Patch 1.4.3 - Preview Blog - Page 44
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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. | ||
Origine
France167 Posts
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Yaki
France4234 Posts
On February 11 2012 03:59 werynais wrote: Make Ghost 200/100 -> Nerf EMP -> Nerf Snipe -> Remove Ghost? -> Remove Terran? Sorry but ghost 150/150 to 200/100 was a buff. | ||
BlindSC2
United Kingdom435 Posts
As for the snipe change, based on my limited knowledge of TvZ, it seems like it would be good but maybe they went a bit too far IMO? Like 35 +15psionic, instead of 25 +25psionic. That way, for example, banelings can still be sniped in one hit (one of my favourite moments in pro play was seeing someone hold a baneling bust with snipe). But I don't really, now I'm just a simple toss. Looking forward to it | ||
Tulkas25
Greece292 Posts
On February 11 2012 04:03 Everlong wrote: Ok, I scan Greater Spier, I make Vikings -> I SOMEHOW kill Infestors/Broodlords/Corruptors -> Zerg makes 200 Ultras -> I lose.. Can you help me? Dont bother explaining anymore dude..It's not in the zerg's plane of understanding that we CAN'T tech switch like them,and that our "late" game units don't force responds but simply counter their own units.I really feel that the next 6 months for terran are going to be terrible.Hoping for the best.Never give up never surrender! | ||
imre
France9263 Posts
On February 11 2012 04:07 Yaki wrote: Sorry but ghost 150/150 to 200/100 was a buff. I forgot that every kor T wasnt floating 2k gaz in late game... oh wait ... | ||
Brosy
United States254 Posts
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kyllinghest
Norway1607 Posts
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ApocAlypsE007
Israel1007 Posts
On February 11 2012 04:04 Sein wrote: Have you ever seen a pro using ghosts to snipe zealots? Lategame, no. Early ghost pushes or defence after whole army EMPed probably. Doesn't matter though. Some1 already corrected me that this will take 7 shots to kill a Zealot. | ||
Roxy
Canada753 Posts
On February 11 2012 03:57 Lorch wrote: Just highlighting some highlights from this thread, this is hillarious, please guys continue. I think the whole tech switching vs terran is a reasonable concern. aside from ghosts, terran needs to be very specific in their counters. every unit that is good against ultra is horrible vs broodlord and vice versa | ||
RJGooner
United States2076 Posts
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Belial88
United States5217 Posts
Blizzard patches, as always, are way ahead of everyone else. It's amazing how much they really know about the game. But hey, I mean, I'm sure many people would've preferred just broken mass ghosts and mass mutas and chat channels rofl. Thank god blizzard has their priorities straight. | ||
CyDe
United States1010 Posts
On February 11 2012 04:04 Ventor wrote: Is it just me or does it seem like terrans won't be happy unless they are dominating both the other races? Is it just me or does it seem like zerg and protoss won't be happy unless... well ever actually. A zerg or protoss whining has more credibility than a terran whining, for some reason. | ||
callthecops
United States24 Posts
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TT1
Canada10010 Posts
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sVnteen
Germany2238 Posts
![]() phoenix range ? wut? totally useless ?!? but if i go mutas lategame .... oh wait phoenixes conter mutas anyways - ok | ||
imre
France9263 Posts
On February 11 2012 04:08 kyllinghest wrote: I wonder what will be the new TvZ endgame. Ghosts were terrans only chance in a long macro game. What do you do now, when the zerg has a huge bank? I guess, as usual, terrans will adapt. Looking forward to the next creative solution! i can see one thing: raven. BC sucks too much imo. But there is a better solution: all in on 2bases | ||
Zorgaz
Sweden2951 Posts
On February 11 2012 04:04 Mrvoodoochild1 wrote: Maybe because terran has been the best race for the entirety of SC2 and the game is finally reaching somewhat of a balance point. Best race in point of pros? Ok i guess that's correct. But best race for casuals? Hell no! | ||
Recognizable
Netherlands1552 Posts
On February 11 2012 04:08 sAsImre wrote: I forgot that every kor T wasnt floating 2k gaz in late game... oh wait ... Against protoss that change was a buff, against zerg it was a nerf. TvP you are generally gast starved untill your 7th and 8th gas, and then still ifyou keep killing eachothers army you will be gas starved. But TvZ you have plenty of gas lategame and the extra minerals are nice for more orbitals/marines etc. | ||
theBlues
El Salvador638 Posts
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BlueyD
Canada437 Posts
- The mule change comes straight from community feedback. Gold+Mule was a problem, that's why the best tournaments had remove the gold bases from their maps in order to balance the game. Maps with gold bases might be tournament-usable again, and the ladder maps will be closer to tournament-usable than they were before. - Ghosts are still useful, especially if infestors are part of the enemy composition, but they don't own every lategame zerg unit anymore. We'll have to see more vikings against broodlords, maybe more marauders against ultras - and that's not a bad thing. Gone are the days of just marine-tank-thor-ghost against every zerg lategame composition... - Protoss had one way to deal with mass mutas before: build just the right number of stalkers, position everything perfectly, and tech up to templars fast while desperately trying to hold 3 bases. Now there seems to be another option: Grab a bunch of phoenixes and, if the zerg keeps doing mass-mutas, grab the range upgrade! We might even see transitions to carrier now... I can dream, can't I? | ||
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