Patch 1.1.2 Notes - Page 63
| Forum Index > SC2 General |
|
SilentCrono
United States1420 Posts
| ||
|
crms
United States11933 Posts
| ||
|
vyyye
Sweden3917 Posts
On October 15 2010 09:27 SilentCrono wrote: barracks requires a supply depot? why did they do that exactly? Reapers in team games were overpowered apparently. | ||
|
SaikOuLighT
Canada742 Posts
| ||
|
BlueBird.
United States3889 Posts
On October 15 2010 09:30 vyyye wrote: Reapers in team games were overpowered apparently. ugh gonna be interesting wathing MLG play out | ||
|
opl3sa
United States27 Posts
For example, everyone recognizes the change was to prevent the super early reapers. Everyone realizes that another way of accomplishing the same thing, is to supply depots for add-ons. Alternatively, putting the reaper speed increase on the Factory tech lab, makes no sense at all. Mainly due to the fact that i don't know. Reapers aren't a factory unit. Anyways, an alternate way of resolving this (in fact it's a double whammy - preventing barracks from being built is good enough, putting the speed upgrade in a factory unit is overkill) is simply to put reapers speed back to 100/100. So first they said ok no one is getting reaper speed, and then they lower the cost. Then they say ok everyone is getting reaper speed, so they literally removed it from the barracks tech lab altogether. Seems to me that blizzard is over-reacting, which is the very very very very very very very very very very very very very very very very very very very very very very very very very very veyr veyr vey ry last thiung you would ever want to do in a pro game. | ||
|
fantomex
United States313 Posts
| ||
|
leve15
United States301 Posts
| ||
|
Delarchon
Finland132 Posts
When putting the balance aside for awhile the game is getting more boring to watch and play. There was / is a thread here on TL (which i just really can't find anymore) where someone was talking about this what was referred as a "wow moment", if my memory serves me right, where a player would be able to do something awesome, microing incredibly good or pulling of some kind of a cool maneuver. Was there really some kind of an autowin situation with the early reapers, charged vr's or medivac drops? Some players will say that these things are gimmicky but these were really exciting to watch on tournaments and to try in games. Like for example this void ray and roach range change. "You zerg! Make some of these roaches here they have longer range now. And you protoss better go ahead and make some vr's with your army since stalkers and walls are not so good anymore. Now a-move and we'll see how it will go!" | ||
|
CryHavok
15 Posts
On October 15 2010 09:33 fantomex wrote: The only reason the Thor upgrade existed was so Thors had mana and could be feedbacked. If they don't want Thor's to be Feedbacked, why not just remove the ability? No one uses it because its designed to be useless. I actually used the 250mm today to once I hit about 3-4 bases just to add to my late game thor drop. I found that thors are insanely effective now that FeedBack is out of the picture and think i'll get them in ever TvP I play for at least the next few weeks. This was at the 1400-1600 range FYI Cannon has its uses, but I wouldn't expect to see it used very frequently, overall I like the patch, aside from making reapers 100% not worth making, it seems like some decent changes | ||
|
TedJustice
Canada1324 Posts
Totally impractical though. | ||
|
Subversion
South Africa3627 Posts
i love these changes, esp nerfing the damn charged ray, it was so frikken broken | ||
|
greycubed
United States615 Posts
On October 15 2010 09:13 Mutaahh wrote: No, they're different types of buildings. You should have to press the tab button, just like every other time you have different kinds of units selected. To do otherwise would be inconsistent and wouldn't make the game any easier. Just press the friggin tab button.they should fix when you have a hatch and a lair hotkeyed under 1 key, and you wanna make 2 queens asap, the 2 queens get queued at the hatch, and the lair wont produce a single queen. | ||
|
Grond
599 Posts
| ||
|
Antisocialmunky
United States5912 Posts
The main reason is that you can't do a turbo reaper or the SC2 Equivalent of the FireBatHero fake bunker rush and basically come out ahead despite not really doing anything. I don't really know, maybe they were all cheering for TLO and wanted to punish Hyperdub for G3. | ||
|
kain279
United States3 Posts
| ||
|
FrostedMiniWeet
United States636 Posts
On October 15 2010 09:41 kain279 wrote: this sucks, I loved void rays. This is fantastic, I hated void rays. | ||
|
lordmordor
United States209 Posts
Void Nerf is meh to me...it will still do pretty good damage if unscouted, especially if you wait for 2-3 of them. Will still do damage, if done properly will still possibly end games, but its going to be easier to respond to I feel. Health increases all around seem pretty good, no complaints there Thors will still likely never use the 250mm cannons, but now at least they can't be punished for an ability they don't use. not being able to feedback corruptors is meh to me as well. Most people only get them to snipe the collosi from col+stalker balls....just focus them down with the stalker support while the collosi kill everything on the ground. | ||
|
greycubed
United States615 Posts
On October 15 2010 09:43 FrostedMiniWeet wrote: This is alright; I was ambivalent about void rays. This is fantastic, I hated void rays. | ||
|
GinDo
3327 Posts
Personally i feel that the build time should be reduced in light of all the recent nerfs. If not then at least give them more HP | ||
| ||