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Patch 1.4.3 - Preview Blog - Page 164

Forum Index > SC2 General
4449 CommentsPost a Reply
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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.
Choko_Bambus
Profile Joined May 2010
Serbia15 Posts
February 12 2012 12:42 GMT
#3261
What if they increased the vikings and ravens hp a bit ?... i always found ravens especially squishy for how expensive they are . Especially considering that gas is far less available here then in BW [depleted geysers dont produce anything]
WombaT
Profile Blog Joined May 2010
Northern Ireland26088 Posts
February 12 2012 12:45 GMT
#3262
On February 12 2012 21:42 Choko_Bambus wrote:
What if they increased the vikings and ravens hp a bit ?... i always found ravens especially squishy for how expensive they are . Especially considering that gas is far less available here then in BW [depleted geysers dont produce anything]

Not sure how that affects other matchups, would make vikings a bit harder to snipe in midgame PvT, so that might make that matchup a bit harder for Toss, which is a good thing imo.

Also I mean, it seems Blizzard want to nerf casters who are too versatile, or are used outside of their given 'role', which is a bit of a shame. Tbh they needed to have a look at super lategame Zerg compositions ahead of nerfing the ghost in my opinion.
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
PureBalls
Profile Joined January 2012
Austria383 Posts
February 12 2012 12:47 GMT
#3263
On February 12 2012 11:03 Dalavita wrote:
I agree that Blizzard are trying to soften us up for a snipe nerf by presenting something godawful and finding a compromise, so I'm not losing my shit just yet... If it goes live like this I think it'll be enough for me to lose faith in Blizzards ability to make this game good.

Well, it took you terrans long enough to lose faith. Maybe thats because you were, up to this point, never underpowered. Imagine you were playing protoss over the last year...
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
February 12 2012 12:50 GMT
#3264
On February 12 2012 21:45 Wombat_NI wrote:
Show nested quote +
On February 12 2012 21:42 Choko_Bambus wrote:
What if they increased the vikings and ravens hp a bit ?... i always found ravens especially squishy for how expensive they are . Especially considering that gas is far less available here then in BW [depleted geysers dont produce anything]

Not sure how that affects other matchups, would make vikings a bit harder to snipe in midgame PvT, so that might make that matchup a bit harder for Toss, which is a good thing imo.

Also I mean, it seems Blizzard want to nerf casters who are too versatile, or are used outside of their given 'role', which is a bit of a shame. Tbh they needed to have a look at super lategame Zerg compositions ahead of nerfing the ghost in my opinion.


Theres a balance between relegating units to exclusive roles and trying to limit the abilities of previously universally-good units.
rd
Profile Blog Joined July 2010
United States2586 Posts
Last Edited: 2012-02-12 12:53:03
February 12 2012 12:51 GMT
#3265
On February 12 2012 21:38 CaptainCrush wrote:
I think the ghost change is horrible and completely untested on their part. Kim said that it will now take 19 snipes to kill an ultra instead of 11 so that you will have to plan that strat further in the future.... As if terran didnt already have a hard enough time reacting to a tech switch! And how often do you see one single ultra? They are a late game unit and usually come after a tech switch or after the zerg has maxed and brought in 5-8 at a time.

Furthermore, marauders have very little place in TvZ because of lings and mutas. Unless the zerg has gone roach already (then he would be a fool to follow with ultras as marauds will already be out) and the terran will likely have either a mech army or a rine tank army and will not really stand a chance against a batch of ultras....

Terrible, horrible, and un-tested change in my opinion. If they want to drop it to 35, then ok... maybe.... but cutting it almost in half is basically a death blow to the snipe ability in TvZ.


You don't need to mass marauders. Like, a 10:1 ratio of marines to marauders will STILL decimate ultralisks. Even pure marines decimate ultralisks. Ultralisks aren't really that great. It just makes ghosts less viable as a unit to stop ultralisks, infestors, AND broodlords. It's so easy to keep 1-2 tech labs around just for the switch. Broodlord/Infestor is gonna be a way bigger deal.

And THANK GOD for the APM revert.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 12 2012 12:52 GMT
#3266
I don't like Phoenix upgrade. I don't think it is needed for pro play, and in cases where there are no air units to fight with phoenixes it will be really hard to stop them without infestors. 6 range means that already weak spores will be useless now. Phoenixes will be able to pick of drones without any danger.
graNite
Profile Blog Joined December 2010
Germany4434 Posts
February 12 2012 12:52 GMT
#3267
protoss never had to find micro solutions... just think of the 111, noone thought about p micro, just buff imortals (i think they needed more range, too, maybe it is just a bad example)

t always has to find micro solutions for its nerfs, i dont like that. i know t is the most micro intensive race, but still...
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
WombaT
Profile Blog Joined May 2010
Northern Ireland26088 Posts
February 12 2012 12:54 GMT
#3268
On February 12 2012 21:52 -Archangel- wrote:
I don't like Phoenix upgrade. I don't think it is needed for pro play, and in cases where there are no air units to fight with phoenixes it will be really hard to stop them without infestors. 6 range means that already weak spores will be useless now. Phoenixes will be able to pick of drones without any danger.
Graviton beam doesn't have an increase in range, so spores will still work
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
PureBalls
Profile Joined January 2012
Austria383 Posts
February 12 2012 12:55 GMT
#3269
On February 12 2012 11:28 liberal wrote:
I've agreed with so many changes from so many patches by blizzard lately. I feel like they really are moving in the right direction towards a balanced game.

I wasn't much of a fan of Blizzard, especially back in the first couple seasons when some things were CLEARLY broken and it still took them months to fix them. Anyway, they are winning me over. I'm still surprised they haven't tweaked forcefields just a bit though...

They were nerfed. There was a time, when FFs could trap/glitch units so that they could not move or shoot. That is no longer possible.
rd
Profile Blog Joined July 2010
United States2586 Posts
February 12 2012 12:55 GMT
#3270
On February 12 2012 21:52 -Archangel- wrote:
I don't like Phoenix upgrade. I don't think it is needed for pro play, and in cases where there are no air units to fight with phoenixes it will be really hard to stop them without infestors. 6 range means that already weak spores will be useless now. Phoenixes will be able to pick of drones without any danger.


It was mentioned no where that the range buff also increased their graviton beam range. Also, better placed spores. Also, 30 mutalisks wiping out a probe line without regard to 5+ cannons.
WigglingSquid
Profile Joined August 2011
5194 Posts
Last Edited: 2012-02-12 12:59:08
February 12 2012 12:56 GMT
#3271
On February 12 2012 21:42 Choko_Bambus wrote:
What if they increased the vikings and ravens hp a bit ?... i always found ravens especially squishy for how expensive they are . Especially considering that gas is far less available here then in BW [depleted geysers dont produce anything]

I think that the raven's hp is not its main problem. The raven is sluggish, its fundamental spell (pdd) is very expensive and can hardly be placed properly without overexposing, particularly in air battles. Bio vs Mech is basically "force pdd, run away and engage elsewhere".
I would be interested in testing a pdd-hopping mechanic/upgrade where the pdd could be placed in a range of, say, 5 and be salvaged and re-cast at a cost. (It might be hard to balance that against Protoss, though.)

P.S.
Why are so many people ignoring the fact that the phoenix upgrade needs to be researched at the fleet beacon? That seems hugely relevant to me, but maybe I am missing something on the protoss side of things?
PureBalls
Profile Joined January 2012
Austria383 Posts
February 12 2012 12:56 GMT
#3272
On February 12 2012 11:33 Torra wrote:
Show nested quote +
On February 12 2012 11:28 Nerski wrote:
For anyone in sheer panic about ghosts snipe being nerfed my suggestions.

1. Actively keep an eyeball out for when the Zerg player starts his hive.

2. Assuming you keep vigilant about scouting once you see a hive morphing ask yourself did they ever have a spire prior to this. IE: ling/infestor or ling/muta.

3. If they had a spire make sure you start preparing 2 reactor starports to potentially make vikings so if you see a greater spire you can produce vikings. If they didn't the assumption should be ultras so make sure you have something like 5 barracks with tech lab and begin producing marauders.

4. If your not sure what way they will go and they had a spire. Worst case scenario build at least the buildings for both and on occassion scan or send in an scv to see which direction they go. Once you know being to produce the units and play defensively maybe just using drops to harass.

5. If at any time you get caught off guard and you have the wrong composition to deal with deathball x headed your way. Counter their base and hope for the best in a base race rather then getting your army slaughtered then lossing.

Corruptors > vikings

PDD + Vikings >>>> Corruptors.
Origine
Profile Joined January 2010
France167 Posts
February 12 2012 12:59 GMT
#3273
On February 12 2012 21:56 PureBalls wrote:
Show nested quote +
On February 12 2012 11:33 Torra wrote:
On February 12 2012 11:28 Nerski wrote:
For anyone in sheer panic about ghosts snipe being nerfed my suggestions.

1. Actively keep an eyeball out for when the Zerg player starts his hive.

2. Assuming you keep vigilant about scouting once you see a hive morphing ask yourself did they ever have a spire prior to this. IE: ling/infestor or ling/muta.

3. If they had a spire make sure you start preparing 2 reactor starports to potentially make vikings so if you see a greater spire you can produce vikings. If they didn't the assumption should be ultras so make sure you have something like 5 barracks with tech lab and begin producing marauders.

4. If your not sure what way they will go and they had a spire. Worst case scenario build at least the buildings for both and on occassion scan or send in an scv to see which direction they go. Once you know being to produce the units and play defensively maybe just using drops to harass.

5. If at any time you get caught off guard and you have the wrong composition to deal with deathball x headed your way. Counter their base and hope for the best in a base race rather then getting your army slaughtered then lossing.

Corruptors > vikings

PDD + Vikings >>>> Corruptors.

Fungal + corruptors? Ravens dont kill stuff, unless you have 25 of them and drop turrets everywhere.
https://twitter.com/thomAufresne
Naphal
Profile Joined December 2010
Germany2099 Posts
February 12 2012 13:05 GMT
#3274
why would anyone want to build BCs in TvZ anyways?

A corruptor takes 4 damage per BCshot (provided equal upgrades)
A BC can be mindcontrolled
A BC can be outmaneuvered easily

this unit is worthless against zerg, apart from the infamous BCrush maybe...
Mongolenlord
Profile Joined November 2011
4 Posts
February 12 2012 13:07 GMT
#3275
On February 12 2012 21:56 PureBalls wrote:
Show nested quote +
On February 12 2012 11:33 Torra wrote:
On February 12 2012 11:28 Nerski wrote:
For anyone in sheer panic about ghosts snipe being nerfed my suggestions.

1. Actively keep an eyeball out for when the Zerg player starts his hive.

2. Assuming you keep vigilant about scouting once you see a hive morphing ask yourself did they ever have a spire prior to this. IE: ling/infestor or ling/muta.

3. If they had a spire make sure you start preparing 2 reactor starports to potentially make vikings so if you see a greater spire you can produce vikings. If they didn't the assumption should be ultras so make sure you have something like 5 barracks with tech lab and begin producing marauders.

4. If your not sure what way they will go and they had a spire. Worst case scenario build at least the buildings for both and on occassion scan or send in an scv to see which direction they go. Once you know being to produce the units and play defensively maybe just using drops to harass.

5. If at any time you get caught off guard and you have the wrong composition to deal with deathball x headed your way. Counter their base and hope for the best in a base race rather then getting your army slaughtered then lossing.

Corruptors > vikings

PDD + Vikings >>>> Corruptors.


very helpfull comment! You are comparing apples to oranges ... i could answer "Corruptors + Infestors >>>>>>>>> PDD + Vikings" then you could add Ghosts, etc, etc.

Terran does have enormous problems in lategames - versus Zerg, if they techswitch since Broodlords require a diffrent unitcombo to counter than Ultralisks; versus Protoss because the warpgate mechanics makes it almost impossible to win fights in lategames, when Protoss can instantly rewarp 12 Zealots. These problems have nothing to do with playerskill or micro but with unitcompositions. Really, if you are Zerg, just try to defend vs Broodlord/Infestor and then vs the remax in Ultralisks.

Instead of constantly nerfing the Terran Lategame why not give Terran what it lacks? T3-Units that afford an equal amount of micro compared to Broodlord/Infestor and Colosses/Archon. Then you can nerf Ghosts, although nerfing Snipe so it does less DMG than normal attacks is really silly.
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
February 12 2012 13:14 GMT
#3276
They should stop nerfing the late game of the race with the weakest late game. Find a way to reduce terran's efficiency early game and buff the tier 3 units
TechSc2
Profile Blog Joined September 2010
Netherlands554 Posts
February 12 2012 13:20 GMT
#3277
On February 12 2012 22:14 Jimmy Raynor wrote:
They should stop nerfing the late game of the race with the weakest late game. Find a way to reduce terran's efficiency early game and buff the tier 3 units


weakest late game?

herp derp my zerg opponent has a 6000 gas army and i will wipe it out with 4000 gas worth of ghost and not loose a single ghost.

That's what the snipe nerf is about. Ever seen pro's only mass ghosts lategame against zerg? simply because they could cloak, snipe the overseer in 3 shots and then just snipe/normal attack everything to death without casualties.

Stop whining terrans. It's not like you can't produce ghosts anymore and you really should get out of your own world off 60% winratio's and not complain
Twitch.tv/TechGTV / Twitter.com/TechGTV
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
February 12 2012 13:28 GMT
#3278
On February 12 2012 22:20 TechSc2 wrote:
Show nested quote +
On February 12 2012 22:14 Jimmy Raynor wrote:
They should stop nerfing the late game of the race with the weakest late game. Find a way to reduce terran's efficiency early game and buff the tier 3 units


weakest late game?

herp derp my zerg opponent has a 6000 gas army and i will wipe it out with 4000 gas worth of ghost and not loose a single ghost.

That's what the snipe nerf is about. Ever seen pro's only mass ghosts lategame against zerg? simply because they could cloak, snipe the overseer in 3 shots and then just snipe/normal attack everything to death without casualties.

Stop whining terrans. It's not like you can't produce ghosts anymore and you really should get out of your own world off 60% winratio's and not complain


I can agree with stop whining, but..

http://imgur.com/a/hQHYS

That's funny, seems like at least for the last year Terrans haven't had a winrate above 60% except for one month in Korea.

The days of 'terran op' are behind us, but I suppose it'll be another year yet before people stop talking about them like they're completely broken.
Torra
Profile Joined October 2011
Norway469 Posts
February 12 2012 13:31 GMT
#3279
On February 12 2012 22:20 TechSc2 wrote:
Show nested quote +
On February 12 2012 22:14 Jimmy Raynor wrote:
They should stop nerfing the late game of the race with the weakest late game. Find a way to reduce terran's efficiency early game and buff the tier 3 units


weakest late game?

herp derp my zerg opponent has a 6000 gas army and i will wipe it out with 4000 gas worth of ghost and not loose a single ghost.

That's what the snipe nerf is about. Ever seen pro's only mass ghosts lategame against zerg? simply because they could cloak, snipe the overseer in 3 shots and then just snipe/normal attack everything to death without casualties.

Stop whining terrans. It's not like you can't produce ghosts anymore and you really should get out of your own world off 60% winratio's and not complain

Ling/bane > ghosts. So that means ling/bane is OP? Because it costs less gas? No.
We haven't even seen enough games where terran can get to mass ghosts (because they usually die when zerg gets to hive), to conclude that it's OP. I've seen MVP lose with 50+ ghosts, which means it's not unbeatable.
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
February 12 2012 13:32 GMT
#3280
On February 12 2012 22:20 TechSc2 wrote:
Show nested quote +
On February 12 2012 22:14 Jimmy Raynor wrote:
They should stop nerfing the late game of the race with the weakest late game. Find a way to reduce terran's efficiency early game and buff the tier 3 units


weakest late game?

herp derp my zerg opponent has a 6000 gas army and i will wipe it out with 4000 gas worth of ghost and not loose a single ghost.

That's what the snipe nerf is about. Ever seen pro's only mass ghosts lategame against zerg? simply because they could cloak, snipe the overseer in 3 shots and then just snipe/normal attack everything to death without casualties.

Stop whining terrans. It's not like you can't produce ghosts anymore and you really should get out of your own world off 60% winratio's and not complain


I don't think its whining to suggest a nerf in early game efficiency in exchange for better tier 3 units. How often do you see terran tier 3 in competitive games?
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