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Patch 1.4.3 - Preview Blog - Page 131

Forum Index > SC2 General
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Please DISCUSS the changes and the impact they will have on gameplay.

Straight up whining and bitching will get you a ban, no exceptions.
[17]Purple
Profile Joined October 2011
United Kingdom3489 Posts
February 11 2012 10:58 GMT
#2601
I feel like this patch is not attacking the Ghost but instead trying to make Terrans use more of there tech, there was a time where no one used Ghosts in TvZ and now almost everyone does to the point where Blizzard nerfs it. The change to me looks like another opportunity for Terrans to practice using raven tech which is a very good tech route all things considered.
"Turn Disadvantages into Disadvantages" and "Collect Telephones". The secrets of Chinese success.
pepsimaxibon
Profile Joined March 2011
61 Posts
Last Edited: 2012-03-30 15:35:19
February 11 2012 10:59 GMT
#2602
aksfjh
Profile Joined November 2010
United States4853 Posts
February 11 2012 11:00 GMT
#2603
On February 11 2012 19:58 [17]Purple wrote:
I feel like this patch is not attacking the Ghost but instead trying to make Terrans use more of there tech, there was a time where no one used Ghosts in TvZ and now almost everyone does to the point where Blizzard nerfs it. The change to me looks like another opportunity for Terrans to practice using raven tech which is a very good tech route all things considered.

I remember watching a game with Jinro trying to use ravens. They were useless.
Nightmer09
Profile Joined May 2011
Romania16 Posts
February 11 2012 11:01 GMT
#2604
So snipe is broken, mutas are broken but mothership vortex and 4 archons killing 12 broods is not right? Wtf counters deathball ?
asdadada
Roblin
Profile Joined April 2010
Sweden948 Posts
February 11 2012 11:03 GMT
#2605
On February 11 2012 19:15 SevenShots wrote:
Show nested quote +
On February 11 2012 19:12 Geo.Rion wrote:
On February 11 2012 19:09 SevenShots wrote:
On February 11 2012 19:07 TigerKarl wrote:
We've seen Morrow use HSM against Brood Lords this week. Can't understand terrans crying about this change, without exploring all of their possibilites.


how are you supposed to use a 6 range hsm vs 9range fungal and curroptors, if the zerg actually looks there?
hsm is not usable and way too expensive.
ive experimented with it a lot and in any case i always found other solutions to be better and way more cost efficient.

i think you need to re-check the unit ranges
also that u tried and failed, means nothing, you could ve been just doing it wrong


so where was i wrong?

http://wiki.teamliquid.net/starcraft2/Seeker_Missile
http://wiki.teamliquid.net/starcraft2/Fungal_Growth


right here
http://wiki.teamliquid.net/starcraft2/Corruptor
I'm better today than I was yesterday!
Sqq
Profile Joined August 2010
Norway2023 Posts
February 11 2012 11:05 GMT
#2606
I see all these Terrans whining. And I'm trying to figure out, what exactly are they complaining about ? The fact that ghosts where so strong again t3 (yes thats tier 3, the 'best of the best' zerg has to offer) that making them where almost pointless. Now they have to add a few more ghosts or have more energy before raining down hell. Can't believe Terran players think it was ok for a unit to totally smash the late game units Zerg has.
Dead girls don't say no.
Firesilver
Profile Joined December 2010
United Kingdom1190 Posts
February 11 2012 11:05 GMT
#2607
Awesome patch notes!
Caster at IMBA.tv -- www.twitter.com/IMBAFiresilver -- www.youtube.com/FiresilverTV
antilyon
Profile Blog Joined February 2011
Brazil2546 Posts
February 11 2012 11:06 GMT
#2608
On February 11 2012 19:16 multiversed wrote:
anyone who is complaining about ghosts being nerfed doesn't use them. don't worry. they are still op as fuck. ffs.

i feel a new problem is arising due to this one man leading this futile path toward "balance." that problem is the fact that they are now making things easier for people who couldn't do them properly because they were bad rather than addressing actual imbalances.

many of the things being addressed in patches have already been solved with meta-game due to neglect. players have already found ways to play around these problems. i don't claim to be an expert but the only problem i could see for a skilled protoss is a late game tech switch, which should end the game if it does... everything else is so telegrapghed it's not even funny.

the example i see over and over is trying to force 1 stargate vs muta. you are losing because you are playing incorrectly by teching wrong/running blind build orders. it's not because there is anything wrong with the matchup(at least not there, lawl.) learn how to read what you scout and/or have experienced on the map previously.

i also love how generic terrans are still generically complaining about being generically "nerfed" after like 7 generic patches. genaric. your race is boring. i don't like you. rawr. the fact that terran still has to be patched and it's within reason is more telling than the fact that another unused advantage finally falls in line with the other races. uh oh. time to login and complain about stuff that doesn't effect my playstyle...qq.

p.s. this is the internet and you are free to express your opinions but that doesn't mean they hold any value to anyone. this is something that many people have forgotten due to facebook. you are a nobody even if you deeply feel otherwise.

Nerfing reapers to oblivion and not fixing it even after the roach range buff isn't a generical nerf, nor is 170 seconds stimpack, slower medivacs and barracks after supply.
The problem with snipe is that it's damge output will be so low it's not worth it cost or apm wise.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
Last Edited: 2012-02-11 11:12:07
February 11 2012 11:06 GMT
#2609
On February 11 2012 19:58 [17]Purple wrote:
I feel like this patch is not attacking the Ghost but instead trying to make Terrans use more of there tech, there was a time where no one used Ghosts in TvZ and now almost everyone does to the point where Blizzard nerfs it. The change to me looks like another opportunity for Terrans to practice using raven tech which is a very good tech route all things considered.

The problem isn't that it is bad, it is infact really good when you have a few ravens ready with hsm. The problem is, the window to get punished while transitioning to ravens is HUGE. Ghosts come decently combat ready, but ravens don't come even close to combat ready, as it takes 3 minutes from when you start to get your first raven until it's ready to fight(aswell as the fact 1 raven isn't really that good, you need more like 5+). Only way to safely transition to ravens is having won in the midgame, or be playing on a map like shakuras, where you can limit the zerg econ to very few bases while camping with all your army behind pfs.
SevenShots
Profile Joined November 2011
Germany84 Posts
February 11 2012 11:07 GMT
#2610
On February 11 2012 20:03 Roblin wrote:
Show nested quote +
On February 11 2012 19:15 SevenShots wrote:
On February 11 2012 19:12 Geo.Rion wrote:
On February 11 2012 19:09 SevenShots wrote:
On February 11 2012 19:07 TigerKarl wrote:
We've seen Morrow use HSM against Brood Lords this week. Can't understand terrans crying about this change, without exploring all of their possibilites.


how are you supposed to use a 6 range hsm vs 9range fungal and curroptors, if the zerg actually looks there?
hsm is not usable and way too expensive.
ive experimented with it a lot and in any case i always found other solutions to be better and way more cost efficient.

i think you need to re-check the unit ranges
also that u tried and failed, means nothing, you could ve been just doing it wrong


so where was i wrong?

http://wiki.teamliquid.net/starcraft2/Seeker_Missile
http://wiki.teamliquid.net/starcraft2/Fungal_Growth


right here
http://wiki.teamliquid.net/starcraft2/Corruptor


i did not say ANYTHING about corruptor range.
and the range of corrupors is completely irrelevant the moment your units are fungald and cant run away anyways.
MegaManX
Profile Joined May 2010
Serbia38 Posts
February 11 2012 11:07 GMT
#2611
On February 11 2012 20:05 Sqq wrote:
I see all these Terrans whining. And I'm trying to figure out, what exactly are they complaining about ? The fact that ghosts where so strong again t3 (yes thats tier 3, the 'best of the best' zerg has to offer) that making them where almost pointless. Now they have to add a few more ghosts or have more energy before raining down hell. Can't believe Terran players think it was ok for a unit to totally smash the late game units Zerg has.


Cool, expet terran has no t3, and has to resort to lower tier units...
RRjr
Profile Joined August 2010
Germany40 Posts
February 11 2012 11:08 GMT
#2612
On February 11 2012 19:41 S_SienZ wrote:
Show nested quote +
On February 11 2012 19:38 RRjr wrote:

The worry about ultralisk tech switches I also don't get, seeing how Terran can easily scan to anticipate the switch and build tanks and marauders... two units who are still very efficient at dealing with Ultras.


Yeah it's not like the Zerg can't afford to build an Ultralisk Cavern AND a Greater Spire at the same time right?

Also, it's not like Warpgates / Terran production where it needs to be slowly accumulated, and scoutable before it gets out of hand. Zergs can literally sac a BL based army and insta remax on Ultras. How you gonna scout that?

You're pretending that its easy business for Zerg to insta remax on Ultras. It's not. Use your insanely powerful dropships. Don't let his macro spiral to the point where he can afford to pull off such things. If you do, you deserve to lose. Bringing one unit to instantly obliterate whatever ultras / blords Zerg throws at you is not okay. Deal with it.

Welcome to Zerg / Toss land where you don't always get the get out of jail free card.
yeah.... whatever
S_SienZ
Profile Joined September 2011
1878 Posts
February 11 2012 11:09 GMT
#2613
On February 11 2012 20:05 Sqq wrote:
I see all these Terrans whining. And I'm trying to figure out, what exactly are they complaining about ? The fact that ghosts where so strong again t3 (yes thats tier 3, the 'best of the best' zerg has to offer) that making them where almost pointless. Now they have to add a few more ghosts or have more energy before raining down hell. Can't believe Terran players think it was ok for a unit to totally smash the late game units Zerg has.


Battlecruisers and Carriers are no where nearly as useful as Zerg T3 and you don't see Ts and Ps bitching about it.
Hypemeup
Profile Joined February 2011
Sweden2783 Posts
February 11 2012 11:10 GMT
#2614
On February 11 2012 20:08 RRjr wrote:
Show nested quote +
On February 11 2012 19:41 S_SienZ wrote:
On February 11 2012 19:38 RRjr wrote:

The worry about ultralisk tech switches I also don't get, seeing how Terran can easily scan to anticipate the switch and build tanks and marauders... two units who are still very efficient at dealing with Ultras.


Yeah it's not like the Zerg can't afford to build an Ultralisk Cavern AND a Greater Spire at the same time right?

Also, it's not like Warpgates / Terran production where it needs to be slowly accumulated, and scoutable before it gets out of hand. Zergs can literally sac a BL based army and insta remax on Ultras. How you gonna scout that?

You're pretending that its easy business for Zerg to insta remax on Ultras. It's not. Use your insanely powerful dropships. Don't let his macro spiral to the point where he can afford to pull off such things. If you do, you deserve to lose. Bringing one unit to instantly obliterate whatever ultras / blords Zerg throws at you is not okay. Deal with it.

Welcome to Zerg / Toss land where you don't always get the get out of jail free card.


Thats exactly what terrans are complaining about. They dont dig the idea of having an unwinnable lategame. Its like raiding in wow where you have to beat the enragetimer heh.
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
February 11 2012 11:10 GMT
#2615
On February 11 2012 20:05 Sqq wrote:
I see all these Terrans whining. And I'm trying to figure out, what exactly are they complaining about ? The fact that ghosts where so strong again t3 (yes thats tier 3, the 'best of the best' zerg has to offer) that making them where almost pointless. Now they have to add a few more ghosts or have more energy before raining down hell. Can't believe Terran players think it was ok for a unit to totally smash the late game units Zerg has.


Terran has no good tier 3 units to fight against protoss or zerg tier 3 compositions.
fuzzz
Profile Joined October 2010
267 Posts
February 11 2012 11:11 GMT
#2616
finaly david thank you! it only took you since beta to realize it. when can we expect the removal of rocks? in another 2 years from now?
usa lol
S_SienZ
Profile Joined September 2011
1878 Posts
Last Edited: 2012-02-11 11:14:34
February 11 2012 11:12 GMT
#2617
On February 11 2012 20:08 RRjr wrote:
Show nested quote +
On February 11 2012 19:41 S_SienZ wrote:
On February 11 2012 19:38 RRjr wrote:

The worry about ultralisk tech switches I also don't get, seeing how Terran can easily scan to anticipate the switch and build tanks and marauders... two units who are still very efficient at dealing with Ultras.


Yeah it's not like the Zerg can't afford to build an Ultralisk Cavern AND a Greater Spire at the same time right?

Also, it's not like Warpgates / Terran production where it needs to be slowly accumulated, and scoutable before it gets out of hand. Zergs can literally sac a BL based army and insta remax on Ultras. How you gonna scout that?

You're pretending that its easy business for Zerg to insta remax on Ultras. It's not. Use your insanely powerful dropships. Don't let his macro spiral to the point where he can afford to pull off such things. If you do, you deserve to lose. Bringing one unit to instantly obliterate whatever ultras / blords Zerg throws at you is not okay. Deal with it.

Welcome to Zerg / Toss land where you don't always get the get out of jail free card.


Why is it almost considered law that Zerg has to be THE race that can't be left alone to macro? In almost every Zerg argument the hidden premise seems to be it.

And saying that I'm pretending / being delusional about Zerg's remaxing capabilities and continuing to say stuff like

Bringing one unit to instantly obliterate whatever ultras / blords Zerg throws at you


doesn't make you look any better.

EDITED for grammar, one of my sentences didn't make much sense.
Radison
Profile Joined January 2010
Poland44 Posts
February 11 2012 11:13 GMT
#2618
I really like the patch changes.

I think a lot of you guys are missing, that ghost patch change isn't only introduced to improve balance. It's introduced to improve gameplay. There was something wrong in MVP vs DarkForce game, where DarkForce had whole half of the map, was much more cost effective with BL and Nydus worms during the entire game, and for the last thousands of days MVP was just sitting on one highground main base on Shattered with only ghosts and DarkForce was too scared to attack him at all... I swear MVP had 0 APM for last ten minutes or so.

It's something wrong with the game, if a perfectly viable strategy consists of using 1 unit only which counters every zerg unit with snipe or bonus damage vs light (sometimes both - mutas...) or EMP.

Rock - paper - scissors is a perfectly balanced game. Coinflip as well. Starcraft is meant to be something more than just "a balanced game". Why do you think it has become so popular? Only because of balance?

And yes, there still is something wrong with how much more is toss, and especially zerg punished for not using their chrono / inject in time compared to terrans, who just lol's and drops a bunch of mules on fresh expansion after a fight to mine it in no time at all. Mules should have a cooldown or at least the total energy on OC should be lowered to... 75? Good change in gold minerals mining speed though.
Gladiator6
Profile Joined June 2010
Sweden7024 Posts
February 11 2012 11:15 GMT
#2619
On February 11 2012 20:00 aksfjh wrote:
Show nested quote +
On February 11 2012 19:58 [17]Purple wrote:
I feel like this patch is not attacking the Ghost but instead trying to make Terrans use more of there tech, there was a time where no one used Ghosts in TvZ and now almost everyone does to the point where Blizzard nerfs it. The change to me looks like another opportunity for Terrans to practice using raven tech which is a very good tech route all things considered.

I remember watching a game with Jinro trying to use ravens. They were useless.


Funny guy you are.

On February 08 2012 01:58 Liquid`Jinro wrote:
You are insane, the raven is one of terrans top 5 units. It has insane utility and is absolutely key whenever you play mech TvT.

Yes, HSM needs some kind of buff still.

Super late game mass raven is borderline broken vs T and Z already, however.
Flying, sOs, free, Light, Soulkey & ZerO
antilyon
Profile Blog Joined February 2011
Brazil2546 Posts
February 11 2012 11:15 GMT
#2620
On February 11 2012 20:05 Sqq wrote:
I see all these Terrans whining. And I'm trying to figure out, what exactly are they complaining about ? The fact that ghosts where so strong again t3 (yes thats tier 3, the 'best of the best' zerg has to offer) that making them where almost pointless. Now they have to add a few more ghosts or have more energy before raining down hell. Can't believe Terran players think it was ok for a unit to totally smash the late game units Zerg has.

Did you ever saw how corruptors, a tier 2 unit smash a battlecruiser? Yes, that's tier 3, best of the best terran has to offer.
With 20 damage, snipe doesn't worth the required apm anymore and has almost no place outside of sniping casters. And this is just a lazy bad fix. I agree to the fact they were too strong but give a -10 or 15 against massive and they'll still be useful but just not so strong.

It's sad that blizzard is making it even more one dimensional: "If X make Y I'll counter with Z and Z only."
That phrase about making right houses to construct the right robots seem so convenient now.
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