Patch 1.4.3 - Preview Blog - Page 32
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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. | ||
skrzmark
United States1528 Posts
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Fus
Sweden1112 Posts
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Qaatar
1409 Posts
Select's struggling mightly against Protoss nowadays. You're talking about one series in a sea of TvP's that do not feature such play. | ||
mengsk83
Germany519 Posts
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anguyenm
United States47 Posts
Also, this patch completely disregards TvP. Blizzard would much rather acknowledge APM?? Christ. | ||
Gosi
Sweden9072 Posts
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Mzimzim
United States221 Posts
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neoghaleon55
United States7435 Posts
I can't imagine how MMA, MVP, forGG feels right now... *throws mouse to wall. hahahaha Honestly it is a bit extreme....I would rather the damage reduced against armored type rather than just a blatant nerf like this. ...and I play zerg o_O | ||
fritos
United States153 Posts
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RockIronrod
Australia1369 Posts
On February 11 2012 03:26 vthree wrote: problem with terran late game is the vikings counter broods and colossi. But even if you win a fight, what will you do with the 10 vikings? landed vikings need to be stronger Zerg has a similar, if not worse problem against collosus with corruptors. The Blizzard response so far is "deal w/ it", so don't expect anything. | ||
SheerStress
84 Posts
Against ultras its even worse because some zergs love making ultras, marines do nothing so only marauders do damage. Lets say there are 8 ultras and 3 die from other sources (marauders) 5 ultras to be sniped is 95 fricken snipes. Whats the fricken point? so 1 full minute of sniping and you cant macro or micro your other units. Mule change is great, phoenix change is iffy. it comes very late, and might dominate once its out. its not like you can open phoenix and not go colossi or storm to survive hydra tech switch anyways. | ||
p1cKLes
United States342 Posts
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neoghaleon55
United States7435 Posts
On February 11 2012 03:27 Gosi wrote: Why put the phoenix upgrade so far up in the tech tree? Why not just put it @ cybercore or twilight council? :/ It's a PLUS TWO range!! it deserves to be up there. | ||
HaXXspetten
Sweden15718 Posts
On February 11 2012 03:21 Hider wrote: Ghost are now useless vs zerg. Thx blizz. (they weren't even really used in gsl). Now I guess terrans need to use ravens/vikings to counter broods. Not sure how that gonna work. The fuck? I don't even... | ||
Everlong
Czech Republic1973 Posts
On February 11 2012 03:25 Azhrei16 wrote: No, I seen your point. It just wasn't a very good one, hence my sarcasm. But that's what I get for trying to argue with someone on TL. Sorry, but there is no sign for you being sarcastic (such a popular way to excuse oneself) there.. Could you now, please, explan what was my point as you clearly see it in such a detail that you can afford to be sarcastic? | ||
fritos
United States153 Posts
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architecture
United States643 Posts
Ghosts already barely traded evenly against Hive tech. The rest of the T army is practically worthless against Hive. Vikings and marauders are shit. | ||
kyllinghest
Norway1607 Posts
On February 11 2012 03:26 vthree wrote: problem with terran late game is the vikings counter broods and colossi. But even if you win a fight, what will you do with the 10 vikings? landed vikings need to be stronger I agree 100 %! Vikings are too useless after their "work" is done. All terrans and their dogs will die to the ultra switch after the ghost nerf. | ||
MVTaylor
United Kingdom2893 Posts
On February 11 2012 03:20 Grumbels wrote: "oh, they changed one unit a bit, guess I'll have to change my race now" I would like to see the stats on who actually does change their race after making such threats, I bet hardly anyone does. I don't think those posters respect Blizzard's track record in keeping the game quite balanced after all this time. I did think ghosts in TvZ late-game presented an unfavorable scenario however. Ghosts are hard to kill, they can cloak and snipe overseers, they can escape being trapped by infestors by using EMP and snipe on them. They also deal front-up damage that is easy to avoid. All of this encourages the terran to turtle and use their ghost energy as the most important late-game resource and I think it made for somewhat of an unwinnable situation for zerg where they had no real answer for this. The danger with nerfing ghosts only a tiny bit is that you simply just weaken terran, but ghost late-game is still the dominant strategy and is preferable to alternatives like ravens or vikings in late-game. Going from 45-40 might be too slight of a change if Blizzard's goal is to not have this late-game situation occurring anymore. I don't like having snipe be so weak that sometimes it's like more damage to just auto-attack though, it seems silly. And the mule change is okay, but really, gold minerals make it harder to comeback and mules are still too easy to use. (just give them a cooldown) Here's the number of people playing Terran when patch 1.3.0 went live http://sc2ranks.com/stats/league/all/1/all/0/130 Here's the number of people playing Terran today: http://sc2ranks.com/stats/league/all/1/all/0/142 Notice a difference in every league that isn't grandmaster and bronze? EDIT: Scratch that, notice a difference in every single division? | ||
ionONE
Germany605 Posts
we will see | ||
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