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Patch 1.1.2 Notes - Page 54

Forum Index > SC2 General
1843 CommentsPost a Reply
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dutpotd
Profile Joined September 2010
Canada49 Posts
Last Edited: 2010-10-14 21:54:29
October 14 2010 21:53 GMT
#1061
< I exclusively play Protoss >

I think all of the changes made make sense based on the information Blizzard gave out in their last battle report. It's obvious the Void Ray uber damage mechanic was ruining lower level experiences and skewing the matchup results, and was beginning to restrict high level play/openings as well. I won't even discuss the use of Void Rays in team games, we all know at critical mass they were nigh unstoppable.

The changes to ability activation on the Corrupter and Thor make sense and, although an indirect nerf to the ability of High Templar, should play out well in the long run. It does make mech play more viable against Toss, but I think this could be a good thing for Tosses seeing as how Immortals are naturally good against early mech (sure they still lose to ability using Thors) and Carriers hard counter all mech.

My favorite thing about the Void Ray changes are that the Carrier becomes a distinguishable alternative for Protoss air and deserving of its spot higher up on the tech tree relative to maximum damage output. The change also gives Void Rays more use 'overall', as they now have an uncharged 'function'. As they were they could only be used effectively offensively, i.e. while their charge was maintained - that more or less pegged them as an all-in unit. Now they can be built as a low tier air unit that attacks air and ground and does better offensively and against armored units. This is a (larger now) contrast to the Carrier that acutally does better against non-armored units.

The increase in Nexus health is probably the biggest change for a low/average player like myself (1300 diamond). I can't count the number of times I've lost a Nexus to a drop of Marauders with stim, and sometimes without the minerals to rebuild... I know it will only slow the fall of the Nexus by a few seconds, but a few seconds goes a long way.

The Terran changes make sense and, although they moved the Reaper to what people are saying is the land of obscurity, will help the matchups out and away from early game losses. The argument that Terran can't cheese is kind of ridiculous, they can still early rax like a Toss and after a supply building is constructed. Yes, they have been slowed down, but this makes sense granted they are the more defensive of the 3 races (my view of things, what with bunkers, up and down wall-ins, etc.).

Personally I think the Reaper can still be used in a number of ways - a) as a 'sneak a few in' during a confrontation outside of a players main thus killing all undefended probes, b) as a very mobile/cheap scout, or c) as an assasin/poke unit that could kill mismanaged sentries or even probes building forward pylons.

The slight changes to the Medivac are great news, drops will still be great, but at least Blizzard is showing that they are looking at and striving to achieve balance in all areas of the game including harrass potency.

The range improvement to Roaches will really help out Zerg, and so will all of the hp boosts to the buildings. I think Zerg will see more play and success after this patch, moreso than the aftermath of patch 1.1.

People will complain about change just because it is change. I think this patch, given half a chance, will play out nicely. And to those complaining the changes are too near to tournament dates, that is the life of a pro player. They need to be able to adapt and play in a changing environment granted they all know the game is still being balanced and will even be added to in time. Personally, I have a lot more respect for a player that can adapt on the fly to changes than for one that has practiced under controlled circumstances for hours and hours and are mechanically able to 'go through the motions' but unable to think their way out of a paper bag.

- dut

“Dream as if you'll live forever. Live as if you'll die today.”
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
October 14 2010 21:53 GMT
#1062
VR charged is doing dps of 2 stimed marines, to bad its not 100 minerals, but 250/150...


2 stimmed marines have a combined 90 health (assuming combat shields, otherwise its 70), are ground units, and have range 5.

1 Void Ray has 250 health (100 shields, 150 health), is an air unit, and has range 6.

He drone drone drone. Me win. - ogsMC
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
October 14 2010 21:54 GMT
#1063
Why don't they just let reapers lay mines like vultures and give the other two races equally awesome buffs
>.>
<.<
pfods
Profile Joined September 2010
United States895 Posts
October 14 2010 21:54 GMT
#1064
thors buffed, corruptors nerfed. not too happy about this.

roach range is alright. i can kite with them better. and voidfails can no longer snipe my spawning pool in 2 seconds. although i don't blame the voidfails. i blame the endless abyss that awaits behind every starting position on every map.
raidmaster
Profile Joined July 2010
474 Posts
Last Edited: 2010-10-14 21:57:33
October 14 2010 21:56 GMT
#1065
On October 15 2010 06:51 MasterFischer wrote:
Show nested quote +
On October 15 2010 06:50 Cloak wrote:
The VR thing is a nerf. Don't think for a second this'll make Void Rays good at anything. It's the equivalent of nerfing Seige mode damage by 35% and then buffin Tank mode a little. At list you suck less when you're caught out of position. Too bad we destroyed your primary use.


Wrong.


I don't fully agree with Cloak but for me it's clear VR got nerfed pretty much. Especially in TvP marines will eat them alive (VR got only buffed + 1 uncharged, and -2 charged). Charged vs armored -9. And you want to throw them into your composition, sure, waste some money on stargate, and then make that really expensive unit, which won't support anything.
TheArtOfFugue
Profile Joined September 2010
Canada187 Posts
October 14 2010 21:57 GMT
#1066
On October 15 2010 04:21 arb wrote:
un needed voidray nerf

my one opening vs terran doesnt work
awesome

good for you noob, learn new openings


User was temp banned for this post.
74% of all statistics are made up on the spot.
Serendipityx
Profile Blog Joined December 2006
United States595 Posts
October 14 2010 21:57 GMT
#1067
So many changes, this patch came out of nowhere too. Probably wanted to patch before the gsl2 start. Not sure how much i like the corruptor change since they were never great units to begin with.
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2010-10-14 21:58:48
October 14 2010 21:57 GMT
#1068
On October 15 2010 06:51 MasterFischer wrote:
Show nested quote +
On October 15 2010 06:50 Cloak wrote:
The VR thing is a nerf. Don't think for a second this'll make Void Rays good at anything. It's the equivalent of nerfing Seige mode damage by 35% and then buffin Tank mode a little. At list you suck less when you're caught out of position. Too bad we destroyed your primary use.


Wrong.


Wow, you completely negated my argument with your deft use of reasoning. Or you don't know what you're talking about.
The more you know, the less you understand.
MyZioN
Profile Joined September 2010
Sweden46 Posts
October 14 2010 21:58 GMT
#1069
How much of a difference will that lower speed on medivacs be? To me it doesn't seem like a big deal with a 0.25 (I'm not sure about the exact numbers) nerf.

Can anyone explain how much/little of a difference it will be on the medivac speed now? Cus to me it doesn't seem like it will be very noticable.
Fa1nT
Profile Joined September 2010
United States3423 Posts
October 14 2010 21:58 GMT
#1070
On October 15 2010 06:54 pfods wrote:
thors buffed, corruptors nerfed. not too happy about this.

roach range is alright. i can kite with them better. and voidfails can no longer snipe my spawning pool in 2 seconds. although i don't blame the voidfails. i blame the endless abyss that awaits behind every starting position on every map.


Being unable to spam out corruptions is fine to me as long as 5 high templars cannot instantly kill 10 of my corruptors :<
GiygaS
Profile Blog Joined September 2010
Canada1043 Posts
October 14 2010 21:58 GMT
#1071
Med-vacs are still faster than marines and marauders
AKA gigyas, gigas, giygas khan, giyga khan, giyga...
st3roids
Profile Joined June 2010
Greece538 Posts
October 14 2010 21:59 GMT
#1072
Id like to see toss or zerg trying to stop mass thors now
nemahsys
Profile Joined April 2010
Canada457 Posts
October 14 2010 21:59 GMT
#1073
On October 15 2010 03:02 Postman wrote:
Show nested quote +
On October 15 2010 02:59 saltydeeds wrote:
Didn't know about the void ray nerf coming, were there a lot of complaints?

Void rays are "OP" according to gold level terrans.

I don't see myself getting void rays nearly as often now because they lost the ability to quickly take buildings out. The best thing about void rays, for me, was harassing the back of my opponent's base when they tried to move out or getting a quick void ray out against an unprepared opponent. Now, between the buff to building health and the huge damage nerf I'm going to have to actually learn how to play the game

=/



fixed.
DJ Wheat, if you read this, plz get Lo3 back on itunes stat!
vyyye
Profile Joined July 2010
Sweden3917 Posts
October 14 2010 22:00 GMT
#1074
On October 15 2010 06:58 DySeNTeN wrote:
How much of a difference will that lower speed on medivacs be? To me it doesn't seem like a big deal with a 0.25 (I'm not sure about the exact numbers) nerf.

Can anyone explain how much/little of a difference it will be on the medivac speed now? Cus to me it doesn't seem like it will be very noticable.

Every drop will be slower, thus you'll have more time to prepare a defence and it'll be easier to snipe the medivacs. How many medivacs haven't you seen getting away with 1-5 health? Won't really be noticed pre platinum though, maybe even pre diamond.
CalmDown.Breathe
Profile Joined June 2010
United States176 Posts
Last Edited: 2010-10-14 22:01:20
October 14 2010 22:00 GMT
#1075
On October 15 2010 06:54 pfods wrote:
thors buffed, corruptors nerfed. not too happy about this.

roach range is alright. i can kite with them better. and voidfails can no longer snipe my spawning pool in 2 seconds. although i don't blame the voidfails. i blame the endless abyss that awaits behind every starting position on every map.


I think that corrupters were buffed rather than nerfed. Granted that there is a cooldown on an ability that most people rarely use... but now they're feedback-proof. Corrupters with max energy would get screwed over by a fleet of templars that just use feedback. Now that's no more.

Edit: corrupters were oneshot-able with feedback when they were maxed energy
pfods
Profile Joined September 2010
United States895 Posts
October 14 2010 22:01 GMT
#1076
On October 15 2010 06:58 Fa1nT wrote:
Show nested quote +
On October 15 2010 06:54 pfods wrote:
thors buffed, corruptors nerfed. not too happy about this.

roach range is alright. i can kite with them better. and voidfails can no longer snipe my spawning pool in 2 seconds. although i don't blame the voidfails. i blame the endless abyss that awaits behind every starting position on every map.


Being unable to spam out corruptions is fine to me as long as 5 high templars cannot instantly kill 10 of my corruptors :<



i would much prefer my corruptors being damaged/killed with feedback then my ground army being absolutely raped by psi storm. that 50 energy for feedback is a big deal for a templar to waste.
AChoj
Profile Joined September 2010
Canada12 Posts
Last Edited: 2010-10-14 22:02:30
October 14 2010 22:02 GMT
#1077
Ya! I'd really like to see these more frequent patches by blizzard even though they aren't that big or completely necessary. It keeps it interesting and they can always patch things back if the game gets really ugly.
"There is no tool in this pool."
0mar
Profile Joined February 2010
United States567 Posts
October 14 2010 22:03 GMT
#1078
On October 15 2010 06:01 57 Corvette 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 suck in small numbers, but get 5+ and they become pwnsauce.


2.25k/1.25k of anything will be "pwnsauce". That's close to 20-25 marauders in terms of resource costs.
pfods
Profile Joined September 2010
United States895 Posts
October 14 2010 22:04 GMT
#1079
On October 15 2010 07:00 CalmDown.Breathe wrote:
Show nested quote +
On October 15 2010 06:54 pfods wrote:
thors buffed, corruptors nerfed. not too happy about this.

roach range is alright. i can kite with them better. and voidfails can no longer snipe my spawning pool in 2 seconds. although i don't blame the voidfails. i blame the endless abyss that awaits behind every starting position on every map.


I think that corrupters were buffed rather than nerfed. Granted that there is a cooldown on an ability that most people rarely use... but now they're feedback-proof. Corrupters with max energy would get screwed over by a fleet of templars that just use feedback. Now that's no more.

Edit: corrupters were oneshot-able with feedback when they were maxed energy


the simple solution to that is to keep the corruptors away from templar. and if it's in a large battle, i'd prefer my corruptors going down to feedback then my entire army being psi stormed.

plus, i spam corruption constantly against people who feel they should attack my corruptors head on.
ch4ppi
Profile Joined July 2010
Germany802 Posts
October 14 2010 22:04 GMT
#1080
Wow, what a great patch

Sure they havent done everything at once, but all the changes seem very reasonable. Only the reaper changes seem to be a bit over the top.

Great work Blizzard ure moving in the right direction
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