Patch 1.4.3 - Preview Blog - Page 86
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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. | ||
Garmer
1286 Posts
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ejozl
Denmark3330 Posts
now TvZ will be exactly like TvP. we'll have to scan every 30 seconds to see if a tech switch is up to be able to react in time. wooooooooo! Luckily u won't be needing that energy for muling golds anymore, so u can easily mass scan xD JK. Feel like everyone of these changes are in the right direction concerning the balancing of things, but i'm not totally satisfied with the way they're doing it. Terran as the race which takes the least advantage of gold bases seem kinda strange, (atleast in the way that gold bases are used nowaday, placed at center strong points.) It's adding more underline rules (special rules for special circumstances,) which i feel is a bad thing. Ghost's special early game tactics are now taken completely out of the game and in lategame situations Ghost's will from now on be more of a added counter to BLords, Ultras combined with either vikings or marauders. Instead of now just making Ghost's to counter anything zerg lategame, which i think is an awesome thing. Snipe now actually does 5 more dmg to bio spellcasters, which means that they now 2 shot, infestors and other ghosts, instead of 3 shotting. This is a very interesting stat change and am looking forward to ingame scenarios where this stat will take effect. Phoenix Range Upg: I always felt like phoenix needed a fleet beacon upg, though i imagined some kind of researchable spell. It's interesting buffing the range, it does help tearing down the much larger muta ball slowly and is an investment into air, which is making toss air more viable, which is definately something the race is in need off. Yah overall excellent patch. | ||
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architecture
United States643 Posts
On February 11 2012 07:29 TheDougler wrote: 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. People are complaining that ghosts countered everything. The only thing they trade evenly against is Hive units. Ghosts don't counter ling bane. Ghost don't counter everything. They have very significant weaknesses and opportunity cost. | ||
Aratan
United States90 Posts
No actually Terran has been nerfed since the Beta in mostly quite major ways. And have kept well above 50% winrate in matchups since beta, so.... | ||
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architecture
United States643 Posts
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TrueSyzygy
60 Posts
On February 11 2012 07:31 architecture wrote: 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. Yes, because Battle Cruisers without energy do as much damage as Ravens without energy. Also, Broodlords take 74 seconds. | ||
Dephy
Lithuania163 Posts
On February 11 2012 07:31 architecture wrote: 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. You know what counter Bc? Corruptors. | ||
moregamethanSEGA
United States76 Posts
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.[QUOTE] BY far the most amusing quote so far. Good luck making those 10 BCs with an upgrade, if you aren't dead in 15 mins after the broods hit maybe you'll be fine... maybe. btw, in order to make broods, you have to already have corrupters... which counter bcs. Your arguement makes about as much sense as blizzards nerf. Here's an idea, increase broodlord accelleration so that you can just fly out of range of snipes easier. I doubt that would break the other matchups. Those lategame battles should have the players microing back and forth, not just A-move broods, fungle everything, send in lings, gg. | ||
-orb-
United States5770 Posts
MULE change - obvious change, the only thing surprising here is that it took them such an absurd amount of time to figure this one out. Snipe change - Intelligent way to change the ability, but I am definitely worried and will be watching for cascading effects of this change, such as lategame TvP with snipes not helping as much against zealots, and whether or not this will all but eliminate ghost usage TvZ. Phoenix change - Hmm this one sure is interesting. On the one hand it's nice for protoss to get a better way to deal with muta, but with the absurdly idiotic way phoenixes attack on move command, this could make lategame muta zvp completely worthless against good phoenix counts. What really worries me about this though is how it will affect colossi/phoenix deathballs. In all 3 matchups this unit composition has proven to be quite powerful already, and with 2 extra range on the phoenixes I am worried it will become overpowered. Only time will tell I suppose. I'm anticipating some really cool double stargate after FFE openers vs zerg into quick fleet beacon with quick phoenix range and later a mothership... APM - thanks, but I feel weird saying thanks when the change originally shouldn't've happened in the first place. Still glad they are listening enough to give us back the legitimate apm along with their cpm. | ||
Sabin010
United States1892 Posts
On February 11 2012 07:32 Theovide wrote: 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. It's going to pressure the terran players to set the tempo in the M/U instead of trying to turtle up on a few bases, max out, and move out. Should be very interesting to see. That or Terran's are going to need to start using something like Battlecruisers with thor ground support to splash on the corrupters in the late game. | ||
CortoMontez
Australia608 Posts
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Vague
170 Posts
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jabberjaw
225 Posts
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Lesrah
Portugal110 Posts
Ghost nerf is too much.. We cant deal with the imba tech switches from zerg anymore. 21 snipes for a ultra? really? 525 energy for 1 unit? Comon, im switching for toss. Clearly toss will roll everyone now. I dont care about tvp, it stays about the same, but tvz will be unbearable. Nerf terrans to the ground even more and not even a single buff. Fuck at least make fucking seeker missile 100 energy | ||
jgelling
55 Posts
On February 11 2012 07:34 architecture wrote: I don't think people even remember how hard late game Z was shitting on T before people started using ghosts. People do, but it's also true Blizz subsequently reduced ghost cost by 50 gas and nerfed infestors since then. Now they're buffing snipe vs infestors, but making it relatively weak against brood lord/ultras. Blizz's reasoning is obvious: BL/infestor or ultra/infestor may have been crazy strong, but if infestors are well-countered ultras or broods by themselves are counterable, and the same unit shouldn't counter BOTH BLs/ultras and infestors. They want the ghost to be primarily anti-caster, not anti-all tier 3 plus anti-caster plus DT-like ninja. | ||
HunterK
Argentina68 Posts
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Meridian.
United States7 Posts
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Big J
Austria16289 Posts
On February 11 2012 07:38 jgelling wrote: People do, but it's also true Blizz subsequently reduced ghost cost by 50 gas and nerfed infestors since then. Now they're buffing snipe vs infestors, but making it relatively weak against brood lord/ultras. Blizz's reasoning is obvious: BL/infestor or ultra/infestor may have been crazy strong, but if infestors are well-countered ultras or broods by themselves are weak, and the same unit shouldn't counter BOTH BLs/ultras and infestors. They want the ghost to be primarily anti-caster, not anti-all tier 3 plus anti-caster plus DT-like ninja. Not to mention that some terrans still don't use Ghosts and still do fine in lategame vs Z. | ||
Lesrah
Portugal110 Posts
[QUOTE]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.[QUOTE] BY far the most amusing quote so far. Good luck making those 10 BCs with an upgrade, if you aren't dead in 15 mins after the broods hit maybe you'll be fine... maybe. btw, in order to make broods, you have to already have corrupters... which counter bcs. Your arguement makes about as much sense as blizzards nerf. Here's an idea, increase broodlord accelleration so that you can just fly out of range of snipes easier. I doubt that would break the other matchups. Those lategame battles should have the players microing back and forth, not just A-move broods, fungle everything, send in lings, gg.[/QUOTE] U know what counters that? neural parasite.. U cant have much tanks lategame when u techswitch to BC's I can see mass banes infestor a great tech switch vs yamato | ||
NomadicG
United States1 Post
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