Mothership core is BLIND with this patch. Much harder to use it for scouting... it's a huge change.
Next Balance Patch the 28th February. - Page 34
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DinoMight
United States3725 Posts
Mothership core is BLIND with this patch. Much harder to use it for scouting... it's a huge change. | ||
TheUnderking
Canada202 Posts
I have not played any TvP in the new patch yet. | ||
Kevin_Sorbo
Canada3217 Posts
On March 06 2014 05:17 DinoMight wrote: Any protoss faced widow mines yet? Mothership core is BLIND with this patch. Much harder to use it for scouting... it's a huge change. you mean its a good change lol | ||
DinoMight
United States3725 Posts
Well, it's going to nerf blink-allins for sure... | ||
imrusty269
United States1404 Posts
On March 06 2014 05:17 DinoMight wrote: Any protoss faced widow mines yet? Mothership core is BLIND with this patch. Much harder to use it for scouting... it's a huge change. Protoss players are so spoiled, lol. | ||
Godwrath
Spain10107 Posts
C'mon, it is a big change, and he wasn't whining, just stating what huge of a deal it is, specially if you relied a lot on blink ^^ | ||
DinoMight
United States3725 Posts
Lol I wasn't whining I was just commenting that it does make a difference. Will certainly take some time to get used to. | ||
Plansix
United States60190 Posts
On March 06 2014 09:49 DinoMight wrote: Lol I wasn't whining I was just commenting that it does make a difference. Will certainly take some time to get used to. Don't you know, you dont' comment on changes or provide insightful feedback. You are Protoss. You take your nerfs and like it. In silence! | ||
RampancyTW
United States577 Posts
Meching vs. P definitely feels... strange. No composition/strategy really feels stable to me thus far. Been considering a tank-heavy style where I add 2 tech lab raxes for ghosts instead of 2-3 factories when I take my third, but I haven't gotten much of a chance to put that plan into action, yet. | ||
-HuShang-
Canada393 Posts
On March 06 2014 12:10 RampancyTW wrote: Widow mines are a pretty big buff vs. P. Still not quite sure where/when to work them into my composition, though. Chargelots just drag them onto the main army, and if you keep them far enough away to avoid that the rest of the army can just pick them off unharrassed. Meching vs. P definitely feels... strange. No composition/strategy really feels stable to me thus far. Been considering a tank-heavy style where I add 2 tech lab raxes for ghosts instead of 2-3 factories when I take my third, but I haven't gotten much of a chance to put that plan into action, yet. put mines down -> attack protoss charglot archon army -> stim away -> widow mines kill all zealots -> fight archon army. It is no longer a charglot archon army :D! | ||
vthree
Hong Kong8039 Posts
On March 06 2014 12:41 -HuShang- wrote: put mines down -> attack protoss charglot archon army -> stim away -> widow mines kill all zealots -> fight archon army. It is no longer a charglot archon army :D! It isn't as simple as that. A lot of the times, mines will target the zealot that is charging and won't really splash the other zealots. But yeah, they work great if they hit a big clump of zealots. They are nice to have in the early game. But I haven't really seen any game changing hits at the pro level. But the change is quite new so it will probably take some time for players to figure out where to place the mines and how to bait the zealots in for max effectiveness. But they are very good at stopping zealot runbys because the zealots are usually not charging and in a group. The splash weakens the zealot enough that 3-4 rines/marauders can finish them off. | ||
Moonerz
United States441 Posts
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Kon-Tiki
United States402 Posts
On March 06 2014 10:20 Plansix wrote: Don't you know, you dont' comment on changes or provide insightful feedback. You are Protoss. You take your nerfs and like it. In silence! *Whimpers at the might of Plansix* Yes, master. I am sorry | ||
Chaggi
Korea (South)1936 Posts
On March 06 2014 12:41 -HuShang- wrote: put mines down -> attack protoss charglot archon army -> stim away -> widow mines kill all zealots -> fight archon army. It is no longer a charglot archon army :D! they splash on your bio units which has been a huge problem. It's a great buff though, I use it a lot and sometimes overmake mines. | ||
BurningRanger
Germany303 Posts
On March 06 2014 12:41 -HuShang- wrote: put mines down -> attack protoss charglot archon army -> stim away -> widow mines kill all zealots -> fight archon army. It is no longer a charglot archon army :D! I could just imagine this working, if you burrow the mines so far behind your Bio that they can't reach the frontline yet. Let the Zealots have their initial charge on you and then stim back over the minefield, while charge is on cooldown. This is quite hard to pull off though. | ||
ZenithM
France15952 Posts
On March 06 2014 10:20 Plansix wrote: Don't you know, you dont' comment on changes or provide insightful feedback. You are Protoss. You take your nerfs and like it. In silence! It is known. | ||
DinoMight
United States3725 Posts
On March 06 2014 13:13 Moonerz wrote: Still feel that the mine buff didn't really address the real problems with TvP which is still the versatility in Protoss openings. Though I feel that the new mines do help against chargelot archon pretty significantly. The mine buff makes widow mine drops scarier, which means that it's more important for Protoss to account for them. This indirectly limits the builds Protoss can do because it's harder to scout the Terran (MsC nerf) and because our builds need to account for widow mine drops more than they did before (since there's more potential damage). Blink allin has been nerfed pretty hard too. I'd say Protoss definitely has less flexibility in their opening than they did before the last 2 patches. But it will take some time to see if Terrans can figure out a way to use their new tools. My guess is they will! Terrans always find a way to dominate while still being whiny as all hell =) | ||
VieuxSinge
France231 Posts
The only thing that changed is that a blink in the terran base is now less safe than before, yet they are never fatal for the protoss player (and still stronger than WoL's blink all-in). However the new Wm could help defending blink all-in, but we have seen nothing about this at pro level yet. From code S group B games we've seen bio-mine being strong in the midgame thus terran being even stronger than before in the midgame, and protoss having to build early canons in his mineral line, delaying his third expo timing. This seems all good, the only thing left to see is if WM will permit to defend blink all-ins more easily | ||
ffadicted
United States3545 Posts
On March 06 2014 17:01 Chaggi wrote: they splash on your bio units which has been a huge problem. It's a great buff though, I use it a lot and sometimes overmake mines. Well everything needs its downsides. Mine and mothership core changes were huge, as said above, will def take some time to get used to this | ||
DinoMight
United States3725 Posts
On March 07 2014 00:57 VieuxSinge wrote: Yeah no, blink all-in hasn't been nerfed pretty hard. The only thing that changed is that a blink in the terran base is now less safe than before THIS IS A REALLY BIG CHANGE! The knock on the blink-allin was that it wasn't all-in enough. You could scout if the Terran was preparing to defend it and then just NOT make the Stalkers and go to Storm while continuing to fake the allin. Now with the reduced MsC vision (and it's very reduced) it's much harder to judge how prepared your opponent is. So it becomes way more commital. A failed commital Blink allin is 99.9% GG. | ||
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