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Patch 1.1.2 Notes - Page 44

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 42 43 44 45 46 93 Next
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 14 2010 20:42 GMT
#861
On October 15 2010 05:39 blade55555 wrote:
Show nested quote +
On October 15 2010 05:38 doktorFunken wrote:
Now all they need to do is figure out a way to eliminate cannon rush cheese and I don't think I could come up with a single thing to complain about. Maybe a Forge should require a Gateway.

I might be kidding, I might not be. Don't shoot me if whether or not you think I'm kidding jibes with your own personal beliefs.


lol kind of obvious you are. but to be honest a gateway does require a pylon though.


I actually think the cannon rushes are insanely overpowered, and quite simply, dumb. I would much rather have cannon rushes not be feasible (in teh sense you can perfectly wall off with buildings in SC2, by doing things such as allowing workers/Zerglings/Marines/Zealots to walk through pylon walls like in SC1. It also doesn't fix the pylon wall with minerals exploit, which wasn't as viable in SC1 due to workers being able to be spammed through.
Ndugu
Profile Blog Joined May 2010
United States1078 Posts
October 14 2010 20:42 GMT
#862
Can someone please say if Void Ray base accel seems higher?
Arcticus
Profile Joined October 2010
Brazil1 Post
October 14 2010 20:42 GMT
#863
I can't Feedback Thors anymore ;-;
"Simon! Your drill is the one that will pierce heavens!"
Zonel
Profile Joined May 2010
United States100 Posts
October 14 2010 20:43 GMT
#864
I love how people are saying that reapers are useless period and blah blah noone will ever make them again. The delayed reaper is still one of the best ways of scouting early game and I garuntee that people will still make reapers for at least this reason.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
October 14 2010 20:43 GMT
#865
i like most of the changes, i think the thor losing its energy is a great move..... all it was basically there for was to get feedbacked meaning T's either get raped by templars or have to waste an emp on their thors ;p.... no one ever techs the cannons anyways, maybe now they will.

As for the supply before rax... fair dues, toss have to build a pylon for power right next to their gate... terran can still start the supply in their base (which is much safer than right by the rax) while their scv travels to the proxy location.... I am a terran, I actually haven't ever proxy'd as i just don't like using cheese. And I never use reapers, I open with hellions. So this change makes no difference to me..... but i think its a fair one all the same
When there is nothing left to lose but your dignity, it is already gone.
TheGreatWhiteHope_
Profile Blog Joined August 2010
United States335 Posts
October 14 2010 20:43 GMT
#866
Looks like they were trying to address buildings being sniped down super fast by stimmed Marauder/Marine balls.

Void Rays will be very slow and won't kill marines as fast.

Thor deserves to not be feedbacked. Many terrans don't even research the cannons and they are just sitting ducks for feedback.

I think the roach range buff is a good compromise to the supply issue.
Goliathsorrow
Profile Joined September 2010
Italy317 Posts
October 14 2010 20:44 GMT
#867
On October 15 2010 05:41 Minimi][ wrote:
Show nested quote +
On October 15 2010 03:15 Devlin wrote:
Wrong. Banelings do 80 (base) damage to buildings. You still need 5 (5x80=400) banelings to destroy a depot, same as before.


depots have 1 armor so banelings only do 79 dmg depots, therefore u need 6 banes to kill a depot

Excuse me but if the 5 banelings do 395 instead of 400 is quite the same since those 5 hps will burn the building down almost instantly.

daxile
Profile Joined April 2010
Canada829 Posts
October 14 2010 20:44 GMT
#868
I love how people think the slightest buffs to zerg will result in more zergs winning tournaments. If cool wins GSL2, then I would safely say he's a talented player.
to live is to suffer
junemermaid
Profile Joined September 2006
United States981 Posts
October 14 2010 20:44 GMT
#869
2on2's should be so much better now that obnoxious reaper ling openings aren't as strong.

Thank jeebus.
the UMP says YER OUT
SyyRaaaN
Profile Joined May 2010
Sweden136 Posts
Last Edited: 2010-10-14 20:45:13
October 14 2010 20:44 GMT
#870
What im wondering is who will build Hydralisks now?
No Quote
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
October 14 2010 20:44 GMT
#871
This brought a big smile to my face. I heard blizz' next patch would come in december/january- thank god we dont have to wait that long.
no dude, the question
Salv
Profile Blog Joined December 2007
Canada3083 Posts
October 14 2010 20:45 GMT
#872
On October 15 2010 05:39 Roggay wrote:
Show nested quote +
On October 15 2010 05:37 Salv wrote:
How much will the roach range increase affect roach vs hellions? I think it's a pretty big difference. Right now, you can force the T to retreat by sending your roaches, the bad thing is that they could be kited, but can they now? I think roaches will always get a hit in on them now. I'm not saying that's bad, I just mean is that the case?


Hellions have range 5, but the time needed for them to restart after shooting should allow the first roachs to have a shot off.


Exactly, I think this is a pretty significant change that maybe people are overlooking. Hellion harass almost essentially made you sacrifice roaches to keep them away, but now, not only will the hellions have to pull back, but they cannot kite the roaches either. Roaches should always get a hit off now.
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
October 14 2010 20:45 GMT
#873
finally a mech ground unit viable in tvp! thank you! Although sup before rax is kinda lame.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 20:45 GMT
#874
On October 15 2010 05:41 BeMannerDuPenner wrote:
Show nested quote +
On October 15 2010 05:41 Yaotzin wrote:
On October 15 2010 05:38 FabledIntegral wrote:
On October 15 2010 05:21 Gleen wrote:
oh... now thors in tvp

lets pratice carrier micro.


Thors actually own carriers, hard to believe.

I know because I personally used Carriers with +2 to counter 1/1 thors and the carriers did incredibly badly.

Thors do pathetic damage to anything non-light, and even more pathetic damage to anything with decent armor. There is no way in hell they remotely own carriers.


they kill all the interceptors.

Er, how? They shoot slowly, you need a fast ROF to kill interceptors (see: marines and hydralisks).

I'm guessing it was a case of "my 3 carriers died to his 10 thors, carriers suck".
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
October 14 2010 20:45 GMT
#875
Make a spawning pool require an overlord and then no terran can complain about getting 6pooled.
Survival is winning, everything else is bullshit.
NovaFlares
Profile Joined September 2010
United States10 Posts
October 14 2010 20:45 GMT
#876
On October 15 2010 05:44 SyyRaaaN wrote:
What im wondering is who will build Hydralisks now?


still need an anti air.
MY LIFE FOR HIRE!
Anfere
Profile Joined June 2010
Canada231 Posts
October 14 2010 20:46 GMT
#877
i love the thor change !
Immortal or no Immortal, that is the question ! Someone give me a hamlet skull !
LOLtex
Profile Joined September 2010
United States148 Posts
October 14 2010 20:47 GMT
#878
On October 15 2010 05:45 57 Corvette wrote:
Make a spawning pool require an overlord and then no terran can complain about getting 6pooled.


Deal.

...

Zerg spawns with 1 overlord :D
Jayrod
Profile Joined August 2010
1820 Posts
October 14 2010 20:47 GMT
#879
+ Show Spoiler +
On October 15 2010 04:21 Obsolescence wrote:
Official Zerg Response to Patch 1.1.2


Yeeeeessssssssssssssssssss! *fistpump* *fistpump* *fistpump*
Hoooooooooowaaaaaaaaahhhhhhh! Suckas!

I still think the supply depot before rax is ridiculous, and why all the QQ from Tossies? They didn't touch VR charge level 3... It isn't as if they wont still be ungodly when fully charged. I'm so glad that they removed the energy from corruptors / thors.

Fear the roach!


As a toss, my reaction is that this patch is good for balance. I think it will set up a future patch very nicely, but it is clear that this was a necessary step.

1) they removed the "unusable" energy from thor... this gives terran the t3 unit they needed against protoss. Immortals and collossus will still do fine vs them as well as stalkers in reasonable numbers... I know stalkres get melted by everything else but thats why you have a unit mix... this isn't SC1... composition matters more.
2)Removed the "seldom used" corruptor energy... this was due to user error by the part of the zerg, but maybe they felt feedback range made it too easy to use vs corruptor.. im not really sure as ive always felt like if I get into late game against zerg its anyones game if not a zerg advantage. I think the change makes sense, but I also think there are alot of terrible WoW players who chose zerg and have finally gotten some WoW-like changes. Zerg was already so so powerful so it'll be interesting to see how PvZ changes at the top level.
3) FYI void rays only have 2 charge levels. I think a future change might make them charge from lvl 1 to 2 faster since the DPS increase is much smaller now.. though still respectable. If my math is correct they should do about 26-27 dps vs armored at max rank and 13.3 vs unarmored at max rank... So theyre basically a banshee that cant cloak, can shoot up, and is better vs armored when charged. Banshees just seem much better overall, but since feedback is so great against banshee I see it as a wash.
4) Medivac speed changes are monumental. They balance out the huge thor change for the PvT matchup. This was a needed change as the unit was too versatile. Now its at least defendable or the terran will have to at least be thoughtful when they drop.

doerit
Profile Joined September 2010
Germany234 Posts
October 14 2010 20:47 GMT
#880
On October 15 2010 05:43 Zonel wrote:
I love how people are saying that reapers are useless period and blah blah noone will ever make them again. The delayed reaper is still one of the best ways of scouting early game and I garuntee that people will still make reapers for at least this reason.


I think hellions would be the much better option as a scout:
- higher movement speed
- no gas cost
- factory is needed anyways

if you play bio only I think you are right, reapers could be a scout in the early stages of the game. But a very expensive one.
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