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Situation report Patch 1.3.3 - Page 26

Forum Index > SC2 General
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Prev 1 24 25 26 27 Next All
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
May 18 2011 01:05 GMT
#501
On May 18 2011 08:23 freetgy wrote:
Show nested quote +
On May 18 2011 08:09 Stratos_speAr wrote:
Void Rays destroy Thors in large numbers. Don't know what game you're playing...


in theory yes,
pratical no,
guess someone needs to watch artosis gsl qualifier matches


Haven't watched them, but I routinely use VR's to counter a decent number of Thors. VR's don't clump nearly as much as other units, so as long as you try to keep them spread apart you're perfectly fine. Thors shoot slow as can be and VR's do a LOT of damage to Thors.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
thebole1
Profile Joined April 2011
Serbia126 Posts
May 18 2011 01:08 GMT
#502
whay you ppl cray soo much abouth thors ? did you ever heard abouth ghoust EMP ? you EMP your thors and they will do good agenst toss.. also build some blue flame hellions becous you need em vs zealots... (zealots do good agenst thors)

thors ghoust and hellions are great combo vs toss try it ..
Ballistixz
Profile Joined January 2010
United States1269 Posts
May 18 2011 01:24 GMT
#503
Bunker Salvage Rebate Reduction

This change was one of the most frequently requested by the community, and players made a lot of valid arguments as to why this change was necessary. We've seen too many bunker rushes vs. zerg, and we felt that adjusting the salvage return rate would be a positive change. Players will also have to think about mineral loss before constructing multiple bunkers on the defensive, which also feels right.



BS a 25 mineral reduction will not stop bunker rushes. its still a minuscule amount of minerals being lost for such a powerful rush.
randplaty
Profile Joined September 2010
205 Posts
May 18 2011 01:25 GMT
#504
On May 18 2011 08:51 sylverfyre wrote:


Void rays ANNIHILATE thors in large numbers. Even with worse upgrades, the most basic magic boxing of void rays is much easier than it ever was doing it with mutas, because of void rays' lower speed and larger collision size. Even if you don't focus fire and the thors do, void rays come out WAY on top, and are less expensive + faster to build. Not only that, but they're a pretty reasonable thing to build against a meching style. Vikings are scary but void rays vs vikings but VRs don't exactly auto-lose, but that's neither here nor there.


Not true. Go play with VRs in a unit tester. Make 10 thors and TRY to get your VRs to magic box them. See how many VRs you need in order to beat 10 thors. It doesn't work. VRs don't have a magic box the way mutas do. They naturally clump whether or not you click inside the box. You have to manually micro VRs to get them to spread. It's VERY difficult. You basically need a surround in order to beat Thors with VRs.

If you just a click into thors, 20 VRs will lose to 10 thors unupgraded on both sides. Try it in a unit tester. In real games its even worse because there are usually a ton of marines around.

Can VRs be used to counter thors? Yes, but usually in small numbers. In large numbers its VERY difficult. My point is that VRs don't simply HARD counter Thors. They are situational just like almost every unit in SC2.
randplaty
Profile Joined September 2010
205 Posts
May 18 2011 01:27 GMT
#505
On May 18 2011 10:05 Stratos_speAr wrote:
Show nested quote +
On May 18 2011 08:23 freetgy wrote:
On May 18 2011 08:09 Stratos_speAr wrote:
Void Rays destroy Thors in large numbers. Don't know what game you're playing...


in theory yes,
pratical no,
guess someone needs to watch artosis gsl qualifier matches


Haven't watched them, but I routinely use VR's to counter a decent number of Thors. VR's don't clump nearly as much as other units, so as long as you try to keep them spread apart you're perfectly fine. Thors shoot slow as can be and VR's do a LOT of damage to Thors.



Yes if you keep them spread apart you're good. But my point is that it's not easy. The more Thors they have, the more VRs you need, the more difficult it is to keep your VRs separate.

VRs do NOT have a magic box.
SetStndbySmn
Profile Joined August 2010
United States657 Posts
Last Edited: 2011-05-18 20:02:05
May 18 2011 19:56 GMT
#506
A lot of you need to look at the strike canon nerf more objectively.

Firstly, from a design perspective, blizzard has said they intended for the thor to be heavy front line support. You're reading too far into it if your conclusion is, "blizzard is telling me which strategies are ok to use." The remark simply means they didn't intend for the thor to be the core backbone of your army, much like ghosts, or battlecruisers, or hellions, or high templars, or colossus, or many other units weren't intended to be the core of an army. Debating whether it ever was used as such, whether is should be used as such, and whether this will fix it or not is fine, but don't add in baseless accusations of their intentions.

Secondly, from a balance perspective, they are saying it is frustrating to deal with a unit which has a mechanic that kills units that would normally counter it, when said mechanic is easier to execute than it is to prevent. There is discussion over the relationship between thors and voidrays, which I think is pretty irrelevant and missing the point; I think we can infer this change primarily had the relationship between thors and immortals in mind. Short of amazing execution, I personally don't think it's very interesting to see any number of immortals nullified by researching strike cannons.

I think blizzard envisions a battle being more along the lines of fewer thors supporting the bulk of the army, with harder to execute (and thus more precious) strike cannons being directed at pivotal and important targets such as colossus. It's not to say that the vision of the thor's functionality is reciprocated perfectly by the functionality of the other races' units yet; they are simply moving the thor in the direction of the role they wish it to fill in a theoretically balanced game.
"He doesn't operate under some divine shroud that lets him determine what is or is not valid culture. He cannot rob you, retroactively, of wholly valid experiences; he cannot transform them into worthless things." - Tycho
DooMDash
Profile Joined May 2010
United States1015 Posts
May 18 2011 20:27 GMT
#507
On May 18 2011 10:24 Ballistixz wrote:
Show nested quote +
Bunker Salvage Rebate Reduction

This change was one of the most frequently requested by the community, and players made a lot of valid arguments as to why this change was necessary. We've seen too many bunker rushes vs. zerg, and we felt that adjusting the salvage return rate would be a positive change. Players will also have to think about mineral loss before constructing multiple bunkers on the defensive, which also feels right.



BS a 25 mineral reduction will not stop bunker rushes. its still a minuscule amount of minerals being lost for such a powerful rush.



Cool, well hatch first isn't an entitlement sorry to say.
S1 3500+ Master T. S2 1600+ Master T.
Zaixer
Profile Joined June 2010
Sweden82 Posts
May 18 2011 21:02 GMT
#508
I cant see how thor is a support unit in any way now that magic box was found. It has no utility at all except dishing out and surviving a beating. Raven, ghost or even tank can be called a support unit but thor is clearly a core unit as it is designed now.
thebole1
Profile Joined April 2011
Serbia126 Posts
May 18 2011 21:50 GMT
#509
seige tanks need buff from 50 to 60 dps vs armored...and terran will be heppy... also i as toss think that is good change...
eloist
Profile Joined September 2010
United States1017 Posts
Last Edited: 2011-05-18 22:24:16
May 18 2011 22:23 GMT
#510
On May 19 2011 04:56 SetStndbySmn wrote:
A lot of you need to look at the strike canon nerf more objectively.

Firstly, from a design perspective, blizzard has said they intended for the thor to be heavy front line support. You're reading too far into it if your conclusion is, "blizzard is telling me which strategies are ok to use." The remark simply means they didn't intend for the thor to be the core backbone of your army, much like ghosts, or battlecruisers, or hellions, or high templars, or colossus, or many other units weren't intended to be the core of an army. Debating whether it ever was used as such, whether is should be used as such, and whether this will fix it or not is fine, but don't add in baseless accusations of their intentions.

Secondly, from a balance perspective, they are saying it is frustrating to deal with a unit which has a mechanic that kills units that would normally counter it, when said mechanic is easier to execute than it is to prevent. There is discussion over the relationship between thors and voidrays, which I think is pretty irrelevant and missing the point; I think we can infer this change primarily had the relationship between thors and immortals in mind. Short of amazing execution, I personally don't think it's very interesting to see any number of immortals nullified by researching strike cannons.

I think blizzard envisions a battle being more along the lines of fewer thors supporting the bulk of the army, with harder to execute (and thus more precious) strike cannons being directed at pivotal and important targets such as colossus. It's not to say that the vision of the thor's functionality is reciprocated perfectly by the functionality of the other races' units yet; they are simply moving the thor in the direction of the role they wish it to fill in a theoretically balanced game.

Objectively, where does the fact that the change nerfs Thors without strike cannons more than Thors with stirke cannons fit into your analysis?

Most people are not really concerned that strike cannons is weaker all that much. Personally I am more annoyed that building Thors is no longer an alternative in reaction to seeing templars. Which is the other side of the coin.
yeahsc2
Profile Joined January 2011
Serbia38 Posts
May 19 2011 12:43 GMT
#511
Canons take 40s
Spines take 50s

why should bunkers be faster as a reactionary defense tool?

Because you need units for bunkers to be at least affective, while spines and cannons just give you defence without units.
As for the thor, its only role from my view can be found in tvz against stacked mutas but zergs are learning and use magic box or some other tactic to negate the splash from the thor, or in tvt late game mech. Other thatn that, thor is good for nothing. Before this patch at least you could do something with it, now you cant do shit.
A guy before me said :
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!".
whic really made me laugh.
the worst thing is that its actually true.
TofuFox
Profile Joined November 2010
374 Posts
May 19 2011 13:02 GMT
#512
You're reading too far into it if your conclusion is, "blizzard is telling me which strategies are ok to use."

Yet you then say
The remark simply means they didn't intend for the thor to be the core backbone of your army

How is that not saying "strategies which use thor as the core backbone of your army are not okay to use (even if they're not overpowered)"?
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-05-20 07:14:38
May 20 2011 07:07 GMT
#513
On May 19 2011 05:27 DooMDash wrote:
Show nested quote +
On May 18 2011 10:24 Ballistixz wrote:
Bunker Salvage Rebate Reduction

This change was one of the most frequently requested by the community, and players made a lot of valid arguments as to why this change was necessary. We've seen too many bunker rushes vs. zerg, and we felt that adjusting the salvage return rate would be a positive change. Players will also have to think about mineral loss before constructing multiple bunkers on the defensive, which also feels right.



BS a 25 mineral reduction will not stop bunker rushes. its still a minuscule amount of minerals being lost for such a powerful rush.



Cool, well hatch first isn't an entitlement sorry to say.



wasnt an entitlement in SC1 either. but know the diffrence? in SC1 there were RISKS invovled in stopping a hatch, but those risks outweighed the bunker rush if the hatch was stoped. if it wasnt stoped then u are down 100-200 minerals.

in Sc2? if u stop the hatch with a bunker rush then ur ahead. if it fails then ur down 25-50 minerals. good job blizz.

bunker rushing in SC2 has become a no brainer and has no thoght process invovled. if u see a zerg going hatch a terrans natural instinct is to bunker rush since there is no risk involved in it for them to think twice. they just do it because if it fails it will only cost them 25-50 minerals if they salvage.

in SC1 there were risks on both sides and not just 1 side. going hatch first against terran was dangerous because of a potential bunker rush stopping it, but on the same token terran was also taking a slight risk because he is gonna be investing in 100-300 minerals to try and stop a hatch first. so there were risks on BOTH sides not just one. in sc2 there is only risk for the zerg. loosing 25 minerals is minuscule ESPECIALLY with terran having mules -_-.
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-05-20 07:35:16
May 20 2011 07:33 GMT
#514
On May 19 2011 07:23 eloist wrote:
Show nested quote +
On May 19 2011 04:56 SetStndbySmn wrote:
A lot of you need to look at the strike canon nerf more objectively.

Firstly, from a design perspective, blizzard has said they intended for the thor to be heavy front line support. You're reading too far into it if your conclusion is, "blizzard is telling me which strategies are ok to use." The remark simply means they didn't intend for the thor to be the core backbone of your army, much like ghosts, or battlecruisers, or hellions, or high templars, or colossus, or many other units weren't intended to be the core of an army. Debating whether it ever was used as such, whether is should be used as such, and whether this will fix it or not is fine, but don't add in baseless accusations of their intentions.

Secondly, from a balance perspective, they are saying it is frustrating to deal with a unit which has a mechanic that kills units that would normally counter it, when said mechanic is easier to execute than it is to prevent. There is discussion over the relationship between thors and voidrays, which I think is pretty irrelevant and missing the point; I think we can infer this change primarily had the relationship between thors and immortals in mind. Short of amazing execution, I personally don't think it's very interesting to see any number of immortals nullified by researching strike cannons.

I think blizzard envisions a battle being more along the lines of fewer thors supporting the bulk of the army, with harder to execute (and thus more precious) strike cannons being directed at pivotal and important targets such as colossus. It's not to say that the vision of the thor's functionality is reciprocated perfectly by the functionality of the other races' units yet; they are simply moving the thor in the direction of the role they wish it to fill in a theoretically balanced game.

Objectively, where does the fact that the change nerfs Thors without strike cannons more than Thors with stirke cannons fit into your analysis?

Most people are not really concerned that strike cannons is weaker all that much. Personally I am more annoyed that building Thors is no longer an alternative in reaction to seeing templars. Which is the other side of the coin.

I don't see how they aren't an option at all. I think it was HasuObs vs BratOk on Terminus, but BratOk eventually transitioned into late game Thors and Hasu just didn't even bother Feedbacking the Thors after the first few times, it barely hurt the thor as it was never on full energy, it just wasn't worth using the energy to Feedback a Thor when you had Storm as an option as well, he just flat out ignored them until he had enough of an advantage where he could throw away energy
robbryjo
Profile Joined April 2010
Germany60 Posts
Last Edited: 2011-05-20 07:46:43
May 20 2011 07:45 GMT
#515
I have to say its very imbalanced imo. TvP is like only spellcasting on high level ladder. Protoss can simply feedback the whole TERRAN army since Thors have a energy bar -> Thors half hp then, Battlecruiser half hp, Medivac dies instantly, and marines + marauder get stormed aways together with the Hellions. Also in TVZ storm is just too strong

Also it is pretty impossible to coutner a thor marine marauder ball with some Hellions
quote
lindn
Profile Joined July 2010
Sweden833 Posts
May 20 2011 07:45 GMT
#516
On May 13 2011 19:21 Tppz! wrote:
Show nested quote +
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.


I'd like to ask Blizzard why Terran Pplayers should add the Thor t an Army if he has no function anymore but killing stacked mutas. There is no way you can add a Thor to an army as a support unit. Its 6 Supply each walking slower than anyrthing else so it can absorb the damage when you push.

ultras also are a support unit to a army and also walks slower than your lings. your point?
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
May 20 2011 11:53 GMT
#517
On May 20 2011 16:07 Ballistixz wrote:
Show nested quote +
On May 19 2011 05:27 DooMDash wrote:
On May 18 2011 10:24 Ballistixz wrote:
Bunker Salvage Rebate Reduction

This change was one of the most frequently requested by the community, and players made a lot of valid arguments as to why this change was necessary. We've seen too many bunker rushes vs. zerg, and we felt that adjusting the salvage return rate would be a positive change. Players will also have to think about mineral loss before constructing multiple bunkers on the defensive, which also feels right.



BS a 25 mineral reduction will not stop bunker rushes. its still a minuscule amount of minerals being lost for such a powerful rush.



Cool, well hatch first isn't an entitlement sorry to say.



wasnt an entitlement in SC1 either. but know the diffrence? in SC1 there were RISKS invovled in stopping a hatch, but those risks outweighed the bunker rush if the hatch was stoped. if it wasnt stoped then u are down 100-200 minerals.

in Sc2? if u stop the hatch with a bunker rush then ur ahead. if it fails then ur down 25-50 minerals. good job blizz.

bunker rushing in SC2 has become a no brainer and has no thoght process invovled. if u see a zerg going hatch a terrans natural instinct is to bunker rush since there is no risk involved in it for them to think twice. they just do it because if it fails it will only cost them 25-50 minerals if they salvage.

in SC1 there were risks on both sides and not just 1 side. going hatch first against terran was dangerous because of a potential bunker rush stopping it, but on the same token terran was also taking a slight risk because he is gonna be investing in 100-300 minerals to try and stop a hatch first. so there were risks on BOTH sides not just one. in sc2 there is only risk for the zerg. loosing 25 minerals is minuscule ESPECIALLY with terran having mules -_-.


This really shows that you have not thought the bunker rush through. When does a bunker rush fail? When you don't get the bunker up or your bunker gets overrun. How does the salvage help you there? Right - it doesn't. When does salvage come into play in a bunker rush? When you have established a position and push further in (though most of the time this is prevented by creep) or when you have killed off the hatch and are pulling out. And then no Terran would mind to let those 100 min bunkers stand because the damage is done and by far outweighs the investment.

Salvage barely plays a role in bunker rush considerations. Salvage is rather a consideration on defense, where it's an incentive to create a bunker that is a worthless structure unless you fill it with units. So while other defenses (cannons, spines) remain useful when you push out, the bunker is empty and deserted. That's the point where salvage is useful. Note that this does not make the bunker free, because 100 minerals now are better than 100 minerals 5 mins later.
yeahsc2
Profile Joined January 2011
Serbia38 Posts
May 20 2011 12:06 GMT
#518
Can you all just please, please STOP FUCKING COMPARING SC:BW and SC2. JUST FUCKING STOP IT. Its not the same game, it doesn`t have same mechanics, its fucking stupid to compare. Go play SC:BW if you like it so much. This comparison just pisses me off. Its NOT the same game! There are some things that need to be fixed for all races but again STOP COMPARING TO SC:BW!!!
thebole1
Profile Joined April 2011
Serbia126 Posts
May 20 2011 12:17 GMT
#519
they are not comparing sc bw to sc2... but some things (fundamental RTS) staf should work diferent than in sc2.... and that fundamental RTS (basic) things are implemented in sc bw as well...
yeahsc2
Profile Joined January 2011
Serbia38 Posts
May 20 2011 12:21 GMT
#520
Its a new game, its a new system its a new way of play. NEW GAME. Basics are there. RTS real time strategy, anything else shouldn`t be compared

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