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Patch 1.1.2 Notes - Page 51

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 49 50 51 52 53 93 Next
Maggeus
Profile Joined April 2010
France277 Posts
October 14 2010 21:28 GMT
#1001
On October 15 2010 06:18 billyX333 wrote:
close thread. remake thread with guidelines and mod threats. if i keep reading this garbage i'm going to get eye cancer


^This.
Totally this.
It's getting out of control. >_>
theqat
Profile Blog Joined March 2008
United States2856 Posts
October 14 2010 21:28 GMT
#1002
On October 15 2010 06:26 Fa1nT wrote:
Question - Will these changes be applies to GSL2?



yes
bokchoi
Profile Blog Joined March 2010
Korea (South)9498 Posts
October 14 2010 21:29 GMT
#1003
Nice timing? Right before GSL2 and MLG DC. IdrA can't lose at DC now.
Prophecy3
Profile Joined March 2010
Canada223 Posts
October 14 2010 21:29 GMT
#1004
Reaper
-Nitro Packs speed upgrade now has a Factory Requirement.


Death of the Reaper.
Ignorance is Bliss? Indifferance is Atrocity.
SeaSmoke
Profile Joined July 2010
United States326 Posts
October 14 2010 21:30 GMT
#1005
in other news, this thread is retarded.
emc
Profile Joined September 2010
United States3088 Posts
October 14 2010 21:30 GMT
#1006
screw the VR, it's too situational and it's either over or underpowered. Bring back the scout, theres your solution.
Dispersion
Profile Blog Joined September 2010
Korea (South)504 Posts
October 14 2010 21:31 GMT
#1007
On October 15 2010 03:23 eloist wrote:
So uhm... why no CC HP increase?


Because you can lift them -.- and nobody is dropping to kill CCs, unless it's a TvT, in which case the marauders can't shoot air anyway. Lift CC, gg marauders.
Don't worry. Taht's just Halo
Devolved
Profile Joined April 2008
United States2753 Posts
October 14 2010 21:31 GMT
#1008
I can't believe they actually went through with the supply depot first requirement for barracks. That pretty much takes out proxy cheese rush for Terran, early pressure vs. fast hatch, and even makes 6 pool very hard to defend on maps like Steppes of War or certain positions on other maps.
$♥$
Adila
Profile Joined April 2010
United States874 Posts
October 14 2010 21:32 GMT
#1009
On October 15 2010 06:30 emc wrote:
screw the VR, it's too situational and it's either over or underpowered. Bring back the scout, theres your solution.


Why replace one situational unit with a completely useless unit?
viraltouch
Profile Joined July 2010
United States299 Posts
October 14 2010 21:32 GMT
#1010
hey i always thought voidrays had 3 levels of dmg. so the strongest level remains unchanged?
Seide
Profile Blog Joined August 2010
United States831 Posts
Last Edited: 2010-10-14 21:34:26
October 14 2010 21:32 GMT
#1011
Currently a Zerg/Protoss player, initially got to plat as Terran tho.

I do not understand Depot before Barracks. It is like having Spawning Pool reqiuire OL...

With reaper speed not being an issue, that means Ling speed can be skipped for the most part,
and by the time you see helions you can have a few spines or roaches up to stop them easily.
Even if the played decides to go non speed mass reaper. Non speed Lings on creep should work fine.

Now the problem with depot before barracks: It not only just killed off the really early reaper, but also the really early bunker rush. I see no reason to not go 14 hatch/14 pool vs Terran now, as by the time any meaningfull agression hits me, I will already have recovered what I invested into the FE.
One fish, two fish, red fish, blue fish.
Seam
Profile Blog Joined April 2010
United States1093 Posts
October 14 2010 21:32 GMT
#1012
On October 15 2010 06:32 viraltouch wrote:
hey i always thought voidrays had 3 levels of dmg. so the strongest level remains unchanged?


They changed it to 2 levels back in the beta.
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
lololol
Profile Joined February 2006
5198 Posts
October 14 2010 21:32 GMT
#1013
On October 15 2010 06:25 kasumimi wrote:
Don't void rays have 3 levels of charge? If yes then why there are only 2 in the patch notes?


The "second" level is the same as the first, so they don't count it.

1st level: 5 damage
2nd level: 5 damage
3rd level: 10 damage + 15 damage vs armored
There was issue with the upgrades giving different amounts to the first and second level, while they were supposed to be the same, dunno if it's fixed now.

Now it's...
1st level: 6+4
2nd level: 6+4
3rd level: 8+8
I'll call Nada.
xDaunt
Profile Joined March 2010
United States17988 Posts
October 14 2010 21:33 GMT
#1014
I wouldn't mind the new void ray changes if they also decreased its cost a little bit. I'm not sure that they're really worth 250/150 anymore. Something like 225/125 or 200/150 would be more appropriate.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
Last Edited: 2010-10-14 21:34:49
October 14 2010 21:34 GMT
#1015
Where's Tyler's post/quote?
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
TFlame
Profile Joined March 2010
United States25 Posts
October 14 2010 21:35 GMT
#1016
On October 15 2010 06:04 link0 wrote:
You guys are misreading the VR change. They were massively buffed when uncharged. Damage against armored went from 5 -> 10. This means they are actually useful in a army vs army confrontation.

Has huge implications for P v P.


Lol wow so they now do as much damage as a single stalker - watch out!
Doubling a useless damage output only makes it go from useless to bad.
The only huge implication to pvp is that you will not need to worry about voidrays at all.
You yarg and you blarg and you end up with shyarg.
DaZe
Profile Joined November 2003
Sweden2111 Posts
October 14 2010 21:35 GMT
#1017
cute.. additional "make-the-game-more-easy-for-noobs" features without energy bars and spell casting...
goswser
Profile Blog Joined May 2009
United States3548 Posts
October 14 2010 21:36 GMT
#1018
At least its easy to predict people's strategies now. Every single protoss is going to 4 gate rush, and every single terran is going to rush banshees.
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
Bulkers
Profile Joined September 2010
Poland509 Posts
October 14 2010 21:37 GMT
#1019
I think they rush this patch just to make it before Ro64 of GSL#2, to be honest I doesnt see any way how to stop 14 hatch with toss/terran vs zerg in sc it would not be a problem but with queens its way to good, zerg that cant be now pressured and punished for going to much eco is going to out macro any other race very fast.

Now Im sure that there will be no toss in top8 of GSL#2, well to bad Blizzard is balancing the game looking on overall statistics, and thats so sad, people below 1k rating in diamond are bad players 1000-1500 medium, 1500-1800 good and 1800+ very good.

Its Blizzard fault, they made retarded divisions that mean shit, Diamond player with 500 rating is 3000 times weaker than 2000 rating player.

Im looking forward for next patch, cant wait for collosus nerfs, because I fell is only toss late game unit that is worth getting now, to bad toss t1 units are not so good aseven terran bio even in games over 40mins+
STS17
Profile Joined April 2010
United States1817 Posts
October 14 2010 21:37 GMT
#1020
On October 15 2010 06:35 DaZe wrote:
cute.. additional "make-the-game-more-easy-for-noobs" features without energy bars and spell casting...


What did you expect when they said "we're balancing for all skill levels"
Platinum Level Terran - Take my advice from that perspective
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