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On October 15 2010 10:33 Katzenaal wrote: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.
known issue will go away.
my sc2 is instashutting down the second the login screen pops up... hope that is related to bnet servers somehow...
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On October 15 2010 10:16 Subversion wrote:Show nested quote +On October 15 2010 10:05 opl3sa wrote: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
Also found out that if they go Hatch first you can 14cc as Terran and stay relatively safe by taking late gas in favor for more minerals in order to set up defense with buildings and turrets. By the time he reacts it will be to late to Bling Bust since you should have hellions tank or enough mm to be safe.
And if your paranoid the early Ebay for turrets allows for Turtle upgrades. Personally the only one i get consistently in the Turret Range. Which pays for it self.
But if they go pool first a 1 rax FE with a bunker into a fast hellion is good
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it's been fun laddering today. I keep coming up against utterly atrocious terrans who can't just hellion harass or five raxx to victory any more. they do like *a* drop or one base, get shut down and then try desperately to expand while macroing a pathetic little army as I'm sitting pretty on two or three bases pumping drones. Now while this is great, I think it does give a sort of all or nothing aspect to the terran early game. Sure you can pump 4 hellions, or go for a blueflame drop or three or four reapers, and you *could* wipe out every drone they have, but unless you do, you're confined to your base unless you're really good with army control.
That said, I'm pretty sure my opponents are just freaking terrible...
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Has anyone tested if Void Ray still beats a Queen 1v1? if it doesnt then its pretty bullshit, 250/125 that comes out of 150/150 building can't beat a 150 tier one macro mechanic.
also what is the toss counter to BC's now? we saw in GSL how strong 1 BC was, what about multiple ones with some min sink like marauders for support? voids dont work anymore and stalkers are pretty bad, fairly certain yamato>carriers
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Seems to me Blizzard responded to everyone's QQ's about marauders with just increasing building life.... Don't know if that was the right choice. As someone else stated in this thread, something (IMO) needs to be done about Concussive shells. They nullify Protoss completely for a good portion of the early game.
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nah they probably, relative to you, terrible. zerg race is no longer at a significant disadvantage from the start of the game so we will be winning a lot more until ranks are adjusted. 7-0 since patch yay
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On October 15 2010 10:29 Kazang wrote:Show nested quote +On October 15 2010 10:25 Angelbelow wrote: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.
awesome, thanks for the info!
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On October 15 2010 10:40 Chen wrote: Has anyone tested if Void Ray still beats a Queen 1v1? if it doesnt then its pretty bullshit, 250/125 that comes out of 150/150 building can't beat a 150 tier one macro mechanic.
Why wouldn't it? Queens aren't armored.
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Now that's a patch.
Well, void rays aren't nerfed, their role is changed to more mainstream, less gimmicky. I can't be sure about any of Blizzard's numbers; almost guaranteed they'll need to tweak them some more in the future. But the general ideas behind every change they make here is very clear, and very understandable. And whoever interprets the patch as: "Race X gets nerf/buff", or "Unit Y gets nerf/buff" isn't really looking at the details. This patch unlike previous ones is a lot more holistic. Maybe that's why I like it better; I prefer to see patches with the big picture of the game in mind.
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i bet everyone $10 that they buff voidrays again in the near future.
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OK, so I haven't seen anyone mention this yet: Zerg get 4 default larva per hatchery now, right? I could have sworn that before, I only had 3 (and constantly felt constrained), and now I have 4 (and I don't feel like I need to get a queen out quite as fast).
Am I just crazy?
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Just played a Pvt... Its ugly... Void ray lose to like 4 marine not stimmed... and i was charged... they do ridiculous damage to them.... 2 marine and a medivac is hard to kill with voidray charge now.... NICE SHIT....
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Why are people saying that the roach can now hit a gateway without the cannon behind it targeting. I tested this in a ladder game, and I couldn't position my roaches in a way to kill the gateway. Maybe it is because I was attack the gateway from the right, and the cannon was on the left? Would it be different in the cannon was on the bottom and I was attacking from the top? If a cannon can still hit a roach targeting a gateway, why are people saying that a cannon can't hit a roach from behind a pylon during a pylon wall? I'm confused. Elaborate any one?
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omg roach range increase is so good.
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On October 15 2010 10:04 Subversion wrote: this is really quite a T buff in terms of TvP.
Gonna see loads more Thors now that you can't feedback them anymore. Meh. I wouldnt say "loads".
I don't know if I've ever had one of my thors feedbacked. 1000ish diamond Terran here.
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i am looking for the unmentioned changes in 1.1.2. someone make a thread please!
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lol even if the cannon is right behind you can attack now ! ... its worse than expected...
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I think the reaper nerf was not really necessary considering roaches have 4 range now this makes it a lot more difficult to use them for counterattacks when beeing proxied/rushed. I like the thor change a lot, with this change they might actually not only see some play in TvP but there could even be good reason to research the 250mm sometimes which is kinda astonishing. Depot before racks requirement is stupid but i think that has been discussed enough.
Although i like the void ray damage change i dont like the speed change at all. Speedrays were already a huge investment thanks to the horrendous cost of the fleet beacon and therefore there should be some quite significant gain as well.
Iam not shure if the roach range buff might not be overdoing it, i mean from 3 to 4 range is huge, thats like colossi suddenly shooting with siege tank range. This allows much better concaves and even makes roach burrow play more viable since it is easier to get into a position where all roaches can shoot even when they have been massed. Well i would be suprised if zerg are not gonna be doing a lot better now, not that i think they were doing that bad since last patch in the first place (i feel that the tank nerf did quite a lot and a lot of zergs are only slowly realising it, even idra admitted it had bigger effects than he expected). At least not in the ZvT matchup although i admit that PvZ seemed kinda difficult at times. Although i do think a lot of zerg dont abuse the roach regen enough against psi storms, even right under a storm you can negate half its damage after all. (And if you get out it only takes 4 sec to get back to full life)
We will see how it works out
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On October 15 2010 10:40 Chen wrote: Has anyone tested if Void Ray still beats a Queen 1v1? if it doesnt then its pretty bullshit, 250/125 that comes out of 150/150 building can't beat a 150 tier one macro mechanic.
also what is the toss counter to BC's now? we saw in GSL how strong 1 BC was, what about multiple ones with some min sink like marauders for support? voids dont work anymore and stalkers are pretty bad, fairly certain yamato>carriers
actually it's BC's high armor > carriers and phoenix. they start with 3 armor which means interceptors and phoenixes which do 5x2 dmg are reduced to 2x2, aka 60% reduced damage. gets worse with upgrades unless you match his armor upgrades with air attack. at least they didnt make yamato mana free so we can at least hope for feedback + blink stalkers to kill them =/. chargless speedrays will be twice as good at killing vikings now though, which is sorta neat i guess.
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