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Patch 1.1.2 Notes - Page 58

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 56 57 58 59 60 93 Next
Perscienter
Profile Joined June 2010
957 Posts
October 14 2010 23:09 GMT
#1141
On October 15 2010 07:23 Sra wrote:
Show nested quote +
On October 15 2010 07:20 esperanto wrote:
Last patches I kinda agreed with blizzard but this time I think the changes came too fast and too big.
Voidrays were one of the units that required micro cause they sucked uncharged, thats actually a good thing cause it makes the game interessting. Even though fully charged VR attack seemed a bit too strong a good terran would still find ways to prevent the charging or kill it anyway. This change takes out the excitment of VR-play. (Also in my opinion most of the problems with VR were based on the map not the unit)

Rax change also takes away some interessting gameplays and it takes away the diversity between the 3 races in early-early game. (Terran is now kinda like a second Protoss)

I think blizzard should wait a lil longer for big changes and trust in the players to be creative enough to work around some imbalances.



why should players work around imbalances instead of blizz fixing it

OMG NERF THE ROCK NERF THE ROCK IT IS TOO FAST NERF THE ROCK ITS IMBA!!!

Strong standard openings are not imbalances.

Checklist of imbalanced things, which need to get removed:
  • All possible fast-expand openings
  • marines in a bunker to defend
  • baneling splash
  • thor aa splash
  • mutalisks can shoot both air and ground and have splash. Remove!
  • emp
  • feedback should require an upgrade
  • banshees can cloak *cry*
  • dark templars are always cloaked. Remove!
  • Psionic storm still too strong.
  • Stim
  • Vortex
  • Recall
  • warp-in
  • fungal growth
  • infested marines burrowed casting
  • burrow
  • zergling upgrades
  • brood lords, no comment.
  • mules
  • repairing
  • yamato cannon.
  • nydus networks
  • ultralisk armor
  • force fields
  • hardened shields
  • extended thermal lances
  • planetary fortress


BLIZZARD PLEASE ACT FAST OR I WILL HAVE TO TELEVISION SHOWS INSTEAD. LIFES SO HARD CURRENTLY.
Madder
Profile Joined February 2010
Australia427 Posts
October 14 2010 23:10 GMT
#1142
On October 15 2010 08:00 Sub40APM wrote:
so...who is going to bother with reapers at all? Obviously they needed some buff but if reapers require a factor why would I ever even build them? Ever?

That's only for their speed upgrade, which proves deadly if you can micro them properly (i.e kite Queens/Roaches).

Anyways, this patch came sooner than I expected. IdrA will love this.
Agh
Profile Blog Joined July 2010
United States1075 Posts
October 14 2010 23:10 GMT
#1143
On October 15 2010 07:59 dbddbddb wrote:
Is it still possible for protoss to hide behind cannons without getting hit by roaches?



No, which is dumb. Roaches were the perfect unit and they gave the range with the intent to help against reapers, yet they also made reapers further obselete by putting factory for an upgrade requirement.

I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 14 2010 23:11 GMT
#1144
MMM balls are now easier to control. T is harder to baneling bust and Thors are PWN in TvP :DDDDDDDDD

lol Nerf.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Chocobo
Profile Joined November 2006
United States1108 Posts
October 14 2010 23:13 GMT
#1145
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


6 hp depots burn down pretty fast.
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
October 14 2010 23:14 GMT
#1146
Wow. Maybe it was good luck that tlo has mostly protoss in his group! Would hate to see his hellion build get wrecked by roaches.
SC2Jack
Profile Joined October 2010
Afghanistan10 Posts
October 14 2010 23:14 GMT
#1147
Call it out of place but I'm having the time of my life seeing so many (and it's really a LOT, just check ingame) terran players scream, rage and curse the lord to no end now that they're no longer absurdly overpowered.

Yesterday most zergs were "unskilled noobs that didn't know how to play" and today most zergs are "unskilled noobs that are just using an OP race"... Can anyone explain that logic to me ? ^__^

Back to the paper league for most of them I guess.
zhouzhou
Profile Blog Joined September 2010
Canada138 Posts
October 14 2010 23:14 GMT
#1148
Hellions have nitro packs!! ^^ ;P

Reapers will still be useful. Scouting, harassing mineral line. They're too early of a unit to just ignore terrain completely.
Thunderfist
Profile Blog Joined August 2010
Poland159 Posts
October 14 2010 23:15 GMT
#1149
On October 15 2010 08:08 Existor wrote:
Make nitro packs after building engineering bay, it's more logic, because nitro packs are more like engineering stuff


This, exactly.

Why factory ? Do they need the nitro fuel for it ?! It makes no sense at all, if that's the case then it should be available after supply depot where all the supply is stored...
...has arrived.
Zerokaiser
Profile Blog Joined March 2010
Canada885 Posts
October 14 2010 23:15 GMT
#1150
Lmfao oh my God, roaches make such a huge difference.

Is this how easy it's been for Terran and Protoss these last 2 months?
Lanaia is love.
Zeno
Profile Joined May 2010
United States40 Posts
October 14 2010 23:16 GMT
#1151
As a zerg player, I'm pretty satisfied with the roach buff because zerg really needed a way to put pressure on walls in the early game. However, I think they would have done better to make add-ons require a supply depot rather than the barracks. At least then they'd be cutting down on the super-fast reapers (6-rax) but allowing for decent rushes to prevent fast expos.
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
October 14 2010 23:16 GMT
#1152
I don't see why all the fuss about VR. It's clear that a single VR won't give much trouble to defend but when you get 4 or more the dmg output will be good - not 'leveling an entire base in a blink with VRs' great - but still good.

The supply before rax was unnecessary.

Roach 4 range? Thank you very much, indeed!! :D

I'm very interested in see the consequences of the patch in GSL2.
aka Wardo
AChoj
Profile Joined September 2010
Canada12 Posts
October 14 2010 23:16 GMT
#1153
On October 15 2010 07:25 sputnik.theory wrote:
Show nested quote +
On October 15 2010 07:13 likeaboss wrote:
I seriously cant believe they did this a day before mlg lol...

Any later and they'd be patching during GSL... I don't think it's Blizzard's responsibility to release patches around tournaments.

Still, I'm sure the guys who are playing at mlg this weekend are going to be pretty annoyed. But everybody is in the same boat so it'll be cool to watch and see if the patch affects and gameplay.
"There is no tool in this pool."
ApBuLLet
Profile Joined September 2010
United States604 Posts
October 14 2010 23:16 GMT
#1154
On October 15 2010 03:00 TheResidentEvil wrote:
wow...void ray speed upgrade seems totally worthless now.


Yeah I think the speed nerf was a little bit uncalled for but the damage change should work out alright.
Madder
Profile Joined February 2010
Australia427 Posts
October 14 2010 23:16 GMT
#1155
On October 15 2010 08:10 Agh wrote:
Show nested quote +
On October 15 2010 07:59 dbddbddb wrote:
Is it still possible for protoss to hide behind cannons without getting hit by roaches?



No, which is dumb. Roaches were the perfect unit and they gave the range with the intent to help against reapers, yet they also made reapers further obselete by putting factory for an upgrade requirement.


How is it dumb? And how were Roaches the 'perfect' unit?
dave333
Profile Joined August 2010
United States915 Posts
October 14 2010 23:17 GMT
#1156
I'm doing more roach play ZvZ now too. That extra range means that your critical mass of roaches can stomp lings.
Burban
Profile Joined August 2010
48 Posts
October 14 2010 23:17 GMT
#1157
On October 15 2010 08:11 Antisocialmunky wrote:
MMM balls are now easier to control. T is harder to baneling bust and Thors are PWN in TvP :DDDDDDDDD

lol Nerf.

easier to control ?
tell me, which kind of noob attack-move his medvacs with his marines ?
oh right, some bronze league guy.
Qikz
Profile Blog Joined November 2009
United Kingdom12043 Posts
October 14 2010 23:18 GMT
#1158
I'm not that bothered by the supply depot/rax change, I never really raxxed before depot anyway, if I wanted to now all I'd have to do is build the depot first, just earliar much like Toss with their first Pylon to early gate. Not too much of a big deal.

So happy with the thor energy change, you could never target freindly units with the cannon so you could never, ever burn the energy off for Templar so they were useless pretty much in TvP, now I might try to add them into my mix for support. Upgrades still a bit pointless though.

Nitropacks being on the Factory is kind of sensible, since they're basically using Hellion style engines on their backs, and all it will mean is if you're going reaper, you just get a factory after your first rax and then you can even transition straight into Hellions, which is what a lot of players did anyway.

I don't understand the health on buildings, when to fix marauder drops, they could just make buildings unarmored, although this change is fine. It's just interesting how you never see immortal warp prism drops, since Immortals rape buildings too.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Zerokaiser
Profile Blog Joined March 2010
Canada885 Posts
October 14 2010 23:18 GMT
#1159
After a few games vs 4 warpgate, it seems pure roach can hold off the first attack EASILY
Lanaia is love.
lololol
Profile Joined February 2006
5198 Posts
October 14 2010 23:19 GMT
#1160
On October 15 2010 08:10 Madder wrote:
Show nested quote +
On October 15 2010 08:00 Sub40APM wrote:
so...who is going to bother with reapers at all? Obviously they needed some buff but if reapers require a factor why would I ever even build them? Ever?

That's only for their speed upgrade, which proves deadly if you can micro them properly (i.e kite Queens/Roaches).

Anyways, this patch came sooner than I expected. IdrA will love this.


You can't kite against roaches anymore, 4.5 vs 4 range means you're going to get hit a lot and reapers have terrible durability.
I'll call Nada.
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