Patch 1.3 on PTR - Page 57
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GreEny K
Germany7312 Posts
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0mar
United States567 Posts
On February 26 2011 12:31 KonohaFlash wrote: Not really. Zealots are the counter to Marauders, and they're out before Marauders. in what freaking universe? marauders laugh at zealots. | ||
HowardRoark
1146 Posts
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TedJustice
Canada1324 Posts
On February 26 2011 15:18 Captain Peabody wrote: The Mothership change is necessary, but unfortunate. Certainly, the ability to destroy an entire opposing army in a few seconds is too strong, and something needed to be done about it... I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas. All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it. It's no worse than nukes, really. It made for a great dynamic, in my opinion. | ||
GwSC
United States1997 Posts
On February 26 2011 15:27 CellTech wrote: Goodbye Mothership and Templar. Screw it, goodbye SC2 if these dumb changes make it past PTR I feel like I'm reading the WoW forums... | ||
dim2thesum
United States65 Posts
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DoctorClock
United States131 Posts
On February 26 2011 15:32 TedJustice wrote: I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas. All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it. It's no worse than nukes, really. It made for a great dynamic, in my opinion. Except you can kill a ghost before a nuke lands or just move your army away from it before it lands. Vortex lands instantly and the only solution is to snipe the mothership somehow (not easy when an entire Toss army is cloaked beneath it) or hope the Toss has bad aim/timing with Vortex. | ||
Mortal
2943 Posts
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Goldfish
2230 Posts
On February 26 2011 15:13 Blisse wrote: This is the dumbest comment I've seen all day. First, un-move? Second, yes it is overpowered, what are you talking about. It's the ability to stack over 50 units in one spot, and the second an enemy enters that field, it's instantly target fired and killed, without any management at all. You can hold air superiority with it alone since it's impossible to pick off any units. Last, why on earth would you want to keep something because it's "nice." Are you kidding me? So, making units that nuke a single spot 500 times in half a second is also "nice" to me, but is that going to happen? I can't believe you even wrote this. And this has no effect on normal stacking. 1. Your example is a bit situational ("50" units stacked in one spot one shotting everything) and the units that can be used (Vikings are the most common) are usually just used again TvT mirror matches against other Vikings (which means both players can do the same thing).. I have not seen a situation where any of the 3 races massed one air unit and patrol-stack to become an unstoppable overpowered "flower". Can be annoying but I never seen any situation where it was taken advantage of to such a degree above that. 2. I have never heard of anyone really complaining about it before this patch. 3. By "nice" I mean it was a fun trick to see and do and I've seen a few previous posts say the same thing, I agree with them. 4. One important note is the "Viking Flower" will not stay stacking after the first attack. They will spread out once they start attacking (it won't stay a flower forever). 5. "Viking Flower" is vulnerable to the lack of smart firing (wasting shots). Since Vikings do not smart fire, having them in a flower can potentially lead to a wasted attack if the opponent of the flower times the attack right (a player can send one or two vikings go in to have all the opponents vikings "waste" their shot at just those two then finally send the rest). The "Viking Flower" or "patrol stacking" is not "overpowered" at all due the fact that all the vikings will attack at once due to reasons #4 and #5. | ||
reDicE
United States1020 Posts
I think people are just frustrated by things constantly being nerfed. Like what the OP stated in the "Lessons to be learned from BW balance" thread, I think Blizzard is looking at balance the wrong way--they should be buffing the weaker races so that they have a way to deal with what's seemingly overpowered from the other races, instead of nerfing everything to poop. | ||
TERRANLOL
United States626 Posts
On February 26 2011 15:32 TedJustice wrote: I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas. All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it. It's no worse than nukes, really. It made for a great dynamic, in my opinion. Lol no other race has the ability to forge an army that cannot be beaten by putting more money into it. Sure, that army is difficult to get, but in no circumstances should a race ever be able to auto-win by getting an army. Most protoss players seem to disagree with that idea, but coming from the other perspective of the deathball, I don't think it's reasonable at all. I haven't exploited terran early game too much, but I would much rather have a balanced game throughout than one heavily favored to either race at different phases. -Coming from a master terran macro style player | ||
ScythedBlade
308 Posts
Would probably switch to Zerg if so. And terrans still have that early game advantage =/ | ||
tarath
United States377 Posts
On February 26 2011 15:34 DoctorClock wrote: Except you can kill a ghost before a nuke lands or just move your army away from it before it lands. Vortex lands instantly and the only solution is to snipe the mothership somehow (not easy when an entire Toss army is cloaked beneath it) or hope the Toss has bad aim/timing with Vortex. Uhmm, EMP the mothership, feedback the mothership, fungle the mothership? Vortex has range 5 and the mothership is pathetically slow and is so enormous you'd actually have to try to miss it with an emp and even then you'd probably hit it by accident. I don't understand how a player could ever fail to EMP/feedback a mothership, and honestly if you are P or T and the archon toilet gets used on you, l2p... For zerg it is a bit tougher, but for zerg replentishing an army is also a lot easier. | ||
Suerte
United States117 Posts
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bokeevboke
Singapore1674 Posts
Rest of changes also make sense, but I wish they did something to Hydralisks ![]() | ||
TedJustice
Canada1324 Posts
On February 26 2011 15:34 DoctorClock wrote: Except you can kill a ghost before a nuke lands or just move your army away from it before it lands. Vortex lands instantly and the only solution is to snipe the mothership somehow (not easy when an entire Toss army is cloaked beneath it) or hope the Toss has bad aim/timing with Vortex. It's scaled in that nukes can be gotten way earlier than a mothership with archons. | ||
Elefanto
Switzerland3584 Posts
On February 26 2011 15:35 TERRANLOL wrote: Lol no other race has the ability to forge an army that cannot be beaten by putting more money into it. Sure, that army is difficult to get, but in no circumstances should a race ever be able to auto-win by getting an army. Most protoss players seem to disagree with that idea, but coming from the other perspective of the deathball, I don't think it's reasonable at all. I haven't exploited terran early game too much, but I would much rather have a balanced game throughout than one heavily favored to either race at different phases. -Coming from a master terran macro style player you just described a 200/200 max upgrade mech army bro................... | ||
Sv1
United States204 Posts
Amulet changes I predicted awhile ago only I figured all 3 would be removed. The amulet isn't quite the problem directly, but rather the amulet+warp in is powerful. Time will tell! Don't know if it's completely game changing though (early game changing perhaps). | ||
bokeevboke
Singapore1674 Posts
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Altsa
Finland990 Posts
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