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Patch 1.1.2 Notes - Page 47

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 45 46 47 48 49 93 Next
ManoffauX
Profile Joined October 2010
3 Posts
October 14 2010 20:58 GMT
#921
On October 15 2010 05:52 Disastorm wrote:
lol are some people really complaining about nerfing the strongest race with something as small as depot before barracks? what?

well im a gold level zerg and I have no problem fending off early reapers so..
plus the depot b4 rax makes the terran loses its uniqueness, now terran and toss are getting a bit too similar.

I rather have the rax having a longer build time,
abyssus/Qck+/Siberia Neckband
ManoffauX
Profile Joined October 2010
3 Posts
October 14 2010 20:59 GMT
#922
On October 15 2010 05:56 Glasse wrote:
Show nested quote +
On October 15 2010 02:56 Struan wrote:

Buildings
-Barracks requirement changed from Command Center to Supply Depot.


What the fuck?
I'm not terran but i'm disgusted by this.

thats how i feel too, imagine how the T players feel, LOL
abyssus/Qck+/Siberia Neckband
SyyRaaaN
Profile Joined May 2010
Sweden136 Posts
October 14 2010 20:59 GMT
#923
Now all that needs to be done is to nerf the banshee and this game will be good enough to play. Banshee cloak to fusion core again and research time reduced by 50 seconds.
No Quote
LittleBallOfHate
Profile Joined September 2009
29 Posts
Last Edited: 2010-10-14 21:02:02
October 14 2010 21:00 GMT
#924
On October 15 2010 05:52 Disastorm wrote:
lol are some people really complaining about nerfing the strongest race with something as small as depot before barracks? what?

As little? That is a huge game-play change, it pretty much eliminates any type of early cheese a terran can do.


The reaper nerf is ridiculous, they just made that unit as worthless as the carrier.


AND WHERE ARE PROMISED CHAT CHANNELS BLIZZARD WHERE THE FUCK ARE THEY
HATE
regulator_mk
Profile Joined June 2010
United States127 Posts
October 14 2010 21:01 GMT
#925
It's possible that void rays may be more balanced this way, but from a spectator point of view, they kind of ruined it. It was really exciting watching to see if they could maintain the charge because it was a factor of 5 difference in damage. Now it's only a 60% boost, which is no where near as exciting.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
October 14 2010 21:01 GMT
#926
On October 15 2010 06:00 LittleBallOfHate wrote:
Show nested quote +
On October 15 2010 05:52 Disastorm wrote:
lol are some people really complaining about nerfing the strongest race with something as small as depot before barracks? what?

As little? That is a huge game-play change, it pretty much eliminates any type of early cheese a terran can do.


The reaper nerf is ridiculous, they just made that unit as worthless as the carrier.


carriers are actually pretty good lol their not as bad as you think.

But I do agree Reaper did not need this nerf but I know it was intended for team play.
When I think of something else, something will go here
s2pid_loser
Profile Joined March 2010
United States699 Posts
October 14 2010 21:01 GMT
#927
i like this patch a lot
not sure about the nitro pack factory requirement
also, i hate the fact that energy from corruptors and thors is removed
now protoss cant feedback them and now collosi are so vulnerable..
Et Ducit Mundum Per Luce
EnderCN
Profile Joined May 2010
United States499 Posts
October 14 2010 21:01 GMT
#928
Good changes.

Blizzard obviously gave up on balancing Reapers in 1v1 and this change is meant for team play.

Void Ray is basically the same thing, they are too weak pre charge in 1v1 but when massed in teams they are too powerful, especially with the speed upgrade.

Supply depot change is fine as well. I tested this out and you can still depot on 8 and rax on 9, rax on 10 and pump 2 barracks marine non stop. The econ just isn't as strong while doing it. I'm sure someone will find a build that can do depot on 7 and be more all in.
XequR
Profile Joined October 2010
Germany33 Posts
October 14 2010 21:01 GMT
#929
no marauder nerf = bullshit
57 Corvette
Profile Blog Joined July 2010
Canada5941 Posts
October 14 2010 21:01 GMT
#930
On October 15 2010 06:00 LittleBallOfHate wrote:
Show nested quote +
On October 15 2010 05:52 Disastorm wrote:
lol are some people really complaining about nerfing the strongest race with something as small as depot before barracks? what?

As little? That is a huge game-play change, it pretty much eliminates any type of early cheese a terran can do.


The reaper nerf is ridiculous, they just made that unit as worthless as the carrier.

Carriers suck in small numbers, but get 5+ and they become pwnsauce.
Survival is winning, everything else is bullshit.
doktorFunken
Profile Joined September 2010
United States41 Posts
October 14 2010 21:01 GMT
#931
On October 15 2010 05:50 DragonDefonce wrote:

Fast Expand?

Go ahead, fine by me. 1 Gate fast-expand will still work.
All we need is a little Energon and a lot of luck.
Kolvacs
Profile Blog Joined June 2010
Canada1203 Posts
October 14 2010 21:01 GMT
#932
LOVE THIS PATCH <3
vyyye
Profile Joined July 2010
Sweden3917 Posts
Last Edited: 2010-10-14 21:05:04
October 14 2010 21:02 GMT
#933
On October 15 2010 05:58 ManoffauX wrote:
Show nested quote +
On October 15 2010 05:52 Disastorm wrote:
lol are some people really complaining about nerfing the strongest race with something as small as depot before barracks? what?

well im a gold level zerg and I have no problem fending off early reapers so..
plus the depot b4 rax makes the terran loses its uniqueness, now terran and toss are getting a bit too similar.

I rather have the rax having a longer build time,

Reapers scale with skill, if someone who doesn't quite have the micro and multitasking he needs uses reapers they'll be near useless for anything but scouting.
It gets scary when you have a player who manages to get his rax up, expand, continually produce SCVs AND micro his reapers by having constant pressure. Watch Morrow v. Idra at the IEM Cologne, it was still viable (though not as strong) after the 5 second nerf.

Not that it's relevant anymore, went from one of the most dangerous units early game to.. uh, I don't even know what the purpose is anymore. Suppose they're still good at scouting a P and taking watch towers.
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
October 14 2010 21:02 GMT
#934
On October 15 2010 05:56 kasumimi wrote:
Faith in Blizzard lost.

Faith in humanity slightly shaken cause of pathetic whining in this thread.


Fix'ed - no seriously, how can your faith be restored when they do retarded stuff like supply depot as a req. for rax? (and this comes from a P/Z player).
klauz619
Profile Joined July 2010
453 Posts
October 14 2010 21:02 GMT
#935
I don't really see the big terran nerfs people are crying about, unless you opened with reapers 90% and don't know the super secret strat to beating a zerg 6pool

+ Show Spoiler +
build the 2nd depot to wall off after the rax and delay your orbital command by 15 seconds
joheinous
Profile Joined August 2010
Iceland522 Posts
Last Edited: 2010-10-14 21:03:15
October 14 2010 21:03 GMT
#936
I don't think this makes 250mm Strike Cannons worth getting, maybe they're gonna fix it in chunks so people don't lose their shit over terran buffs. I'm kind of worried about TvTs now since the medivac is gonna get eaten alive by vikings and won't be able to escape which in turn might devolve the entire match up into viking/tank/rine again,
Everything is self-evident
SyyRaaaN
Profile Joined May 2010
Sweden136 Posts
October 14 2010 21:03 GMT
#937
On October 15 2010 06:00 LittleBallOfHate wrote:
Show nested quote +
On October 15 2010 05:52 Disastorm wrote:
lol are some people really complaining about nerfing the strongest race with something as small as depot before barracks? what?

As little? That is a huge game-play change, it pretty much eliminates any type of early cheese a terran can do.


The reaper nerf is ridiculous, they just made that unit as worthless as the carrier.



2x cheese is gone and thats a bad thing? The reason the game sucked in the Beta and was mediocre at best is because of all the cheeses on the ladder. Now we can actually start playing the game.

And don't mention scouting. Cheeses and your BO are always made before you have a chance to spot his build. This will make the game much better.
No Quote
ManoffauX
Profile Joined October 2010
3 Posts
October 14 2010 21:03 GMT
#938
On October 15 2010 06:01 blade55555 wrote:
Show nested quote +
On October 15 2010 06:00 LittleBallOfHate wrote:
On October 15 2010 05:52 Disastorm wrote:
lol are some people really complaining about nerfing the strongest race with something as small as depot before barracks? what?

As little? That is a huge game-play change, it pretty much eliminates any type of early cheese a terran can do.


The reaper nerf is ridiculous, they just made that unit as worthless as the carrier.


carriers are actually pretty good lol their not as bad as you think.

But I do agree Reaper did not need this nerf but I know it was intended for team play.

Four terrans with fast reapers are unstoppable, but if blizzard starts to balance the game around team plays thats just ridiculous, they are for recreational purposes as we all know
abyssus/Qck+/Siberia Neckband
SKtheAnathema
Profile Joined September 2010
United States885 Posts
October 14 2010 21:03 GMT
#939
be glad the sacred mule is still untouched! also banshee harass still very powerful vs z and p.
emc
Profile Joined September 2010
United States3088 Posts
October 14 2010 21:03 GMT
#940
no energy from corrupters or thors, this should make ZvP a lot easier to deal with but I assume PvT will be harder to deal with now that thors are viable. It's really hard to deal with feedbacking templars when they have colossi out so the no energy on corrupters is a great thing! They should implement no feedback when you are fungal'd
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