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Patch 1.3 on PTR - Page 89

Forum Index > SC2 General
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Prev 1 87 88 89 90 91 186 Next
Piy
Profile Blog Joined January 2008
Scotland3152 Posts
February 26 2011 14:50 GMT
#1761
Seems like some interesting changes. Will look forward to seeing them play out.
My. Copy. Is. Here.
Shieru
Profile Joined March 2009
Chile53 Posts
Last Edited: 2011-02-26 14:52:06
February 26 2011 14:51 GMT
#1762
On February 26 2011 23:45 VanGarde wrote:
Hmm, interesting. All nerfs seem fair imo, what sucks for me as terran imo is that yeah I see why the stim nerf would be needed to make very fast terran stim timing allins weaker. The problem is that stim finishing was the only thing that kept me alive against 4 gate or 3 gate robo allins with sentries to negate bunkers. It seems that I will now die to every single 4 gate.


Sentries dont negate bunkers, u just cant repare it, like any other static defense. I guess the solution is, getting more units before FE like the protoss players do, and hold until stim finishes, or even (god save us) tech to ravens and start using ppd like a broodwar darkswarm, idk, be creative, i know terran players doesnt have much of that, but, give a try.

<3
If every day is a challenge, I may well start living in night
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
February 26 2011 14:51 GMT
#1763
holy moly.... like the observer additions.... looks like blizz have been listening!

Balance changes look good so far, it was about time the BC became fast enough to actually use. The amulet change is also sweet, no more warping in 5 HT's and instantly evaporating an army.
When there is nothing left to lose but your dignity, it is already gone.
Alphasquad
Profile Joined August 2010
Austria505 Posts
February 26 2011 14:52 GMT
#1764
the balance changes look weird atm but maybe they want to drag the game into another direction from the zerg pov

i'd prefer using infestors against marines and protoss death balls over ling/bling and corruptors anyday
erAn
Profile Joined January 2011
Belgium4 Posts
Last Edited: 2011-02-26 14:53:21
February 26 2011 14:53 GMT
#1765
On February 26 2011 23:51 Shieru wrote:
Sentries dont negate bunkers, u just cant repare it, like any other static defense.

Forcefields around your bunker push your svc's away, so you can't repair it.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
February 26 2011 14:54 GMT
#1766
On February 26 2011 23:51 Shieru wrote:
Show nested quote +
On February 26 2011 23:45 VanGarde wrote:
Hmm, interesting. All nerfs seem fair imo, what sucks for me as terran imo is that yeah I see why the stim nerf would be needed to make very fast terran stim timing allins weaker. The problem is that stim finishing was the only thing that kept me alive against 4 gate or 3 gate robo allins with sentries to negate bunkers. It seems that I will now die to every single 4 gate.


Sentries dont negate bunkers, u just cant repare it, like any other static defense. I guess the solution is, getting more units before FE like the protoss players do, and hold until stim finishes, or even (god save us) tech to ravens and start using ppd like a broodwar darkswarm, idk, be creative, i know terran players doesnt have much of that, but, give a try.

<3


I've never had an issue getting conc and stim well in time to stop a 4gate, assuming I scout it and am not already teching. 30 extra seconds shouldn't make too much difference to defending a 4gate/3gate robo, you shouldn't be using stim unless you have no other way to hold it anyways.... always try to win the fight without imo.
When there is nothing left to lose but your dignity, it is already gone.
Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 14:54 GMT
#1767
On February 26 2011 23:47 Consummate wrote:
Show nested quote +
On February 26 2011 23:41 Lurk wrote:
On February 26 2011 23:37 Consummate wrote:
Also, some people that are complaining about the Collosus not being nerfed but the HT's being nerfed.

I think Blizzard thought that Collosi are balanced in TvP but are "under review" in PvZ (as in, questioning whether it is imbalanced or if people need to adapt), so they didn't change the Collosi. If Collosi is indeed ruining the PvZ match up, expect a corruptor buff, not a Collosi nerf.


It's not just versus Zerg. Collossi deathballs are a huge problem in every PvX matchup. Once they reach critical mass there's basically nothing you can do to stop it. It's just that terran and protoss have better ways to stop the protoss from getting there.


I wouldn't say Collosi is as much of a problem in TvP as they are in PvZ because of the difference between the Corruptor range and the Viking range.

Corruptors have to get within Stalker range to hit the collosi so they get focused down. Vikings can sit back and hit them so Collosi get picked off fairly quickly, and if you have like 10 of them I think you 1 shot collosi.


While the vikings have an easier time staying out of stalker range, they also die much faster to them. A stalker needs 9 shots to kill a viking but 17 to kill a corruptor - that's almost double ! Also, the corruptors superior speed allows them to actually fly away from stalkers.
mordk
Profile Blog Joined November 2010
Chile8385 Posts
February 26 2011 14:54 GMT
#1768
On February 26 2011 23:50 Lurk wrote:
Show nested quote +
On February 26 2011 23:46 mordk wrote:
On February 26 2011 23:26 Lurk wrote:
On February 26 2011 23:19 Cabinet Sanchez wrote:
lol the race which gets no punishment for missing it's macro feature but the others do... love it.
mules let you oversaturate. they let you target one expansion specifically to milk it fast if it's in a risky position. they let you use them when you forget with no punishment, they let you recover your economy after being worker harassed unlike any other race (how many screenshots have we seen of 1 base remaining T with more income than 2 or 3 base P or Z, thanks to multiple mules)

Need I go on?


Other races macro features have more punishment ? Maybe zergs' has, but last i checked, energy piled up on nexi just like on orbitals. Either way, it's more like a disadvantage zergs have than an advantage terran/protoss have.


Not true, because when protoss miss chronoboosts, protoss is way behind on timings and unit counts. Chronoboost is not a "bonus", as it only lets you keep up with the other races, if you don't use it you WILL lose, you just won't have enough shit. Plus, chronoboosts cannot be used on the same structure at the same time if I miss some. Say I have 100/100 energy pooled up, I cant insta boost my 1 collossus 4 times.



I can't build units either if i miss the minerals due to a missed mule.

"Chronoboost is not a "bonus", as it only lets you keep up with the other races, if you don't use it you WILL lose"

The same can be said for mule. Case closed.


If you don't get MULEs, you can still do a decent timing with stimmed marines (dunno anymore though ), which I won't be able to defend, because without chronoboost I'll have like 1 sentry 1 zealot and 1 stalker to your 10+ stimmed marines, and this is not exaggerating, this happens because I won't have warpgate tech fast and gateways are too slow at producing, it's just one example. Terran can survive if they use scans instead of MULEs, protoss cannot survive any game without boosts.
amd098
Profile Blog Joined January 2011
Korea (North)1366 Posts
February 26 2011 14:56 GMT
#1769
no more viking flowers?? that hurts
there goes the archon toilet as well, aw well
North Korea is best Korea!
VanGarde
Profile Joined July 2010
Sweden755 Posts
February 26 2011 14:59 GMT
#1770
On February 26 2011 23:51 Shieru wrote:
Show nested quote +
On February 26 2011 23:45 VanGarde wrote:
Hmm, interesting. All nerfs seem fair imo, what sucks for me as terran imo is that yeah I see why the stim nerf would be needed to make very fast terran stim timing allins weaker. The problem is that stim finishing was the only thing that kept me alive against 4 gate or 3 gate robo allins with sentries to negate bunkers. It seems that I will now die to every single 4 gate.


Sentries dont negate bunkers, u just cant repare it, like any other static defense. I guess the solution is, getting more units before FE like the protoss players do, and hold until stim finishes, or even (god save us) tech to ravens and start using ppd like a broodwar darkswarm, idk, be creative, i know terran players doesnt have much of that, but, give a try.

<3

Well, the thing is the fact that you can't repair them actually does negate the bunkers. When you can't repair them it is not worth the cost, if you make four bunkers that is a lot of units you could have had instead. Against heavy sentry making bunkers is useless.

And yeah if you go for a techbuild that is an option but for all of us terrans who actually do play a macro style with an early expand and relying on raxes early to then tech this punishes us against all protoss allins while the one basers are probably fine.
War does not determine who is right - only who is left.
Morphs
Profile Joined July 2010
Netherlands645 Posts
February 26 2011 15:03 GMT
#1771
On February 26 2011 23:39 PaterPatriae wrote:
i think the alarm for CB,Mule and larva injection is a bad joke. It`s so unnecessary to simplify the economy.


Observe the following typical scenario: A 2 basing T vs a 4 basing Zerg (with 4 queens):

The number of clicks for calling down mules would be:
1,1 (center on mineral line), E, hold shift, click, click (6 actions)

For injecting using the most efficient method:

3 (all queens), V (inject), hold shift, backspace, click, backspace, click, backspace, click, backspace, click (11 actions)

BUT: queens have to inject every 25 energy while mules cost 50 energy. So we have to multiply the Zerg actions by 2. That's 6 T macro actions vs 22 (!!) Z actions just to be even. On top of that, the inject mechanism is unforgiving while T can stack mules.

Did I already mention that this does not calculate creep spreading in account? A typical scenario would be 3 tumors on different paths which would require the following:

Click map, click tumor, C, click (4 actions per tumor)

So that's ANOTHER 12 actions every 40 game seconds (you can spread tumors faster but let's assume you spread creep after injecting). Times two (since that's every inject cycle): 24 actions!

So that's 6 T actions versus 46 Z actions. I guess you play T so yeah, your economy is more than SEVEN TIMES simpler to manage in terms of apm. So please give the Zerg players a break for crying out loud.
kAisc2
Profile Joined May 2010
United Kingdom85 Posts
February 26 2011 15:04 GMT
#1772
''Loss counts are no longer displayed in Profile and Ladder pages for players below Master League''

that idea is so amazing :D cant wait for the patch
Cain0
Profile Blog Joined April 2010
United Kingdom608 Posts
February 26 2011 15:05 GMT
#1773
Did some retard question whether the MULE is over powered??? Look at the eco graphs after the first MULE gets dropped. Also, chrono boost and inject larva are needed to stay alive whilst MULEs just give you outright advantage.
Try playing against someone who drops 5-7 MULEs onto a gold expansion and youll see what I mean. Terran is way OP, Protoss is slightly OP and Zerg is very underpowered.
I play protoss and I can tell you now, as soon as I get 3-5 Collossi vs Zerg, there is nothing they can do to stop it, it doesnt feel fair.
KiF1rE
Profile Blog Joined November 2009
United States964 Posts
February 26 2011 15:05 GMT
#1774
heh i would have loved to see an alert for creep spread though =/
exittlight
Profile Joined December 2010
Australia271 Posts
February 26 2011 15:07 GMT
#1775
is it a coincidence that both starcraft2 and minecraft are on patch 1.3?
If you have no goals in life, you can never be disappointed.
ALPINA
Profile Joined May 2010
3791 Posts
February 26 2011 15:07 GMT
#1776
On February 27 2011 00:03 Morphs wrote:
Show nested quote +
On February 26 2011 23:39 PaterPatriae wrote:
i think the alarm for CB,Mule and larva injection is a bad joke. It`s so unnecessary to simplify the economy.


Observe the following typical scenario: A 2 basing T vs a 4 basing Zerg (with 4 queens):

The number of clicks for calling down mules would be:
1,1 (center on mineral line), E, hold shift, click, click (6 actions)

For injecting using the most efficient method:

3 (all queens), V (inject), hold shift, backspace, click, backspace, click, backspace, click, backspace, click (11 actions)

BUT: queens have to inject every 25 energy while mules cost 50 energy. So we have to multiply the Zerg actions by 2. That's 6 T macro actions vs 22 (!!) Z actions just to be even. On top of that, the inject mechanism is unforgiving while T can stack mules.

Did I already mention that this does not calculate creep spreading in account? A typical scenario would be 3 tumors on different paths which would require the following:

Click map, click tumor, C, click (4 actions per tumor)

So that's ANOTHER 12 actions every 40 game seconds (you can spread tumors faster but let's assume you spread creep after injecting). Times two (since that's every inject cycle): 24 actions!

So that's 6 T actions versus 46 Z actions. I guess you play T so yeah, your economy is more than SEVEN TIMES simpler to manage in terms of apm. So please give the Zerg players a break for crying out loud.


Man, even as a zerg I think it's stupid. Imagine when you have a lot of bases then you will have that alarm every 5 seconds, so that's only going to annoy people.
You should never underestimate the predictability of stupidity
Johnranger-123
Profile Blog Joined August 2009
United Kingdom341 Posts
February 26 2011 15:10 GMT
#1777
On February 26 2011 22:29 vvJustice wrote:
Show nested quote +
On February 26 2011 22:15 Johnranger-123 wrote:
On February 26 2011 22:12 Fenrisulf wrote:
For people saying HT are imba because warping them in to defend an expo is OP....so how do you expect protoss to defend 2nd, 3rd and 4th expos from drops? Build a planetary fortress?

Warping in stalkers and zealots doesn't work because they get melted by stimmed MM in the blink of an eye. Collosus are too slow to be able to walk around the map defending drops, not to mention simultaneous drops/attacks. DTs can be very effective if they don't have a scan...if they do then they get vaporized instantly. Cannons also get vaporized by stimmed MM if there are is no storm support. Without the warp in storm mechanic, protoss has no good way to react to drops in the late game.

Not to mention, the other casters in the game already has some way of doing damage before research. (infestor - fungal/infester terran, Ghost - attack/emp/snipe) HT has only feedback and archon morph. Archons are hardly viable as anything but an emergency use for HTs without energy/storm and feedback only works against units with energy. HT already needs 1 upgrade just to get their primary spell and another one to be able to use it without waiting 45 seconds. Makes no sense to take away amulet. If you are gonna take away amulet then fungal and emp should be changed to require research and also take away the ghost and infestors energy upgrades. Casters for each race should be similar right?

what you can do is warp in a templar before hand, problem solved


Dude thank you bro would've never ever thought of that. Now I just have to warp-in HT right away and wait until they have 75 energy. My god such a revolutionary invention. The point of getting HT and all of the upgrades for it is so that you can use storm whenever it is you may need it. After a huge battle and both armies are decimated no one wants to warp-in a bunch of useless HT without enough energy to storm. You are better off getting a colossus or something so now even though colossus was already prevalent in all match-ups it will now be used even more which by general consensus no one wants.

Yeah thank fuck that you can't just warp in templar after a battle and kill my tiny army that managed to survive. Dont be stupid waiting like 20 seconds isnt gonna hurt you as much as you beleive it to.
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
February 26 2011 15:10 GMT
#1778
On February 27 2011 00:03 Morphs wrote:
Show nested quote +
On February 26 2011 23:39 PaterPatriae wrote:
i think the alarm for CB,Mule and larva injection is a bad joke. It`s so unnecessary to simplify the economy.


Observe the following typical scenario: A 2 basing T vs a 4 basing Zerg (with 4 queens):

The number of clicks for calling down mules would be:
1,1 (center on mineral line), E, hold shift, click, click (6 actions)

For injecting using the most efficient method:

3 (all queens), V (inject), hold shift, backspace, click, backspace, click, backspace, click, backspace, click (11 actions)

BUT: queens have to inject every 25 energy while mules cost 50 energy. So we have to multiply the Zerg actions by 2. That's 6 T macro actions vs 22 (!!) Z actions just to be even. On top of that, the inject mechanism is unforgiving while T can stack mules.

Did I already mention that this does not calculate creep spreading in account? A typical scenario would be 3 tumors on different paths which would require the following:

Click map, click tumor, C, click (4 actions per tumor)

So that's ANOTHER 12 actions every 40 game seconds (you can spread tumors faster but let's assume you spread creep after injecting). Times two (since that's every inject cycle): 24 actions!

So that's 6 T actions versus 46 Z actions. I guess you play T so yeah, your economy is more than SEVEN TIMES simpler to manage in terms of apm. So please give the Zerg players a break for crying out loud.


I see what you did. Cute number play, but let's not pretend creep spreading has anything to do with economy. You should have just left your point at "inject is a bit harder to manage than mules". Now you just look silly.
vvJustice
Profile Joined December 2010
30 Posts
February 26 2011 15:17 GMT
#1779
On February 27 2011 00:10 Johnranger-123 wrote:
Show nested quote +
On February 26 2011 22:29 vvJustice wrote:
On February 26 2011 22:15 Johnranger-123 wrote:
On February 26 2011 22:12 Fenrisulf wrote:
For people saying HT are imba because warping them in to defend an expo is OP....so how do you expect protoss to defend 2nd, 3rd and 4th expos from drops? Build a planetary fortress?

Warping in stalkers and zealots doesn't work because they get melted by stimmed MM in the blink of an eye. Collosus are too slow to be able to walk around the map defending drops, not to mention simultaneous drops/attacks. DTs can be very effective if they don't have a scan...if they do then they get vaporized instantly. Cannons also get vaporized by stimmed MM if there are is no storm support. Without the warp in storm mechanic, protoss has no good way to react to drops in the late game.

Not to mention, the other casters in the game already has some way of doing damage before research. (infestor - fungal/infester terran, Ghost - attack/emp/snipe) HT has only feedback and archon morph. Archons are hardly viable as anything but an emergency use for HTs without energy/storm and feedback only works against units with energy. HT already needs 1 upgrade just to get their primary spell and another one to be able to use it without waiting 45 seconds. Makes no sense to take away amulet. If you are gonna take away amulet then fungal and emp should be changed to require research and also take away the ghost and infestors energy upgrades. Casters for each race should be similar right?

what you can do is warp in a templar before hand, problem solved


Dude thank you bro would've never ever thought of that. Now I just have to warp-in HT right away and wait until they have 75 energy. My god such a revolutionary invention. The point of getting HT and all of the upgrades for it is so that you can use storm whenever it is you may need it. After a huge battle and both armies are decimated no one wants to warp-in a bunch of useless HT without enough energy to storm. You are better off getting a colossus or something so now even though colossus was already prevalent in all match-ups it will now be used even more which by general consensus no one wants.

Yeah thank fuck that you can't just warp in templar after a battle and kill my tiny army that managed to survive. Dont be stupid waiting like 20 seconds isnt gonna hurt you as much as you beleive it to.



And if you win the battle? What then Duke of Yorkville? What then? What shalt thine do once your army marches towards my base? Do you know how much damage a marine/marauder army can do to a base in 20 seconds? and its not twenty seconds its forty or so. Boom.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
February 26 2011 15:19 GMT
#1780
On February 26 2011 23:53 erAn wrote:
Show nested quote +
On February 26 2011 23:51 Shieru wrote:
Sentries dont negate bunkers, u just cant repare it, like any other static defense.

Forcefields around your bunker push your svc's away, so you can't repair it.


forcefields don't push SCVs away if they're already repairing.
Its grack
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