Glad that they fixed Marauders.
Two shots was bs.
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Trozz
Canada3454 Posts
Glad that they fixed Marauders. Two shots was bs. | ||
sc-darkness
856 Posts
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Boggyb
2855 Posts
On May 17 2018 05:53 sc-darkness wrote: I'm not sure if there are too many changes at once, but each change seems reasonable. I think Blizzard should organise a weekly tournament every time they make balance changes. Only for pro gamers so they can show imbalances. Pro gamers earn money, while Blizzard get their balance patches tested properly. The problem with this is it often takes time to figure out the state of balance after changes are made. Maybe things will look balanced for a few weeks then someone finds a truly abusive timing and then everything goes to hell. Maybe things will look like nothing has changed until someone finds a build or a strategy to blow things wide open. People like to shit on the idea of the need to let the meta settle, but it is sometimes really needs to before we can say whether things are broken or fixed. | ||
PuddleZerg
United States82 Posts
On May 17 2018 05:04 Trozz wrote: I like these changes. Glad that they fixed Marauders. Two shots was bs. It still is two shots? e: nvm | ||
Charoisaur
Germany15911 Posts
Surprisingly even Dreamcatcher which was criticized seems really fun to play. | ||
Tamerlane
Canada424 Posts
On May 17 2018 01:05 c0sm0naut wrote: pretty sure this change (when every one is 3/3 researched) makes the marauder go from needing: 32~ shots to kill an ultralisk to 24~ shots to kill an ultralisk. anyone who understands upgrades feel free to chime in, i used 500/(26-10) 500/(26-5) not sure this is exactly right but it feels about right. w plating 500/(26-14) = 42~ hits 500/(26-7)= 27~ hits can any one confirm? this seems like a massive change I confirm. | ||
KR_4EVR
316 Posts
Patch 3.8.0 [4] The "Research Charge" upgrade will now increase the Zealot's movement speed from 3.15 to 4.13. [hide] Patch 3.14.0 [5] Charge upgrade cost lowered from 200/200 to 100/100. Source: ![]() There. I dare someone to try arguing with me. | ||
KR_4EVR
316 Posts
On May 17 2018 08:10 KR_4EVR wrote: Show nested quote + Patch 3.8.0 [4] The "Research Charge" upgrade will now increase the Zealot's movement speed from 3.15 to 4.13. [hide] Patch 3.14.0 [5] Charge upgrade cost lowered from 200/200 to 100/100. Source: ![]() There. I dare someone to try arguing with me. Why this was important: The movement speed increase let Protoss players keep their zealots in front of their army without much micro, preventing any flank the enemy might try to set up. The upgrade cost decrease makes charge all-ins come much quicker and provides an inexpensive harass option. IMO these changes weren't the ones the game was looking for. | ||
KR_4EVR
316 Posts
Patch 3.11.0 Balance Update [3] Splash damage +shield bonus reduced from +40 to +25 [hide] Patch 4.0.0 [4] Widow Mines are now revealed while Sentinel Missile is on cooldown. [hide] Patch 4.1.1 Balance Update[5] Build time reduced from 28.6 to 21.4 seconds. Discharged ![]() | ||
Pontius Pirate
United States1557 Posts
On May 16 2018 23:54 Caelum93 wrote: Show nested quote + On May 16 2018 23:38 pieroog wrote: wow! that's a lot of changes.... I wonder how the Ultralisk will perform with these kind of alterations You dont play Ultras Yeah, Ultras feel like hot garbage again against bio. I suspect they may need to up the max armor again to 8. Perhaps an increase to their base armor from 2 to 3 would be the best way to go about this. As long as the Marauder can mostly still counter Ultras, rather than just slightly counter Ultras, like in early LotV, then I don't find it too problematic that Marines return to hitting them with peashooters. I wouldn't go so far as to state that I'm not in favor of the Marauder being reverted to single-shot (for one, it just looks way better and easier to follow), but I think that this will necessitate some other things shifting to compensate. | ||
Latr02
United States268 Posts
Lord of the Flies aside hopefully the Raven can find a nice spot. Really like Interference Matrix in small scale fights, especially in TvT and TvP, although I'm not sure a +1 range buff to the turret will be enough to bring the opening back to prominence in TvZ. | ||
Thaniri
1264 Posts
On May 16 2018 23:44 xTJx wrote: Happy that they're buffing non cancerous units. I find this hilarious since the big meme from like 2010-2015 was that Marauders were shitty un-microable and in-interesting 1a2a3a units. | ||
Lexender
Mexico2626 Posts
On May 17 2018 10:49 Thaniri wrote: I find this hilarious since the big meme from like 2010-2015 was that Marauders were shitty un-microable and in-interesting 1a2a3a units. Not only has that never been a meme, but aslo nobody does 1a2a3a in SC2. | ||
xTJx
Brazil419 Posts
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Riner1212
United States337 Posts
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neutralrobot
Australia1025 Posts
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JackONeill
861 Posts
Raven missile nerf is also a good thing design-wise. The viking health buff is very underwhelming but going in the right direction. Now the issue is that mech is now generally meh to decent in TvZ, plain bad in TvT, and completely terrible in TvP. Wish they'd acknowledge that the raven redesign was a failure, and that the cyclone is still badly designed. | ||
Tyrhanius
France947 Posts
On May 17 2018 08:36 Pontius Pirate wrote: Show nested quote + On May 16 2018 23:54 Caelum93 wrote: On May 16 2018 23:38 pieroog wrote: wow! that's a lot of changes.... I wonder how the Ultralisk will perform with these kind of alterations You dont play Ultras Yeah, Ultras feel like hot garbage again against bio. I suspect they may need to up the max armor again to 8. Perhaps an increase to their base armor from 2 to 3 would be the best way to go about this. As long as the Marauder can mostly still counter Ultras, rather than just slightly counter Ultras, like in early LotV, then I don't find it too problematic that Marines return to hitting them with peashooters. I wouldn't go so far as to state that I'm not in favor of the Marauder being reverted to single-shot (for one, it just looks way better and easier to follow), but I think that this will necessitate some other things shifting to compensate. You haven't understood, you need ultras with 14 armor to go back to the previous state of marauders vs ultras interaction. That tells you how dead ultras are right now. | ||
Ej_
47656 Posts
On May 17 2018 11:17 Lexender wrote: Show nested quote + On May 17 2018 10:49 Thaniri wrote: On May 16 2018 23:44 xTJx wrote: Happy that they're buffing non cancerous units. I find this hilarious since the big meme from like 2010-2015 was that Marauders were shitty un-microable and in-interesting 1a2a3a units. Not only has that never been a meme, but aslo nobody does 1a2a3a in SC2. It's the truth. Marauder is a cyclone that comes out of barracks. | ||
Charoisaur
Germany15911 Posts
On May 17 2018 08:36 Pontius Pirate wrote: Show nested quote + On May 16 2018 23:54 Caelum93 wrote: On May 16 2018 23:38 pieroog wrote: wow! that's a lot of changes.... I wonder how the Ultralisk will perform with these kind of alterations You dont play Ultras Yeah, Ultras feel like hot garbage again against bio. I suspect they may need to up the max armor again to 8. Perhaps an increase to their base armor from 2 to 3 would be the best way to go about this. As long as the Marauder can mostly still counter Ultras, rather than just slightly counter Ultras, like in early LotV, then I don't find it too problematic that Marines return to hitting them with peashooters. I wouldn't go so far as to state that I'm not in favor of the Marauder being reverted to single-shot (for one, it just looks way better and easier to follow), but I think that this will necessitate some other things shifting to compensate. I'm glad that the meta isn't anymore Zerg sitting in their base doing nothing but turtling to ultras with terran being forced to allin every game. If the game turns out to be imbalanced they better should buff midgame units like Mutas or Banelings. | ||
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