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Patch 1.4.3 - Preview Blog - Page 104

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 102 103 104 105 106 223 Next
Please DISCUSS the changes and the impact they will have on gameplay.

Straight up whining and bitching will get you a ban, no exceptions.
Fealthas
Profile Joined May 2011
607 Posts
Last Edited: 2012-02-11 01:06:30
February 11 2012 01:05 GMT
#2061
Are they trying to crush terran? Terran allready is getting much harder to play then the other two races.

I do not see how terran can deal with zerg tier 3 now. Vikings just die to fungal and marauders are trash vs anything but ultras/roaches. I expect to see a lot more allins.
IVIiner
Profile Joined October 2011
United States17 Posts
February 11 2012 01:05 GMT
#2062
Well boys looks like i'm changing races! the people that still play Terran will be the true 1% good luck guys lol
Protoss here i come!
"If it ain't broke, don't patch it." -smart guy
TheRealDJ
Profile Joined August 2010
United States124 Posts
February 11 2012 01:06 GMT
#2063
On February 11 2012 10:00 JJH777 wrote:
Show nested quote +
On February 11 2012 09:59 XiGua wrote:
On February 11 2012 09:55 Shantastic wrote:
Corruptors are NOT more powerful than vikings. They are 1.5x as expensive, and cannot beat Vikings in large, equal numbers w/o either Corruption or Fungal, which requires additional APM (a scarce asset in a late-game engagement)

Wrong. Corruptors > Vikings


You know Corruptors are 150/100 minerals/gas right? They are no where near as good as vikings it is only with fungal mixed in that they can fight them.


Vikings are only 25 fewer gas, and corruptors have 75 more health and 2 armor. For a corruptor without corruption to kill a viking would take slightly more than 16 seconds(125/7.6dps). A viking would take 20 seconds to kill(200/12-2 dps). Corruptor wins.
Tulkas25
Profile Joined August 2011
Greece292 Posts
February 11 2012 01:07 GMT
#2064
On February 11 2012 10:02 trinxified wrote:
Show nested quote +
On February 11 2012 10:01 Vindicare605 wrote:
On February 11 2012 09:59 trinxified wrote:
Snipe should be 25 dmg + 25 to LIGHT instead of just psionic. That way, units like Marines, Zealots, Mutalisks, Hydras etc. still weak to it.


Also a better idea than what Blizzard is proposing.

Honestly, the +25 damage to Psionic is meaningless. I know it's meant to be like a compensation in the way that Siege Tank damage works vs armored but there honestly are so few situations where Sniping something Psionic is better than simply EMPing it that the +damage to psionic is just pointless.


here, I edited post:
Snipe should be 25 dmg + 25 to LIGHT instead of just psionic. That way, units like Marines, Zealots, Mutalisks, Hydras etc. still weak to it.

SO FUNNY because it can't even one-shot a Zergling or workers... HAHA


At least it could kill larva with one shot...:S those new sniper rounds are plain crappy.I think blizzard will go with the nerf in the end but make a modification to not make snipe worthless against zealots and other low tier units.And true most psionic units are better off emped!They wanted to remove neural parasite on that other patch but they instead nerfed the range.I think that something will change for emp like many ppl proposing already!Except if blizzard completely Feels that ghosts should only be used as anticasters and also wants ppl to more actively spam nuke? I dunno.
What happens when an unstoppable force meets an immovable object?
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
February 11 2012 01:08 GMT
#2065
The phoenix range upgrade is cool to me mainly because I love having more upgrades added into the game - since they took two away from Toss since release. I'm not sure how big of a metagame impact it will have as fleet beacon does take quite a while to get to.

Anyways, the mule on gold was long time coming - I think everyone agrees its a fair change. Though I'm honestly not sure about the snipe change at this minute, guess we'll see what the PTR guys think of it.
n0ave
Profile Joined January 2011
180 Posts
February 11 2012 01:08 GMT
#2066
On February 11 2012 10:04 Shantastic wrote:
Show nested quote +
On February 11 2012 09:59 XiGua wrote:
On February 11 2012 09:55 Shantastic wrote:
Corruptors are NOT more powerful than vikings. They are 1.5x as expensive, and cannot beat Vikings in large, equal numbers w/o either Corruption or Fungal, which requires additional APM (a scarce asset in a late-game engagement)

Wrong. Corruptors > Vikings


Care to back that up at all?

Don't worry, I'll back up my statements with fact so that you don't have to Each viking does 20 damage per hit, while each corruptor does 14 damage per hit. This means that you need around 1.12 vikings for each corruptors. Considering that vikings cost 100/75 to the corruptor's 150/100, and that build times are around the same as long as you have two reactored starports, that sounds pretty much in favor of the viking there..


Hmm so vikings are 100/75? Since when xD?
Suerte
Profile Joined July 2010
United States117 Posts
February 11 2012 01:09 GMT
#2067
Do we know when this patch comes live? Is it going to be PTR'd or just sent out next Tuesday or whenever the new season comes up?
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
February 11 2012 01:09 GMT
#2068
On February 11 2012 10:01 Vindicare605 wrote:
Show nested quote +
On February 11 2012 09:59 trinxified wrote:
Snipe should be 25 dmg + 25 to LIGHT instead of just psionic. That way, units like Marines, Zealots, Mutalisks, Hydras etc. still weak to it.


Also a better idea than what Blizzard is proposing.

Honestly, the +25 damage to Psionic is meaningless. I know it's meant to be like a compensation in the way that Siege Tank damage works vs armored but there honestly are so few situations where Sniping something Psionic is better than simply EMPing it that the +damage to psionic is just pointless.

Well think about it this way,
EMP is good when you have HT Grouped with other units (like other HT or HT+gateway, or even a group of sentry), but when it's HT by themselves you can spend 2 snipes (50 energy) to kill the Templar rather then 75 for an EMP (which takes away 100 energy), so that means that you could spend 2 snipes on a full energy HT rather than 2 emps saving yourself 100 energy, and killing the HT. Not to mention, dead HT can't make Archons.
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
BGrael
Profile Joined November 2010
Germany229 Posts
February 11 2012 01:09 GMT
#2069
On February 11 2012 09:48 tdt wrote:
Show nested quote +
On February 11 2012 09:31 Scila wrote:
GG late game TvZ is completely dead. I have no idea why Ghosts would be considered too good agianst Ultras and Broods. I watch a LOT of pro games, and Terran does NOT "automatically win" or have a ridiculously high chance to win once they get a specific amount of Ghosts in TvZ. In fact from the way I see it, it's still relatively even, mainly because of the sheer amount of time it takes to use snipe to kill high hp units (Broods and Ultras).

Terran already has trouble playing in the late game against P, now we can't win late game versus Zerg too? Very, very bad game design. Yes, overall the game may still be moving closer to 50% win ratios, but that doesn't say ANYTHING when different races have considerably higher or lower chances to win at different points of the game.

Ghosts are the only way I've ever seen a terran beat it and it 50/50. Before terran discovered they had Ghosts they would just get rolled.


Many marines? broods and fungel takes care of that.

Think you're gonna get vikings to take out the broods? Nope. Fungel and corruptors take care of that.

Thors? Don't make be laugh. They get eaten alive by broodlings.

Ghosts where only counter to BL/infestor/corruptor.



How about the games of DRG vs. MMA from Blizzard Cup finals I think, the last game. It was the best game I have ever seen, no ghosts, and MMA won. It was much more entertaining than what usually happens when terran gets ghosts late game: either he is killed before he gets a critical mass of ghosts or the zerg is just rolling over and dies when terran has enough ghosts together.


hasuterrans
Profile Joined April 2009
United States614 Posts
February 11 2012 01:09 GMT
#2070
On February 11 2012 10:01 Vindicare605 wrote:
Show nested quote +
On February 11 2012 09:59 trinxified wrote:
Snipe should be 25 dmg + 25 to LIGHT instead of just psionic. That way, units like Marines, Zealots, Mutalisks, Hydras etc. still weak to it.


Also a better idea than what Blizzard is proposing.

Honestly, the +25 damage to Psionic is meaningless. I know it's meant to be like a compensation in the way that Siege Tank damage works vs armored but there honestly are so few situations where Sniping something Psionic is better than simply EMPing it that the +damage to psionic is just pointless.


Snipe will no longer one-shot the weakest units in the game (lings, workers, marines) and +3 ghosts will do more damage with their regular attack vs mutas than snipe will. This makes the ability feel very underwhelming. Also, early ghost builds will disappear from TvT making restricting the overall matchup. These are bizarre and easily avoidable side effects.

If Broodlords and Ultras are a problem maybe they should nerf snipe's damage against massive units specifically instead of biological units in general.
Shantastic
Profile Joined October 2011
United States435 Posts
February 11 2012 01:09 GMT
#2071
On February 11 2012 10:03 Bagi wrote: its a known fact that zerg can switch between techs so much easier than the other races.


Only in the midgame. By the late game, Terran should have enough of two different types of production facilities (as well as armory/ebay) to be able to switch around add-ons to adapt, and Protoss will have Templar Archives, Robo Bay, as well as Stargate and Fleet Beacon (at least in PvZ). At that point, the only question is whether to make Stalker/Sentry or Zealot/Templar for your late game comp. Meanwhile, Terran really doesn't need much adaptation, as beating other races late-game is more about control with any composition than switching around comps.
"My grandpa could have proxied better, and not only does he have arthritis, but he's also dead." -Sean "Day[9]" Plott
NoDDiE
Profile Joined November 2006
Poland170 Posts
Last Edited: 2012-02-11 01:10:43
February 11 2012 01:09 GMT
#2072
SOOOOOOOOO GOOD BLIZZARD
maybe just remove terran if u love to nerf it so much?
wonder which patch it was buffed (expect battlecruiser speed which is indeed strong buff)

tvz late game = gg terran. guess i will have to stick to all-ins and expect to see a lot of whining about how cheesy i am...

User was temp banned for this post.
One for the money , two for the show , straight to hell is where i go
Shantastic
Profile Joined October 2011
United States435 Posts
February 11 2012 01:10 GMT
#2073
On February 11 2012 10:08 n0ave wrote:
Show nested quote +
On February 11 2012 10:04 Shantastic wrote:
On February 11 2012 09:59 XiGua wrote:
On February 11 2012 09:55 Shantastic wrote:
Corruptors are NOT more powerful than vikings. They are 1.5x as expensive, and cannot beat Vikings in large, equal numbers w/o either Corruption or Fungal, which requires additional APM (a scarce asset in a late-game engagement)

Wrong. Corruptors > Vikings


Care to back that up at all?

Don't worry, I'll back up my statements with fact so that you don't have to Each viking does 20 damage per hit, while each corruptor does 14 damage per hit. This means that you need around 1.12 vikings for each corruptors. Considering that vikings cost 100/75 to the corruptor's 150/100, and that build times are around the same as long as you have two reactored starports, that sounds pretty much in favor of the viking there..


Hmm so vikings are 100/75? Since when xD?


*150/75. My mistake.
"My grandpa could have proxied better, and not only does he have arthritis, but he's also dead." -Sean "Day[9]" Plott
trinxified
Profile Joined December 2010
Canada7774 Posts
Last Edited: 2012-02-11 01:11:39
February 11 2012 01:10 GMT
#2074
On February 11 2012 10:07 Tulkas25 wrote:
Show nested quote +
On February 11 2012 10:02 trinxified wrote:
On February 11 2012 10:01 Vindicare605 wrote:
On February 11 2012 09:59 trinxified wrote:
Snipe should be 25 dmg + 25 to LIGHT instead of just psionic. That way, units like Marines, Zealots, Mutalisks, Hydras etc. still weak to it.


Also a better idea than what Blizzard is proposing.

Honestly, the +25 damage to Psionic is meaningless. I know it's meant to be like a compensation in the way that Siege Tank damage works vs armored but there honestly are so few situations where Sniping something Psionic is better than simply EMPing it that the +damage to psionic is just pointless.


here, I edited post:
Snipe should be 25 dmg + 25 to LIGHT instead of just psionic. That way, units like Marines, Zealots, Mutalisks, Hydras etc. still weak to it.

SO FUNNY because it can't even one-shot a Zergling or workers... HAHA


At least it could kill larva with one shot...:S those new sniper rounds are plain crappy.I think blizzard will go with the nerf in the end but make a modification to not make snipe worthless against zealots and other low tier units.And true most psionic units are better off emped!They wanted to remove neural parasite on that other patch but they instead nerfed the range.I think that something will change for emp like many ppl proposing already!Except if blizzard completely Feels that ghosts should only be used as anticasters and also wants ppl to more actively spam nuke? I dunno.


The change I suggested should solve that problem easily. No need to restrict to PSIONIC only... Making snipe 50 dmg to LIGHT and 25 dmg to everything else BIOLOGICAL is good enough. Easy fix to the problem. At least this way, Ghosts can still kill workers in one cast...

OR just restrict the 25 damage to MASSIVE units only...
Empirimancer
Profile Joined July 2011
Canada1024 Posts
February 11 2012 01:10 GMT
#2075
On February 11 2012 10:02 trinxified wrote:
Show nested quote +
On February 11 2012 10:01 Vindicare605 wrote:
On February 11 2012 09:59 trinxified wrote:
Snipe should be 25 dmg + 25 to LIGHT instead of just psionic. That way, units like Marines, Zealots, Mutalisks, Hydras etc. still weak to it.


Also a better idea than what Blizzard is proposing.

Honestly, the +25 damage to Psionic is meaningless. I know it's meant to be like a compensation in the way that Siege Tank damage works vs armored but there honestly are so few situations where Sniping something Psionic is better than simply EMPing it that the +damage to psionic is just pointless.


here, I edited post:
Snipe should be 25 dmg + 25 to LIGHT instead of just psionic. That way, units like Marines, Zealots, Mutalisks, Hydras etc. still weak to it.

SO FUNNY because it can't even one-shot a Zergling or workers... HAHA


That's a good idea, but not as good as 45 - 20 vs Massive, because if the damage bonus was against light Snipe would become worthless against ghosts and, especially, infestors.





XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
February 11 2012 01:10 GMT
#2076
I dislike nerfs. They should start buffing instead of nerfing, you know?
ლ(ಠ益ಠლ) APM, Why u make me spam?
DirtyCash
Profile Joined December 2011
Canada189 Posts
Last Edited: 2012-03-03 11:34:10
February 11 2012 01:11 GMT
#2077
fOrGG ♦ Creator
Gosi
Profile Blog Joined June 2011
Sweden9072 Posts
February 11 2012 01:11 GMT
#2078
On February 11 2012 09:37 Shantastic wrote:
If you don't like adapting to patches, I'd suggest that you play a Command & Conquer game. If you don't LOVE the fact that Blizzard cares enough to constantly think about whether something is balanced and allowing players equal opportunities to win games, StarCraft may not be right for you. EA treats C&C a lot more short-term, which is why StarCraft has been the most successful competitive e-Sport of all RTS games.

Funny how you say this when Starcarft BW and the most successful competitive esport game of all times didn't get balanced patched like crazy because something was "OP" and to get "equal opprtunities". The game and it's players solved it out and created the the modern meta game. As players got better they were able to come up and execute new stuff that every race had to adapt too, it's part of the sharm of RTS. In SC2 however Blizzard patch and change things way to much and way to quickly. Instead of letting the progamers solving the issues Blizzard does it "for" them by nerfing and buffing things and pretty much tells us how to play the game. It is getting boring quickly.
[13:40] <Qbek> gosi i dreanmt about you
babysimba
Profile Joined November 2010
10466 Posts
February 11 2012 01:11 GMT
#2079
I like this patch from a zerg's perspective.

Mules getting nerfed on gold means ladder maps are getting better. Massing ghosts was pretty ridiculous before due to how easy it was to play turtle terran. Ghosts have too much survivability when paired with medivacs, and they can still attack normally and cloak too. Tank vikings still stomp broods all day anyway. Broods deathball only seems unkillable when zergs have massive air upgrades, which terrans shouldn't let the game get to that point or can choose to respond with their own air upgrades. I want to see a back and forth match-up not a turtlish game, so i will be glad that true TvZ monsters like MMA and MKP will continue to dominate anyway.

Phoenixes are already muta counters, but they should be produced in the right amount and used together with stalker/cannons support to overcome their mobility issues (see genius' games). Massing pure phoenixes is just dumb and will die to muta flocks. Seems like blizzard wants to cater to those lower-skilled players. Well its not a big deal for a zerg anyway since the range upgrade is pretty high up in the tech tree. It's a joke that currently, 95% of tosses don't upgrade air upgrades when they invest so heavily in phoenixes. I doubt the range upgrade will help tosses do any better than tosses who already consistently upgrade air attack, so i'm not really concerned about this change as a zerg.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 11 2012 01:12 GMT
#2080
On February 11 2012 10:04 Shantastic wrote:
Show nested quote +
On February 11 2012 09:59 XiGua wrote:
On February 11 2012 09:55 Shantastic wrote:
Corruptors are NOT more powerful than vikings. They are 1.5x as expensive, and cannot beat Vikings in large, equal numbers w/o either Corruption or Fungal, which requires additional APM (a scarce asset in a late-game engagement)

Wrong. Corruptors > Vikings


Care to back that up at all?

Don't worry, I'll back up my statements with fact so that you don't have to Each viking does 20 damage per hit, while each corruptor does 14 damage per hit. This means that you need around 1.12 vikings for each corruptors. Considering that vikings cost 100/75 to the corruptor's 150/100, and that build times are around the same as long as you have two reactored starports, that sounds pretty much in favor of the viking there..

Wow, I can't believe how backwards this whole post is. You have the viking cost wrong, you dont account for the fact how much easier corruptors are for a zerg to produce yet you still try to twist it in the favor of the viking... Even when you acknowledge that it takes 1.12 vikings per corruptor (AKA corruptor wins right there and then).

Hilarious.
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