Blizzard reverting some patch 1.2 changes - Page 7
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DizzyDrone
Netherlands629 Posts
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Gotmog
Serbia899 Posts
On December 07 2010 15:53 Griffith` wrote: So basically, terran gets another nerf (scv repair), zerg still op as hell late game, protoss better early game and easy access to air. And yet, T is still dominating left and right. (also, it's not a nerf since bunkers are staying the same....) ![]() Anyway, great change to fungal, hope they do this more often, it's great idea to test things out like this. People just overreacted cuz they/we had no way of knowing that these changes have little chance of actually taking place. (Also, now no zerg is going to whine about phenoix buff kkeke :D) Once again, day9 was right ^^ | ||
Kishkumen
United States650 Posts
Overall though, it looks like they made good decisions and took out the worst changes from a community perspective. Let this be a reminder to the doubters that Blizzard does occasionally listen to the community. | ||
SmoKim
Denmark10301 Posts
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Megaliskuu
United States5123 Posts
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Dingobloo
Australia1903 Posts
On December 07 2010 16:37 DizzyDrone wrote: just a little hint for you protoss players out there, you can spread phoenixes against fungal growth the same way you can spread mutalisks against thors. So we agree that the radius of fungal should be reduced to 0.5! | ||
ectonym
United States147 Posts
On December 07 2010 16:37 Xxavi wrote: Well, there you go, there are certain maps, where you shouldn't go hatch first. Really, I am all for macro games, but some people, especially Zerg players, idea of macro is that they are sitting comfortably on 4 expansions with +40 supply over his terran/toss opponent. How is that any balanced? It's freaking clear they will win. I watched that Ret's game vs Protoss player. In that first game, the Toss player killed 2-3 large armies of Ret. Ret didn't seem to be controlling his units at all, just sending for massacre. Yet, he is comfortably sitting on 5 expansions, and taking gold, so he can keep pumping units. Was he the better player in the first game? Absolutely not for me, yet he got praised for macro. Good Zergs make it look ridiculous if you don't pressure them early. Cheese or not cheese, if you let NesTea alive for more than 10 minutes, that's it, you can as well gg. Like I said I'm not a top player by any stretch, but I recently embarked on the mission to teach my FPS-playing roommate how to play SC2. I've played SC1 since 2003 but always casually. But I did make sure to tell him on his first or second time sitting down to the game, you never, ever leave a Zerg player alone. You can't just let the Zerg sit in their base; in fact it should be on page 1 of the strategy guide for new players. (btw, roommate plays terran exclusively, i play zerg) I'm not sure this is a problem, meaning the fact that a Zerg left alone for 10 minutes on 5 expansions isn't a game balance problem, I think instead it's a problem of the opponent not doing what is needed to stop the Swarm: pressure. Force the Zerg to make units instead of drones. @DonKey_ from Liechtenstein: And my comment about Zerg tears winning again was a joke. I'm confident the change wasn't based purely on complaining. Surely you don't think it was all due to whining? | ||
hitman133
United States1425 Posts
On December 07 2010 15:53 Griffith` wrote: So basically, terran gets another nerf (scv repair), zerg still op as hell late game, protoss better early game and easy access to air. Bullshit, scv repair is game AI, a bug fix, not a nerf to it. How the hell can any other race could stop thors+SCVs repair rush when in early game they mostly have melee attack units. | ||
DizzyDrone
Netherlands629 Posts
On December 07 2010 16:42 Dingobloo wrote: So we agree that the radius of fungal should be reduced to 0.5! I don't think so no, flying your phoenixes above a zerg's army should still be a risk, but with the buildtime reduction I think they will do quite well against mutalisks, even with infestors out. My point is that I see the same thing now that I saw a few weeks ago when zerg players were complaining that their mutalisks were hardcountered by thors - now you see mutalisks in nearly every tvz. | ||
NearPerfection
232 Posts
But 3 days?? lol? | ||
zak
Korea (South)1009 Posts
On December 07 2010 16:33 kinetic_skink wrote: You can still press the keys repeatedly to build units if you want. You don't have to hold the key down. oh haha so funny. yes sc2 is not sc1 ffs the technical difficulty of sc2 is so low. | ||
Patriot.dlk
Sweden5462 Posts
The bunker time should actually be shorter imo and the maps bigger but as long as maps they the same I guess bunkers need to take some time | ||
FrostedMiniWeet
United States636 Posts
On December 07 2010 16:47 ectonym wrote: Like I said I'm not a top player by any stretch, but I recently embarked on the mission to teach my FPS-playing roommate how to play SC2. I've played SC1 since 2003 but always casually. But I did make sure to tell him on his first or second time sitting down to the game, you never, ever leave a Zerg player alone. You can't just let the Zerg sit in their base; in fact it should be on page 1 of the strategy guide for new players. (btw, roommate plays terran exclusively, i play zerg) I'm not sure this is a problem, meaning the fact that a Zerg left alone for 10 minutes on 5 expansions isn't a game balance problem, I think instead it's a problem of the opponent not doing what is needed to stop the Swarm: pressure. Force the Zerg to make units instead of drones. @DonKey_ from Liechtenstein: And my comment about Zerg tears winning again was a joke. I'm confident the change wasn't based purely on complaining. Surely you don't think it was all due to whining? This isn't always the best advice. As a Zerg player, one of the hardest things to beat is a good turtler who turtles to 200/200 then comes out with a death ball that I cannot defeat with my 200/200 army. Zerg has to have massively superior army to beat a protoss or terran in a turtle position. And fact of the matter is that I can't saturate more than 3 bases otherwise my drones start cutting into my supply, so at some point, letting me take the entire map doesn't do me much good if I cannot make any more drones anyway. | ||
kmkkmk
Germany418 Posts
On December 07 2010 15:21 -orb- wrote: Huh. I actually liked the not-being-able-to-hold-down-keys thing. Anything that makes the game harder and increases the skill ceiling imo In contrast to you I think skill should be shown by great strategic thinking and not by being able to push more buttons. | ||
Scorch
Austria3371 Posts
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Nightmarjoo
United States3359 Posts
![]() Bunker change was noted as temporary anyway. Wow that no-hold-down change was annoying, while it did feel more bw-ish, it was absolutely annoying with many reactorax. Nice that that'll be changed back. | ||
Xxavi
United States1248 Posts
On December 07 2010 16:52 FrostedMiniWeet wrote: This isn't always the best advice. As a Zerg player, one of the hardest things to beat is a good turtler who turtles to 200/200 then comes out with a death ball that I cannot defeat with my 200/200 army. Zerg has to have massively superior army to beat a protoss or terran in a turtle position. And fact of the matter is that I can't saturate more than 3 bases otherwise my drones start cutting into my supply, so at some point, letting me take the entire map doesn't do me much good if I cannot make any more drones anyway. Can't you just use the mobility of your army? Go in with Mutas and harass the base and make them come back, don't let them expand. Keep upgrading until ultras. If you directly engage, you will, of course, lose. | ||
kmkkmk
Germany418 Posts
On December 07 2010 16:52 FrostedMiniWeet wrote: This isn't always the best advice. As a Zerg player, one of the hardest things to beat is a good turtler who turtles to 200/200 then comes out with a death ball that I cannot defeat with my 200/200 army. Zerg has to have massively superior army to beat a protoss or terran in a turtle position. And fact of the matter is that I can't saturate more than 3 bases otherwise my drones start cutting into my supply, so at some point, letting me take the entire map doesn't do me much good if I cannot make any more drones anyway. Surely taking gas at those unsaturated bases and having them still does some good to you, no? | ||
DarkRise
1644 Posts
On December 07 2010 16:51 Patriot.dlk wrote: No idea why they implement something only to remove it 3 days later. However, the hotkey change was to stupid to keep and that probably goes for fungal as well. The bunker time should actually be shorter imo and the maps bigger but as long as maps they the same I guess bunkers need to take some time You want bunker time shorter? Watched the recent GSL by any chance? 2 rax is soo good now and if bunker would be done like 25 sec the i don't know what to say Well atleast the test is getting its worth, Blizzard prob is reviewing replays from the PRT Not sure if they contact some pros to play on it | ||
Highways
Australia6098 Posts
Sad to see so many noobs complaining because they can't handle the mechanics. I don't even put my all my hatcheries on hotkey and hold down a button. I actually individually hotkey every hatch I have. Sad to see TL trying to dumb down the mechanics. So pissed off right now. I don't care other races are easier to macro, Zerg is a race that requires high APM so deal with it. | ||
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