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Patch 1.4.3 - Preview Blog - Page 137

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 135 136 137 138 139 223 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.
DT.Damage
Profile Joined April 2011
Germany89 Posts
Last Edited: 2012-02-11 12:55:58
February 11 2012 12:55 GMT
#2721
and again terran gets nerfed
SKYFISH_
Profile Joined April 2011
Bulgaria990 Posts
February 11 2012 12:56 GMT
#2722
isnt this limiting the late game options that terran has in TvZ?

TvZ in broadcasted tournaments wont be that interesting for the viewers
In Soviet Terranistan you rush the Zerg
beg
Profile Blog Joined May 2010
991 Posts
February 11 2012 12:56 GMT
#2723
@terrans:

just start using the mouse wheel trick :p ... i guess the nerf balances it nicely.
Skamtet
Profile Joined July 2010
Canada634 Posts
Last Edited: 2012-02-11 13:01:15
February 11 2012 13:01 GMT
#2724
On February 11 2012 21:56 beg wrote:
@terrans:

just start using the mouse wheel trick :p ... i guess the nerf balances it nicely.

So we need to make more ghosts and then use programs that aren't allowed? cool
gh0un
Profile Joined March 2011
601 Posts
February 11 2012 13:03 GMT
#2725
On February 11 2012 21:33 Psychobabas wrote:
Show nested quote +
On February 11 2012 18:14 Notfragile wrote:
I love the QQing around here. July vs MVP on I believe GSL August. Just watch. Wave after wave of broods or ultras (constantly switching) out of 5 bases and ghost just sniping the shit out of them. This is not cool. T3 must be painful to deal with. Not impossible but painful. Spam snipe + some siege tanks is easy enough.

But on the other hand, only 25 damage seems really really weak. Make it 35 and see how it rolls. Because it's true that zergs just defend till the late game and then try to win with broods or ultras (just because we cannot break a defensively positioned terran without being at least 40 supply up). And it's true that the terran needs an all-around solution, good for both ultra and brood. But as a SUPPORT unit. Marauders + ghosts to soften ultras up. Vikings + ghosts to kill some broods off before the engagement actually begins.

25 damage seems to severe of a nerf. I actually like the ghost transition in the late game but as a supplement to the normal army. Not 20 ghosts plus a few tanks = dead zerg army. More like 6 ghosts + tanks + marauders = dead ultralisk army. And then if he switches make some vikings. We need to be able to kill a terran who does not respond well with the switches.



Oh I get it, so MVP should have lost then. Since July went broodlord and ultra I guess it's a guarantee loss for Terran right?
MVP went Ghosts because of the potential tech switch. Crushing an ultralisk army with marauders and then facing a broodlord army would be automatic loss.
Ling baneling would have smashed that btw.

...

So much bias here.


You are biased if anything. A unit that counters both t3 options for zerg with the same spell already sounds imbalanced.
On top of that they counter Infestors aswell.

Ghosts that are positioned inbetween tanks and a few blue flame helions to roast incoming lings, and you basically have an untouchable army, not only on paper.
Ghosts have more range on their snipe than broodlords or infestors, so you actually cant do shit with ranged attacks.
Ultras are roasted by tanks and snipes. Roaches are shit against tanks anyways. Hydras are shit against terran overall.
Lings get roasted by tanks and blue flame helions.

Basically a ghost mech army was just untouchable for current zerg compositions because the ghost negated long range siege attacks (broodlords) or fist to the face im inbetween your tank attacks (ultralisks).
Leaves all the other shit zerg has that is countered by tank helion.

Blizz did the right thing in nerfing snipe.
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
February 11 2012 13:03 GMT
#2726
and i wonder how blizz will justify the loss of the carrier now.
or does it mean that that they have abandoned the idea with the tempest?
Noocta
Profile Joined June 2010
France12578 Posts
February 11 2012 13:07 GMT
#2727
On February 11 2012 22:03 gh0un wrote:
Show nested quote +
On February 11 2012 21:33 Psychobabas wrote:
On February 11 2012 18:14 Notfragile wrote:
I love the QQing around here. July vs MVP on I believe GSL August. Just watch. Wave after wave of broods or ultras (constantly switching) out of 5 bases and ghost just sniping the shit out of them. This is not cool. T3 must be painful to deal with. Not impossible but painful. Spam snipe + some siege tanks is easy enough.

But on the other hand, only 25 damage seems really really weak. Make it 35 and see how it rolls. Because it's true that zergs just defend till the late game and then try to win with broods or ultras (just because we cannot break a defensively positioned terran without being at least 40 supply up). And it's true that the terran needs an all-around solution, good for both ultra and brood. But as a SUPPORT unit. Marauders + ghosts to soften ultras up. Vikings + ghosts to kill some broods off before the engagement actually begins.

25 damage seems to severe of a nerf. I actually like the ghost transition in the late game but as a supplement to the normal army. Not 20 ghosts plus a few tanks = dead zerg army. More like 6 ghosts + tanks + marauders = dead ultralisk army. And then if he switches make some vikings. We need to be able to kill a terran who does not respond well with the switches.



Oh I get it, so MVP should have lost then. Since July went broodlord and ultra I guess it's a guarantee loss for Terran right?
MVP went Ghosts because of the potential tech switch. Crushing an ultralisk army with marauders and then facing a broodlord army would be automatic loss.
Ling baneling would have smashed that btw.

...

So much bias here.


You are biased if anything. A unit that counters both t3 options for zerg with the same spell already sounds imbalanced.
On top of that they counter Infestors aswell.

Ghosts that are positioned inbetween tanks and a few blue flame helions to roast incoming lings, and you basically have an untouchable army, not only on paper.
Ghosts have more range on their snipe than broodlords or infestors, so you actually cant do shit with ranged attacks.
Ultras are roasted by tanks and snipes. Roaches are shit against tanks anyways. Hydras are shit against terran overall.
Lings get roasted by tanks and blue flame helions.

Basically a ghost mech army was just untouchable for current zerg compositions because the ghost negated long range siege attacks (broodlords) or fist to the face im inbetween your tank attacks (ultralisks).
Leaves all the other shit zerg has that is countered by tank helion.

Blizz did the right thing in nerfing snipe.


And still with all that in mind, the number of game terran get a mech ghost army is like 50 times less often than zerg get a BL Infestor corruptor army which can't be touched without ghost. :/
" I'm not gonna fight you. I'm gonna kick your ass ! "
testthewest
Profile Joined October 2011
Germany274 Posts
February 11 2012 13:07 GMT
#2728
On February 11 2012 22:03 Ganseng wrote:
and i wonder how blizz will justify the loss of the carrier now.
or does it mean that that they have abandoned the idea with the tempest?



Perhaps they give tempest and AoE ground attack. Then no matter which techroute you go, you gonna have your answer to marines.
War is not about who is right, but who is left.
Alliptnx
Profile Joined October 2011
Poland6 Posts
February 11 2012 13:10 GMT
#2729
My first reaction to the patch notes was: "Great! No more late-game problems with MULEs and TvZ!". But now I'm reading progamers' opinions and I must say that the snipe might have been nerfed a bit too much. Maybe 30-35 to Biological +15/+10 to Psionic? Other changes like the MULE mining rate was a good decision and I'm not going to comment on the Phoenix range upgrade because I don't play Protoss.
Andreas
Profile Blog Joined January 2011
Norway214 Posts
February 11 2012 13:11 GMT
#2730
This is awful. At least they could've improved other Terran options in the TvZ lategame, such as some kind of adjustment to the Battlecruiser or reducing the damage + energy cost of Seeker Missile. As it stands now, we'll just see a lot more Terran 2-base timings and general gameplan revolved around killing Zerg before Hive tech, which will make for less interesting games.
tobiii
Profile Joined September 2011
Germany15 Posts
February 11 2012 13:13 GMT
#2731
On February 11 2012 22:03 gh0un wrote:
Show nested quote +
On February 11 2012 21:33 Psychobabas wrote:
On February 11 2012 18:14 Notfragile wrote:
I love the QQing around here. July vs MVP on I believe GSL August. Just watch. Wave after wave of broods or ultras (constantly switching) out of 5 bases and ghost just sniping the shit out of them. This is not cool. T3 must be painful to deal with. Not impossible but painful. Spam snipe + some siege tanks is easy enough.

But on the other hand, only 25 damage seems really really weak. Make it 35 and see how it rolls. Because it's true that zergs just defend till the late game and then try to win with broods or ultras (just because we cannot break a defensively positioned terran without being at least 40 supply up). And it's true that the terran needs an all-around solution, good for both ultra and brood. But as a SUPPORT unit. Marauders + ghosts to soften ultras up. Vikings + ghosts to kill some broods off before the engagement actually begins.

25 damage seems to severe of a nerf. I actually like the ghost transition in the late game but as a supplement to the normal army. Not 20 ghosts plus a few tanks = dead zerg army. More like 6 ghosts + tanks + marauders = dead ultralisk army. And then if he switches make some vikings. We need to be able to kill a terran who does not respond well with the switches.



Oh I get it, so MVP should have lost then. Since July went broodlord and ultra I guess it's a guarantee loss for Terran right?
MVP went Ghosts because of the potential tech switch. Crushing an ultralisk army with marauders and then facing a broodlord army would be automatic loss.
Ling baneling would have smashed that btw.

...

So much bias here.


You are biased if anything. A unit that counters both t3 options for zerg with the same spell already sounds imbalanced.
On top of that they counter Infestors aswell.

Ghosts that are positioned inbetween tanks and a few blue flame helions to roast incoming lings, and you basically have an untouchable army, not only on paper.
Ghosts have more range on their snipe than broodlords or infestors, so you actually cant do shit with ranged attacks.
Ultras are roasted by tanks and snipes. Roaches are shit against tanks anyways. Hydras are shit against terran overall.
Lings get roasted by tanks and blue flame helions.

Basically a ghost mech army was just untouchable for current zerg compositions because the ghost negated long range siege attacks (broodlords) or fist to the face im inbetween your tank attacks (ultralisks).
Leaves all the other shit zerg has that is countered by tank helion.

Blizz did the right thing in nerfing snipe.


You will rarely see a mech army with Ghost support, as mech is very gas-intensive and needs other infrastructure than techlabed raxes and ghost academy. Typically, you face mass ghosts as late game transition of marine tank medivac midgame. A couple of ghosts are still okay to handle with a normal zerg Broodlord/Corruptor/Infestor composition. It gets tricky, when there is mass ghosts on the field. But as this is very gas-intensive, Terran normally has just few tanks left, so it should be possible to counter mass ghosts with mass bling/ling, i.e. morphing 100 banes when facing the threatening amount of 25-30 ghosts (that definitely decimates any T3 tech instantly, that's for sure)
Liuwi
Profile Joined March 2011
Germany20 Posts
February 11 2012 13:14 GMT
#2732
1.4.3 - Perhaps the worst patch for Terran players since the Reaper nerf back in season 1
Lategame TvZ will be a "Pain in the a**" now!
gumshoe
Profile Blog Joined December 2010
Canada3602 Posts
Last Edited: 2012-02-11 13:20:29
February 11 2012 13:20 GMT
#2733
On February 11 2012 22:01 Skamtet wrote:
Show nested quote +
On February 11 2012 21:56 beg wrote:
@terrans:

just start using the mouse wheel trick :p ... i guess the nerf balances it nicely.

So we need to make more ghosts and then use programs that aren't allowed? cool


well if you have a razor mouse you can use their program ,which comes totally free with the mouse, that lets you customize the roll of buttons(including the scroll) which is 100 percent legal.
gumshoe bullshitting at 120%~~Prplz
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
February 11 2012 13:24 GMT
#2734
On February 11 2012 21:56 SKYFISH_ wrote:
isnt this limiting the late game options that terran has in TvZ?

TvZ in broadcasted tournaments wont be that interesting for the viewers

...how was it any better that every split map TvZ ended up with a siege tank + planetary wall with 25 ghosts killing anything that zerg ever threw at it no matter what?
Noocta
Profile Joined June 2010
France12578 Posts
February 11 2012 13:25 GMT
#2735
On February 11 2012 22:24 HaXXspetten wrote:
Show nested quote +
On February 11 2012 21:56 SKYFISH_ wrote:
isnt this limiting the late game options that terran has in TvZ?

TvZ in broadcasted tournaments wont be that interesting for the viewers

...how was it any better that every split map TvZ ended up with a siege tank + planetary wall with 25 ghosts killing anything that zerg ever threw at it no matter what?


Remove Shakuras and 75% of these games won't happen anymore.
Maps are always the best solution to balance.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Bagi
Profile Joined August 2010
Germany6799 Posts
February 11 2012 13:26 GMT
#2736
On February 11 2012 18:59 HaXXspetten wrote:
Okay, for all you Terrans complaining that it will now take way too many snipes to kill Brood Lords/Ultras, try to get this in your head: Snipe is not supposed to kill Brood Lords/Ultras. Okay? They're meant to snipe low-hp, high-priority casters, like High Templars and Infestors, not the beefiest units in the game.

Who says it shouldn't counter them?

Infestors have neural which counter and completely nullify my thors/BCs.

High templars have feedback which does exactly the same.

Ghosts have snipe that counter zerg tier 3 - Whats this, a terran caster working similarly to his zerg/protoss counterparts? Nerf the shit out of it!

Its just Blizzard taking another unit and pidgeonholing it into a role that they somehow feel is more proper, balance is hardly even an issue in lategame TvZ. Not to even mention the fact that snipe only countering casters makes it completely meaningless when ghosts already have EMP.
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2012-02-11 13:34:49
February 11 2012 13:29 GMT
#2737
On February 11 2012 22:01 Skamtet wrote:
Show nested quote +
On February 11 2012 21:56 beg wrote:
@terrans:

just start using the mouse wheel trick :p ... i guess the nerf balances it nicely.

So we need to make more ghosts and then use programs that aren't allowed? cool

so my logitech mouse drivers arent allowed? cool



do manufacturers still produce mice without customizable buttons? really? i guess not. so maybe buy a new mouse? or stop using standard windows drivers?!





i know this has nothing to do with the actual balance. but your whining is ridiculous. i was just proposing a workaround for the nerf (: ... imagine snipe wouldnt have been nerfed and people had started using the wheel trick. omfg.
bashalisk
Profile Joined September 2010
102 Posts
February 11 2012 13:30 GMT
#2738
On February 11 2012 22:26 Bagi wrote:
Show nested quote +
On February 11 2012 18:59 HaXXspetten wrote:
Okay, for all you Terrans complaining that it will now take way too many snipes to kill Brood Lords/Ultras, try to get this in your head: Snipe is not supposed to kill Brood Lords/Ultras. Okay? They're meant to snipe low-hp, high-priority casters, like High Templars and Infestors, not the beefiest units in the game.

Who says it shouldn't counter them?

Blizzard does. One would hope that after all this time, players would've got the point but gawd you guys are stubborn.
Bagi
Profile Joined August 2010
Germany6799 Posts
February 11 2012 13:33 GMT
#2739
On February 11 2012 22:30 bashalisk wrote:
Show nested quote +
On February 11 2012 22:26 Bagi wrote:
On February 11 2012 18:59 HaXXspetten wrote:
Okay, for all you Terrans complaining that it will now take way too many snipes to kill Brood Lords/Ultras, try to get this in your head: Snipe is not supposed to kill Brood Lords/Ultras. Okay? They're meant to snipe low-hp, high-priority casters, like High Templars and Infestors, not the beefiest units in the game.

Who says it shouldn't counter them?

Blizzard does. One would hope that after all this time, players would've got the point but gawd you guys are stubborn.

No they are saying they counter them "slightly too well", which somehow justifies a near-50% nerf to snipe.

Besides, many units don't work exactly as Blizzard designed them, does that mean Blizzard should keep nerfing/buffing them until they all do? Doing anything creative seems to be forbidden in this game, at least when its terran.
ceaRshaf
Profile Joined August 2009
Romania4926 Posts
February 11 2012 13:36 GMT
#2740
I am happy with all the changes. The snipe nerf is the final terran nerf I think. I hope the game will show balanced results in the next months to come.

Terrans need to think a little about their race and create a different mindset. Things need to change or the mighty terrans will get behind.
Mess with the best, die like the rest.
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