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Patch 1.1.2 Notes - Page 64

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 62 63 64 65 66 93 Next
Grond
Profile Blog Joined June 2010
599 Posts
October 15 2010 00:45 GMT
#1261
I was never a fan of the Void Ray design but they really should just redesign them. Protoss has relatively weak ground to air so in a heavy air game it feels like Protoss will be at a distinct disadvantage now.
Elwar
Profile Joined August 2010
953 Posts
October 15 2010 00:47 GMT
#1262
It seems like Blizzard is really intent on neutering anything in the game that is a potential 'game-ender' if unscouted or not responded to appropriately.

They must really love 'really large generic army composition A vs. generic army composition B' battles.

I don't like what this patch did for void-rays (my tests conclude they aren't even always cost-effective charged vs. armored anymore which is pretty ridiculous for a unit thats whole purpose is to get charged and kill an armored unit, oh and lets make them really slow upgraded for kicks).
I don't like what it did for reapers (aka no speed reapers, ever), don't like what it did with barracks first (early pressure builds? proxies? not on my watch!).
I really don't like what it does for Zerg. Helps roaches, yes, which itself is a massive (enormous actually) buff to zerg, but it will make hydras even more marginal units.

Really didn't like waking up to this patch :/
ghettohobbit2
Profile Joined April 2010
United States93 Posts
October 15 2010 00:48 GMT
#1263
I was never a fan of the Void Ray design but they really should just redesign them. Protoss has relatively weak ground to air so in a heavy air game it feels like Protoss will be at a distinct disadvantage now.


Yeah, I completely agree. Void Rays are supposed to have a role, but they've been made far too generic now.

They should have added a little health along with the damage nerfs... VRs need to be able to survive a Yamato cannon.
?
Crichton
Profile Joined September 2010
Japan196 Posts
October 15 2010 00:51 GMT
#1264
Add a couple things like a separate rally point for overlords so the units I need to click aren't buried underneath them all


Not for nothing, but here's a good method for getting around that problem:

1. Hit hotkey for hatcheries
2. Hit hotkey for larva
3. Hit hotkey to make overlord
4. Click spawn point

Now the overlord will go exactly where you want, rather than getting bunched up with the rest of your units.

What if you need to make overlords at the same time you're making other units?

1. Hit hotkey for hatcheries
2. Hit hotkey for all the crazy amazing Zerg attacking units/drones you want to make
3. Hit hotkey for hatcheries
4. Hit hotkey for overlords
5. Click to set spawn point

If this seems like an epic amount of micro, remember that Terran and Protoss have to decide where to place each and every one of their supply units. If you're in a hurry, you can always let them get bunched up—T/P don't have this luxury.

As for a separate spawning point for overlords: do you really want a farm of all your overlords so they can get picked off? As you get better at the game, you'll learn that you want to manually place each and every overlord for the best strategic value. Setting spawn points for the larva is the perfect start for that.
Protoss is the easy race, but I'm sticking with it.
[-Bluewolf-]
Profile Blog Joined January 2003
United States609 Posts
Last Edited: 2010-10-15 00:53:37
October 15 2010 00:51 GMT
#1265
This patch really makes me quite.... angry. Patching the night before a major event?

MLG DC will be my last event - not even worth playing in tournaments for the competition if all my practice goes out of the window. While I indeed was highly unlikely to do well (I'd be lucky to win a single round), I like the challenge of trying, and I don't play enough to change my limited style the night before.
The melody of logic always plays the notes of truth.
Morphs
Profile Joined July 2010
Netherlands645 Posts
October 15 2010 00:51 GMT
#1266
Seems like an interesting patch. I like that they changed a lot more now, and fast too.

P changes seem ok. Void Rays are extremely strong at lvl2 beam while lvl1 beam sucked, this should buy some extra time on those base snipes and queen slaughter. T changes seem fair, esp. medivac. The early game stuff is kinda specific, but therefore not very relevant either. Roach range increase is very interesting, curious to see how that plays out.

The cooldowns instead of energy, I'm not sure. On thors its quite a buff against P, while it's already the best unit in the game resource-wise. On corruptors... well who uses corruption anyway
Impervious
Profile Blog Joined March 2009
Canada4218 Posts
Last Edited: 2010-10-15 00:54:03
October 15 2010 00:53 GMT
#1267
On October 15 2010 09:41 Antisocialmunky wrote:
The thing is that 11OC vs 15OC only holds true if you mule once more than your opponent the whole game. You still get a slightly lower return in the long run because you are short by 4 SCVs and you didn't have those 4 extra SCVs when you were building your OC. You get 2 SCVs back when they OC in a TvT but really it just breaks evenish.

It's closer to 2 scvs lost..... And an earlier mule to get you 300 minerals quicker.

You're up about 200 minerals for a very brief time. Although you get your gas a little later.

I've used a 10 rax opening for pretty much every game as T (sometimes going for a 11 gas into a fast factory with my OC delayed to 17, other times getting my OC at 12) that I've played since the middle of the beta..... And now I can't do it anymore.

~ \(ˌ)im-ˈpər-vē-əs\ : not capable of being damaged or harmed.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
October 15 2010 00:53 GMT
#1268
On October 15 2010 09:45 Raiden X wrote:
Reapers are still good early game without the speed, right up until they start pumping out alot of roaches. During this time you can expand. Then you get the factory you upgrade speed making it the fastest unit off creep and use them to harass and back stab.

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

I don't think there's any way in trying to justify that reapers are really still viable, the only purpose for it is to do an early scout and do some Xel Naga capturing. By the time factory is out, people use hellions, even with medivac speed nerf it's a much better option than fast reapers. Also, you can't backstab someone with reapers in mid-late game because they require a lot of micro to actually keep alive and for it to cause any damage you'd have to produce more than a handful...which would cut into someones MM production. Just my thoughts, if someone ends up using reapers usefully past the first 5 minutes of a game, I'll be glad to be proven wrong.
the farm ends here
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
October 15 2010 00:54 GMT
#1269
Interesting how Nexus and Hatchery/Lair get a HP buff at the same time medivacs mobility got nerfed. Someone at blizzard must have found stimmed marauder drops really annoying.

Void ray level 3 damage is unchanged i presume? I wonder with the Nexus HP buff and with the void ray damage against armoured modification if Nexi are better at precharging Voids to level 3 now...
Formerly known as carbonaceous
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
October 15 2010 00:55 GMT
#1270
On October 15 2010 03:56 Skyze wrote:
Void ray 10 (+15) to 8 (+8) now..?? WTF is that.. from 25 to 16? Thats insane.

Protoss has been nerfed to shit so often, not that im surprised, but this is fucking retarded. No reason to really get void rays anymore.



They were a silly gimmick unit before. The only time I ever liked them was when I'm opening phoenix but I see 1 base roach attack, then just switch to void ray instead and hold it off.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
Crichton
Profile Joined September 2010
Japan196 Posts
October 15 2010 00:57 GMT
#1271
Just my thoughts, if someone ends up using reapers usefully past the first 5 minutes of a game, I'll be glad to be proven wrong.


I guarantee you that there are Terran players in Korea working night and day on finding a mid- and late-game use for Reapers. Maybe they get sent in while you attack the front of a base to attack workers, maybe they fly behind a concave to one-shot armored units…I dunno. But they're such a cheap unit, and so underused, that I will be very surprised if they're not an essential part of the Terran army this time next year.
Protoss is the easy race, but I'm sticking with it.
greycubed
Profile Joined May 2010
United States615 Posts
Last Edited: 2010-10-15 01:04:04
October 15 2010 00:57 GMT
#1272
+ Show Spoiler +
On October 15 2010 09:51 Crichton wrote:
Show nested quote +
Add a couple things like a separate rally point for overlords so the units I need to click aren't buried underneath them all


Not for nothing, but here's a good method for getting around that problem:

1. Hit hotkey for hatcheries
2. Hit hotkey for larva
3. Hit hotkey to make overlord
4. Click spawn point

Now the overlord will go exactly where you want, rather than getting bunched up with the rest of your units.

What if you need to make overlords at the same time you're making other units?

1. Hit hotkey for hatcheries
2. Hit hotkey for all the crazy amazing Zerg attacking units/drones you want to make
3. Hit hotkey for hatcheries
4. Hit hotkey for overlords
5. Click to set spawn point

If this seems like an epic amount of micro, remember that Terran and Protoss have to decide where to place each and every one of their supply units. If you're in a hurry, you can always let them get bunched up—T/P don't have this luxury.

As for a separate spawning point for overlords: do you really want a farm of all your overlords so they can get picked off? As you get better at the game, you'll learn that you want to manually place each and every overlord for the best strategic value. Setting spawn points for the larva is the perfect start for that.
Thanks for that. Practicing it now. It never even occurred to me that setting the rally point after making units only applied to the units since I now have only larva selected instead of the hatches.
http://i.imgur.com/N3ujB.png
Logo
Profile Blog Joined April 2010
United States7542 Posts
October 15 2010 00:58 GMT
#1273
On October 15 2010 09:51 [-Bluewolf-] wrote:
This patch really makes me quite.... angry. Patching the night before a major event?

MLG DC will be my last event - not even worth playing in tournaments for the competition if all my practice goes out of the window. While I indeed was highly unlikely to do well (I'd be lucky to win a single round), I like the challenge of trying, and I don't play enough to change my limited style the night before.


When isn't there a big Starcraft 2 tournament coming up or in progress?

I don't know if there's been a good week to patch since the GSL1 qualifiers began what with IEM, MLG, GSL, and Blizzcon all the other tournaments going on.
Logo
leve15
Profile Joined August 2010
United States301 Posts
October 15 2010 00:59 GMT
#1274
On October 15 2010 09:41 Antisocialmunky wrote:
The thing is that 11OC vs 15OC only holds true if you mule once more than your opponent the whole game. You still get a slightly lower return in the long run because you are short by 4 SCVs and you didn't have those 4 extra SCVs when you were building your OC. You get 2 SCVs back when they OC in a TvT but really it just breaks evenish.

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.

If you go barracks before depot, you shouldn't be able to break even.

That's the point. It has nothing to do with reapers. I went 9 barracks every game, for the early marine and the orbital. The other guy can't scout, and you're not behind. There has to be a trade off.
Elwar
Profile Joined August 2010
953 Posts
Last Edited: 2010-10-15 01:02:18
October 15 2010 01:01 GMT
#1275
On October 15 2010 09:54 carbonaceous wrote:
Interesting how Nexus and Hatchery/Lair get a HP buff at the same time medivacs mobility got nerfed. Someone at blizzard must have found stimmed marauder drops really annoying.

Void ray level 3 damage is unchanged i presume? I wonder with the Nexus HP buff and with the void ray damage against armoured modification if Nexi are better at precharging Voids to level 3 now...

Void-rays only have 2 damage levels.

On October 15 2010 09:55 Drowsy wrote:
They were a silly gimmick unit before. The only time I ever liked them was when I'm opening phoenix but I see 1 base roach attack, then just switch to void ray instead and hold it off.

From a silly gimmick unit to a completely worthless unit (hey, this also describes reapers)? Sounds like Blizzard really know what they're doing with the game.
Shakes
Profile Joined April 2010
Australia557 Posts
October 15 2010 01:03 GMT
#1276
On October 15 2010 09:54 carbonaceous wrote:
Void ray level 3 damage is unchanged i presume? I wonder with the Nexus HP buff and with the void ray damage against armoured modification if Nexi are better at precharging Voids to level 3 now...


There is no level 3, while in the partially charged animation the VR does the same damage as uncharged.
Lavitage
Profile Joined September 2010
United States71 Posts
October 15 2010 01:03 GMT
#1277
I never had trouble with reapers. Now since this patch makes them objectively suck.... every Terran is going to choose Hellions to harass early instead, yeah?

.....

[image loading]
stratman
Profile Joined October 2010
Canada110 Posts
October 15 2010 01:04 GMT
#1278
On October 15 2010 09:55 Drowsy wrote:
Show nested quote +
On October 15 2010 03:56 Skyze wrote:
Void ray 10 (+15) to 8 (+8) now..?? WTF is that.. from 25 to 16? Thats insane.

Protoss has been nerfed to shit so often, not that im surprised, but this is fucking retarded. No reason to really get void rays anymore.



They were a silly gimmick unit before. The only time I ever liked them was when I'm opening phoenix but I see 1 base roach attack, then just switch to void ray instead and hold it off.


Now they are a completely useless gimmick unit. They were only useful in a 5 minutes window (8 to 13 minutes into the game) anyways, now they will never be used.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
October 15 2010 01:04 GMT
#1279
this is really quite a T buff in terms of TvP.

Gonna see loads more Thors now that you can't feedback them anymore.
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
October 15 2010 01:04 GMT
#1280
NOOOOO...

PDD can be feedbacked again. Thought it was deliberate. If I throw down 2 PDDs and the P couldn't feedback my raven in time, their HT gets to kill both my PDDs, thereby rendering my raven useless, unless they have DTs also, and still have energy left over to storm me?

NOOOOO...
Formerly known as carbonaceous
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