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SEA Patch 1.4 Live - Page 23

Forum Index > SC2 General
Post a Reply
Prev 1 21 22 23 24 25 Next All
Noev
Profile Blog Joined January 2010
United States1105 Posts
September 20 2011 16:36 GMT
#441
look forward to really testing out these changes on the ladder and see what the pros can come up with
goiflin
Profile Blog Joined November 2010
Canada1218 Posts
September 20 2011 16:37 GMT
#442
On September 21 2011 01:31 polysciguy wrote:
Show nested quote +
On September 21 2011 01:26 ItchyLegs wrote:
The hellion nerf was sooo necessary. The infestor NP nerf was kinda... unexpected... didn't feel like it needed a nerf, especially when (at top levels) players are intelligent enough to grab a few ranged units and focus down NP'ing infestors.

I hope Protoss can now stand a competitive chance! Sad this went live a few days before MC got knocked down to code B...

the thing is, the hellion nerf won't change anything, instead of 2 hellions wiping out your probes in 1 second they now take 1.5. and 3 hellions will still wipe out the base. the change to hellions should have been in their cost not their damage.

i agree with you on the NP nerf, the more i watch pro games the more i wonder why they actually NP the colossus.....the stalkers or other colossus almost immediately focus down teh NPing infestor. IMO you should be grabbing the immortal, its great against most of the protoss death ball + it keeps your infestors out of colossus range. well, it did before this patch.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.
Lomak
Profile Joined June 2010
United States311 Posts
September 20 2011 16:40 GMT
#443
Almost every ZvT series i've seen from pro's they lose a game to 2 rax aggression in one game. I'm not saying its OP but to say that only BAD players lose to it is ignorant.
Some see the glass half full, others half empty. I think the glass is just too big.
ETisME
Profile Blog Joined April 2011
12728 Posts
September 20 2011 16:42 GMT
#444
On September 21 2011 01:37 goiflin wrote:
Show nested quote +
On September 21 2011 01:31 polysciguy wrote:
On September 21 2011 01:26 ItchyLegs wrote:
The hellion nerf was sooo necessary. The infestor NP nerf was kinda... unexpected... didn't feel like it needed a nerf, especially when (at top levels) players are intelligent enough to grab a few ranged units and focus down NP'ing infestors.

I hope Protoss can now stand a competitive chance! Sad this went live a few days before MC got knocked down to code B...

the thing is, the hellion nerf won't change anything, instead of 2 hellions wiping out your probes in 1 second they now take 1.5. and 3 hellions will still wipe out the base. the change to hellions should have been in their cost not their damage.

i agree with you on the NP nerf, the more i watch pro games the more i wonder why they actually NP the colossus.....the stalkers or other colossus almost immediately focus down teh NPing infestor. IMO you should be grabbing the immortal, its great against most of the protoss death ball + it keeps your infestors out of colossus range. well, it did before this patch.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

I feel the 5 seconds is to allow the other opponent to respond better in close positions that Bliz just won't remove.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
polysciguy
Profile Joined August 2010
United States488 Posts
September 20 2011 16:42 GMT
#445
On September 21 2011 01:37 goiflin wrote:
Show nested quote +
On September 21 2011 01:31 polysciguy wrote:
On September 21 2011 01:26 ItchyLegs wrote:
The hellion nerf was sooo necessary. The infestor NP nerf was kinda... unexpected... didn't feel like it needed a nerf, especially when (at top levels) players are intelligent enough to grab a few ranged units and focus down NP'ing infestors.

I hope Protoss can now stand a competitive chance! Sad this went live a few days before MC got knocked down to code B...

the thing is, the hellion nerf won't change anything, instead of 2 hellions wiping out your probes in 1 second they now take 1.5. and 3 hellions will still wipe out the base. the change to hellions should have been in their cost not their damage.

i agree with you on the NP nerf, the more i watch pro games the more i wonder why they actually NP the colossus.....the stalkers or other colossus almost immediately focus down teh NPing infestor. IMO you should be grabbing the immortal, its great against most of the protoss death ball + it keeps your infestors out of colossus range. well, it did before this patch.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

zerg might be able to start hatch firsting again vs terran with that change.....i don't play zerg so i don't really know
glory is fleeting, but obscurity is forever---napoleon
willll
Profile Blog Joined August 2011
United States73 Posts
September 20 2011 16:46 GMT
#446
+ Show Spoiler +
On September 21 2011 01:31 polysciguy wrote:
Show nested quote +

the thing is, the hellion nerf won't change anything, instead of 2 hellions wiping out your probes in 1 second they now take 1.5. and 3 hellions will still wipe out the base. the change to hellions should have been in their cost not their damage.

i agree with you on the NP nerf, the more i watch pro games the more i wonder why they actually NP the colossus.....the stalkers or other colossus almost immediately focus down teh NPing infestor. IMO you should be grabbing the immortal, its great against most of the protoss death ball + it keeps your infestors out of colossus range. well, it did before this patch.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

It's not really supposed to stop bad players from losing to bunker rushes, it's supposed to stop good players from losing to bunker rushes. Bad players will always lose to rushes, it is quite standard =)
"A true man's pride should be his zealots." -Reach
RavenLoud
Profile Joined March 2011
Canada1100 Posts
September 20 2011 17:12 GMT
#447
How many of the GSL's games are post-patch? I bet any protoss that played before 1.4 and lost will be raging
Lomak
Profile Joined June 2010
United States311 Posts
September 20 2011 17:14 GMT
#448
Did they patch the KR servers? Or is that part of SEA?
Some see the glass half full, others half empty. I think the glass is just too big.
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
September 20 2011 17:17 GMT
#449
On September 21 2011 01:42 polysciguy wrote:
Show nested quote +
On September 21 2011 01:37 goiflin wrote:
On September 21 2011 01:31 polysciguy wrote:
On September 21 2011 01:26 ItchyLegs wrote:
The hellion nerf was sooo necessary. The infestor NP nerf was kinda... unexpected... didn't feel like it needed a nerf, especially when (at top levels) players are intelligent enough to grab a few ranged units and focus down NP'ing infestors.

I hope Protoss can now stand a competitive chance! Sad this went live a few days before MC got knocked down to code B...

the thing is, the hellion nerf won't change anything, instead of 2 hellions wiping out your probes in 1 second they now take 1.5. and 3 hellions will still wipe out the base. the change to hellions should have been in their cost not their damage.

i agree with you on the NP nerf, the more i watch pro games the more i wonder why they actually NP the colossus.....the stalkers or other colossus almost immediately focus down teh NPing infestor. IMO you should be grabbing the immortal, its great against most of the protoss death ball + it keeps your infestors out of colossus range. well, it did before this patch.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

zerg might be able to start hatch firsting again vs terran with that change.....i don't play zerg so i don't really know


I don't know what your talking about. Zerg do 15 hatch all the time regardless. I would say its standard zvt
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-09-20 17:33:48
September 20 2011 17:33 GMT
#450
On September 21 2011 02:14 Lomak wrote:
Did they patch the KR servers? Or is that part of SEA?

They patched NA and SEA.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=138846
polysciguy
Profile Joined August 2010
United States488 Posts
September 20 2011 18:06 GMT
#451
On September 21 2011 02:17 SoKHo wrote:
Show nested quote +
On September 21 2011 01:42 polysciguy wrote:
On September 21 2011 01:37 goiflin wrote:
On September 21 2011 01:31 polysciguy wrote:
On September 21 2011 01:26 ItchyLegs wrote:
The hellion nerf was sooo necessary. The infestor NP nerf was kinda... unexpected... didn't feel like it needed a nerf, especially when (at top levels) players are intelligent enough to grab a few ranged units and focus down NP'ing infestors.

I hope Protoss can now stand a competitive chance! Sad this went live a few days before MC got knocked down to code B...

the thing is, the hellion nerf won't change anything, instead of 2 hellions wiping out your probes in 1 second they now take 1.5. and 3 hellions will still wipe out the base. the change to hellions should have been in their cost not their damage.

i agree with you on the NP nerf, the more i watch pro games the more i wonder why they actually NP the colossus.....the stalkers or other colossus almost immediately focus down teh NPing infestor. IMO you should be grabbing the immortal, its great against most of the protoss death ball + it keeps your infestors out of colossus range. well, it did before this patch.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

zerg might be able to start hatch firsting again vs terran with that change.....i don't play zerg so i don't really know


I don't know what your talking about. Zerg do 15 hatch all the time regardless. I would say its standard zvt


it was, i was under the impression though that several zergs had started going pool first because 11/11 was so hard to hold off with a hatch first build.
glory is fleeting, but obscurity is forever---napoleon
Jumbled
Profile Joined September 2010
1543 Posts
September 20 2011 18:09 GMT
#452
On September 21 2011 02:14 Lomak wrote:
Did they patch the KR servers? Or is that part of SEA?

Blizzard's normal patching order seems to be:
SEA->NA->EU->KR

So the patch is still a day or two away from hitting the KR server.
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2011-09-20 18:48:53
September 20 2011 18:39 GMT
#453
On September 20 2011 16:27 Liquid`Jinro wrote:
Show nested quote +
On September 20 2011 08:30 Pokebunny wrote:
YES
YES
YES
YES

YES!!!!!!!!!

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.


at long last.. TvT has been saved!!!

You mean TvT has most likely become an unplayable joke.......

Oh Jinro.. I know you like mech play but have you put yourself in the viewer's shoes? It's not fun watching two guys drawing lines on the map with tanks and mining, mining, mining minerals while upgrading for 50 mins, only to clash to a 10 second battle ending.

I for one only watched the 2 games (puzzle games) from today's code S VODs after skimping through the LR thread. It seems like exactly what I expected have happened in TvTs and I am not sure if I will spend time to watch those games.

And good luck to Artosis who despises marauders. Hope he enjoys casting 50 min of turtling every game. He should be happy since his dream TvT is finally here.
ensign_lee
Profile Joined June 2010
United States1178 Posts
September 20 2011 18:54 GMT
#454
On September 20 2011 08:43 Gheed wrote:
Show nested quote +
Game Options
Added three privacy settings to the Options menu under the Battle.net section.
Only allow friends to send me invites.
Only allow friends to send me chat messages.
Set status to Busy when playing a game.



I don't understand how you are supposed to make more/new friends if everyone is only allowed to chat to their already existing friends? Am I missing something?
drybones
Profile Joined August 2011
United States69 Posts
September 20 2011 18:56 GMT
#455
probably has been said but make sure to FF the bottom of ramps against a 4 gate. any other spot and they can still see up
if ur not improving ur falling behind
Perfect
Profile Joined August 2010
United States322 Posts
September 20 2011 19:11 GMT
#456
ZOMG I want to try this patch out.

Please post how the TvT's are going.
zunova
Profile Joined April 2010
United States83 Posts
September 20 2011 19:14 GMT
#457
Anyone else stuck at 69%?
iblink
Profile Joined September 2011
Netherlands36 Posts
September 20 2011 19:29 GMT
#458
hmmm so EU is going to get patched tomorrow?
just do it
Cosmos
Profile Joined March 2010
Belgium1077 Posts
September 20 2011 19:33 GMT
#459
I stopped the game yesterday, I'm happy I don't have to face the 65 rax buildtime ^_^
http://www.twitch.tv/becosmos
ChrisEU
Profile Joined February 2011
United Kingdom28 Posts
September 20 2011 19:38 GMT
#460
On September 21 2011 03:54 ensign_lee wrote:
Show nested quote +
On September 20 2011 08:43 Gheed wrote:
Game Options
Added three privacy settings to the Options menu under the Battle.net section.
Only allow friends to send me invites.
Only allow friends to send me chat messages.
Set status to Busy when playing a game.



I don't understand how you are supposed to make more/new friends if everyone is only allowed to chat to their already existing friends? Am I missing something?


It's a new option that you have to go into options to enable, it's mainly for streamers and popular players so they don't have to get spammed every time they are online.
Prev 1 21 22 23 24 25 Next All
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