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Patch and Map Updates Coming Next Week - Page 5

Forum Index > SC2 General
113 CommentsPost a Reply
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coolmiyo
Profile Joined February 2016
51 Posts
May 18 2016 10:34 GMT
#81
i am glad david is finally going forward, even if the changes are not perfect, patching is the only way to perfection.
Athenau
Profile Joined March 2015
570 Posts
Last Edited: 2016-05-18 10:53:24
May 18 2016 10:46 GMT
#82

We haven't seen them because 2 liberators are a far better gas investment in every possible way. Even if we completely removed liberators, tanks would probably be a far better gas investment in every possible way.

Yeah, 2 liberators are a better investment _now_. But post-patch, if we see more colossus, mixing in a few thors might be worth it, simply because they pot shot colossus without having to siege, and because they're way better than vikings on the ground against everything else protoss has.

Of course it's likely that liberators alone are enough to deal with a (slightly) buffed colossus. Either way, the colossus buff doesn't mean much to the match up. Terran has answers and they're stronger than the ones they had in HotS.
JackONeill
Profile Joined September 2013
861 Posts
May 18 2016 11:12 GMT
#83
On May 18 2016 19:46 Athenau wrote:
Show nested quote +

We haven't seen them because 2 liberators are a far better gas investment in every possible way. Even if we completely removed liberators, tanks would probably be a far better gas investment in every possible way.

Yeah, 2 liberators are a better investment _now_. But post-patch, if we see more colossus, mixing in a few thors might be worth it, simply because they pot shot colossus without having to siege, and because they're way better than vikings on the ground against everything else protoss has.

Of course it's likely that liberators alone are enough to deal with a (slightly) buffed colossus. Either way, the colossus buff doesn't mean much to the match up. Terran has answers and they're stronger than the ones they had in HotS.


Thors are so hilariously bad against protoss because they get 8 shotted by immortals. Has to be the worst investment you can make.

Both the colossus buff and the liberator nerf won't change the fact that TvP will only be about wether liberators can kill everything or wether protoss harass the terran to death. Everything terran has except the liberator sucks so hard, but the liberator is so OP it makes up to it all.
And the patch won't change anything about how stupid this MU is.
PressureSC2
Profile Joined January 2016
122 Posts
May 18 2016 12:17 GMT
#84
Very nice changes overall. It would be interesting to see if any range can be added to the Thor and/or Cyclone AA after all of this balances out and the new meta surfaces. I am still wondering what it will be like after 6 BL or Tempest pop out for any mainly factory based production.
PressureSC2
Profile Joined January 2016
122 Posts
Last Edited: 2016-05-18 12:19:48
May 18 2016 12:19 GMT
#85
And the patch won't change anything about how stupid this MU is.


Given how many changes are occuring, I am prepared to wait to see the result but at the same time I do hope that if it ends up being insufficient to give factory based production setups what is needed to succeed - Blizzard would proceed with a new test map to address this asap.
TheWinks
Profile Joined July 2011
United States572 Posts
Last Edited: 2016-05-18 12:44:27
May 18 2016 12:44 GMT
#86
On May 18 2016 19:46 Athenau wrote:
Show nested quote +

We haven't seen them because 2 liberators are a far better gas investment in every possible way. Even if we completely removed liberators, tanks would probably be a far better gas investment in every possible way.

Yeah, 2 liberators are a better investment _now_. But post-patch, if we see more colossus, mixing in a few thors might be worth it, simply because they pot shot colossus without having to siege, and because they're way better than vikings on the ground against everything else protoss has.

Of course it's likely that liberators alone are enough to deal with a (slightly) buffed colossus. Either way, the colossus buff doesn't mean much to the match up. Terran has answers and they're stronger than the ones they had in HotS.

No we won't, specifically against colos, because vikings and tanks are the better unit against them. Thors are slow, clunky, easy to pick off, hard to use effectively, basically every possible reason you can think of why a unit could be bad the thor tries to be all of them at once.
Athenau
Profile Joined March 2015
570 Posts
Last Edited: 2016-05-18 14:49:56
May 18 2016 13:15 GMT
#87

No we won't, specifically against colos, because vikings and tanks are the better unit against them. Thors are slow, clunky, easy to pick off, hard to use effectively, basically every possible reason you can think of why a unit could be bad the thor tries to be all of them at once.

Vikings are vulnerable to storm, easily picked off by stalkers (thors have more HP per cost and supply and 1 base armor), scale better with upgrades, don't compete for starport time, and do something like twice the ground dps per supply and even more per cost. If you could zone out colossus with thors and liberators, why on earth would you ever build vikings?
KT_Elwood
Profile Joined July 2015
Germany1105 Posts
May 18 2016 13:52 GMT
#88
Korhal was bonkers, but man I fucking hate KJS.
"First he eats our dogs, and then he taxes the penguins... Donald Trump truly is the Donald Trump of our generation. " -DPB
TronJovolta
Profile Joined April 2013
United States323 Posts
May 18 2016 14:00 GMT
#89
On May 18 2016 04:38 Beelzebub1 wrote:
Good stuff, this is how the patches should be, multiple light nerfs and buffs across the board dealing with problematic units and underused units only.

The Liberator nerf is a god send, mass Liberator in the end game is ridiculous, even if it leads to Terran struggling a bit, I'd be more then happy for other areas of Terran to get buffed to compensate, but I think this nerf is alot more gentle then Terran players would like to let on. Mass Liberator is just OP, they shouldn't walk all over Zerg dedicated anti air units (Corruptors) considering Zerg's anti air is still to this day the worst in the game. Parasitic Bomb is great but is was nerfed fairly hard and you need probably 3 - 4 bombs just to kill the Liberators, more like 5 - 7 if the Terran can split his Liberators to any degree. That's a huge gas investment and a huge sure to die chance just to deal with a unit that can be reactored off of a Starport.

Really anxious to see how ZvP shapes up, Immortals are without a doubt over performing but the match up was only semi balanced on a razors edge, so we'll see if Protoss win rates drastically dip or not.

The changes to the Cyclone and Swarm Hosts are quite literally useless, the problem with these units isn't the cost or the supply, it's how they work. Change the Cyclone to be an all purpose massable (but not overpowered) factory foot men unit that can provide mobile anti - air for mech armies and change the Swarm Host to...well...pretty much anything else then what it does. At least change it so it has some type of identity and strategic value, why would I ever build Swarm Hosts to siege when I can build Lurkers which come from my general combat soldiers or just spend that gas on Greater Spire? I wouldn't even care if they removed the unit from the game at this point.




Corrupters are way better than Vikings and can basically autosnipe any building now. Now, libs will literally only be useful against mutas because of Fenix and viper range and speed.

Vikings are way worse investments than corrupters, period.
Orr
Profile Joined February 2014
United States168 Posts
Last Edited: 2016-05-18 15:09:11
May 18 2016 14:33 GMT
#90
That SH change is pretty odd. Might as well remove the unit entirely if you're just going to keep nerfing it into even more oblivion than at present. The 50 mineral reduction is beyond meaningless to a Z at that stage in the game. Whereas the +1 supply cost increase pretty much guarantees that we'll never again see SH in competitive play, even for its current super rare snipe usage (unless Rogue devises something even crazier than before).

I was one of the biggest proponents against SH during their heyday in HOTS, but in the hopes of seeing the entire unit reworked, or eliminated and something else added in its place. Death by a thousand nerfs just feels wrong and pointless.

And in light of the now-barely-ever used Colussus receiving at least a little something positive, it makes the updated SH stand out even more as an entirely pointless unit. That needs to either be completely removed, or allowed to have actual purpose. If anything, it ends up being a determinant to many players given that Z often mistakenly build 1-2 of them while being distracted and fighting mid-late game while near max.
Flash I Jaedong I herO I Best I Maru I Rogue
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
May 18 2016 14:49 GMT
#91
On May 18 2016 23:00 TronJovolta wrote:
Show nested quote +
On May 18 2016 04:38 Beelzebub1 wrote:
Good stuff, this is how the patches should be, multiple light nerfs and buffs across the board dealing with problematic units and underused units only.

The Liberator nerf is a god send, mass Liberator in the end game is ridiculous, even if it leads to Terran struggling a bit, I'd be more then happy for other areas of Terran to get buffed to compensate, but I think this nerf is alot more gentle then Terran players would like to let on. Mass Liberator is just OP, they shouldn't walk all over Zerg dedicated anti air units (Corruptors) considering Zerg's anti air is still to this day the worst in the game. Parasitic Bomb is great but is was nerfed fairly hard and you need probably 3 - 4 bombs just to kill the Liberators, more like 5 - 7 if the Terran can split his Liberators to any degree. That's a huge gas investment and a huge sure to die chance just to deal with a unit that can be reactored off of a Starport.

Really anxious to see how ZvP shapes up, Immortals are without a doubt over performing but the match up was only semi balanced on a razors edge, so we'll see if Protoss win rates drastically dip or not.

The changes to the Cyclone and Swarm Hosts are quite literally useless, the problem with these units isn't the cost or the supply, it's how they work. Change the Cyclone to be an all purpose massable (but not overpowered) factory foot men unit that can provide mobile anti - air for mech armies and change the Swarm Host to...well...pretty much anything else then what it does. At least change it so it has some type of identity and strategic value, why would I ever build Swarm Hosts to siege when I can build Lurkers which come from my general combat soldiers or just spend that gas on Greater Spire? I wouldn't even care if they removed the unit from the game at this point.




Corrupters are way better than Vikings and can basically autosnipe any building now. Now, libs will literally only be useful against mutas because of Fenix and viper range and speed.

Vikings are way worse investments than corrupters, period.
How are corruptors better than vikings, simply because they get an ability to damage buildings over a period of time? The only thing corruptors are good against are units which don't shoot back. It's not as if a viking lacks the ability to shoot buildings as well.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2016-05-18 22:43:37
May 18 2016 16:32 GMT
#92
On May 18 2016 19:33 WigglingSquid wrote:
I may be one of the few watchers who miss the old Immortal. Obvious strengths and weaknesses without yet more timed spells that are hard to track and manage beyond sheer "mass 'em up and let them do their thing".


Old immortal was about hard counters, new one is less countery and less easily countered. Though with 100 shields, i think it's actually worse than the old immortal.

The 50 mineral reduction is beyond meaningless to a Z at that stage in the game


It's a 1.2x reduction in cost - sure, the cost comes out of minerals and not gas, but it's relevant. Your 6 swarm hosts now come with a free hatchery $$$
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
BigRedDog
Profile Joined May 2012
461 Posts
May 19 2016 01:25 GMT
#93
not sure how relevant is reducing min cost for SH given that you tend to flood more min than gas. Plus the fact that the increase in supply doesn't mean you don't spend less min. You just put the money to pump 1-2 more OL to get that supply up. Plus it takes up more supply for you to build other units.

But al in all, not a big change. I am glad that the Immortal shield barrier is nerf. Plus changing those maps is a good change.
Big Red Dog!
Lexender
Profile Joined September 2013
Mexico2655 Posts
May 19 2016 02:31 GMT
#94
On May 18 2016 23:49 Dangermousecatdog wrote:
Show nested quote +
On May 18 2016 23:00 TronJovolta wrote:
On May 18 2016 04:38 Beelzebub1 wrote:
Good stuff, this is how the patches should be, multiple light nerfs and buffs across the board dealing with problematic units and underused units only.

The Liberator nerf is a god send, mass Liberator in the end game is ridiculous, even if it leads to Terran struggling a bit, I'd be more then happy for other areas of Terran to get buffed to compensate, but I think this nerf is alot more gentle then Terran players would like to let on. Mass Liberator is just OP, they shouldn't walk all over Zerg dedicated anti air units (Corruptors) considering Zerg's anti air is still to this day the worst in the game. Parasitic Bomb is great but is was nerfed fairly hard and you need probably 3 - 4 bombs just to kill the Liberators, more like 5 - 7 if the Terran can split his Liberators to any degree. That's a huge gas investment and a huge sure to die chance just to deal with a unit that can be reactored off of a Starport.

Really anxious to see how ZvP shapes up, Immortals are without a doubt over performing but the match up was only semi balanced on a razors edge, so we'll see if Protoss win rates drastically dip or not.

The changes to the Cyclone and Swarm Hosts are quite literally useless, the problem with these units isn't the cost or the supply, it's how they work. Change the Cyclone to be an all purpose massable (but not overpowered) factory foot men unit that can provide mobile anti - air for mech armies and change the Swarm Host to...well...pretty much anything else then what it does. At least change it so it has some type of identity and strategic value, why would I ever build Swarm Hosts to siege when I can build Lurkers which come from my general combat soldiers or just spend that gas on Greater Spire? I wouldn't even care if they removed the unit from the game at this point.




Corrupters are way better than Vikings and can basically autosnipe any building now. Now, libs will literally only be useful against mutas because of Fenix and viper range and speed.

Vikings are way worse investments than corrupters, period.
How are corruptors better than vikings, simply because they get an ability to damage buildings over a period of time? The only thing corruptors are good against are units which don't shoot back. It's not as if a viking lacks the ability to shoot buildings as well.


Because they are, corruptors defeat vikings straight up
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
Last Edited: 2016-05-19 03:08:31
May 19 2016 03:07 GMT
#95
Plus the fact that the increase in supply doesn't mean you don't spend less min. You just put the money to pump 1-2 more OL to get that supply up. Plus it takes up more supply for you to build other units.


It costs 12.5 minerals per supply (which is a quarter of the price reduction) but you also have to take several other things into account.

Supply has a larvae cost (1 per 8 supply)

If you go up to 100 supply, trade down to 50 supply and then continue building and losing units around 50-90 supply, you will not pay anything for the unit costing extra supply until you're supply blocked again. If you build one army comp that takes you to 80/100 or another that takes you to 90/100, they'll both cost you the same and not require additional overlords until if and when you're hitting 100/100 again
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 19 2016 03:32 GMT
#96
Ugh I never liked King Sejong Station to play... Frost was cool though. Bummed given I already had Korhal vetoed and as a Zerg, Prion Terraces was awesome.
fireforce7
Profile Joined June 2010
United States334 Posts
May 20 2016 15:56 GMT
#97
So...if the immortals shield is reduced to 100...that means it's technically like saying they'll have 200 shields (with the proc active). I'd almost rather have the hots version (10 damage to anything over 10) because it'd have a specific purpose for sheltering against tank hits and liberators. Just my thoughts...
I'm terranfying
MockHamill
Profile Joined March 2010
Sweden1798 Posts
May 20 2016 16:27 GMT
#98
Is there any unit test map for these changes? So that one can test the new Thors versus capital ships?
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
May 20 2016 17:08 GMT
#99
On May 21 2016 01:27 MockHamill wrote:
Is there any unit test map for these changes? So that one can test the new Thors versus capital ships?

I was looking for that to. But then, what are you going to test? Tempests have 893274 range and the change doesn't matter, BL have more range, Vipers have the same and they only need to hit once to kill the thor, Libs have 14 after the upgrade, it's really only the BC that will feel the brunt on the change.

The armored units that are a problem are not going to be countered in any way by the slow, expensive, lower range thor. It's still vikings that will do the job. The Thor might, might, be a better support unit.

It's a step in the right direction none the less. But like the buff to the rate of fire of the Tank, it's a buff, a buff that is no where near enough to matter for anything.

GtA is a problem for the factory (and SC2 in general), but the real problem is with the strength of air units. Tempests, BLs, Libs need to have less range. You can't have the ultimate assault unit be a flying one and expect good gameplay.

Next patch nerf air pls, especially range. Mobility and range should never be on the same unit.
Head Coach Park: "They should buff tanks!"
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
May 20 2016 18:31 GMT
#100
Well, I guess PvZ will be nightmare now after this immortal nerf.
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