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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. |
On February 11 2012 08:27 lachy89 wrote: Is it wrong if my favourite change is the APM change?
i like this as well. i'm more comfortable spamming my hotkeys/control groups than spamming right mouse button, so i'll instantly turn into a pro player after the patch comes out :p
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There was a lot of concern and debate regarding whether APM should be an accurate number or it should be a fun, play style distinguishing factor like it has been traditionally. After hearing a lot of feedback from both sides, we decided to bring back classic APM, and change our current APM (that doesn’t count spam clicks) to be called Commands Per Minute, or CPM.
This way, pro players who want to show off how fast their hands move can do so, while at the same time players who really just want to know how accurate and efficient their actions are can look at CPM. Snap, son.
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On February 11 2012 07:42 OrangeSoda wrote: ghosts with + 3 damage do more damage shooting now compared to actually sniping i think.
Against Light, yeah... thats just stupid
They should just increase energy cost on snipe, maybe something around 35-40. Once they run out of energy they suck against Broodlords and Ultralisks and if its not a oneshot snipe the zerg gets chances to transfuse etc.
But I think the best option would be to just reduce the damage of snipe by armor. Maybe even 2 damage per armor so it gets pretty bad against late game ultralisks and is still very good against Broodlords, which would be the ideal compromise imo.
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On February 11 2012 08:28 qui wrote: I haven't played a TvP in my life, although I have watched a fair few.
Would it be a viable strategy with this new buff to use phoenix to snipe medivacs (or even vikings considering the speed difference) before a main engagement?
I think it would certainly be useful to just have a small flock of phoenix patrol for drops and pick off reinforcing units. Marines still melt them super fast though.
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On February 11 2012 08:28 qui wrote: I haven't played a TvP in my life, although I have watched a fair few.
Would it be a viable strategy with this new buff to use phoenix to snipe medivacs (or even vikings considering the speed difference) before a main engagement?
not really, phoenix suck against vikings and medivacs... the best they can hope for is to 'soak up' damage from vikings so the colossus stay alive for longer.
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Well, Ultras are pretty sad alone, and require Infestor-Ling support to be good, IMO, so if you keep snipe and EMP good vs Infestors (which they are), ghosts are still good vs Ultras, and now Terran will just have to resort a little more to Vikings and a little less to ghosts (or the other way around) when facing a composition involving Brood Lords.
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I think my biggest gripe with the snipe nerf is that Terran has no type of offensive spell caster for late game TvZ. If they are going to nerf the ghost like this then they really should take a look into buffing Ravens a bit. A good place to start would be their acceleration and range of spells.
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On February 11 2012 08:32 shockaslim wrote: I think my biggest gripe with the snipe nerf is that Terran has no type of offensive spell caster for late game TvZ. If they are going to nerf the ghost like this then they really should take a look into buffing Ravens a bit. A good place to start would be their acceleration and range of spells.
i want auto-turret to obide by air upgrades.
raven would be sick if auto-turret (their best spell) had 3/3 upgrades
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On February 11 2012 02:08 Shockk wrote: But the Snipe change is ... debatable, at best. Way to force Terrans into Vikings / Marauders and make them more susceptible to lategame Z tech switches.
Couldn't have said it better myself. I think this change is atrocious. The point of spellcasters is the utility they give the army in regards not just to killing off other spell casters, but also the lower susceptibility to tech switches. How the fuck am I gonna fire 19 Snipes on each Ultralisk, while also marine splitting and what not else against an Ultralisk/zergling/ling army, while all the Zerg has to do is pretty much A-move and use Fungals lol. Might as well not get ghosts at all now, and just try sniping infestors with stimmed marauders instead, since I don't have the 500 APM it's gonna require to use up all snipes. Not like EMP is gonna do much. The Zerg can just switch to broodlords then. Well guess us Terrans gotta learn to push right after killing off an Ultra army. I just think this makes us way too susceptible to tech switches. They wouldn't happen to be considering giving the BCs or carriers a much needed tweak?
Seriously considering race-switching by now.
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Oh man, the comments on the BNET forum over this are hilarious.... So many tears everywhere...
I wonder why the number of terran players from master through gold dropped so much since patch 1.3. Just because of the nerfs? Terrans are still doing OK in GM.
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Protoss here, so I don't have a dog in the TvZ fight.
Damn that's a big snipe nerf. I agree that mass snipe was too good against BLs and ultras, but I think blizz might have overdone this one. The ghost-BL balance was a problem, but tbh I feel like the problem with ultras isn't ghosts, it's their kiteability against bio. Plus, bling snipes are something I really enjoyed seeing and were really rewarding for the players with the skill to handle it. I guess the ghosts are festor-killers now, as you have to use your marines to kill BLs and your rauders to kill ultras, but you need to keep the fungals out of the equation. the marines are fragile, and fungal'd marauders are not so good against ultras.
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Oh My God. Gonna love Phoenix 2.0. Time to kite those mutas to oblivion!!!
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Blizzard gave terran the most diverse and cool abilities, but once they start to get used they are taken away. Stop trying to make terran as boring and bland as protoss and zerg!
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On February 11 2012 08:13 MrTng wrote:Show nested quote +On February 11 2012 08:07 NNTP wrote: Ghost was good because it offers a very good unit vs T3 Zerg. Reason for which is that Zerg can force mass viking with broodlords then remax with ultras and since he would have 3/3 melee armour for zerglings and banelings anyway the ultras will have 3/4 or 3/5 if carapace was researched. then the vikings are pointless then.
If you survive the blords you can recycle your ghosts on ultras which makes the ghosts cost effective (they cost a lot in time and resources).
Now terrans have to mix it up and figure out when that remax will happen and wether it is a remax under flyer or armored ground form.
Perhaps there will be more mech play late game? I don't know!! i am okay with reducing damage vs armored units like ultras which realistically makes sense. A sniper round is not supposed to be a RPG blast lol but a sniper round that cant 1 shot kill someone is pointless. Before ghosts could 1 shot kill marines without combat shields and stimmed marines. Now it is rendered pointless to snipe T1 units. You could also drop stimmed marines and 1-2 ghosts to snipe scv and drones now adding that ghost in is kind of pointless... or maybe still drop it in to emp the orbital command then cloak/hide pick up marines and nuke when army redeploys somewhere else?? "Figure out when remax will happen"? Uhm... maybe just after you sniped all the broodlords? Really, that's just common sense. Also, using snipe on T1 units is kind of silly since T1 can be massed so easily.
I sometime have ghosts ready in TvT to emp banshees so i dont waste any energy on my orbital commands, plus ghosts do extra damage to everything that terran opens with (banshee, reapers, marines, hellions are all light units) so 1-2 ghosts max at beginning of the game can help out a lot if ou can keep it alive long enough the ghost can have a pretty good effect as a complement to your army, like force tank lines to move backwards (nuke outranges sieged tanks) and pushes back protoss army (without observer) when you have your army out of position (for example you are counter dropping his base and rallying to the area the protoss is coming from). so snipe vs T1 and emp vs T2 is very good actually. and while T1 usually its just few forces that will harass while you are both expanding anyway. unless he goes all out your opponent will not want to lose any units while he is building his infrastructure (terran, or protoss)
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On February 11 2012 08:28 qui wrote: I haven't played a TvP in my life, although I have watched a fair few.
Would it be a viable strategy with this new buff to use phoenix to snipe medivacs (or even vikings considering the speed difference) before a main engagement? Well the problem would be that a fleet beacon is super expensive and the upgrade probably isn't free either.
Might be a good idea for a phoenix/colossus-based build in the later stages of the game. But for standard protoss play, probably too expensive to be viable.
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All in all although I don't like the +5 extra damage my HT will take I am very pleased with these patch notes, esspecially the range boost to the pheonix
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On February 11 2012 08:34 c0ldfusion wrote: Oh man, the comments on the BNET forum over this are hilarious.... So many tears everywhere...
I wonder why the number of terran players from master through gold dropped so much since patch 1.3. Just because of the nerfs? Terrans are still doing OK in GM.
You mean you made the mistake of looking at the B.net forum comments?
They are normally pretty lolworthy. I especially like the kind of pseudo-logic where two bronzies argue over whether having a 6 range upgrade at Fleet Beacon makes Phoenix too good against Marauders midgame, after you've Forge Fast Expanded.
I have genuinely seen a guy saying that Roaches were OP against Protoss because they could be healed too fast by Medivacs.
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A TON of new changes to be possibly made. Everything seems in order to me, because most of those changes are justifiable with quite a few reasons each. Although I must admit that these changes aren't necessarily aimed at improving the game experience for all skill levels of StarCraft 2 players, as David Kim said. No disrespect though. But it all looks like these crucial changes are being made in accordance with the competitive side of Sc2. And obviously there is nothing wrong with that, but don't you guys also agree that this is the true motivation behind the nerfs and buffs?
The phoenix range upgrade is certainly a welcome change, making phoenixes stronger against mutas and the like. Although you'd need some big tech'ing going on for that upgrade. Ghosts being nerfed is also a good idea in my opinion. Another good thing to see is the classic APM returning!
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On February 11 2012 08:38 SeaSwift wrote:Show nested quote +On February 11 2012 08:34 c0ldfusion wrote: Oh man, the comments on the BNET forum over this are hilarious.... So many tears everywhere...
I wonder why the number of terran players from master through gold dropped so much since patch 1.3. Just because of the nerfs? Terrans are still doing OK in GM. You mean you made the mistake of looking at the B.net forum comments? They are normally pretty lolworthy. I especially like the kind of pseudo-logic where two bronzies argue over whether having a 6 range upgrade at Fleet Beacon makes Phoenix too good against Marauders midgame, after you've Forge Fast Expanded. I have genuinely seen a guy saying that Roaches were OP against Protoss because they could be healed too fast by Medivacs.
Mass Roach-Medivac OP! Lol. Now just get an EMP whine in there and we'll have our Protoss trifecta!
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On February 11 2012 08:34 c0ldfusion wrote: Oh man, the comments on the BNET forum over this are hilarious.... So many tears everywhere...
I wonder why the number of terran players from master through gold dropped so much since patch 1.3. Just because of the nerfs? Terrans are still doing OK in GM.
imo that's because GM terran's aren't dumb I.E. they don't attempt macro games versus zerg and protoss that are even close to them skill-wise.
it makes sense.... why take it to lategame when you're far more likely to win with a 1 or 2 base timing attack?
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