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Patch 1.4.3 - Preview Blog - Page 85

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 83 84 85 86 87 223 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.
stokes17
Profile Joined January 2011
United States1411 Posts
February 10 2012 22:28 GMT
#1681
So excited for Phoenix range ^^
Rhedsa
Profile Joined July 2011
Costa Rica594 Posts
February 10 2012 22:28 GMT
#1682
On February 11 2012 07:24 Vehemus wrote:
Honestly, why would you really even make ghosts now?

They can't snipe marines.
They can't snipe banelings.
They can't snipe zealots.
They can't effectively snipe broodlords.

It takes 600/300 plus waiting until the ghosts have full energy to snipe down one ultralisk.

So sure, you can try to EMP huge clumps of the Protoss army or hope they're stupid and clump all their spellcasters and let you EMP those, but that's it.

Snipe isn't worth getting ghosts for if it only counters spellcasters. I'd rather invest that money into a medivac and two more marines and simply bait and split against fungals and storms.


They can emp the infestors and there will be no more fungals on vikings and marines. The direction of SC2 should be more micro at the highest level, not just countering with only snipes - like dodging emps/fungals, burrow, viking splitting, marine splitting etc.
moregamethanSEGA
Profile Joined May 2011
United States76 Posts
February 10 2012 22:28 GMT
#1683
On February 11 2012 07:26 SeaSwift wrote:
Show nested quote +
On February 11 2012 07:24 moregamethanSEGA 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.


Ain't this the truth?


MoregamethanSEGA or moreaccountthanSEGA?



lolol what does that even mean... you troll, you.
Heroes live forever... but legends never die.
TrueSyzygy
Profile Joined August 2010
60 Posts
February 10 2012 22:28 GMT
#1684
I think the purpose of the Ghost to Blizzard needs to be looked upon. I honestly don't know exactly what Blizzard intended them for. However, from this patch I can take a guess. I believe they intended the ghost to be complimentary unit for use of dealing with casters. This patch actually BUFFS the Ghost in that aspect. They now do 50 damage instead of 45 to casters with snipe. Blizzard is simply rewiring a unit back into what it was intended for, rather than what it was being used for.

You know what hard counters Broodlords and Ultralisks? Yamato Cannon.
Tall, dark, and... Well, two out of three ain't bad.
architecture
Profile Blog Joined May 2008
United States643 Posts
February 10 2012 22:29 GMT
#1685
On February 11 2012 07:26 Abrafred wrote:
To the protoss cheering I'd like to say that imo the +5 damage on ht's being sniped is bigger than an upgradable range for phoenix. Can't really see myself using that in whatever scenario.


Are you incapable of thought?

Still 2 snipes regardless.
tpfkan
TheRavensName
Profile Joined August 2011
United States911 Posts
February 10 2012 22:29 GMT
#1686
To those who say you don't ever snipe TvT, Check IGN pro league right now xD
I once breadcrumbed watcher in a game with no watchers in the setup.
AssyrianKing
Profile Blog Joined August 2011
Australia2121 Posts
February 10 2012 22:29 GMT
#1687
Good old broodwar Terran coming back
Personally I love it, now it will be even more challenging.

The mule update is very common sense, though in my personal opinion I would like them to gather at the same rate as the scv in all areas, it would be more fair.

The buff for Phoenix is good as phoenix's will be even more viable against Muta's, and it also opens up the tech path to my favourite unit, carrier!!! :D Carriers would work wonders against the zerg swarm when supported

Snipe nerf is well, we just have to see how it goes.
John 15:13
reyder
Profile Blog Joined December 2011
United States71 Posts
February 10 2012 22:29 GMT
#1688
SO more nerfs to terran more BUFFS for protoss....hmmm haven't the last few patches done the same thing. David Kim must play protoss!
NGUNS!
jgelling
Profile Joined February 2011
55 Posts
Last Edited: 2012-02-10 22:33:12
February 10 2012 22:29 GMT
#1689
On February 11 2012 07:26 Abrafred wrote:
To the protoss cheering I'd like to say that imo the +5 damage on ht's being sniped is bigger than an upgradable range for phoenix. Can't really see myself using that in whatever scenario.

But HT only have 80 HP - they've always taken 2 snipes to kill, and still will. Infestors have 90 HP, but with instant regen mostly take 3 snipes to kill - now that will be reduced to 2. The +5 vs caster really has no effect on HT, but a HUGE impact vs infestors.

If you're only sniping HT once you're doing it wrong. You've just pissed him off, and as soon as he gets his hover-round into range, you'll be sorry.
TheDougler
Profile Joined April 2010
Canada8323 Posts
February 10 2012 22:29 GMT
#1690
On February 11 2012 07:13 architecture wrote:
Someone answer how mass ghosts counter ling/bane late game.



I don't understand the question, are you saying that should happen or shouldn't happen? It just... doesn't make sense any way I look at it, but I don't think you'll have to worry about that now... I also don't think you had to worry about that before.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
SoniC_eu
Profile Joined April 2011
Denmark1008 Posts
February 10 2012 22:29 GMT
#1691
On February 11 2012 07:15 SonOfBoxer wrote:
By the way, I think we needed some changes in roaches and colossi. Roaches are way too powerful, as are Colossi. Problem is: if you change one of them without changing the other, you simply destroy PvZ. Also, the marauder needs some adjustments as well. In general, it's good to see the game heading towards balance.


EDIT: In time!

Show nested quote +
On February 11 2012 07:15 moregamethanSEGA wrote:
On February 11 2012 07:01 SonOfBoxer wrote:
I'm reading this topic more attentively, and I'm seeing a LOT of Terran players whining about Snipe changes. What the actual f***? You guys get damage nerf, but still got Moebius Reactor.Plus, ghosts can cloak, shoot air, ground and call nukes. PLUS they have EMP. What's the big whining about infestors and broodlords? EMP the infestors, snipe the broodlords! What's the problem? You guys wanted a one-unit-serves-all for life? Isn't it enough that the EMP counters a whole Protoss army? What do you guys think Protoss felt when they removed the Amulet? You are only getting a minor nerf, quit whining!


is this guy for serious?

1) All of that cost resources to upgrade (honestly, you sound incredible ignorant), and invisibility isn't permanent so you have to choose between cloak, snipe and emp, you cant do all at once...

2) GL getting in range of broods when you have to unsiege and run away, only to be overwhelmed by lings. again, ghosts are meant to hold your defensive line not push an offensive one.

3) They removed the amulat because you warp in units, as opposed to building them. so if you make ht and i start building ghost they should have same amount of energy once ghost is done building (with upgrade). Think about it.

4) EMP is worthless against zealots (high HP)/stalkers (AOE too small to be effective anymore) and colosi (duh)- the most common units made in matchup.

5) If so many people are complaining about it (or whining as you call), perhaps there is some substance there?


It's so funny to see you terrans whining endlessly and pointlessly about everything! So, while you have a 1-Shot-All unit, everything is fine for you. As long as you're winning every tournament worldwide, it's fine for you. But when ONE minor change happens, you cry like babies instead of improving your gameplay? Sounds funny, to say the least.

And you can argue all you want about HT vs Ghost, the fact that Ghosts can still use ALL of it's abilities as soon as it enters the field, remains unchanged. HT is more expensive than ghosts and can only feedback when they enter the field. They can't even ATTACK! Plus, their move speed is simply ridiculous. I think YOU, sir, are the ignorant here.


No actually Terran has been nerfed since the Beta in mostly quite major ways. I'm sry since when is a ghost a 1 shot all unit? As far as I know I'm not winning any tournaments worldwide? I play in platinum league, and these balance patch changes things for me.
I think you should be more mature when you post such comments. posting stuff like this shows how immature you are.
In order to succeed, your desire for success should be greater than your fear of failure. http://da.twitch.tv/sonic_eu
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
February 10 2012 22:29 GMT
#1692
On February 11 2012 07:28 moregamethanSEGA wrote:
Show nested quote +
On February 11 2012 07:26 SeaSwift wrote:
On February 11 2012 07:24 moregamethanSEGA 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.


Ain't this the truth?


MoregamethanSEGA or moreaccountthanSEGA?



lolol what does that even mean... you troll, you.


Well, presumably you didn't quote yourself and agree with yourself deliberately. Did you forget to switch to another account or something?
Mehukannu
Profile Joined October 2010
Finland421 Posts
Last Edited: 2012-02-10 22:30:44
February 10 2012 22:30 GMT
#1693
On February 11 2012 07:23 Shikyo wrote:
Isn't it obvious that now the primary use of the Ghost is to counter casters? They do it super well. This is a buff for that, too. Infestors with only 2 snipes? Yes please.

Why not just use tanks instead? You know longer range, better damage, can deal with lings/blings, also 2 shots infestors and most of all doesn't needed to be built from barracks which leaves them to produce stuff that can actually do stuff like marines or marauders. >_>
C=('. ' Q)
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 10 2012 22:30 GMT
#1694
very excited about the Phoenix range upgrade, it's something i think they have needed for a while, i'd prefer them to stop the dumb auto kite and just change their acceleration stats so that they can do it naturally with skill instead of automatically. pheonix can be used in PvZ as an opening, getting fleet beacon and upgrade shortly after to keep a sky advantage.

Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
February 10 2012 22:30 GMT
#1695
On February 11 2012 07:04 Rye. wrote:
Show nested quote +
On February 11 2012 06:55 ThatGuy89 wrote:
On February 11 2012 06:52 Rye. wrote:
Sigh,
Why nerf the unit that takes a silly amount of APM to work. Should buff and nerf the a-move broodlords so when microd they are better, but when not mircod they are weaker. Same for ultras. I get so angry when i lose to a-move tactics. No wonder i dont play much 1v1 anymore. (i play terran)

Also, zerg players should bear in mind that they actually get to use T3.
In TvP
Thors and battlecruisers are a no go. There are a million threads about these. They just dont work. Dont believe me? search the forums

In TvZ
Thors dont hold up that well in late game but they can be useful, but its likely something else will be a better use of resources. Broods deal with them easily, ultras arnt bad either, and mass zerglings do well since terrans will be going marauder / ghost / viking (will have few helions or tanks, maybe marines).
Battlecruisers dont work since mass corrupter is easy and common and then they turn into broods. BC's cant be massed. high cost, slow build time, who the hell has a high number of starports with tech labs? also...
In both TvZ and TvP, getting Ground, Mech and air upgrades is near impossible.

In terms of T3 and their counters, terran has it bad.
As for ravens. Once you've cast Seeker missile, your raven becomes a useless chunk of metal that gobbles supply. Autoturrents are only good for harass, and for cost of raven and time for energy, they suck. Better having 2 marines.

Seriously David Kim, make mechanics more rewarding for Zerg (and protoss) instead of nerfing terran because their good mechanics can be powerful.


im sorry are you calling snipe a 'good mechanic'?
im not sure if troll or just stupid....



As in micro mechanics. I cant stand how a-movey broods and ultras are. Same for a lot of other units.

Stutter step may be "easy" but can you do it whilst macroing?
Vikings are king of the skies, but only if micro is applied. Can u macro at the same time.
Banshees, bad when stood still, thats why they get micro'd
emp's and snipes from ghost require accuracy and apm.
Tanks need sieging and unsieging and decent positioning.
now, can u do all the above at the same time whilst macroing?

What do Protoss and Zerg get???? a-move. Zerglings, collosus, zealots, archons, broodlords, ultras, hydras, roaches, banelings, corruptors, immortals, dark templars. Non of those require much micro, maybe a baneling split or something, but thats about it.

Infestors. great, high templar. great. pheonixes and mutas. great. but thats about the limit. i have no problem with these.

Actually in zvp you have to micro your bl to survive late game
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
February 10 2012 22:31 GMT
#1696
The more I think about this, the madder I become!

Zerg lategame:
Make Moar Infestors/Broodlord/Queens!

Terran counters with Ghost!

Zerg switches from T3 army to mass roach/ling. Oh wait, Tanks... lol, Terran has 20 Ghost + 20 Tanks... well, dorp/nydus, get him out of position. Oh no, that requires micro from Zerg:
IMBALANCE! NERF!

Soo... how to deal with that now, demand Terran to micro and split Marines, Tanks, Medivacs, Vikings and micro some ghost for EMP against a Zerg that clicks 1, than a, and that his hatchery hotkey, s, and holds ZZZZZZZ??

LOL. just LOL.

Time to polish some of the All- ins! I just don't see another way
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.
Sadist
Profile Blog Joined October 2002
United States7328 Posts
February 10 2012 22:31 GMT
#1697
On February 11 2012 07:14 hasuterrans wrote:
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.

Show nested quote +

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.


With 3 hatch ling being strong as fuck (and the Z basically being able to go lair whenever they feel like it) theres basically no room for terran to attack past early game. Attacking midgame is just asking to lose. You basically are forced to turtle (any attack you do is basically an all in during mid game). T is going to be ugly outside of korea vs zerg.
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
architecture
Profile Blog Joined May 2008
United States643 Posts
February 10 2012 22:31 GMT
#1698
On February 11 2012 07:28 TrueSyzygy wrote:
I think the purpose of the Ghost to Blizzard needs to be looked upon. I honestly don't know exactly what Blizzard intended them for. However, from this patch I can take a guess. I believe they intended the ghost to be complimentary unit for use of dealing with casters. This patch actually BUFFS the Ghost in that aspect. They now do 50 damage instead of 45 to casters with snipe. Blizzard is simply rewiring a unit back into what it was intended for, rather than what it was being used for.

You know what hard counters Broodlords and Ultralisks? Yamato Cannon.


BC takes 90s to make. With 75 energy, it would take another 1:30m to get to 125. So in total, it takes 180s to make a unit that shoots once against 60s hive units.
tpfkan
Sabin010
Profile Joined September 2010
United States1892 Posts
Last Edited: 2012-02-10 22:33:21
February 10 2012 22:32 GMT
#1699
I think these are good changes. Terran players plopping a planetary at the gold base on XNC is so hard to break, and the amount of marines that can be built with 3 mules grinding the gold minerals just wasn't fair. Marines are already the best teir 1 unit, and to allow the only resource required to produce these units to be mined at an incredible rate with 3 mules and a gold base. I'm glad blizzard is going this route than to just take out gold bases all together.

Ghost changes are kind of unexpected. I thought the big problem was the zergs were not prepared for a large number of ghosts, and the mobile detection getting sniped. I am interested to see how these changes effect the match up.

Phoenix change is awesome. We (protoss players) needed something to come out of the fleet beacon to make it worth building. This change makes me want to go for a dt, phoenix style mid game in the PvZ MU, with a focus on shield upgrades to improve arcons tankiness and maybe even get some carriers into the mix late game.

The map pool changes are awesome, awesome maps! Cheers to Blizzard for doing something cool. Now if only we can get another upgrade out of the templar archives. Possibly a spell for the arcon? Ok maybe im just reminizsing the darkons.
Theovide
Profile Joined September 2010
Sweden914 Posts
February 10 2012 22:32 GMT
#1700
I like the patchnotes overall, though I'm unsure how terrans will be able to fight endgame zergs. If I'm not wrong before people started massing ghosts the terran simply lost if the zerg got a good corruptor broodlord infestor army going, and I kind of feel that will be the case again now.
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