Situation report Patch 1.3.3 - Page 23
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South Africa3627 Posts
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Grumbels
Netherlands7028 Posts
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thebole1
Serbia126 Posts
from statistic (blizzard point of viuwe game is balanced)but : exemples : maraders < zealot (that is truth fro statistics if marader is stending and zealots come to him and kill him ) but gameplay shows that stimed maraders run and shot at zealot and zealot is dead...(this is yust exemples) or exemple whay they nerf thors (from statistic thor is op vs toss ) simply unite is too strong there is few unites that conter thors... like imortall and thor (from statistics is stronger than imortal) but gameplay show : that imortall is coming with 5 or 6 stalkers that also do good dps vs thors... so agean gameplay shows that statistic is wrong.... or mutalisc > void ray : from statistic point of viuwe but in gameplay void ray comes with death ball colloss and mass stalkers that rape mutalisc... so you can see the point what i say i think you do .... so from gamepaly we i think can see game imbalance and state of game...and not from statistics.... I THINK that blizzard should look more gameplay than statistic of balance... and fix game to be more interesting to play and whatch than now.... simply i think stim pack colloss banglings FF need to be revorked... zerg now with infestor buff have cance to skilp mid game and to go on T3 that vs terran is preaty imba i think... ( i sugest that seige tanks need buff in dps from 50 to 60 vs armored FOR PTR yust sugesting in that case) simply ultralisc are to much for seige tanks...this is yust my opinion SRY for my ENG thx for reading... | ||
freetgy
1720 Posts
On May 15 2011 17:08 Wyk wrote: Excuse me? What about fungal growth? Damage + root is not fun? But I guess its easily counterable because it has an instant effect with 9 range. if you didn't notice Infestors can be EMPed or Feedbacked, so what the point? it was alot easier to deal with heavy Infestor play (while it is still hard!) than with mass SC-thors. Thors are basically a great overall unit, high dps, high life, air and ground attack. both Colossus oder T3 of Zerg are neither, all of those be easily countered by Air. While in 1v1 situations air might be good against Thors, in Mass Situations almost nothing works. even voidrays suck due to splash and marine backup. The thing is an Immortal already is a very specialised unit (heavy Damage against Armor, no Antiair, slow , short range) That it can be countered so easily by the unit that it is supposed to counter is not really balanced. | ||
BeMannerDuPenner
Germany5638 Posts
On May 15 2011 18:57 Grumbels wrote: and Colossi have been nerfed a lot since alpha. ? dont think i remember a single nerf to collosus since beta and that one big article which talked about the development of the units said the collosus worked differently, was judged to weak and then got buffed into its current form during alpha. the only change i remember is less dmg/shot with higher attack rate which in the end gave the collosus just more value out its upgrades and overall was more of a buff then a nerf. so i dont quite see where you draw that statement from. | ||
s3rp
Germany3192 Posts
On May 15 2011 22:52 freetgy wrote: if you didn't notice Infestors can be EMPed or Feedbacked, so what the point? it was alot easier to deal with heavy Infestor play (while it is still hard!) than with mass SC-thors. Thors are basically a great overall unit, high dps, high life, air and ground attack. They are NOT a overall great Unit because they can do everything but nothing well and are slow as shit. I'd rather have them specialed at something . | ||
Grumbels
Netherlands7028 Posts
On May 15 2011 22:57 BeMannerDuPenner wrote: ? dont think i remember a single nerf to collosus since beta and that one big article which talked about the development of the units said the collosus worked differently, was judged to weak and then got buffed into its current form during alpha. the only change i remember is less dmg/shot with higher attack rate which in the end gave the collosus just more value out its upgrades and overall was more of a buff then a nerf. so i dont quite see where you draw that statement from. Maybe it's better to not go off memory? Colossus The damage has been decreased from 20 to 15. The rate of fire has been improved from 2.2 to 1.65. Colossus Thermal Lances damage decreased from 23 to 20 They used to one-shot unupgraded marines, drones, scv's, probes, zerglings. Furthermore, higher damage is usually preferable over higher attack speed, because the former is more powerful with micro. | ||
yeahsc2
Serbia38 Posts
On May 13 2011 19:11 AndAgain wrote: + Show Spoiler + "First, we definitely don’t like seeing Thors en masse. Due to the visual size of the unit, as well as a small pathing radius, Thors can obscure the other units in your army too easily. This can be problematic because it's important to know roughly how many units an opponent has when scouting. We want the Thor to be the type of unit that you add to your main army, and we definitely don’t want them to be the core of your army to the point where you strive to build as many as possible." That's an interesting view they have. It's the same reason why they got rid of the viking flower- because it made it difficult to see how many vikings there are. I don't understand it given you can select all the units and look at the UI to count the number. To me it is the same when Protoss has colossus. You can`t see unit under it so its kinda retarded that they would nerf something that works well against prot...oh wait, blizzard doesn`t want their Protoss to be in danger of becoming balaced. | ||
birdkicker
United States752 Posts
Yeah i mean the ultralisk is fine it can reach targets fine blizz | ||
Agnosthar
631 Posts
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Rabiator
Germany3948 Posts
The Zerg used 20 (?) Overlords to totally obscure a huge ball of Roaches. So "we dont like units obscuring other units" isnt really a valid argument. | ||
Jinsho
United Kingdom3101 Posts
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Acritter
Syria7637 Posts
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laurine90
Serbia33 Posts
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Zarahtra
Iceland4053 Posts
Thor nerf... Well their reasonings are a joke imo. Heavy thor play is already very hard to do, without getting outmacroed, it's very hard to engage(since if your first thor dies before he takes out his target, your 2nd thor dies before he does too and it snowballs until no thor has taken out his target, this was before nerf). Also nerf because they took to much visual space... wtf. Infestor nerf...Terran has stim and toss has stalkers, both are quite ok to chase down infestors. I actually thought they did it to make them easier to control, but... | ||
Paradice
New Zealand431 Posts
On May 16 2011 02:51 yeahsc2 wrote: To me it is the same when Protoss has colossus. You can`t see unit under it so its kinda retarded that they would nerf something that works well against prot...oh wait, blizzard doesn`t want their Protoss to be in danger of becoming balaced. Are you suggesting that Blizzard should make Protoss units not clump under the colossus? Yes, spread them out more so that EMP, siege tanks and fungals are less effective against the deathball. I'm sure other terrans will love you for that suggestion! p.s. to the guy you were quoting - umm, you can't select multiple units of your opponent. | ||
Zarahtra
Iceland4053 Posts
On May 17 2011 19:20 Paradice wrote: Are you suggesting that Blizzard should make Protoss units not clump under the colossus? Yes, spread them out more so that EMP, siege tanks and fungals are less effective against the deathball. I'm sure other terrans will love you for that suggestion! p.s. to the guy you were quoting - umm, you can't select multiple units of your opponent. No, he's suggesting it's a horrible reason to nerf an already bad unit that was possibly finding its very niche build order/playstyle. Toss/zerg players keep raving on "lolololo make something else than t1 units lolololol noob", but it's very frustrating that when you do, blizzard takes it away, slaps you on the hand and says "MMM you moron!". Edit: The saddest part is, if they want thor to be a support unit, they have to realize why it isn't being used as one currently. Reason: It has no real synergy with the majority of terran units(hellion/tanks only) due to their speed. So when you get thors, you're trading slight beefyness(Actually not really, you are hoping your opponent aoes the thor, since the thor has actually less life against units other than colossi/ht/archon) for a lot of mobility, mobility which is the reason why majority of terran unit combos work. Sadly, making thor faster I believe would make it to strong, so it's just back to being a support unit for mech play... *sigh* | ||
L0thar
987 Posts
Good job Blizzard, really good job :/. | ||
DooMDash
United States1015 Posts
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BlueSpace
Germany2182 Posts
We've seen too many bunker rushes vs. zerg, and we felt that adjusting the salvage return rate would be a positive change. I find this somewhat hilarious. Soldier: "Sir, should we start building bunkers near the Zerg Base?" Commander: "No way! HQ isn't giving full refunds anymore on them." Soldier: "But Sir, we could cripple the Zerg forces and win this battle!" Commander: "No full refund, No bunker! You have your orders! Attack!" | ||
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