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Patch 1.4.3 - Preview Blog - Page 82

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.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
February 10 2012 22:11 GMT
#1621
Just realised;
There's this tactic called Sniping Banelings. Ironically, Snipe can't snipe a baneling. lol fml
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Vehemus
Profile Joined November 2010
United States586 Posts
February 10 2012 22:12 GMT
#1622
On February 11 2012 07:10 architecture wrote:
These are some of the stupidest arguments.

Snipe NEEDS to counter massive units. That's the fucking point. Who builds a 200-100 unit to shoot low tier units? Shoot 4 lings, you spent 200-100 to kill 100-0.

It's also why Ghost is perfectly fine AS IS. If he has fucking 20 ghosts, STOP making ultras and BL. Make fucking bane/lings, trades armies, and then watch him scramble to reproduce.


And what if the Terran has Tank / Ghost?
This space for rent.
Cloud9157
Profile Joined December 2010
United States2968 Posts
Last Edited: 2012-02-10 22:19:05
February 10 2012 22:12 GMT
#1623
Hmm, I just realized that Blizzard just gave Terran an answer to Chargelot/Archon... Ghosts beat Archons even harder now i guess.

Should edit before more people get butthurt. Forgot Archons aren't Bio, was only thinking about the +25 to psionic.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
eedzor
Profile Joined February 2012
Sweden3 Posts
February 10 2012 22:12 GMT
#1624
And this is when Blizzard announces this little "surprise" for the community. +25 HP upgrade for Marauders at Tech Lab. That should balance shit out again.
Age: 18. Mental age: 12
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2012-02-10 22:15:07
February 10 2012 22:12 GMT
#1625
On February 11 2012 07:08 Vehemus wrote:
Show nested quote +
On February 11 2012 07:00 Heavenly wrote:
On February 11 2012 06:55 Vehemus wrote:
On February 11 2012 06:50 ToInfinity wrote:
On February 11 2012 06:34 moregamethanSEGA wrote:
hmmm... two more nerfs to terran... surprise, surpise. Everytime I watch GSL terran is getting owned by toss and zerg (Nada, MKP, JJakji). This is such a joke... what do you expect when you can't spend your gas late game cause Blizzard makes worthless lategame terran units (thor, BC, banshee). you could argue that, terrans have no choice but to mass ghosts because there isn't another opportunity cost available to them.

"we were seeing a lot of games where terrans were playing very defensive games while massing ghosts" aka "we were seeing terrans use an unconventional, yet effective strategy late game vs zerg on extremely large macro maps when the zerg couldn't stop terran from getting on 4 base because they were too concerned with making 100 drones and 25 mutas instead of just strategically attacking before the terran was able to make ghosts to begin with."

So niche, so unnecessary - this is not terran's problem. Zerg can adapt with spines/spores/fungals to prevent ghost from moving up while the broods rain the pain down. I see it all the time. Or perhaps they could just make units that arent countered strongly by ghosts (lings roaches). OR (and this will blow ur mind) bane/roach drop on ghosts with brood corrupter support or (gasp) a nydus worm.

Unless I am mistaken the idea here is: punish terran for being TOO turtley by making them be even MORE turtley in order to get the insane amount of energy they will need to be effective against both zerg tier 2.5 and 3 units. I mean... 19 snipes to kill ultra... and now i can't snipe workers/zealots... fml

btw, question: does your data show you that terran is 'forced' to go bio in every matchup now? I saw MKP yesterday do a hellion tank marine build and it BARELY won against Genius. That was the most variation I have seen in TvP since Jinro was in GSL... and MKP still lost to Genius in the end. My point is maybe this wouldn't be a problem if terran wasnt always going bio to begin with.

Mech just isn't viable because hellions dont even counter zealots in TvP and anything except lings in TvZ so there is no 'meatsheld' for your army. On top of that terrans currently have no air-to-ground transitions to open with (or go late game with) vs zerg and toss - BC/banshees seem completely worthless in standard tvp and tvz.

Unless I am mistaken, now ghosts don't counter anything except infestors and hts. Man, what a veristile unit just like the thor and BC.

JOY.


3/8 of the quarter finalist play terran seems fine?

its not 6/8 like normal but 3 seems pretty reasonable


It seems fine, but they started with 15 Terrans in Code S and 3 are left.
They started with 8 Protoss in Code S and 4 are left.


And maybe all of those terrans shouldn't have been there in the first place? Plus mirror matchups knocking each other out.


Do you watch the GSL? There are no mirror matchups. It's group play all the way up to round of 8.

Only one group in the round of 32 and one in the round of 16 had guaranteed Terran eliminations.


Um yes, do you watch the GSL? Just because there are groups doesn't mean there aren't mirror matchups, i.e. Ganzi being the one who eliminated MVP. Hence, a mirror matchup being what knocked out one of the terrans. If MVP or some others had advanced instead, the ro16 could have lead to a much different racial distribution. Plus terrans that didn't deserve to be in Code S were in there, remember Polt saying that he wanted to eliminate some terrans from Code S a few months ago because he felt many of them didn't deserve to be there? How hard was it in the last few months for protoss to have made it into Code S anyway? So the ones in there are quite good. How much did they practice PvT to account for the high numbers of terrans, compared to terrans practicing TvP when protoss was the minority?

One 32 man tournament isn't enough to determine balance anyway, it comes down to personal player skill. Try to acknowledge the skill of the winners instead of using it as a balance whine.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
Omnidroid
Profile Joined November 2011
New Zealand214 Posts
February 10 2012 22:12 GMT
#1626
Great changes, especially on mules. Everytime I see a Planetary Fortress surrounded by turrets and mined by mules I feel half dead.
Phoenix change is good, might encourage more Fleet Beacon units.
Ghost snipe was scary against all lategame zerg units, especially with that scroll button trick, dunno if Blizz knows about it though? 25 might be too much I reckon they probably will raise it to 30-35+ 15 bonus.

This + the map changes makes me a happy SC2 player.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
February 10 2012 22:13 GMT
#1627
On February 11 2012 07:10 architecture wrote:
Who builds a 200-100 unit to shoot low tier units?


Protoss. Actually Collosus are way more expensive
Revolutionist fan
architecture
Profile Blog Joined May 2008
United States643 Posts
February 10 2012 22:13 GMT
#1628
Someone answer how mass ghosts counter ling/bane late game.
tpfkan
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
February 10 2012 22:13 GMT
#1629
On February 11 2012 07:07 Mystgun wrote:
The snipe nerf addresses one big issue but creates a bunch of smaller ones that make it a less viable skill in general:

- Plenty of units you can't 1-shot anymore with snipe, including lings, workers, and shield-less marines
- dramatically less useful against terran infantry (not that they were cost effective to begin with, but they can kill a marauder with 3 snipes instead of 5)
- 4(!) snipes to kill an emp'd zealot instead of 2

I don't think this is the right approach to fixing snipe. a 50-energy snipe that did the same damage as before is arguably better since you can get away w/ less micro but retain the spirit of energy management.


... because not being able to 1-shot lings has ever been or will ever be an issue?

Considering banshee harass and hellion drops are in the terran arsenal, I hardly see the nerf of ghost snipe economy raids (which practically never happened to begin with) to be at all a problem

Why do you even care about snipe as being a worse counter to bio? It was always terrible and cost-inefficient against bio. This will not affect any competitive games other than the TLO style ghost rush which from the games I've seen has a 0% win rate against legit competition.

Why are you making ghosts? To kill zealots? Maybe you should rethink the viability of building a 200/100 cost caster to counter 100/0 cost mineral dumps.
singul4rity
Profile Joined September 2011
United States54 Posts
February 10 2012 22:13 GMT
#1630
On February 11 2012 07:12 Cloud9157 wrote:
Hmm, I just realized that Blizzard just gave Terran an answer to Chargelot/Archon... Ghosts counter Archons now I guess.


Snipe only works on biological units. Archons are not biological units.
¯\_(ツ)_/¯
architecture
Profile Blog Joined May 2008
United States643 Posts
February 10 2012 22:13 GMT
#1631
On February 11 2012 07:13 Salteador Neo wrote:
Show nested quote +
On February 11 2012 07:10 architecture wrote:
Who builds a 200-100 unit to shoot low tier units?


Protoss. Actually Collosus are way more expensive


How many lings/marines do colossus/storm kill?

How many does snipe kill?

The point of ghost was to trade 1:1 against Hive Z.
tpfkan
Vei
Profile Joined March 2010
United States2845 Posts
February 10 2012 22:13 GMT
#1632
On February 11 2012 02:10 Vardant wrote:
This to me says HoTS in 2013 more than anything. The changes look really nice though.

sigh yeah
www.justin.tv/veisc2 ~ 720p + commentary
Condor Hero
Profile Blog Joined August 2009
United States2931 Posts
February 10 2012 22:13 GMT
#1633
On February 11 2012 07:12 Cloud9157 wrote:
Hmm, I just realized that Blizzard just gave Terran an answer to Chargelot/Archon... Ghosts beat Archons even harder now i guess.

Why? You can't snipe mechanical units.
Atlas247
Profile Joined February 2011
Canada318 Posts
February 10 2012 22:14 GMT
#1634
Love the patch. I wonder how much the phoenix upgrade will actually help, seems hard to gauge.
Windex Banana Lampshade
hasuterrans
Profile Joined April 2009
United States614 Posts
February 10 2012 22:14 GMT
#1635
So snipe won't even kill a zergling? Lol. Kind of underwhelming for an ability called "snipe" imo. Granted no one is sniping zerglings but the change reflects the increasingly bizarre world Blizzard's game balancing is creating.


We felt the Snipe ability was countering zerg broodlords and ultralisks slightly too well. Especially at the pro level, we were seeing a lot of games where terran players were playing very defensive games while massing ghosts to counter most of the options zerg players had at their disposal.


Blizzard nerfs snipe b/c terran users are massing ghosts and playing defensive in response to zerg hive tech but has done nothing since SC2 came out about protoss users turtling the entire game into a deathball. Good zergs are using queens late game to heal their broods and with good micro the infestor/bl/queen combination is extremely difficult to combat. Regardless, the snipe nerf won't unbalance the game, it will just require terran users to play better than they are now to compensate. On a personal note, I'm getting really tired of the terran nerfs. I'd prefer they buff the other races and add micro requirements to the units to balance out the buffs instead of constantly nerfing terran.
DMKraft
Profile Joined December 2010
476 Posts
February 10 2012 22:14 GMT
#1636
Well IDK how pros will counter BLs now. Now that ghost have almost halved in EMP area and snipe damage, can we get the cost halved?

f they thought it was too easy to mass ghosts, why not make them harder to mass, as opposed to now being a unit whos main purpose is stop casters. Ghost is barely a caster in its own right now but a unit you have to get to stop enemy casters. Massing vikings will only work against badly controlled BLs and then you die to the ultra transition. The problem was zergs used to go BL to force viking, T got vikings, T lost to ultra switch, zerg rejoice. Then it became zerg goes BL, T get ghost and viking and kill BL then stand a chance against ultras, zerg tears. When they go mass ghost already, zerg should of gone mass roach or ling or something but they never adjusted past the ultra transition.
Cloud9157
Profile Joined December 2010
United States2968 Posts
February 10 2012 22:14 GMT
#1637
On February 11 2012 07:13 Salteador Neo wrote:
Show nested quote +
On February 11 2012 07:10 architecture wrote:
Who builds a 200-100 unit to shoot low tier units?


Protoss. Actually Collosus are way more expensive


Thats true, but Colossi kinda have splash damage while Ghosts are really a single target unit.

"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
Aco1064
Profile Joined January 2012
United States4 Posts
February 10 2012 22:14 GMT
#1638
Wondering what race I should switch to, don't really think playing a macro game as terran is viable anymore as we have no late game vs z or p now. I really like zerg's macro mechanic, and protoss units have nice splash. Protoss seems a bit boring tho, what with collosus vs everything, anyone got any tips on which race is more fun?
"There are some people who, if they don't already know, you can't tell 'em." -Yoga Berra
architecture
Profile Blog Joined May 2008
United States643 Posts
February 10 2012 22:14 GMT
#1639
On February 11 2012 07:12 Vehemus wrote:
Show nested quote +
On February 11 2012 07:10 architecture wrote:
These are some of the stupidest arguments.

Snipe NEEDS to counter massive units. That's the fucking point. Who builds a 200-100 unit to shoot low tier units? Shoot 4 lings, you spent 200-100 to kill 100-0.

It's also why Ghost is perfectly fine AS IS. If he has fucking 20 ghosts, STOP making ultras and BL. Make fucking bane/lings, trades armies, and then watch him scramble to reproduce.


And what if the Terran has Tank / Ghost?


Carpet bomb with banes.

Bane carpet bomb is basically the most expensive army you can get / food, and guarantee an army reset.
tpfkan
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
February 10 2012 22:14 GMT
#1640
On February 11 2012 07:13 Salteador Neo wrote:
Show nested quote +
On February 11 2012 07:10 architecture wrote:
Who builds a 200-100 unit to shoot low tier units?


Protoss. Actually Collosus are way more expensive


Colossi have splash dmg and are meant to play that role.

Ghosts are a cloakable, anti-caster utility unit that also has the nuke ability. Its like comparing apples to opium
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