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Patch 1.1.2 Notes - Page 8

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 6 7 8 9 10 93 Next
vyyye
Profile Joined July 2010
Sweden3917 Posts
October 14 2010 18:22 GMT
#141
On October 15 2010 03:20 Geo.Rion wrote:
awesome, if it's true i hope it will be implemented soon. Though the nitro pack thing removes reapers from the game. Which is actually a good thing, but not from the game developer's point of view i guess

I wonder if they wanted to make the reaper useless, but as it's a 'cool' unit you can still do fancy stuff with it in lower leagues. Only removed from competitive SC2 in other words.
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
October 14 2010 18:22 GMT
#142
I like some ideas in this patch,

But some things that I think are very bad:

- supply req. for rax
Just stupid

- VR nerf (Speed and damage)
Speed upgrade becomes completely pointless. With the damage change, the main idea of the VR, the keeping of charge gets killed

- Thor Energy bar removed
One way to handly Thors as P gone

- Increasement of Spire and Ultralisk buuiildings
It has always been an important part of SC to harass and try to take out Zerg buildings because of low HP. However, I guess this isnt too bad because T can snipe way too easily with Marauders


Things that are good imo:

- Nexus HP increase
P has such a hard time against T especially in early to mid game. FE is so risky because Marauders take out Nexi in seconds. They are supposed to be Main buildings and to be strong, not weaker buildings like Zerg techstructures!

- Zerg buffs in generall, although I dont want to talk about them too much because it will take some time to see the influence of something like Roach range increase

- Fungal prevents blink
like it because Infestors get much more usefull against P
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
October 14 2010 18:22 GMT
#143
sweeeeeet roach range 4 not 3.5 XD
ModeratorBlame yourself or God
TheImmortal
Profile Joined September 2010
Hong Kong84 Posts
October 14 2010 18:22 GMT
#144
protoss seems a bit like the under-powered race now. will see lots of roaches in gsl probably
Lann555
Profile Joined February 2010
Netherlands5173 Posts
October 14 2010 18:22 GMT
#145
On October 15 2010 03:21 TheYango wrote:
Show nested quote +
On October 15 2010 03:07 iggyfisk wrote:
So the supply depot requirement nerf has to be a team game related fix right? Surely rax first rushes could not have been a 1v1 balance issue... at all really? Really sad to see variation cut like that.

Fast reaper basically turns 14cc/nexus/hatchery into an auto-loss in the relevant matchups. The change probably created just as much variation as it cut, IMO.



Doesn't 14cc/nexus auto-lose vs any sort of bio-pressure in general? Not sure if the reaper was the problem there
Fantasy Fan! Gogogo vultures
lim1017
Profile Joined April 2010
Canada1278 Posts
October 14 2010 18:23 GMT
#146
as a Terran i actually welcome the supply depot change since ill stop getting 6 rack'd... but its pretty much impossible to cheese as terran now?? Thats a major disadvantage in tournaments psychologically.. i mean even to players will 6 pool or proxy gate once in a while in a long series just to throw their opponent off..

6 supply 8 racks cheese ftw?...

Voidrays got nerfed SO HARD.. 9 dmg or -35% off full charge..

supply depot 50 life increase? while every other race gets 250-500? =(


ROACH 4 range will shut down builds like forge FE and reactor hellion expand IMO.. i think zerg will honest be very hard to play VS
CheeseGrater
Profile Joined August 2010
United States290 Posts
October 14 2010 18:23 GMT
#147
Just in time for MLG Awesome. <3 Blizzard.
eloist
Profile Joined September 2010
United States1017 Posts
October 14 2010 18:23 GMT
#148
So uhm... why no CC HP increase?
carebear91
Profile Joined February 2010
Singapore236 Posts
October 14 2010 18:23 GMT
#149
rip reaper.

i sorta trusted blizzard.. but now i really think they have no idea what they are doing.. especially with supply depot before rax.
NonY
Profile Blog Joined June 2007
8751 Posts
October 14 2010 18:23 GMT
#150
Void Rays worthless now They had such difficult to overcome weaknesses against very basic and common units, Marines Hydras and Stalkers. Marines and Hydras in numbers at like 1/4 or 1/3 the cost of the Void Rays could fend off Void Rays but that wasn't enough? Vikings totally owned Void Rays before they got speed upgrade and now they own them even when the Void Rays get speed upgrade. Stalkers can probably approach charged up Void Rays now too since that reduction in damage against armored is so huge. And of course Protoss keeps getting worse against air... brood lords, corruptors and battlecruisers are now much more difficult to deal with.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
Shaman.us
Profile Joined May 2010
United States319 Posts
October 14 2010 18:23 GMT
#151
I really dont like the voidray nerf, but i guess we'll just have to see how the rest of the patch plays out.

Pretty nice buff to 250mm too. No more worries of templar feedback
Shaman.233
Xadar
Profile Joined October 2010
497 Posts
October 14 2010 18:23 GMT
#152
Nice to see Roaches finally get a bit better as a zerg player
Toxigen
Profile Joined July 2010
United States390 Posts
October 14 2010 18:24 GMT
#153
I didn't think the Void Ray nerf was really necessary though, but life boost for buildings is a nice change. I hope Roaches will be used more now.

Agreed on the void ray part, but did you really not see a lot of roaches? I already build roaches in every matchup. They're amazing tanking units and they're cheap.

The VR nerf is the only one I simply can't understand. Was anybody complaining about these? Is this a team-game balance move?
dilbags
Profile Joined August 2010
Australia13 Posts
October 14 2010 18:24 GMT
#154
implemented in sea region as of now
Borked
Profile Joined October 2010
221 Posts
October 14 2010 18:24 GMT
#155
On October 15 2010 03:23 eloist wrote:
So uhm... why no CC HP increase?


cause you can go PF if you like...
Thou shall not crave thy neighbor.
xajten
Profile Joined June 2009
Sweden18 Posts
October 14 2010 18:25 GMT
#156
On October 15 2010 03:23 eloist wrote:
So uhm... why no CC HP increase?


My guess would be cause you can just repair it anyway.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-10-14 18:27:17
October 14 2010 18:25 GMT
#157
Lololol

Cant they just create some kind of defensive option against retarded 7 rax reaper cheese instead of making the unit useless? Like, give drones and probes back range so you can do moving shot vs them like you did vs bunker rushes in SC1.

Void ray nerf seems like it could almost be too much, Im not sure, but it seems like itd make them a bit impotent late game (maybe even more than it nerfs them early game as they should be almost the same vs marines at least)?

I think there is some overkill going on in this patch =[

Id much rather zergs were allowed to fast expo by virtue of being able to defend it with micro (which isnt possible right now because you cant actually micro against a reaper with anything ) than have them completely remove any cheese threat AND make it a lot harder to even attempt whatever cheese still exists since the hatchery is tougher to take down now.
On October 15 2010 03:25 xajten wrote:
Show nested quote +
On October 15 2010 03:23 eloist wrote:
So uhm... why no CC HP increase?


My guess would be cause you can just repair it anyway.

Also because it would be retarded It can lift off already, CCs are tough enough.

Anyhow, TvZ is gonna become pretty tough, while TvP got easier I guess... Tho Id like to get a personal feel for what exactly the medivac nerf does to your game.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
mucker
Profile Blog Joined May 2009
United States1120 Posts
October 14 2010 18:25 GMT
#158
On October 15 2010 03:23 eloist wrote:
So uhm... why no CC HP increase?


Because you can lift before the stimmed marauders kill it.
It's supposed to be automatic but actually you have to press this button.
Phyxx
Profile Joined April 2010
Denmark681 Posts
October 14 2010 18:25 GMT
#159
I still don't get why they keep the reaper in the game? Just remove the unit and reinstate it with something else. The way they are trying to balance it out is just stupid imo. The rax change in particular. Good overall patch tho.
Lann555
Profile Joined February 2010
Netherlands5173 Posts
October 14 2010 18:25 GMT
#160
On October 15 2010 03:24 Toxigen wrote:
Show nested quote +
I didn't think the Void Ray nerf was really necessary though, but life boost for buildings is a nice change. I hope Roaches will be used more now.

Agreed on the void ray part, but did you really not see a lot of roaches? I already build roaches in every matchup. They're amazing tanking units and they're cheap.

The VR nerf is the only one I simply can't understand. Was anybody complaining about these? Is this a team-game balance move?


Yes, almost every 3v3 nowadays has a protoss massing Voidrays. It's kinda annoying to deal with (but doable), but I guess the n00bs got fed up with it.
Fantasy Fan! Gogogo vultures
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