouchable. You would never really lose them if you started retreating at a reasonable point. Made them FAR too good at contain. Making a gamebreaking ability really expensive is NOT a legitimate means of balancing the ability. Nerf the ability, nerf the cost. I think the Fleet Beacon should probably be cheaper, not only for this, but to bring out carriers faster.

Supply before Rax doesn't bother me. Builds that required a Rax before Supply were either proxies or immediately defeated by a pylon-scout. Affects basically 0% of useful builds.

Thors' energy removal makes me sad, but was probably needed. Currently, HT are a counter to basically everything, especially in PvT. I get them every game. They come out of gateways (so can be warped in anywhere), are not prohibitively expensive, can be morphed into archons, and are good against masses of small units AND anything with energy. Their single drawback is how long it takes to tech to a fully useful HT. Which made PvT a game of "can I hold him off until I get temps" rather than a legitimate progression through the tech tree. Although I'm a bit afraid of marine/ghost -> marine/ghost/thor now.

Corruptors' energy removal is not such a huge deal for me, since you can deal with all zerg units with ground units (minus mutas, but if he's got so many mutas that you can't cannon your mineral lines, he won't be able to switch to corruptors fast enough to deal with your phoenix).

Building HP buff/medivac nerf: obviously these are much needed, though I doubt the medivac chance is significant. 9% slower? Whatever dude.

Feedbacking PDD: This is pretty stupid. I don't know why everybody was all in a tizzy about this. How many people actually feedbacked PDDs? Fucking liar. If you had HT, why didnt you just feedback the Raven to begin with, or storm the shit out of the bioball instead? And most of the time you've got mainly zealots, not stalkers, if you've got HT. The timing window in which you have temps but no storm is really narrow. I think something needs to be done about banshees' anti-ground DPS; that's the push that involves PDD that really kills.
gg
ChThoniC
Profile Blog Joined April 2010
United States536 Posts
October 14 2010 20:08 GMT
#739
The patch messed up my portable SC2
I get this error:

The patch "bnet\Battle.net\Battle.net.gfx" could not be applied. (MD5 mismatch: expected 0x538EE6ED62031334C1FF0E079A61FF59, actual 0x5E6FB41E9348A22385345621E33C48CE.)(PTCApply_BSDiff failed.) If this problem persists, you may be able to solve it by uninstalling and then reinstalling the game. If you are unable to correct this problem, please contact Blizzard Technical Support. (BNUpdate:TCApply)


Any ideas?
i c u
SharkSpider
Profile Joined May 2010
Canada606 Posts
October 14 2010 20:08 GMT
#740
On October 15 2010 05:05 nka203 wrote:
Show nested quote +
On October 15 2010 05:01 Champ24 wrote:
On October 15 2010 04:58 nka203 wrote:
On October 15 2010 04:56 Phrencys wrote:
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.


That is a very natural progression of a typical PvZ game. How is that wrong?


because it means you let the zerg expand and tech til the point you just get raped.
everyone knows zerg is weaker than toss early game.
Because P can definitely do more damage to early zerg econ than zerg can to protoss. I mean, attacking with your first few zealots/sentries/whatever is a no-brainer, it's like dealing free damage.
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