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Patch 1.1.2 Notes - Page 83

Forum Index > SC2 General
1843 CommentsPost a Reply
Prev 1 81 82 83 84 85 93 Next
Velr
Profile Blog Joined July 2008
Switzerland10848 Posts
October 15 2010 13:52 GMT
#1641
Well.. They had it in a miriad ways up until now...

It's like taking the driving license away from an aged person :p
mati
Profile Joined October 2010
Argentina114 Posts
October 15 2010 13:55 GMT
#1642
On October 15 2010 22:30 DoubleReed wrote:

Uh, actually can anyone confirm/deny this?

Eh who cares, I get like 20 queens in my ZvPs anyway lol.

Is anyone seeing this as a potential buff to the Void Ray? Maybe now it can actually be used as support in an army like the banshee because of the buff to the 1st charge. It may have gotten weaker as cheese but isn't it better as a general unit?


VR still own queens, and i seen VR in main armys now.. they are still pretty decent (still didnt see a real game of toss having to deal with ultras with VR nerf)
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
Last Edited: 2010-10-15 13:58:52
October 15 2010 13:58 GMT
#1643
erm... last time i checked queen is not armoured therefore VR performance should have very little difference, if any, to pre-1.1.2 ?

On October 15 2010 22:48 floor exercise wrote:
Show nested quote +
On October 15 2010 22:17 hoovehand wrote:
On October 15 2010 21:14 Alpina wrote:
On October 15 2010 21:02 Nyx wrote:
On October 15 2010 10:03 Lavitage wrote:
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?


Roach with 4 range > hellions?


You make hellions to kill workers - not to kill roaches. Why the hell everyone says that hellion harass won't be efective? Now it will be just a little bit easier to defend vs. hellion harass and nothing more.


yes but it's not cat and mouse anymore.

the cat must now defeat a guard dog before it can reach the mice.

Are terrans supposed to have unrestricted harass or something? How does that make sense at all


no, they're not. i was making a counter argument to the "roaches still cant kill hellion/reaper so it doesn't make any difference" view.
H. Guderian
Profile Joined September 2010
United States18 Posts
October 15 2010 13:58 GMT
#1644
Depot before rax, Pylon before gateway. I don't really see the problem all that much unless you're aggressively trying to cheese right off the bat.

I decided to play a Co-op game with the patch and the Terran sent out an early SCV, built a depot in the middle of the map and a rax in the base of the AI, and lost, raging at me that this patch was terrible. Even proxy gate takes longer than this to achieve.

I enjoy nearly all the changes as I not longer have to do Muta/Ling to be viable as zerg.

The VR changes I think are better, I laughed at an uncharged VR pre-patch, but if a few VRs fully charged in your base and you were recovering from a setback they became very hard to stop. Of course a healthy player can smack down a VR team, but in certain cases the VR was just a bit much.
Quotidian
Profile Joined August 2010
Norway1937 Posts
October 15 2010 14:01 GMT
#1645
"Depot before rax, Pylon before gateway"

I really don't like that reasoning. Having too many parallels between the races just makes the game less interesting.
Daedie
Profile Joined March 2010
Belgium160 Posts
Last Edited: 2010-10-15 14:10:01
October 15 2010 14:09 GMT
#1646
Personally I don't mind the depot before rax change, because let's be honest, it's not like 6 pool or proxy gates (the other races' alternatives to early/proxy rax) are viable vs terran in de slightest.

To me it feels like they're evening out the playing field a bit when it comes to cheese.
I like turtles
drooL
Profile Blog Joined May 2010
United Kingdom2108 Posts
October 15 2010 14:09 GMT
#1647
On October 15 2010 22:52 Sueco wrote:
To change the direction of this discussion slightly, what do you people think about the thor and it's special ability?

Its been known for quite a while that the cannon ability hugely overlaps with the thor's own natural attack. DPS is so similar that the ability is usually skipped. The removal of energy is a step in the right direction I think, but I feel that the thor in general is in need of a unit overhaul.

The Thor is cost effective against basically every ground unit thanks to the raw DPS it puts out at a whopping 7 range. Its essentially a big boring marine, with an ability that overlaps with its own DPS.

Personally, I'd like to see Thor ground DPS or range toned down so it can fit its originally intended "tank unit" role, rather than something you can mass and a-move. At the same time, the cannon ability should be redesigned to somethink more interesting than "do X damage". I liked the original AoE bombardment ability, but it feels like it overlaps a bit too much with what siege tanks are supposed to do. Any ideas?


yeah i feel you there. i still kinda think that 250mm being a research is just kinda wrong. not many people use it afaik and yeah, it is just way too unattractive for not being special. i'm never creative when it comes to new mechanics but yeah, i guess if someone could come up with some ideas it would be nice and interesting.
@nowSimon
Dark-Storm
Profile Joined May 2010
Canada334 Posts
October 15 2010 14:12 GMT
#1648
My absolute favorite part is that they made these changes the day MLG DC is gonna start and most players are traveling there and some might not know about the patch untill they go to log on
I don't have Pet Peeves. I have Major psychotic Fucking Hatreds
sleepingdog
Profile Joined August 2008
Austria6145 Posts
October 15 2010 14:21 GMT
#1649
On October 15 2010 23:12 Dark-Storm wrote:
My absolute favorite part is that they made these changes the day MLG DC is gonna start and most players are traveling there and some might not know about the patch untill they go to log on


they obviously wanted to release the patch BEFORE gsl 2 starts - which is monday; really sucks for MLG, but I'd agree that it's better than releasing it right in the middle of GSL 2 Ro64 so that some matches would've maybe even been played on the old version
"You see....YOU SEE..." © 2010 Sen
metadodo
Profile Joined August 2010
Singapore7 Posts
October 15 2010 14:44 GMT
#1650
So i guess the MLG players will be playing on the new patch then?
Nothing is true, everything is permitted.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
October 15 2010 14:46 GMT
#1651
On October 15 2010 23:44 metadodo wrote:
So i guess the MLG players will be playing on the new patch then?


couldn't imagine how else this could work, considering that sc2 doesn't have LAN?
"You see....YOU SEE..." © 2010 Sen
frequency
Profile Blog Joined February 2010
Australia1901 Posts
October 15 2010 14:46 GMT
#1652
$5 says TLO switches to Zerg.
www.twitter.com/marconofrio | marconofrio.tumblr.com
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
October 15 2010 14:47 GMT
#1653
On October 15 2010 23:44 metadodo wrote:
So i guess the MLG players will be playing on the new patch then?

it would be intresting if they dont, as the game got patched, and you have to connect to the bnet in order to play. SO yes, i case they made a LAN version meantime, chances are they will play with the new patch.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Zihn
Profile Joined September 2010
Denmark50 Posts
October 15 2010 14:58 GMT
#1654
On October 15 2010 22:52 Sueco wrote:
To change the direction of this discussion slightly, what do you people think about the thor and it's special ability?

Its been known for quite a while that the cannon ability hugely overlaps with the thor's own natural attack. DPS is so similar that the ability is usually skipped. The removal of energy is a step in the right direction I think, but I feel that the thor in general is in need of a unit overhaul.

The Thor is cost effective against basically every ground unit thanks to the raw DPS it puts out at a whopping 7 range. Its essentially a big boring marine, with an ability that overlaps with its own DPS.

Personally, I'd like to see Thor ground DPS or range toned down so it can fit its originally intended "tank unit" role, rather than something you can mass and a-move. At the same time, the cannon ability should be redesigned to somethink more interesting than "do X damage". I liked the original AoE bombardment ability, but it feels like it overlaps a bit too much with what siege tanks are supposed to do. Any ideas?


i think it would be better to increase the range of 250mm to 8 while decreasing the regular attack range to 6 and posibly let the thor use it's AA attack against colossi if it's commanded to attack the colossi outside the ground range

thors only weakness atm is the inability to micro the big bugger
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 15 2010 15:01 GMT
#1655
On October 15 2010 22:02 st3roids wrote:
If protoss is so powerfull and needs a nerf with every patch find me one major tournament lately that toss have won or been in the finals and i dont mean 100$ worth of tournaments.
.......


http://www.teamliquid.net/tlpd/sc2-international/leagues/626_MLG_Raleigh

You are welcome.
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
scuta
Profile Joined October 2010
Germany113 Posts
October 15 2010 15:01 GMT
#1656
Poor MLG guys, Idra will win this now easily.

I´m reallylooking forward to see Fruitdealer with this changes.:D
And hopefully Zerg will become more popular overall - For the Swarm :o
Vorsicht Radioaktivman!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
October 15 2010 15:06 GMT
#1657
On October 15 2010 17:23 schiznak wrote:
Show nested quote +
On October 15 2010 17:14 Liquid`Jinro wrote:
On October 15 2010 16:05 Perscienter wrote:
On October 15 2010 15:53 _Darwin_ wrote:
On October 15 2010 15:47 Perscienter wrote:
On October 15 2010 15:30 Liquid`Jinro wrote:
Half the Protoss army hardcounters thors, why are you complaining --?

Thors are TERRIBLE vs immoratls, TERRIBLE vs Carriers, AWFUL vs colossi (seriously, you wont even hit them unless the toss falls asleep), and used to be owned by Void Rays. The patch might have changed the last one tho, they might actually do a little bit better vs void rays now.

Thor's strike cannons ignore the hardened shield. With the upgrade, they obliterate the immortals.
Thors own interceptors.
Thors have a higher range than colossi.
Void rays were supposed to be the hard counter vs. them but aren't anymore. Just repair the thors.

The thor had a role as a support against mutalisks, for some drops and so on, but the old thor didn't fit in Blizzard's every unit must always be viable and not particularly strong scheme.


lol so you expect to see many thors TvP at GSL2?

thors are terrible vs carriers- although im not sure if such an encounter would ever be seen past gold league.

thors have 7 range, collosus have 8 with range.

void rays were supposed to be hard counter vs void ray? did u chat with browder about this? thors are still terrible against void ray.

listen to jinro or make coherent arguments plz

Thors have 7/10 range, colossi have 6 + 3. Void rays were supposed to hard counter vs void rays? What are you writing? And please check your spelling first.

1) Thors use their anti-ground attack vs colossi - there is no way to make them use their anti-air attack.


Actually i am 100% certain that I managed to use their anti-air attack against colossi when my thors were shooting up a cliff and were out of range for their ground attack, and I assume using hold position would do the same thing.

Tested in unit tester, doesnt work. However, you can attack your own unit and damage them with the splash (lol).
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
schiznak
Profile Joined October 2009
Australia258 Posts
October 15 2010 15:24 GMT
#1658
On October 16 2010 00:06 Liquid`Jinro wrote:
Show nested quote +
On October 15 2010 17:23 schiznak wrote:
On October 15 2010 17:14 Liquid`Jinro wrote:
On October 15 2010 16:05 Perscienter wrote:
On October 15 2010 15:53 _Darwin_ wrote:
On October 15 2010 15:47 Perscienter wrote:
On October 15 2010 15:30 Liquid`Jinro wrote:
Half the Protoss army hardcounters thors, why are you complaining --?

Thors are TERRIBLE vs immoratls, TERRIBLE vs Carriers, AWFUL vs colossi (seriously, you wont even hit them unless the toss falls asleep), and used to be owned by Void Rays. The patch might have changed the last one tho, they might actually do a little bit better vs void rays now.

Thor's strike cannons ignore the hardened shield. With the upgrade, they obliterate the immortals.
Thors own interceptors.
Thors have a higher range than colossi.
Void rays were supposed to be the hard counter vs. them but aren't anymore. Just repair the thors.

The thor had a role as a support against mutalisks, for some drops and so on, but the old thor didn't fit in Blizzard's every unit must always be viable and not particularly strong scheme.


lol so you expect to see many thors TvP at GSL2?

thors are terrible vs carriers- although im not sure if such an encounter would ever be seen past gold league.


thors have 7 range, collosus have 8 with range.

void rays were supposed to be hard counter vs void ray? did u chat with browder about this? thors are still terrible against void ray.

listen to jinro or make coherent arguments plz

Thors have 7/10 range, colossi have 6 + 3. Void rays were supposed to hard counter vs void rays? What are you writing? And please check your spelling first.

1) Thors use their anti-ground attack vs colossi - there is no way to make them use their anti-air attack.


Actually i am 100% certain that I managed to use their anti-air attack against colossi when my thors were shooting up a cliff and were out of range for their ground attack, and I assume using hold position would do the same thing.

Tested in unit tester, doesnt work. However, you can attack your own unit and damage them with the splash (lol).

Perhaps I was just been hitting his observer and splashing onto the colossus
"That's very e-sports of you to have the camera focused on the people instead of the game" -ultradavid
Crichton
Profile Joined September 2010
Japan196 Posts
October 15 2010 15:31 GMT
#1659
VR still own queens, and i seen VR in main armys now.. they are still pretty decent (still didnt see a real game of toss having to deal with ultras with VR nerf)


Really? I just played a 2v2 where 4 charged VRs died to 4 Queens (not even using Transfuse). They certainly would have won the battle before the patch.
Protoss is the easy race, but I'm sticking with it.
Pacer
Profile Joined July 2008
Canada38 Posts
October 15 2010 15:37 GMT
#1660
On October 16 2010 00:01 Liquid`Jinro wrote:
Show nested quote +
On October 15 2010 22:02 st3roids wrote:
If protoss is so powerfull and needs a nerf with every patch find me one major tournament lately that toss have won or been in the finals and i dont mean 100$ worth of tournaments.
.......


http://www.teamliquid.net/tlpd/sc2-international/leagues/626_MLG_Raleigh

You are welcome.


That was a month and a half + a balance patch ago.

After 1.1.2 expect Protoss to be the new Zerg. I'll be surprised if there are any Protoss past the round of 16 in GSL2.
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