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Patch 1.3 on PTR - Page 125

Forum Index > SC2 General
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mholden02
Profile Joined October 2010
387 Posts
February 27 2011 23:31 GMT
#2481
A note on tanks in SC2. They're not Broodwar tanks. Their 3 supply instead of 2, cost more gas, and do far, far less damage since the nurf. 20% less to armored and 50% less vs light. Combine this with the fact protoss has been given units to deal specifically with mech, Immortals, and Tanks simply are not nearly as effective as in Broodwar. This is the reason Terrans stick with Bio vs Protoss. If tanks were really effective, Terrans would be using them.
mholden02
Profile Joined October 2010
387 Posts
February 27 2011 23:36 GMT
#2482
who cares if your T3 sucks if you dont even need it to win.


They do need something, bio is getting torched Late game, as it should vs Protoss, but I do not see another Terran alternative, Mech has more weaknesses than bio.
Oceaniax
Profile Joined June 2010
146 Posts
February 27 2011 23:40 GMT
#2483
On February 28 2011 08:31 mholden02 wrote:
A note on tanks in SC2. They're not Broodwar tanks. Their 3 supply instead of 2, cost more gas, and do far, far less damage since the nurf. 20% less to armored and 50% less vs light. Combine this with the fact protoss has been given units to deal specifically with mech, Immortals, and Tanks simply are not nearly as effective as in Broodwar. This is the reason Terrans stick with Bio vs Protoss. If tanks were really effective, Terrans would be using them.


http://wiki.teamliquid.net/starcraft/Explosive_Damage#Explosive_Damage

If you don't know how things work, you shouldn't post like you do.
Uhnno
Profile Joined February 2011
Netherlands288 Posts
February 27 2011 23:52 GMT
#2484
Mech ruins a toss' day when it comes to direct confrontation. The only way to circumvent is to not engage it at all. 'Abusing mobility' comes to mind, but when the terran forces an engagement, toss is pretty much screwed.
Tula
Profile Joined December 2010
Austria1544 Posts
Last Edited: 2011-02-28 00:14:37
February 27 2011 23:58 GMT
#2485
The glaring weakness of Mech play is that we cannot transition well into it.
We either open Mech (which is VERY risky. a standard 6g push will almost certainly kill you) or we open bio and switch into Mech. The only way to do that well is to play it like MVP did (skip Bio upgrades and immediatly start to upgrade mech) because our upgrades are seperated.

I could go on listing other strengths and weaknesses of the various Mech units builds, but how about instead all those rather silly protoss players who try to tell the Terrans (who have been experimenting with Mech since the beta remember?) how to play their race, instead listen to their own advice.

Trust me, many of us who came from BW would like nothing more than to go back to playing with our tanklines, but quite simply put against protoss it doesn't work anymore because your race has 2 units which make any kind of mech play VERY cost inefficient (Immortals and voidrays, and before you quote Artosis remember that he said after the game that it was the first time seeing that build. If he had seen it before and prepared for it he would have ripped it apart).

So with the current situation being, that the most efficient way to play against protoss is bio heavy with support from higher units (and a heavy focus on upgrading fast) it should be no surprise that the instant KA was researched the game was basically over for the Terran. The main damage dealer in the bio ball are marines and sadly those are killed pretty easily with storms. One of the most frustrating feelings in the game currently is to kill off a protoss army perfectly by dealing with his colossi and dodging the storms (or EMP on the templars) only to loose your remaining 30-40 units instantly to a warpin of 4 more HTs.

Note to anyone who tries to tell me that he got beaten by pure marauders because they can kill all their army by itself the only possible reply is learn to forcefield and build some friggin zealots...

Now after having given my opinion on a rather specific section of the patchnotes let me just add 3 things in general:

1) I have no idea how the change will work precisely for the lategame, but that is something that only testing can actually show us. It is probably the largest balance change since tank damage was nerfed drastically (in 1.1 i believe?). At that point i was shocked because my standard build against protoss was suddenly dead, and it has remained dead to this day. I cannot simply play with straight Tanks on the ground, but frankly it was a necessary nerf and maybe in 2-3 months even the protoss players will see that this nerf was also necessary.

2) On the other hand of the spectrum the change to the fungal mechanic seems ill advised to me. Fungal is the only way a hydra player can try to catch phoenixes and Mutalisks, so the snare was definitly important to me. But with the change to fungal being a projectile (also question, can you actually shoot that down with a PDD?) i have my doubts if i will ever hit those fast flying units with it...

3) The vortex change is confusing to me. Are those units "frozen" in stasis for the 1.5s? or are they shooting during that timeframe? IF they are simply frozen i'll accept it as a price to pay to fix a rather buggy mechanic (frankly the vortex was an instant kill for almost all units in it if the other side had AOE damage. banelings, siegetank fire, archons etc.) But if they are invulnerable but still firing that is pretty unacceptable.

(edit) To the poster above me, please either learn to play or learn to not judge. Frontal attacks into a dug in siege line never work unless you have built a specific unit combination to break a siege line (in your case zealots with legspeed combined with immortals and high templars to deal with marines/hellions). That is how it should be, because otherwise why should the terrans build a unit which needs to setup through an animation? You have all the cards to counter Mech in your arsenal learn to use them....

(last edit) I'll miss the viking flower, but it did give a fairly large advantadge to the defender, so i can live with that :p wonder how it looks now if you try to set a very small patrol path
Balor
Profile Joined April 2010
United States147 Posts
February 28 2011 00:29 GMT
#2486
Unlisted patch note: BL'sm are 300/250 to morph cost up from 150/150
doomed
Profile Joined May 2010
Australia420 Posts
February 28 2011 00:45 GMT
#2487
On February 28 2011 09:29 Balor wrote:
Unlisted patch note: BL'sm are 300/250 to morph cost up from 150/150


what? whats BL'sm ?
Dommk
Profile Joined May 2010
Australia4865 Posts
February 28 2011 00:46 GMT
#2488
On February 28 2011 08:31 mholden02 wrote:
A note on tanks in SC2. They're not Broodwar tanks. Their 3 supply instead of 2, cost more gas, and do far, far less damage since the nurf. 20% less to armored and 50% less vs light. Combine this with the fact protoss has been given units to deal specifically with mech, Immortals, and Tanks simply are not nearly as effective as in Broodwar. This is the reason Terrans stick with Bio vs Protoss. If tanks were really effective, Terrans would be using them.

Except they do use them? Mech is great right now and I see Bio-Tank every other game
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
February 28 2011 00:49 GMT
#2489
On February 28 2011 09:45 doomed wrote:
Show nested quote +
On February 28 2011 09:29 Balor wrote:
Unlisted patch note: BL'sm are 300/250 to morph cost up from 150/150


what? whats BL'sm ?

Maybe the M is a typo.. brood lords?
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
wolfe
Profile Joined March 2010
United States761 Posts
February 28 2011 00:52 GMT
#2490
On February 28 2011 09:49 bkrow wrote:
Show nested quote +
On February 28 2011 09:45 doomed wrote:
On February 28 2011 09:29 Balor wrote:
Unlisted patch note: BL'sm are 300/250 to morph cost up from 150/150


what? whats BL'sm ?

Maybe the M is a typo.. brood lords?


It's likely a bug. Currently its the cost of a corruptor + broodlord. As is an overseer is currently the cost of it + overlord. To the first guy in the quote, read or search a bit before posting something new please.
Swift as the wind, felt before noticed.
I Hott Sauce I
Profile Joined June 2010
United States91 Posts
Last Edited: 2011-02-28 00:57:57
February 28 2011 00:56 GMT
#2491
Power Overwhelming
DarkPlasmaBall
Profile Blog Joined March 2010
United States44614 Posts
February 28 2011 00:59 GMT
#2492
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
tsuxiit
Profile Joined July 2010
1305 Posts
February 28 2011 01:01 GMT
#2493
On February 28 2011 09:59 DarkPlasmaBall wrote:
Show nested quote +
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


LOL, welcome to playing Zerg!
squintz
Profile Blog Joined April 2010
Canada217 Posts
February 28 2011 01:01 GMT
#2494
On February 28 2011 09:59 DarkPlasmaBall wrote:
Show nested quote +
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


Wait we have to wait 40 seconds before we get a single ghost and there's no upgrade or chrono boost for it? I'm supposed to waste all my gas and build nothing but marines that far in advance if I think the Protoss 2gate VR me?
doomed
Profile Joined May 2010
Australia420 Posts
February 28 2011 01:02 GMT
#2495
On February 28 2011 10:01 tsuxiit wrote:
Show nested quote +
On February 28 2011 09:59 DarkPlasmaBall wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


LOL, welcome to playing Zerg!


haha yeah that is exactly how Zerg works.. all damn game. And if you guess wrong once within the first 15mins you lose the match.
IotaSC
Profile Blog Joined February 2011
United States91 Posts
February 28 2011 01:04 GMT
#2496
At Tula, your post it very informative and somewhat makes me less angered about this patch. However, my problem with out HT KA removal is that now dealing with a bio army that has a ton of vikings is VERY difficult now. Before, templar storms were actually imo the most effective means of handling the vikings. If the vikings stay in it, they get dealt a good amount of damage. if they pull back, then thats a crucial few seconds of time for my colossi to actually do damage to the ground army. the storms can of course twofold to handle marines. Without HT energy,it is quite obvious that it would take too long and too much hope based play (i just spent a ton of mins and gas on these 4 templar or more, i HOPE he doesn't attack me right now) to incorporate them in this way. Without the storms, the colossi fall too fast to the vikings imo, and once that happens the gateway units tend to get torn apart by stim. How can we deal with a transition into vikings now? Phoenix would die to marines if they got flown over the bio ball, and in general they do much less damage and have significantly lower range than vikings. Since HTs are effectively dead early-mid game now, as they would take too much waiting to be used as a staple tech part of one's army, all that we really have is colossi and VRs mixed in. but can those VRs truly handle the vikings in the mid-late game? I have confidence that a terran bio + viking push would easily annihilate a colossi ball, even if its mainly stalkers (which don't really deal as well with the marines/marauders as chargelots and FF). I just can't quite see it being an even amount of trouble to go to in that PvT scenario, with toss having to clamber to a) keep the colossi alive, which would now be very difficult if possible at all with a good 5-10 vikings thrown in there OR b) try and ignore colossi altogether, which i dont see as very realistic when dealing with terran bio, immortals would just die to marines, and stim or a good number of marauders in there can really just rip through gateway units.

Will FF become the main "tech" in PvT now, with a reliance on a large number of units, charge, and excellent FFs? Idk man, I just think they coulda dealt with the templar in a different way, like making the start energy upgrade be say, 15-20 short of enough to storm. that way the temps still have a use and are a decent tech path and response to the viking+bio, AND we can't do the whole 4 storms>kill your army.
If at first you don't succeed, set your calculator to radians.
skrzmark
Profile Joined November 2010
United States1528 Posts
February 28 2011 01:05 GMT
#2497
On February 28 2011 10:01 squintz wrote:
Show nested quote +
On February 28 2011 09:59 DarkPlasmaBall wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


Wait we have to wait 40 seconds before we get a single ghost and there's no upgrade or chrono boost for it? I'm supposed to waste all my gas and build nothing but marines that far in advance if I think the Protoss 2gate VR me?



You don't have to research EMP as we do with Storm 200/200 for storm? and the tech building costs 200/200 while the Ghost Academy is only 150/50 a cost and you only need to get a Barracks in order to build it while we need Gateway, Core, and Twilight Council just to build the Archives.
We got them GOM TvT's and them mlGG's
skrzmark
Profile Joined November 2010
United States1528 Posts
February 28 2011 01:06 GMT
#2498
On February 28 2011 10:02 doomed wrote:
Show nested quote +
On February 28 2011 10:01 tsuxiit wrote:
On February 28 2011 09:59 DarkPlasmaBall wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


LOL, welcome to playing Zerg!


haha yeah that is exactly how Zerg works.. all damn game. And if you guess wrong once within the first 15mins you lose the match.


The game is not intended for all of the 3 races to act the same.
We got them GOM TvT's and them mlGG's
Serpico
Profile Joined May 2010
4285 Posts
February 28 2011 01:08 GMT
#2499
On February 28 2011 10:06 skrzmark wrote:
Show nested quote +
On February 28 2011 10:02 doomed wrote:
On February 28 2011 10:01 tsuxiit wrote:
On February 28 2011 09:59 DarkPlasmaBall wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


LOL, welcome to playing Zerg!


haha yeah that is exactly how Zerg works.. all damn game. And if you guess wrong once within the first 15mins you lose the match.


The game is not intended for all of the 3 races to act the same.



It's also not intended to have them have hugely different degrees of difficulty.
skrzmark
Profile Joined November 2010
United States1528 Posts
Last Edited: 2011-02-28 01:13:58
February 28 2011 01:13 GMT
#2500
On February 28 2011 08:01 3clipse wrote:
Show nested quote +
On February 28 2011 07:47 macattacc wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


Haha dude you just solved this, so simple...
cant honestly think of any reason that wouldnt fix this thing^^

That's still a major nerf. Every successive storm that ht wants to cast after the first will take 10 more energy. If you keep your ht alive, that really adds up. I think the best option would be to make KA only increase the starting energy by 20 rather than 25 so the ht can't cast storm instantly. But I would also advocate a collosi nerf in conjunction with this seeing as ht are underused already. The chargelot buff seems warranted and will hopefully help retain balance.

After playing around with the new FG for awhile, it seems like a nice buff. My only concern is that it may now be so powerful vs terran infantry as to make banelings obsolete. It's no longer something intended to be used in conjunction with them, it could actually be a replacement. Perhaps keeping the missile attack and extra damage vs armoured (or even increasing this past 30%) but scrapping the faster dps and shorter stun would be a viable option.



Yeah but, do people actually keep the templars after they storm during a battle? no they morph them into archons, This is just so they can't warp in and instantly storm after they do to change the tide of the battle the enemy has the time for the 5 energy to build up to try and deal more damage to the protoss player, before they can storm.
We got them GOM TvT's and them mlGG's
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