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Patch 1.4.3.2 - Page 19

Forum Index > SC2 General
2059 CommentsPost a Reply
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doffe
Profile Joined June 2010
Sweden636 Posts
May 10 2012 04:32 GMT
#361
On May 10 2012 13:23 m!st wrote:
Show nested quote +
On May 10 2012 13:19 s3rp wrote:
On May 10 2012 13:12 m!st wrote:
On May 10 2012 13:10 s3rp wrote:
On May 10 2012 13:05 m!st wrote:
On May 10 2012 12:59 ig0tfish wrote:
On May 10 2012 12:57 m!st wrote:
On May 10 2012 12:45 s3rp wrote:
On May 10 2012 12:40 m!st wrote:
On May 10 2012 12:36 VincendioS wrote:
[quote]

It means the hardest race to spend gas/mineral is Terran. Cause Protoss and Zerg can fucked up their macro and have tons of gas but still use it (sentry/HT or Infest/bl)

Easiest to spend minerals, marines. Terrans need to work out a usefull unit to spend that gas on late game. colossi/bl equiv, but what is that? Ravens are pretty good, they are expensive but so are our high tier units.


Ravens against lategame Toss ? For what ? PDD only works against Stalkers that no Toss wants to build anyway. The other abilities are a joke. Autoturrets are a gimmick and Seeker Missile needs so much Energy that once the Raven has enough for it Feedback will instantly kill the Raven not to mention the abysmal range it has.

Ravens are only useful with Mechbuilds even in the other MU's and guess what sucks against Toss . Yeah you guessed right Mechbuilds.

If i feedback a raven, It will be less storms on your army and what range does feedback have? if its the same as storm you will seeker then the feedback will land and then nothing will happen except me getting hit by a seeker missile. It will depend on the speed of the players, which it should unlike snipe, I wish they nerfed snipe range by 1 and put the emp radius and snipe damage back up.


Ravens are more expensive than HTs, and building a raven requires a starport with tech lab.

you didnt answer most of my question. Yes they are more expensive, but they are the similar to a colossi (cost wise) and I was discussing a way for terrans to spend all their gas late game. I'm sure a large seeker missile hit on my army would be as damaging as a storm on yours.....and the argument that I would just feedback the ravens is just like saying "why get HTs, you will just snipe them". if your floating 2K gas, why not add some high tech units, Zerg and Protoss do :D


Its not . Siege Tanks deal have bigger Splash than Seeker Missiles . At best the first target gets hit for 100 , 1-2 targets get hit for 50 and 2-3 get hit for 25. Seeker Missile is good against Air Units since they stack up easily but against ground its just bad.

Why not add tanks then, Its very hard to engage a terran force backed up by seige tanks.


Because Sieged tanks don't move .... . The late Terran army need to avoid the masses of AOE Protoss has with kiting. Sieged tanks kind of not move .... . I mean they barely have more HP then Marauders and can't be healed as easily.



They dont need to move if you engage properly, you can put them behind your army and kite back to the safety of seige tanks. There has to be units other than MMMVG to use against protoss late game. Instead of rejecting every unit except those, try to work out a way to use units with insane splash damage late game.


the problem is that chargelots make siegetanks costinefficient due to splash on own units. You can try to use them all you want but as long as chargelots autoconnect and siegetanks splash friendlies I doubt they will be implented other then in a few timing attacks or maybe to defend locations where your army is not.

And the second issue is upgrades. While the toss army share upgrades across the board a few 0-0 siegetanks wont do much against 3-3 armies. And upgrading both mech and bio is not realistic when the mechuse is so limited.
Torpedo.Vegas
Profile Blog Joined January 2011
United States1890 Posts
May 10 2012 04:33 GMT
#362
If you ducktape a bunch of Dark Templar around a Colossus, would that Colossus now be cloaked?
Oerbaa
Profile Joined October 2011
Scotland184 Posts
May 10 2012 04:34 GMT
#363
So let me get this right, Blizzard don't want Terran to win the lategame so they buff Protoss/Zerg early game because of Terran being too strong ? o well what can you do, overlord speed needed a buff but Queen range and Obs build time is just eh??
I came here to kick as and drink milk, and ive finished my milk
DarkPlasmaBall
Profile Blog Joined March 2010
United States46467 Posts
May 10 2012 04:35 GMT
#364
On May 10 2012 13:23 VPFaith wrote:
Again I am really disappointed in Blizzard's decision of not nerfing Terran...
1. Increase bunker build time to 60-70 seconds.
2. Increase Ghost Build cost to 300 min - 150 gas
3. Increase Queen starting energy to 50 - 75
4. Increase Raven build cost to 300 min - 300 gas
5. Increase Tech lab build time to 50 seconds
6. Decrease Collosus build time to 50 seconds
7. Decrease Protoss shield upgrade to 100- 100
8. Decrease Sentry cost to 50 minerals 50 gas
9. Decrease High Templar cost to 50 min 100 gas
10. Observer should not cost any supply


I don't understand why people will continue to whine about Terran repeatedly getting nerfed throughout the early months of SC2 when they were winning everything and statistically much stronger than Zerg and Protoss.

Guess what? If your race is overpowered, you get nerfed. Sometimes it takes more than one nerf to balance your race. That's why the earlier months were so ridiculously in your favor, and now the winrates are more balanced. The nerfs did their fucking job. Stop crying.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
sc14s
Profile Joined March 2011
United States5052 Posts
May 10 2012 04:35 GMT
#365
On May 10 2012 13:32 doffe wrote:
Show nested quote +
On May 10 2012 13:23 m!st wrote:
On May 10 2012 13:19 s3rp wrote:
On May 10 2012 13:12 m!st wrote:
On May 10 2012 13:10 s3rp wrote:
On May 10 2012 13:05 m!st wrote:
On May 10 2012 12:59 ig0tfish wrote:
On May 10 2012 12:57 m!st wrote:
On May 10 2012 12:45 s3rp wrote:
On May 10 2012 12:40 m!st wrote:
[quote]
Easiest to spend minerals, marines. Terrans need to work out a usefull unit to spend that gas on late game. colossi/bl equiv, but what is that? Ravens are pretty good, they are expensive but so are our high tier units.


Ravens against lategame Toss ? For what ? PDD only works against Stalkers that no Toss wants to build anyway. The other abilities are a joke. Autoturrets are a gimmick and Seeker Missile needs so much Energy that once the Raven has enough for it Feedback will instantly kill the Raven not to mention the abysmal range it has.

Ravens are only useful with Mechbuilds even in the other MU's and guess what sucks against Toss . Yeah you guessed right Mechbuilds.

If i feedback a raven, It will be less storms on your army and what range does feedback have? if its the same as storm you will seeker then the feedback will land and then nothing will happen except me getting hit by a seeker missile. It will depend on the speed of the players, which it should unlike snipe, I wish they nerfed snipe range by 1 and put the emp radius and snipe damage back up.


Ravens are more expensive than HTs, and building a raven requires a starport with tech lab.

you didnt answer most of my question. Yes they are more expensive, but they are the similar to a colossi (cost wise) and I was discussing a way for terrans to spend all their gas late game. I'm sure a large seeker missile hit on my army would be as damaging as a storm on yours.....and the argument that I would just feedback the ravens is just like saying "why get HTs, you will just snipe them". if your floating 2K gas, why not add some high tech units, Zerg and Protoss do :D


Its not . Siege Tanks deal have bigger Splash than Seeker Missiles . At best the first target gets hit for 100 , 1-2 targets get hit for 50 and 2-3 get hit for 25. Seeker Missile is good against Air Units since they stack up easily but against ground its just bad.

Why not add tanks then, Its very hard to engage a terran force backed up by seige tanks.


Because Sieged tanks don't move .... . The late Terran army need to avoid the masses of AOE Protoss has with kiting. Sieged tanks kind of not move .... . I mean they barely have more HP then Marauders and can't be healed as easily.



They dont need to move if you engage properly, you can put them behind your army and kite back to the safety of seige tanks. There has to be units other than MMMVG to use against protoss late game. Instead of rejecting every unit except those, try to work out a way to use units with insane splash damage late game.


the problem is that chargelots make siegetanks costinefficient due to splash on own units. You can try to use them all you want but as long as chargelots autoconnect and siegetanks splash friendlies I doubt they will be implented other then in a few timing attacks or maybe to defend locations where your army is not.

And the second issue is upgrades. While the toss army share upgrades across the board a few 0-0 siegetanks wont do much against 3-3 armies. And upgrading both mech and bio is not realistic when the mechuse is so limited.

so so wrong <.< i've seen plenty of games from MKP and MVP in particular where they work wonders.. so i have to completely disagree with you considering those two are certainly some of the top Ts in the world.
m!st
Profile Joined January 2009
Australia95 Posts
Last Edited: 2012-05-10 04:39:50
May 10 2012 04:37 GMT
#366
On May 10 2012 13:35 sc14s wrote:
Show nested quote +
On May 10 2012 13:32 doffe wrote:
On May 10 2012 13:23 m!st wrote:
On May 10 2012 13:19 s3rp wrote:
On May 10 2012 13:12 m!st wrote:
On May 10 2012 13:10 s3rp wrote:
On May 10 2012 13:05 m!st wrote:
On May 10 2012 12:59 ig0tfish wrote:
On May 10 2012 12:57 m!st wrote:
On May 10 2012 12:45 s3rp wrote:
[quote]

Ravens against lategame Toss ? For what ? PDD only works against Stalkers that no Toss wants to build anyway. The other abilities are a joke. Autoturrets are a gimmick and Seeker Missile needs so much Energy that once the Raven has enough for it Feedback will instantly kill the Raven not to mention the abysmal range it has.

Ravens are only useful with Mechbuilds even in the other MU's and guess what sucks against Toss . Yeah you guessed right Mechbuilds.

If i feedback a raven, It will be less storms on your army and what range does feedback have? if its the same as storm you will seeker then the feedback will land and then nothing will happen except me getting hit by a seeker missile. It will depend on the speed of the players, which it should unlike snipe, I wish they nerfed snipe range by 1 and put the emp radius and snipe damage back up.


Ravens are more expensive than HTs, and building a raven requires a starport with tech lab.

you didnt answer most of my question. Yes they are more expensive, but they are the similar to a colossi (cost wise) and I was discussing a way for terrans to spend all their gas late game. I'm sure a large seeker missile hit on my army would be as damaging as a storm on yours.....and the argument that I would just feedback the ravens is just like saying "why get HTs, you will just snipe them". if your floating 2K gas, why not add some high tech units, Zerg and Protoss do :D


Its not . Siege Tanks deal have bigger Splash than Seeker Missiles . At best the first target gets hit for 100 , 1-2 targets get hit for 50 and 2-3 get hit for 25. Seeker Missile is good against Air Units since they stack up easily but against ground its just bad.

Why not add tanks then, Its very hard to engage a terran force backed up by seige tanks.


Because Sieged tanks don't move .... . The late Terran army need to avoid the masses of AOE Protoss has with kiting. Sieged tanks kind of not move .... . I mean they barely have more HP then Marauders and can't be healed as easily.



They dont need to move if you engage properly, you can put them behind your army and kite back to the safety of seige tanks. There has to be units other than MMMVG to use against protoss late game. Instead of rejecting every unit except those, try to work out a way to use units with insane splash damage late game.


the problem is that chargelots make siegetanks costinefficient due to splash on own units. You can try to use them all you want but as long as chargelots autoconnect and siegetanks splash friendlies I doubt they will be implented other then in a few timing attacks or maybe to defend locations where your army is not.

And the second issue is upgrades. While the toss army share upgrades across the board a few 0-0 siegetanks wont do much against 3-3 armies. And upgrading both mech and bio is not realistic when the mechuse is so limited.

so so wrong <.< i've seen plenty of games from MKP and MVP in particular where they work wonders.. so i have to completely disagree with you considering those two are certainly some of the top Ts in the world.

Good to know the best terrans are trying to win with different units as opposed to staying on the 1 composition until they loose. Also, If you are floating 2K late game why not upgrade mech and air, you need to spend your gas on something.
surgical tossssss!
VPFaith
Profile Joined April 2011
United States261 Posts
May 10 2012 04:38 GMT
#367
On May 10 2012 13:35 DarkPlasmaBall wrote:
Show nested quote +
On May 10 2012 13:23 VPFaith wrote:
Again I am really disappointed in Blizzard's decision of not nerfing Terran...
1. Increase bunker build time to 60-70 seconds.
2. Increase Ghost Build cost to 300 min - 150 gas
3. Increase Queen starting energy to 50 - 75
4. Increase Raven build cost to 300 min - 300 gas
5. Increase Tech lab build time to 50 seconds
6. Decrease Collosus build time to 50 seconds
7. Decrease Protoss shield upgrade to 100- 100
8. Decrease Sentry cost to 50 minerals 50 gas
9. Decrease High Templar cost to 50 min 100 gas
10. Observer should not cost any supply


I don't understand why people will continue to whine about Terran repeatedly getting nerfed throughout the early months of SC2 when they were winning everything and statistically much stronger than Zerg and Protoss.

Guess what? If your race is overpowered, you get nerfed. Sometimes it takes more than one nerf to balance your race. That's why the earlier months were so ridiculously in your favor, and now the winrates are more balanced. The nerfs did their fucking job. Stop crying.


Lol, I want Terran to have less ability and ways to win the game. I specifically said I am disappointed at Blizzard's failed effort to nerf the already OP Terran.... Are you okay? Understand English or no?

User was temp banned for this post.
Never Give Up
s3rp
Profile Joined May 2011
Germany3192 Posts
May 10 2012 04:38 GMT
#368
On May 10 2012 13:31 m!st wrote:
Show nested quote +
On May 10 2012 13:28 s3rp wrote:
On May 10 2012 13:23 m!st wrote:
On May 10 2012 13:19 s3rp wrote:
On May 10 2012 13:12 m!st wrote:
On May 10 2012 13:10 s3rp wrote:
On May 10 2012 13:05 m!st wrote:
On May 10 2012 12:59 ig0tfish wrote:
On May 10 2012 12:57 m!st wrote:
On May 10 2012 12:45 s3rp wrote:
[quote]

Ravens against lategame Toss ? For what ? PDD only works against Stalkers that no Toss wants to build anyway. The other abilities are a joke. Autoturrets are a gimmick and Seeker Missile needs so much Energy that once the Raven has enough for it Feedback will instantly kill the Raven not to mention the abysmal range it has.

Ravens are only useful with Mechbuilds even in the other MU's and guess what sucks against Toss . Yeah you guessed right Mechbuilds.

If i feedback a raven, It will be less storms on your army and what range does feedback have? if its the same as storm you will seeker then the feedback will land and then nothing will happen except me getting hit by a seeker missile. It will depend on the speed of the players, which it should unlike snipe, I wish they nerfed snipe range by 1 and put the emp radius and snipe damage back up.


Ravens are more expensive than HTs, and building a raven requires a starport with tech lab.

you didnt answer most of my question. Yes they are more expensive, but they are the similar to a colossi (cost wise) and I was discussing a way for terrans to spend all their gas late game. I'm sure a large seeker missile hit on my army would be as damaging as a storm on yours.....and the argument that I would just feedback the ravens is just like saying "why get HTs, you will just snipe them". if your floating 2K gas, why not add some high tech units, Zerg and Protoss do :D


Its not . Siege Tanks deal have bigger Splash than Seeker Missiles . At best the first target gets hit for 100 , 1-2 targets get hit for 50 and 2-3 get hit for 25. Seeker Missile is good against Air Units since they stack up easily but against ground its just bad.

Why not add tanks then, Its very hard to engage a terran force backed up by seige tanks.


Because Sieged tanks don't move .... . The late Terran army need to avoid the masses of AOE Protoss has with kiting. Sieged tanks kind of not move .... . I mean they barely have more HP then Marauders and can't be healed as easily.



They dont need to move if you engage properly, you can put them behind your army and kite back to the safety of seige tanks. There has to be units other than MMMVG to use against protoss late game. Instead of rejecting every unit except those, try to work out a way to use units with insane splash damage late game.



TvP has devolved into MMMVG because there is no alternative to it in lategame situations . Siege Tanks barely tickle Zealots and hurt your own units more then they hurt Zealots percentage wise. They do not provide any kinda of safety in TvP lategame . Not to mention you can't expect Terran to upgrade Bio , Air and Mech while the Toss only upgrades ground from 2 forges ...

That is true, 3 kinds of ups wont work, well Do BCs have any place in the MU later on, im sure once your vikings get to 3-0 they are good but if you have spare gas drop a few starports and go BCs, yes Feedback is an issue but thats all up to control.


You can add BC's if you reach good air upgrades and they can do well. Not as amazing as they should be for their price and the time they need to be build though. They also don't require any kind of special counter unlike other expensive units. Warpgate units are suffient. Why not make Stargate units be the counter to BC's . I mean i need Vikings to counter Colossi why don't BC's require something like this ?
doffe
Profile Joined June 2010
Sweden636 Posts
May 10 2012 04:39 GMT
#369
On May 10 2012 13:32 psychotics wrote:
Show nested quote +
On May 10 2012 13:25 Ewic wrote:
It's these sorts of patches that make me want to switch races.

The fact that Terran can no longer apply pressure to Zerg now means a less diversified game and boring match up, and along with that, any 1 base all-in will be scouted guaranteed...

Every race has their early game cheeses and quirks. The proxy 11/11 Rax was the early cheese Terrans had to throw into the game. Protoss has their cannon rushes and proxy 2 gates. Zerg has early pool and Roach rushes. It's what makes StarCraft an interesting game, because of all the possibilities. Terran's been pidgeon-holed way too much with this. This patch is going to be the straw that breaks the Camel's back.



proxy 11/11 rax will still be very deadly if not scouted and prepared for. for the love of god queens are not going to just kill everything now they are terrible dps THE ONLY difference is the bunker will be harder to get up but not impossible. cheese should be harder to pull off since its supposed to be really risky. i 100% guarentee that you will still see your reactor helions, ur reaper expands and ur 2 rax pressure and even some proxy rax's even after the change

*on a side note Proxy 11/11 hasnt been used much since the rax build time was changed anyways


proxy 11/11 wont be effected at all tbh. The bunker goes up way earlier then any queens are out. maybe the second bunker will have its scv sniped by the queens now, maybe. But dont come saying that queens have been the answer to 11/11 ever? a more normal 12-14 bunket attepmt might be more easily handled now though.

but again, I personally dont understand the buff but I dont really think it will make fuck all difference.
Neurosis
Profile Joined October 2010
United States893 Posts
May 10 2012 04:40 GMT
#370
On May 10 2012 13:33 Torpedo.Vegas wrote:
If you ducktape a bunch of Dark Templar around a Colossus, would that Colossus now be cloaked?


I don't know why I find this so funny.
Empirimancer
Profile Joined July 2011
Canada1024 Posts
May 10 2012 04:40 GMT
#371
Well, at least this time they actually tested the changes.

s3rp
Profile Joined May 2011
Germany3192 Posts
May 10 2012 04:40 GMT
#372
On May 10 2012 13:37 m!st wrote:
Show nested quote +
On May 10 2012 13:35 sc14s wrote:
On May 10 2012 13:32 doffe wrote:
On May 10 2012 13:23 m!st wrote:
On May 10 2012 13:19 s3rp wrote:
On May 10 2012 13:12 m!st wrote:
On May 10 2012 13:10 s3rp wrote:
On May 10 2012 13:05 m!st wrote:
On May 10 2012 12:59 ig0tfish wrote:
On May 10 2012 12:57 m!st wrote:
[quote]
If i feedback a raven, It will be less storms on your army and what range does feedback have? if its the same as storm you will seeker then the feedback will land and then nothing will happen except me getting hit by a seeker missile. It will depend on the speed of the players, which it should unlike snipe, I wish they nerfed snipe range by 1 and put the emp radius and snipe damage back up.


Ravens are more expensive than HTs, and building a raven requires a starport with tech lab.

you didnt answer most of my question. Yes they are more expensive, but they are the similar to a colossi (cost wise) and I was discussing a way for terrans to spend all their gas late game. I'm sure a large seeker missile hit on my army would be as damaging as a storm on yours.....and the argument that I would just feedback the ravens is just like saying "why get HTs, you will just snipe them". if your floating 2K gas, why not add some high tech units, Zerg and Protoss do :D


Its not . Siege Tanks deal have bigger Splash than Seeker Missiles . At best the first target gets hit for 100 , 1-2 targets get hit for 50 and 2-3 get hit for 25. Seeker Missile is good against Air Units since they stack up easily but against ground its just bad.

Why not add tanks then, Its very hard to engage a terran force backed up by seige tanks.


Because Sieged tanks don't move .... . The late Terran army need to avoid the masses of AOE Protoss has with kiting. Sieged tanks kind of not move .... . I mean they barely have more HP then Marauders and can't be healed as easily.



They dont need to move if you engage properly, you can put them behind your army and kite back to the safety of seige tanks. There has to be units other than MMMVG to use against protoss late game. Instead of rejecting every unit except those, try to work out a way to use units with insane splash damage late game.


the problem is that chargelots make siegetanks costinefficient due to splash on own units. You can try to use them all you want but as long as chargelots autoconnect and siegetanks splash friendlies I doubt they will be implented other then in a few timing attacks or maybe to defend locations where your army is not.

And the second issue is upgrades. While the toss army share upgrades across the board a few 0-0 siegetanks wont do much against 3-3 armies. And upgrading both mech and bio is not realistic when the mechuse is so limited.

so so wrong <.< i've seen plenty of games from MKP and MVP in particular where they work wonders.. so i have to completely disagree with you considering those two are certainly some of the top Ts in the world.

Good to know the best terrans are trying to win with different units as opposed to staying on the 1 composition until they loose.


Anything beyond 2 or at most 3 Bases and nobody will add kind of tanks to composition even the best Terran. They suck in lategame but can be useful for timing pushes.
emjaytron
Profile Joined June 2011
Australia544 Posts
May 10 2012 04:40 GMT
#373
^^ yeah I can still see 35 siege tank damage being handy even at 0-0, if you can set them up and kite back, the protoss army does tend to clump up narrowly when chasing bio. And -4 damage from zealot armor at 3-3 isn't going to be nearly as big a deal due to the high burst damage of tanks compared to 6+3 attack marines
Grubby - SaSe - Oz - Hero
Hypemeup
Profile Joined February 2011
Sweden2783 Posts
May 10 2012 04:40 GMT
#374
Well, I dont understand why they think zergs need help ZvT at all haha. Oh well byebye reapers forever, was good knowing you.
FakeDeath
Profile Joined January 2011
Malaysia6060 Posts
May 10 2012 04:41 GMT
#375
Great change overall. We will see how it will play after patch maintenance is over.
Play your best
sc14s
Profile Joined March 2011
United States5052 Posts
May 10 2012 04:41 GMT
#376
On May 10 2012 13:38 VPFaith wrote:
Show nested quote +
On May 10 2012 13:35 DarkPlasmaBall wrote:
On May 10 2012 13:23 VPFaith wrote:
Again I am really disappointed in Blizzard's decision of not nerfing Terran...
1. Increase bunker build time to 60-70 seconds.
2. Increase Ghost Build cost to 300 min - 150 gas
3. Increase Queen starting energy to 50 - 75
4. Increase Raven build cost to 300 min - 300 gas
5. Increase Tech lab build time to 50 seconds
6. Decrease Collosus build time to 50 seconds
7. Decrease Protoss shield upgrade to 100- 100
8. Decrease Sentry cost to 50 minerals 50 gas
9. Decrease High Templar cost to 50 min 100 gas
10. Observer should not cost any supply


I don't understand why people will continue to whine about Terran repeatedly getting nerfed throughout the early months of SC2 when they were winning everything and statistically much stronger than Zerg and Protoss.

Guess what? If your race is overpowered, you get nerfed. Sometimes it takes more than one nerf to balance your race. That's why the earlier months were so ridiculously in your favor, and now the winrates are more balanced. The nerfs did their fucking job. Stop crying.


Lol, I want Terran to have less ability and ways to win the game. I specifically said I am disappointed at Blizzard's failed effort to nerf the already OP Terran.... Are you okay? Understand English or no?

fairly certain he detected the sarcasm in the post? Since you are a T player as well as the changes you stated are ridiculous?
m!st
Profile Joined January 2009
Australia95 Posts
May 10 2012 04:41 GMT
#377
On May 10 2012 13:38 s3rp wrote:
Show nested quote +
On May 10 2012 13:31 m!st wrote:
On May 10 2012 13:28 s3rp wrote:
On May 10 2012 13:23 m!st wrote:
On May 10 2012 13:19 s3rp wrote:
On May 10 2012 13:12 m!st wrote:
On May 10 2012 13:10 s3rp wrote:
On May 10 2012 13:05 m!st wrote:
On May 10 2012 12:59 ig0tfish wrote:
On May 10 2012 12:57 m!st wrote:
[quote]
If i feedback a raven, It will be less storms on your army and what range does feedback have? if its the same as storm you will seeker then the feedback will land and then nothing will happen except me getting hit by a seeker missile. It will depend on the speed of the players, which it should unlike snipe, I wish they nerfed snipe range by 1 and put the emp radius and snipe damage back up.


Ravens are more expensive than HTs, and building a raven requires a starport with tech lab.

you didnt answer most of my question. Yes they are more expensive, but they are the similar to a colossi (cost wise) and I was discussing a way for terrans to spend all their gas late game. I'm sure a large seeker missile hit on my army would be as damaging as a storm on yours.....and the argument that I would just feedback the ravens is just like saying "why get HTs, you will just snipe them". if your floating 2K gas, why not add some high tech units, Zerg and Protoss do :D


Its not . Siege Tanks deal have bigger Splash than Seeker Missiles . At best the first target gets hit for 100 , 1-2 targets get hit for 50 and 2-3 get hit for 25. Seeker Missile is good against Air Units since they stack up easily but against ground its just bad.

Why not add tanks then, Its very hard to engage a terran force backed up by seige tanks.


Because Sieged tanks don't move .... . The late Terran army need to avoid the masses of AOE Protoss has with kiting. Sieged tanks kind of not move .... . I mean they barely have more HP then Marauders and can't be healed as easily.



They dont need to move if you engage properly, you can put them behind your army and kite back to the safety of seige tanks. There has to be units other than MMMVG to use against protoss late game. Instead of rejecting every unit except those, try to work out a way to use units with insane splash damage late game.



TvP has devolved into MMMVG because there is no alternative to it in lategame situations . Siege Tanks barely tickle Zealots and hurt your own units more then they hurt Zealots percentage wise. They do not provide any kinda of safety in TvP lategame . Not to mention you can't expect Terran to upgrade Bio , Air and Mech while the Toss only upgrades ground from 2 forges ...

That is true, 3 kinds of ups wont work, well Do BCs have any place in the MU later on, im sure once your vikings get to 3-0 they are good but if you have spare gas drop a few starports and go BCs, yes Feedback is an issue but thats all up to control.


You can add BC's if you reach good air upgrades and they can do well. Not as amazing as they should be for their price and the time they need to be build though. They also don't require any kind of special counter unlike other expensive units. Warpgate units are suffient. Why not make Stargate units be the counter to BC's . I mean i need Vikings to counter Colossi why don't BC's require something like this ?

I dont know about that man, you dont want too many stalkers in your late game army, and BCs have huge DPS, if stalkers are your only worry they will have to deal with the BCs while your vikings can go to work.
surgical tossssss!
nojok
Profile Joined May 2011
France15846 Posts
May 10 2012 04:42 GMT
#378
On May 10 2012 11:47 ShakaZu.Sc2 wrote:
Show nested quote +
On May 10 2012 11:40 TheDna wrote:
That queen buff is almost useless, they really should have sticked to the energy buff.. -_-
But blizzard will never learn how to patch properly i guess ^^


Is this a joke? Honestly can't tell if you are trolling... Almost every high level Zerg laughed their asses off at how OP 50 energy would be. 5 range queens can deny Hellions (Which might be the most ridiculously cost efficient unit in the game) and they can deny reapers (lol) which actually help them quite a bunch vs early game Terran which is 100% okay because hellions can literally end the game and all it costs is the 200 minerals to build them, doesn't even delay tech

!when you're opening hellion, you aim to force at least a spine, an extraqueen, delay creep spread, delay third. You have to realise it's not only runby mineral line rape. Zerg economy has to be kept under pressure as you can't really go CC 1st like protoss to keep with zerg's econonomy.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
S_SienZ
Profile Joined September 2011
1878 Posts
May 10 2012 04:42 GMT
#379
On May 10 2012 13:33 Torpedo.Vegas wrote:
If you ducktape a bunch of Dark Templar around a Colossus, would that Colossus now be cloaked?

You'll just see through the DT and see only a Colossus.
s3rp
Profile Joined May 2011
Germany3192 Posts
May 10 2012 04:43 GMT
#380
On May 10 2012 13:40 emjaytron wrote:
^^ yeah I can still see 35 siege tank damage being handy even at 0-0, if you can set them up and kite back, the protoss army does tend to clump up narrowly when chasing bio. And -4 damage from zealot armor at 3-3 isn't going to be nearly as big a deal due to the high burst damage of tanks compared to 6+3 attack marines


Chargelots close the distance too fast to tanks / the terran army while also beeing able to significantly withstand siege tank fire.
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