1.4.2 Patch Live - Page 18
Forum Index > SC2 General |
yeint
Estonia2329 Posts
| ||
Kharnage
Australia920 Posts
On November 08 2011 17:10 yeint wrote: Okay, I guess I'm going to 1/1/1 every TvP now. soooo, nothing has changed then? | ||
Shield
Bulgaria4824 Posts
On November 08 2011 17:10 yeint wrote: Okay, I guess I'm going to 1/1/1 every TvP now. And your rank is? Below master? This patch is totally fine believe it or not. | ||
Assaulter
Lithuania324 Posts
On November 08 2011 12:10 ReignFayth wrote: dude if you don't like how ur fucking race works, JUST SWITCH for fuck sake u're not even complaining about balance right now then how about all you protosses stop whining about YOUR race and switch? | ||
yeint
Estonia2329 Posts
I still preferred to play bio because 1/1/1 is such a cheap win. On November 08 2011 17:19 darkness wrote: And your rank is? Below master? This patch is totally fine believe it or not. What does my rank have to do with anything? It will make hitting EMPs quite a bit harder, which will make bio non-viable for me personally. I really dislike the idea of my army counting for nothing if I don't land 3-4 spells correctly at the exact time. I'm not saying EMP was fine, I just don't agree with how it was fixed. It will be much harder to get sentry energy, and with forcefields in play, I can't beat chargelot heavy comps. I'm not qualified to make statements about pro level balance issues, but I am qualified to say how this patch affects me personally, i.e. it makes late game bio too fragile. | ||
![]()
Whitewing
United States7483 Posts
On November 08 2011 17:28 yeint wrote: I still preferred to play bio because 1/1/1 is such a cheap win. What does my rank have to do with anything? It will make hitting EMPs quite a bit harder, which will make bio non-viable for me personally. I really dislike the idea of my army counting for nothing if I don't land 3-4 spells correctly at the exact time. I'm not saying EMP was fine, I just don't agree with how it was fixed. It will be much harder to get sentry energy, and with forcefields in play, I can't beat chargelot heavy comps. I'm not qualified to make statements about pro level balance issues, but I am qualified to say how this patch affects me personally, i.e. it makes late game bio too fragile. Hey, Protoss players who go for High Templar feel the exact same way about using feedback on ghosts! | ||
jurch
Slovenia60 Posts
About the patch: only time will tell... Although the changes seem in order on paper but we'll just have to see. | ||
yeint
Estonia2329 Posts
On November 08 2011 17:30 Whitewing wrote: Hey, Protoss players who go for High Templar feel the exact same way about using feedback on ghosts! I don't doubt it. They should have nerfed shield damage instead of the radius, because the primary use of the ghost should be to nullify enemy casters (sentries/HTs) instead of turning the Protoss army into papier mache. | ||
Kharnage
Australia920 Posts
Look at the recent protoss buffs. Warp prism Immortal range Upgrade costs All these things encourage protoss to move away from the often criticized 1A style protoss death ball and 4 gate and everyone hates on it. These buffs all encourage macro style play from protoss. this is bad? The ghost nerf is long over due and they still out range templar, have more hp, move faster, can cloak, can be healed with the rest of the bio ball, can shoot things when they are out of energy, no merging required, and are one of the cheapest caster units in the game! How can any terran seriously be crying foul on this one? | ||
Zeon0
Austria2995 Posts
Terran dominates since release, get over it | ||
MangoTango
United States3670 Posts
| ||
Naphal
Germany2099 Posts
mmmvg and go for it, i over emp the same spots as it is, and what i really need are some emps on the zealots and one or two on the high templars, then i either win or was outplayed / outmacroed anyways, i dont think too deeply about this xD probably saves me alot of time and nerdrage. | ||
NexCa
Germany954 Posts
On November 08 2011 17:10 yeint wrote: Okay, I guess I'm going to 1/1/1 every TvP now. cuz you have like no skill at all and abuse this build ? xD funny ! | ||
riez_n
Philippines5 Posts
downloading it right now! | ||
yeint
Estonia2329 Posts
On November 08 2011 12:35 SoKHo wrote: well i don't want to derail the thread too much, but terran is definitely the easiest to macro with. 1) mules (very forgiving) 2) supply drop (again newb friendly) 3) You can queue units (in case you forget), whereas protoss, it's harder to spend your money than terran 4) when you warp in with protoss you have to go to the location to warp in whereas as terran, you just do 3aaadddadddd. Im not saying toss is way harder, but it is definitely not easier than terran macro. I played both races at mid-high master and yes terran micro is harder, but terran has the easiest macro in the game It's not harder to spend money as protoss. Keep one tech structure pumping power units (colo or immortals). High on minerals? Spend this warpin cycle on zealots. High on gas? Spend warpin cycle on templars or sentries. Need anti-air? Spam stalkers. The only easy part of Terran macro is the town hall ability, actual unit production requires the most base management of all the races. Doing 3aaadddaadddd requires you to build rax with specific addons ahead of time. Going from stalker heavy to zealot heavy doesn't require any infrastructure changes at all, and you can reinforce where your battle is, instead of having to constantly go back to your rally point to grab more units (unless you like them move commanding across the map in single file, ready to be picked off). And I don't understand how queueing is a benefit. It's one of the things I used to work on most about my macro, to make sure I *don't* queue while constantly building. | ||
yeint
Estonia2329 Posts
On November 08 2011 17:39 NexCa wrote: cuz you have like no skill at all and abuse this build ? xD funny ! Yes. I suck enough at landing EMPs on sentries, and without EMPing sentries, I die to chargelot/colossus because I can't kite the zealots. | ||
Kamikiri
United States1319 Posts
| ||
SeaSwift
Scotland4486 Posts
On November 08 2011 17:28 yeint wrote: I really dislike the idea of my army counting for nothing if I don't land 3-4 spells correctly at the exact time. *Wiping tears of laughter from my eyes* I feel for you bro. Going up against all those 1-A Chargelot/Sentry/HT compositions must be hard with such a skill-based spell-reliant MMG composition. It's outrageous that this patch forces you to 1-1-1 every game too. [/sarcasm] | ||
yeint
Estonia2329 Posts
On November 08 2011 17:39 Naphal wrote: i am a plat terran and at least at my level nothing should really change, i dont 1/1/1 so its always marine marauder, go scout, see colossi, build vikings, dont see them, build medivacs, add ghosts, when i have a third i add what was missing to my mmmvg and go for it, i over emp the same spots as it is, and what i really need are some emps on the zealots and one or two on the high templars, then i either win or was outplayed / outmacroed anyways, i dont think too deeply about this xD probably saves me alot of time and nerdrage. Do you not face a lot of chargelots or something? I don't really care so much about HT as I do about forcefields and chargelots. | ||
Kharnage
Australia920 Posts
On November 08 2011 17:49 SeaSwift wrote: *Wiping tears of laughter from my eyes* I feel for you bro. Going up against all those 1-A Chargelot/Sentry/HT compositions must be hard with such a skill-based MMG composition. It's outrageous that this patch forces you to 1-1-1 every game too. [/sarcasm] And I've never lost a game due to misclicking the FF on the ramp and letting the mm stim timing push into my base. ![]() | ||
| ||