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Patch 1.1.2 Notes - Page 67

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 65 66 67 68 69 93 Next
Toosneaky
Profile Joined July 2010
United States114 Posts
October 15 2010 02:04 GMT
#1321
I wouldn't be surprised if they completely redesign Voidrays, Reapers, and Neural parasite.
Fisher
Profile Joined July 2010
United States119 Posts
October 15 2010 02:04 GMT
#1322
I'm switching to zerg man....crazy patch
chuky500
Profile Blog Joined March 2010
France473 Posts
October 15 2010 02:06 GMT
#1323
I tried the patch against the AI and I noticed an unofficial change : the 2nd Nexus now adds 10 food instead of just 1.
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
October 15 2010 02:06 GMT
#1324
On October 15 2010 11:04 Fisher wrote:
I'm switching to zerg man....crazy patch

Not much has increased for zerg... just health of buildings, and roaches are the main changes.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
October 15 2010 02:08 GMT
#1325
The reaper really needs to be redesigned but I don't really know how. Terran already has a mid-game harass unit called the Hellion. It is also really good vs light. They have a 120 HP super unit called marauders that rape buildings and doesn't die to everything.

Unless they do something drastic like giving them the D8 packs back they really have no purpose. And even then that puts the hellion in a weird position...
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
bboy
Profile Joined April 2010
Australia30 Posts
October 15 2010 02:15 GMT
#1326
nice changes but some do not make sense.

The supply before barracks - although it doesnt affect me it.

The nitro pack upgrade requires a factory. again not making sense. It wouldve been better to put the nitro pack upgrade in the engeering bay altogether with all the other bio and building upgrades.

this forces the player to either slow/delay his mech tech down to get that engeering bay and the nitro upgrade instead. If i had a factory up i would be getting tanks or mech instead of getting the nitro upgrade but thats just me.

Other changes seen good esp the building hp increases for P and Z, the energy removal and void ray dmg revamp.

But it seems these changes are slightly more for team game balance imo where base rushing, mass reaper harass and mass void rays are quite prevalent.

60% of the time, it works everytime
johanngrunt
Profile Blog Joined July 2010
Hong Kong1555 Posts
October 15 2010 02:15 GMT
#1327
On October 15 2010 11:06 chuky500 wrote:
I tried the patch against the AI and I noticed an unofficial change : the 2nd Nexus now adds 10 food instead of just 1.


All Nexuses (Nexi?) add 10 food. It's been that way since brood war.

The only thing I'm confused about is whether Protoss was winning too much, it seems that they've gotten the most direct nerfs. (Void Rays, Zealots, High Templars)
minithor
Profile Joined October 2010
Netherlands32 Posts
October 15 2010 02:16 GMT
#1328
rax after supply ?!

Make spawning pool require an overlord then.
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-10-15 02:24:46
October 15 2010 02:16 GMT
#1329
I don't think Reaper speed nerf will kill it entirely, infact TLO has a build (probably hasn't used it in a while) where he goes 12 gas 13 rax @100 gas factory @25 gas tech lab and then he goes reaper/hellion as an opening versus protoss i believe? probably worked against zerg too when things were easier.

Honestly they should give Reaper the D8 charge (actual mines) back
TMStarcraft
Profile Joined September 2010
Australia686 Posts
October 15 2010 02:16 GMT
#1330


Just finished watching that game. I wonder if the contaminate builds in ZvZ will be more effective now.
||
bboy
Profile Joined April 2010
Australia30 Posts
October 15 2010 02:17 GMT
#1331
On October 15 2010 11:16 minithor wrote:
rax after supply ?!

Make spawning pool require an overlord then.


haha but the zerg start with an overlord to begin with..
60% of the time, it works everytime
figq
Profile Blog Joined May 2010
12519 Posts
October 15 2010 02:17 GMT
#1332
On October 15 2010 11:06 chuky500 wrote:
I tried the patch against the AI and I noticed an unofficial change : the 2nd Nexus now adds 10 food instead of just 1.
After every patch people (me included) find unlisted changes, of the sort: "protoss now have 6 probes in the beginning". It's always been like this. CC = 11, Nexus = 10, Hatchery = 2 food. Cheers!
If you stand next to my head, you can hear the ocean. - Day[9]
minithor
Profile Joined October 2010
Netherlands32 Posts
October 15 2010 02:20 GMT
#1333
On October 15 2010 11:17 bboy wrote:
Show nested quote +
On October 15 2010 11:16 minithor wrote:
rax after supply ?!

Make spawning pool require an overlord then.


haha but the zerg start with an overlord to begin with..


ye well an extra one, or make it need a lair for fucks sake.

Just last week, i tested and found out that 10 rax 10 depot doesnt put you behind against 10 depot 12 rax for the first 4 minutes of the game. So i just decided to never lose to another 6pool. Unfortunately, we now kind of lost our choise of loosing to a 6 pool or not.
minithor
Profile Joined October 2010
Netherlands32 Posts
October 15 2010 02:22 GMT
#1334
And why ? to stop early proxy raxes ?

in starcraft we always have been able to do proxy raxes just like zerg has always been able to do 6 pools. Why would that not be ok anymore now and then only the terran side nerfed ?
_Darwin_
Profile Joined August 2010
United States2374 Posts
October 15 2010 02:25 GMT
#1335
On October 15 2010 11:20 minithor wrote:
Show nested quote +
On October 15 2010 11:17 bboy wrote:
On October 15 2010 11:16 minithor wrote:
rax after supply ?!

Make spawning pool require an overlord then.


haha but the zerg start with an overlord to begin with..


ye well an extra one, or make it need a lair for fucks sake.

Just last week, i tested and found out that 10 rax 10 depot doesnt put you behind against 10 depot 12 rax for the first 4 minutes of the game. So i just decided to never lose to another 6pool. Unfortunately, we now kind of lost our choise of loosing to a 6 pool or not.


I don't see how any terran could lose to a 6 pool... when you scout it, just start the second depot and finish the wall...
I cant stop lactating
Anzat
Profile Joined February 2009
United States90 Posts
October 15 2010 02:26 GMT
#1336
They still haven't nerfed terran nearly enough. Thors, PFs, and repair all need to be hit with the bat.
atenthirtyone
Profile Joined May 2010
United States88 Posts
October 15 2010 02:29 GMT
#1337
I think the biggest buff for Zerg is actually having the threat of going heavy roaches in the early game against Protoss and Terran. They can't write it off as a threat that won't really matter anymore.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 15 2010 02:30 GMT
#1338
It seems they're really struggling with roaches now. Let the poor Terrans adjust before nerfing them more :0
Varth
Profile Joined August 2010
United States426 Posts
October 15 2010 02:34 GMT
#1339
Im tired of these crazy large nerfs, why nerf something so far that anyone and everyone knows that they wont be used anymore. The stealth VR nerf especially pisses me off (Im protoss so skewed) because it was THE ONLY OPENING WE HAD that actually forced terran to scout. Now we are back to terran completely dictating the entire game until we have collosus. Thanks a bunch blizz.

That being said, its obvious the vr change wasnt about 1v1, but the rampant VR use in teamgames, but god damn did this affect 1s a ton...
Sats
Profile Joined August 2010
Australia21 Posts
October 15 2010 02:37 GMT
#1340
I cannot wait to get home from work and use some roaches lol
Zerg for life
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