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On March 23 2011 08:01 Shiladie wrote:Show nested quote +On March 23 2011 07:58 Tiegrr wrote: I wouldn't wipe my butt after the patch with the new HT. P complaining the sky is falling at every nerf is more tiring then Zs below masters complaining they lose because of imba. HTs will now be very similar to BW, where they need to be protected, likely using warp prisms a lot more to ferry them around. I don't care if KA is remove if the storm was as big and does as much dmg. Right now storm is not even the shadow of himself during BW days
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On March 23 2011 08:31 Crawler wrote:Show nested quote +On March 23 2011 08:07 Jibba wrote: Bold prediction #1: P is going to dominate until 1.4 comes out.
Losing the amulet hurts, but 6gate double forge armies are going to run around crushing everything with better zealots and 18 sentries.
Also, perhaps this is a bold and unheard of method for game balance, but has Blizzard ever considered just reducing the haste or speed bonus of Stim Packs? It seems like such an obvious thing and probably has less of an effect on metagame than giving it a 6 year research time. Start with movement speed first. Make it so they still do a ton of damage, but can't kite as effectively. huh? What about other matchups? You think it's fine that blings without speed who are offcreep move as fast as stimmed marines and marauders? Or what about broodlords, herd derp takes only 15 sec to actually catch them with marines, not like it's hard enough right now... Lastly in TvT this will seriously mess up fights. Neither player will probably commit even when tanks aren't sieged because you can just run away from stimmed marines.... Haven't heard so bad suggestions for long time.
You seem very upset, please take a moment to reflect and relax.
He didn't say "Don't give stim a boost to speed." Just to lower it. Do you think it's fine that a Stimmed Marine can run as fast as a baneling with speed on creep? It seems silly to me. On creep a Baneling should have the edge, not make it just even. And yes, god forbid a T3 unit be hard for a marine to kill.
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On March 23 2011 08:34 KhAlleB wrote:Show nested quote +On March 23 2011 08:01 Shiladie wrote:On March 23 2011 07:58 Tiegrr wrote: I wouldn't wipe my butt after the patch with the new HT. P complaining the sky is falling at every nerf is more tiring then Zs below masters complaining they lose because of imba. HTs will now be very similar to BW, where they need to be protected, likely using warp prisms a lot more to ferry them around. Right now storm is not even the shadow of himself during BW days
If it was, this game wouldn't even be playable...
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On March 23 2011 08:17 AcroNymZ wrote: Does anyone know whether your MMR increases during this league lock? If getting promoted/demoted depends on MMR, which is the general consensus, will you suddenly get promoted/demoted after the lock is removed? i.e. After playing that one placement game?
I realize that no one here may actually know, but I hope someone can at least provide some insight.
Yes your MMR will still change during the league lock. So if you win/loss a lot of games in the next week you might rise/drop a league with your placement match. The point of the one placement match is just to get all of the inactive players out of the ladder.
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Anyone else getting the "you are not ranked 1v1 ladder" ??
i cant see myself in my ladder / rank / divisoin / bonuspool / etc
BUT my other account has no problems
I thought it was a ladder reset but i was wrong.
![[image loading]](http://imgur.com/axjqT.jpg)
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I can't seem to be able to play anything...... not even custom games
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"no servers are currently available"
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On March 23 2011 07:10 Bizarro252 wrote: Man I was kind of against the hiding of losses when I read about it, but now that I see it, MAN it looks SO BAD, no data/knowledge to be gained from examining my own profile now.
Will have to use sc2ranks.com to see if I am actually doing ok or shitty now.
Quotes like this make me glad Blizzard did it. As if your Wins-to-Losses ratio has any sort of "knowledge" for you to learn from. Wow...
If you think your W/L ratio says anything about your play, whether your improving, then good luck to you. Go to sc2ranks.com, look at your stats, and nevermind the fact that you're winning and losing to silver leaguers. If you're in Masters, then you still have the win-to-loss ratio. If you're not in Masters, then the game is, in fact, sheltering you from the harder opponents out there, so who cares about your wins and losses as it's meaningless anyways? Just play the game. Blizzard is forcibly teaching you something - that percentage of wins doesn't mean anything in a ladder-ranking system. Take a moment to learn.
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How does the new Larva inject/Chrono Bost / mule announcement look like. It's apperantly a warning of some kind :/ Makes macroing a lot easier
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I just tried watching a replay and noticed that it doesn't seem to record the event of a player leaving the game before the replay itself ends.
That would seem to affect sites like sc2rep.com, which use this information to determine the winner of a game.
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On March 23 2011 08:59 JoeAWESOME wrote: How does the new Larva inject/Chrono Bost / mule announcement look like. It's apperantly a warning of some kind :/ Makes macroing a lot easier It comes up as a message on the left side just like when your buildings finish, upgrades finish, etc.
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On March 23 2011 08:36 Hobokinz wrote:Show nested quote +On March 23 2011 08:31 Crawler wrote:On March 23 2011 08:07 Jibba wrote: Bold prediction #1: P is going to dominate until 1.4 comes out.
Losing the amulet hurts, but 6gate double forge armies are going to run around crushing everything with better zealots and 18 sentries.
Also, perhaps this is a bold and unheard of method for game balance, but has Blizzard ever considered just reducing the haste or speed bonus of Stim Packs? It seems like such an obvious thing and probably has less of an effect on metagame than giving it a 6 year research time. Start with movement speed first. Make it so they still do a ton of damage, but can't kite as effectively. huh? What about other matchups? You think it's fine that blings without speed who are offcreep move as fast as stimmed marines and marauders? Or what about broodlords, herd derp takes only 15 sec to actually catch them with marines, not like it's hard enough right now... Lastly in TvT this will seriously mess up fights. Neither player will probably commit even when tanks aren't sieged because you can just run away from stimmed marines.... Haven't heard so bad suggestions for long time. You seem very upset, please take a moment to reflect and relax. He didn't say "Don't give stim a boost to speed." Just to lower it. Do you think it's fine that a Stimmed Marine can run as fast as a baneling with speed on creep? It seems silly to me. On creep a Baneling should have the edge, not make it just even. And yes, god forbid a T3 unit be hard for a marine to kill.
Not really necessary imho. Won't change anything. Most engagements don't happen on creep anyhow and terran will just kill your tumors. Plus go on liquidpedia Speed Banes plus creep has a speed of 3.83903(Speed + 30% creep bonus) and a stim marine has a speed of 3.375. Speed banes are faster on creep.
Also watch this.
+ Show Spoiler +
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On March 23 2011 08:59 JoeAWESOME wrote: How does the new Larva inject/Chrono Bost / mule announcement look like. It's apperantly a warning of some kind :/ Makes macroing a lot easier The same as a 'building complete' announcement, a little message at the left side of the screen.
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This stuff happens after every single patch. Blizzard should learn from this...I don't get why this happens after every patch T___T
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On March 23 2011 04:58 Psychopomp wrote:Show nested quote +On March 23 2011 04:37 Jimmeh wrote:On March 23 2011 04:33 goodvibes wrote: I quit this game from KA removal.
As a protoss player, colossus is beyond over-used and Templars were an alternative to create variability. Now, Colossus are the only units to build and PvT just became Auto-win for terran.
Vikings > colossus. Good job Blizzard, you have just made 1 build the only build protoss will ever do Vs. terran to attempt a win: 6Gate all-ins. patch isn't even up for an hour yet and you've already quit? your ability to crank out hundreds of games in an hour and then accurately report on new balance changes astounds me, please tell me more. Maybe he played on the PTR? Doesn't really matter, though. Protoss already feet like they have to make Colossi to survive. If you think a nerf to the only other anti-blob tech tree Protoss has isn't going to make the entire Protoss game COLOSSI/SENTRY ERRY DAY, you're insane. Just blind counter colossi. That's all you have to do now. Any templar tech opening, from double forge, to DT expands, are indirectly nerfed from this. The only way to reliably make it into the late-game is Colossi, now. Protoss already gets punished for not going Robo first. Meanwhile, Terran and Zerg get actual choices, and reward creative play. This isn't a matter of Protoss being OP, balanced or UP. This is a matter of Protoss punishing creative play. When it comes down to it, Protoss isn't fun for me anymore, and I'm willing to bet good money that it's no longer fun for a lot of people. The rush-to-t3-or-die playstyle is stagnant, and boring; and it's going to stay that way until Blizzard pulls their head out of their ass, and realizes that the current state of Protoss T1 has had a negative impact on the game as a whole. If they'd just rework it, they could nerf forcefields, warpgates, and Colossi. Protoss would reward creativity, and stop being on a razors edge until 3 Colossi come out. Terran and Zerg would no longer have to deal with the ridiculous deathball, which is currently the only way Protoss can finish a game. TL;DR, Protoss design as a whole is an unfun pile of shit Show nested quote + Oh boo fucking who. Seriously because instant storms weren't imbalanced and didn't make the game require less micro or thinking?
There are other ways to nerf things than removing it from the fucking game.
Totally agree here, what makes this patch really awful is that the only valuable strat goes now around colossi. No one will like it, but it's playing colossi or rushing (let me laugh on "just use your HT properly" when the colossi make the same job with 1/10 of the micro needed).
PvZ => colossi or rush PvT => colossi or rush PvP => rush into colossi
...
And beside game balance, it is really sad to see the coolest unit losing their interest ...
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As I've suggested before, instead of removing KA, restrict HTs to Gateways only (not built from Warp Gates w/ Warp Ins). Plus move Immortals back to Gateways (also not from Warp Gates).
Edit: For HTs benefits/downsides are: + Keep KA - No more Warp In Storms - Increase Toss macro by forcing use of Gateways and Warp Gates - Slightly increase difficulty in deploying HTs to the field
For Immortals: + Give Toss more flexibility in dealing with mass Maruaders and Roaches + With Twilight Council, that much closer to Templar Tech + Also not Warped In means little change in how Immortals are deployed currently + Immortals at Gateway already tested in Beta (reason it was shifted specious, because Dustin Browder felt too many units produced at Gateway, not for balance) - Discourages Colossi by shifting Immortals to Gateway Tech - Increase Toss macro by forcing use of Gateways and Warp Gates
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Seeing every milestone icon on my account page is pretty boss . The top 100 one is pretty pointless imo though lol.
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On March 23 2011 10:21 Fwiffo wrote: As I've suggested before, instead of removing KA, restrict HTs to Gateways only (not built from Warp Gates w/ Warp Ins). Plus move Immortals back to Gateways (also not from Warp Gates).
That's actually a very good suggestion. I agree with this.
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On March 23 2011 08:07 Jibba wrote: Bold prediction #1: P is going to dominate until 1.4 comes out.
Losing the amulet hurts, but 6gate double forge armies are going to run around crushing everything with better zealots and 18 sentries.
Also, perhaps this is a bold and unheard of method for game balance, but has Blizzard ever considered just reducing the haste or speed bonus of Stim Packs? It seems like such an obvious thing and probably has less of an effect on metagame than giving it a 6 year research time. Start with movement speed first. Make it so they still do a ton of damage, but can't kite as effectively.
So youd rather face the 6 gate with a weaker stim?
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On March 23 2011 10:21 Fwiffo wrote: As I've suggested before, instead of removing KA, restrict HTs to Gateways only (not built from Warp Gates w/ Warp Ins). Plus move Immortals back to Gateways (also not from Warp Gates).
same problem?
"hey guys im a terran i just wiped out this protoss with emp e-Z and now he has to warp in templar to defend his base... LETS GO ATTAC HIS BASE"
"hey guys im terran i just wiped out this protoss with emp e-Z and now he has to build templar out of his gateways in his base... LETS GO ATTAC HIS BASE"
moving robo to gateway is a terrible idea immortal stalker templar would be way too easy to get
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