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Patch 1.1.2 Notes - Page 65

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 63 64 65 66 67 93 Next
opl3sa
Profile Joined July 2010
United States27 Posts
October 15 2010 01:05 GMT
#1281
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


Not true, reapers used to check zerg's fast expansions, and then zerg used to get speed lings to counter the reapers, and reapers used to get speed upgrade to keep it competitive.

Now, mass reapers to check zerg's expansion won't be an option, because would speed reapers, speed lings would surround in a half second. As it is, speed lings still beat speed reapers and would surround them if they weren't careful, now it's a no-contest and a no-option. Between not being able to 9 rax and not being able to build speed reapers, zerg are more free to FE at the beginning of a game, knowing that even speed lings are no longer a neccessity.

Did you see the fruitdealer vs hatetorture games? It's already hard enough for terran to check zerg's fast expansion, with this patch it's going to get even worse.

I myself have no problem checking other diamond player zergs from fast expanding via marines and hellions, but i respected Morrow and other players that could keep them in check with reapers alone. It required a lot of micro, and macro (because you need to take the excess resources and fast expand yourself, to keep up with the zerg's FE), and it was a good early aggression tactic that had a good alternative in case it didn't work. My marine/hellion denial has a larger success rate of denying the expansion, but it's all in. Because if I don't get the expansion down and vikings up by the time he hits mutas, it's over. Whereas reaper/expand you can give up on the aggression and bunker down with your expansion and have a chance. Now when a zerg fast expands, you either have to fast expand with them, or all in with marines and hellions to prevent it. The middle option has been removed.

Ryan
To err is human. To blame it on someone else is genius.
lu_natik
Profile Joined October 2010
Australia89 Posts
October 15 2010 01:06 GMT
#1282
Voids were ridiculous in team games, since that's what people kept getting. However, protoss air is pretty weak except for the carrier (but who ever gets them out in 1v1's). The void nerf will help team games but I've never been a fan of balancing team games and 1v1's (like how blizz tries to balance PvE and PvP in WoW).

Roach range is awesome. The change is so noticeable. Hellion kiting is way harder.
Noxie
Profile Blog Joined April 2010
United States2227 Posts
October 15 2010 01:08 GMT
#1283
Twas the night before DC and they decided to patch..(insert rest of poem later)
Crichton
Profile Joined September 2010
Japan196 Posts
October 15 2010 01:13 GMT
#1284
On October 15 2010 09:57 wrgrbl wrote:
+ 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.


No problem! I hope more Zerg start doing this. In team games, my ally always ends up with a bunch of Ovies rallying to the battle—he gets supply blocked, and we lose. ^^
Protoss is the easy race, but I'm sticking with it.
SC2Jack
Profile Joined October 2010
Afghanistan10 Posts
October 15 2010 01:14 GMT
#1285
Patch has been out for like 5 hours and already the terran crytrain is on the loose.

"Oh noes I can't a-move and win anymore ! My world falls apart !"

;-)

User was banned for this post.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
October 15 2010 01:16 GMT
#1286
On October 15 2010 10:05 opl3sa wrote:
Show nested quote +
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


Not true, reapers used to check zerg's fast expansions, and then zerg used to get speed lings to counter the reapers, and reapers used to get speed upgrade to keep it competitive.

Now, mass reapers to check zerg's expansion won't be an option, because would speed reapers, speed lings would surround in a half second. As it is, speed lings still beat speed reapers and would surround them if they weren't careful, now it's a no-contest and a no-option. Between not being able to 9 rax and not being able to build speed reapers, zerg are more free to FE at the beginning of a game, knowing that even speed lings are no longer a neccessity.

Did you see the fruitdealer vs hatetorture games? It's already hard enough for terran to check zerg's fast expansion, with this patch it's going to get even worse.

I myself have no problem checking other diamond player zergs from fast expanding via marines and hellions, but i respected Morrow and other players that could keep them in check with reapers alone. It required a lot of micro, and macro (because you need to take the excess resources and fast expand yourself, to keep up with the zerg's FE), and it was a good early aggression tactic that had a good alternative in case it didn't work. My marine/hellion denial has a larger success rate of denying the expansion, but it's all in. Because if I don't get the expansion down and vikings up by the time he hits mutas, it's over. Whereas reaper/expand you can give up on the aggression and bunker down with your expansion and have a chance. Now when a zerg fast expands, you either have to fast expand with them, or all in with marines and hellions to prevent it. The middle option has been removed.

Ryan


if ur expanding after zergling speed finishes, thats not a fast expo nemore. reapers can still prevent the hatch before pool kind of stuff
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
October 15 2010 01:16 GMT
#1287
On October 15 2010 10:06 lu_natik wrote:
Voids were ridiculous in team games, since that's what people kept getting. However, protoss air is pretty weak except for the carrier (but who ever gets them out in 1v1's). The void nerf will help team games but I've never been a fan of balancing team games and 1v1's (like how blizz tries to balance PvE and PvP in WoW).

Roach range is awesome. The change is so noticeable. Hellion kiting is way harder.

HuK does!
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Speight
Profile Joined August 2010
Australia152 Posts
Last Edited: 2010-10-15 01:18:47
October 15 2010 01:16 GMT
#1288
On October 15 2010 09:30 vyyye wrote:
Show nested quote +
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.


Or maybe it's because Terran had the option of 2 rax before depot to deny any early expo attempts harrass the Zerg and go Overlord hunting.

And then have the option of getting an early OC to spam mule and make up for any economic disadvangtage that doing such an aggressive opening may have caused.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45217 Posts
October 15 2010 01:17 GMT
#1289
I'm glad to see that the phoenix bug got fixed

I wasn't expecting so many +life building buffs; interesting. My dark templar vs. Zerg bases won't be as effective now Oh well. Apparently it's necessary.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
lu_natik
Profile Joined October 2010
Australia89 Posts
October 15 2010 01:21 GMT
#1290
On October 15 2010 10:16 clickrush wrote:
Show nested quote +
On October 15 2010 10:06 lu_natik wrote:
Voids were ridiculous in team games, since that's what people kept getting. However, protoss air is pretty weak except for the carrier (but who ever gets them out in 1v1's). The void nerf will help team games but I've never been a fan of balancing team games and 1v1's (like how blizz tries to balance PvE and PvP in WoW).

Roach range is awesome. The change is so noticeable. Hellion kiting is way harder.

HuK does!


Heh HuK doesnt count. He's too awesome with his hoodie.
Drakkart
Profile Joined May 2010
80 Posts
October 15 2010 01:22 GMT
#1291
the voidray changes are too drastic or the supply/cost should be adjusted accordingly i mean come on toss vs air was weak already how are vr now supposed to counter bcs then, in a 4:1 ratio?
uNtrue_
Profile Joined May 2010
United States150 Posts
Last Edited: 2010-10-15 01:26:49
October 15 2010 01:23 GMT
#1292
As a toss, I'm meh with this patch. The VR speed upgrade I agree with Blizz, I thought it was a little too fast. I had no idea the PDD bug was even a bug, I thought Blizz did it on purpose, I thank Blizz for fixing this.
TMStarcraft
Profile Joined September 2010
Australia686 Posts
October 15 2010 01:24 GMT
#1293
Nice to see the buffs for the zerg. Thor cannon changes is interesting, maybe they are trying to encourage its use as you rarely see it used in game.
||
Angelbelow
Profile Joined September 2010
United States3728 Posts
October 15 2010 01:25 GMT
#1294
On October 15 2010 09:22 Yokoblue wrote:
OMg we can NO LONGER pylon Block - cannon !

No Longer pylon block cannon.... roach can hit them without being hit.... OMG


if this is true then... HELL YES! havent tested this can anyone confirm?
You may delay, but time will not. Current Music obsession: Opeth
eloist
Profile Joined September 2010
United States1017 Posts
October 15 2010 01:29 GMT
#1295
I agree with whoever said that they should have made the tech lab require a supply depot instead of the barracks. There are so many conceivable ways other than reapers why T would want to cut some SCVs and now they are all gone.
Kazang
Profile Joined August 2010
578 Posts
October 15 2010 01:29 GMT
#1296
On October 15 2010 10:25 Angelbelow wrote:
Show nested quote +
On October 15 2010 09:22 Yokoblue wrote:
OMg we can NO LONGER pylon Block - cannon !

No Longer pylon block cannon.... roach can hit them without being hit.... OMG


if this is true then... HELL YES! havent tested this can anyone confirm?


It is true, it was one of the major reasons for the range buff.
deadbutmoving
Profile Joined May 2010
United States66 Posts
October 15 2010 01:31 GMT
#1297
Reapers are now almost completely useless against Zerg. Build Time nerf, Rax Nerf, Speed Upgrade nerf, and Roach Attack Range Buff = No more reaper play vs Zerg.

Im afraid ZvZ is gonna be only Roach, Infester, Ultras. And PvZ may become very Roach heavy. I always thought the roach was too strong. Now it seems broken.
"When in doubt, ATTACK!" George S. Patton
Katzenaal
Profile Joined April 2010
Germany194 Posts
October 15 2010 01:33 GMT
#1298
Hey there!

Just patched my game a few minutes ago but when i start the game i can't search for any game... there is not even the chioce for a race available and the custom games shows me always "No match found"

Somone with same problems? I'm on EU.
Ruthless
Profile Joined August 2008
United States492 Posts
October 15 2010 01:34 GMT
#1299
lol thor buff
eloist
Profile Joined September 2010
United States1017 Posts
October 15 2010 01:34 GMT
#1300
On October 15 2010 09:53 Impervious wrote:
Show nested quote +
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.


More importantly, an 11 OC lets you use a supply calldown right when you hit 19 food. Those 100 instant minerals couple with the quick boost from your early mule lets you do a fast expand where you have marines out before the standard timing and lets you go to 38 food on one depot, letting you afford it all.
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