Just gonna fuck up early game TvP and TvZ =/
Patch 1.3 PTR Notes (12/3/2011 update) - Page 7
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Liquid`Jinro
Sweden33719 Posts
Just gonna fuck up early game TvP and TvZ =/ | ||
Jimmeh
United Kingdom908 Posts
On March 13 2011 03:00 Liquid`Jinro wrote: Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"? Just gonna fuck up early game TvP and TvZ =/ A better question is, how many times have you got stim just in time (literally 5seconds) to defend some sort of Protoss all-in? (personally, a million) | ||
noD
2230 Posts
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DrGreen
Poland708 Posts
On March 13 2011 03:00 Liquid`Jinro wrote: Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"? / I guess when i 1 gate FE vs 3 rax stim timing push ^^ | ||
ToyotomiXD
Australia40 Posts
On March 13 2011 03:00 Liquid`Jinro wrote: Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"? Just gonna fuck up early game TvP and TvZ =/ The nerf sure beats it getting completly removed, are you gonna miss the HTs? GSL, the only place where you got to see the perfect storms..... I am more upset as a spectator rather then a player. Get ready for those mc style protoss 4gate all ins!!!!! | ||
Kyadytim
United States886 Posts
So, if Protoss players are supposed to sit around with Templar until they exceed 175 energy to be able to storm after one EMP, Terrans can just sit around with Ghosts until they can double EMP the same spot. EDIT: This nerf still makes it easier to hold ghost all-ins in the early game, which is much more relevant. No more scanning, firing a single EMP, and stimming up the ramp because there's no more forcefields. | ||
caradoc
Canada3022 Posts
On March 13 2011 03:00 Liquid`Jinro wrote: Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"? Just gonna fuck up early game TvP and TvZ =/ Well, even if there were, this kind of thing is so map dependent to begin with. Changes to core mechanics to address issues in rush distances which are not even issues on certain maps? =( 30 seconds is just over the build time of a marine. If the change is meant to address timing push X with Y marines, then its a rush distance thing, not a stim research time thing, since the timing would by definition vary depending on rush distance. *Ahem slag pits close positions* | ||
traca
146 Posts
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DNA61289
United States665 Posts
When is Blizzard going to learn how to balance? | ||
ilikeLIONZ
Germany427 Posts
On March 12 2011 22:41 Grummler wrote: So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about. Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it". the point is, that a single emp can possibly do 1000 damage instantly, whereas a storm can be dodged "easily". means: you need several high templars until you get the SO ESSENTIAL aoe damage to only fight MMM. when you can't warp in the storms anymore, it's pointless to tech to ht because it is gonna be like gambling. will the T be able to dodge your few storms or will he not? will he get emps on your HTs or not. the conclusion is that you rather go for colossi instead of HT tech, and the T can go for vikings blindly. without the colossus, MMM just shred through any ball of gateway units. | ||
DarkRise
1644 Posts
On March 13 2011 03:01 Jimmeh wrote: A better question is, how many times have you got stim just in time (literally 5seconds) to defend some sort of Protoss all-in? (personally, a million) how many times a protoss loss in a timing maruader stim timing, how many times protoss loss to a 2 rax stim timing, how many times a protoss loss to a proxy rax stim timing, how many times protoss loss to a ghost stim timing because toss FE with sentries. The patch seem to reverse PVT, with T being strongest early game and now Protoss strongest early game | ||
Kyuki
Sweden1867 Posts
On March 13 2011 03:00 Liquid`Jinro wrote: Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"? Just gonna fuck up early game TvP and TvZ =/ Pretty much everytime you face a 3rax stim push on any closeposition ![]() I don't know how you practice, but just looking at your televised games you don't seem to play builds like that very often, and I can imagine people at your level have sublte enough builds to hold them most of the time. As toss you can hardly scout it until it moves out, and if you're a sentry or two too low, or miss a FF you're dead. On March 13 2011 03:01 Jimmeh wrote: A better question is, how many times have you got stim just in time (literally 5seconds) to defend some sort of Protoss all-in? (personally, a million) You play alot of games ![]() -- Seriously though, I can understand it, but at the same time I don't think it was really needed, especially with the new maps coming out. Had this change come out when all we had was Steps, LT, Metal, JB etc it would've felt more warrant. I hope it wont affect gameplay too much at high level. | ||
ToyotomiXD
Australia40 Posts
On March 13 2011 03:22 DarkRise wrote: how many times a protoss loss in a timing maruader stim timing, how many times protoss loss to a 2 rax stim timing, how many times a protoss loss to a proxy rax stim timing, how many times protoss loss to a ghost stim timing because toss FE with sentries. The patch seem to reverse PVT, with T being strongest early game and now Protoss strongest early game Do you mean T being strongest late game and P early game? If you do the I agree and I hate it ;( | ||
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ZeromuS
Canada13389 Posts
On March 13 2011 03:19 ilikeLIONZ wrote: the point is, that a single emp can possibly do 1000 damage instantly, whereas a storm can be dodged "easily". means: you need several high templars until you get the SO ESSENTIAL aoe damage to only fight MMM. when you can't warp in the storms anymore, it's pointless to tech to ht because it is gonna be like gambling. will the T be able to dodge your few storms or will he not? will he get emps on your HTs or not. the conclusion is that you rather go for colossi instead of HT tech, and the T can go for vikings blindly. without the colossus, MMM just shred through any ball of gateway units. I wouldnt exactly call ht tech a gamble so much as Collossus tech providing a guaranteed amount of damage. In fact, If I have 6 sentries at full energy if they hit an emp on them I can still forcefield which makes my collossus that much better. | ||
DarkRise
1644 Posts
On March 13 2011 03:25 ToyotomiXD wrote: Do you mean T being strongest late game and P early game? If you do the I agree and I hate it ;( T is strongest early game as of now but as of patch P will be strongest early | ||
wirllow
Venezuela18 Posts
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RandomAccount#49059
United States2140 Posts
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101toss
3232 Posts
On March 13 2011 03:28 stormtemplar wrote: This is a viable scenario, and I'll be glad of it. Those 6 10-12 FFs will be great for escaping, and letting my HTs recharge Shift click double emp means that you don't have any energy. In other words, it takes 150 energy for a full EMP now. | ||
Mjolnir
912 Posts
On March 12 2011 22:13 Alpina wrote: Very sad about infestor missile reverted ![]() Missile gives nice micro to the game - muta/phoenix/hellion micro would be really cool vs. FG. And I can't believe they reverted infestors hp - I mean what's the point? It's not adding "nice micro" or "skill" to the game when you have to completely guess where your opponent is moving to. People can bait and avoid FG as it is in it's current form. Adding the missile animation makes avoiding FGs easier and casting them goes from being quick on the trigger to basically guessing. That's not skill or micro and it detracts from the game. | ||
Offhand
United States1869 Posts
A high templar needs maxed energy to storm after being hit with an EMP, this doesn't happen outside of bronze league. | ||
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