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4.7.0 Patch Notes & Final Balance Changes - Page 2

Forum Index > SC2 General
201 CommentsPost a Reply
Prev 1 2 3 4 5 9 10 11 Next All
DieuCure
Profile Joined January 2017
France3713 Posts
November 14 2018 10:51 GMT
#21
On November 14 2018 18:56 Koektrommel wrote:
Show nested quote +
On November 14 2018 18:12 DieuCure wrote:
I dont get why people want QoL changes seriously, they are bad overall and make the game easier for nothing. ( Obs, overseer, target scv ... )


Because most people play games to have fun and not to be forced to stress out over minor aspects of the game.


Yes, so much fun when you can forget about your obs, or when you can click easily on a scv.
TL+ Member
loginn
Profile Blog Joined January 2011
France815 Posts
November 14 2018 11:13 GMT
#22
On November 14 2018 13:11 ZigguratOfUr wrote:
Biggest surprise is that someone played HotS to notice the mothership skin bug.

Seeing how the late game will shake out after all these balance changes will be interesting.

We saw it on Ogaming a few weeks back so maybe they were watching the stream
Stephano, Taking skill to the bank since IPL3. Also Lucifron and FBH
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2018-11-14 11:26:19
November 14 2018 11:22 GMT
#23
It would be awesome if TvP late game become more even.
Still I have problem seeing how this would work in practice.

HT and Disruptors still provide an insane amount of splash damage.
The new Tempest will be better vs both Liberators and BCs.

But maybe Carriers will be beatable now. And the new Tempest have less hit points so Vikings will beat Tempest now, if they manage to catch them.

But my guess is that TvP will become very Protoss favored now when Terran proxies are weaker.


Charoisaur
Profile Joined August 2014
Germany15928 Posts
Last Edited: 2018-11-14 11:30:00
November 14 2018 11:27 GMT
#24
So where's the change that's supposed to make lategame even? I thought that's one of their design goals? Hope this doesn't end up like their countless "promises" to make mech viable in tvp.

Also shitty ravager rush just became ungodly super duper powerful getoutofthegame Ravager rush.
The Cyclone change is the single most disappointing change I can remember. Terran early game is just fucked now.
Many of the coolest moments in sc2 happen due to worker harassment
Hvvacha
Profile Joined April 2018
82 Posts
November 14 2018 11:46 GMT
#25
On November 14 2018 20:27 Charoisaur wrote:
So where's the change that's supposed to make lategame even? I thought that's one of their design goals? Hope this doesn't end up like their countless "promises" to make mech viable in tvp.

Also shitty ravager rush just became ungodly super duper powerful getoutofthegame Ravager rush.
The Cyclone change is the single most disappointing change I can remember. Terran early game is just fucked now.


this build really should not exist, but bunker with scvs can buy time until tank or even a banshee.
DieuCure
Profile Joined January 2017
France3713 Posts
Last Edited: 2018-11-14 11:49:45
November 14 2018 11:48 GMT
#26
On November 14 2018 20:27 Charoisaur wrote:
So where's the change that's supposed to make lategame even? I thought that's one of their design goals? Hope this doesn't end up like their countless "promises" to make mech viable in tvp.

Also shitty ravager rush just became ungodly super duper powerful getoutofthegame Ravager rush.
The Cyclone change is the single most disappointing change I can remember. Terran early game is just fucked now.



This plus the proxy reaper in TvT, 2016 TvT ladder was hell
TL+ Member
paralleluniverse
Profile Joined July 2010
4065 Posts
November 14 2018 11:57 GMT
#27
On November 14 2018 18:50 getg00d wrote:
Show nested quote +
On November 14 2018 18:02 paralleluniverse wrote:
Sensor Tower pre-placement selection display will now show a range indicator on the minimap.

On Sensor Towers, remove the display of the range indicator on the minimap for Sensor Towers that have not been scouted.

The fact that the range indicator occurs before even knowing that the opponent has a Sensor Tower breaks the rules of the game.

How so?

It gives you access to unscouted info.
Syn Harvest
Profile Joined July 2012
United States191 Posts
November 14 2018 12:04 GMT
#28
The changes seem decent the only issue I see is the Cyclone will still be really strong early game PvT. Once it has mag field upgrade it basically counters immortals. Like 3 cyclones can out DPS the 2 shield batteries, I saw it on stream, its a bit ridiculous. I think the upgrade should require Armory.
Open your heart and embrace the darkness
nightowl879
Profile Joined November 2018
7 Posts
November 14 2018 12:10 GMT
#29
What is a Quality of Life change?
TheSky123
Profile Joined March 2017
15 Posts
November 14 2018 12:32 GMT
#30
Mech is still dead vs Protoss
IcemanAsi
Profile Joined March 2011
Israel681 Posts
November 14 2018 12:36 GMT
#31
ehhhhh, can't say I'm a fan of this batch of changes.

A lot of these changes are actually step backs into things that were already in the game and were IMHO not fun parts of it.
Mine cloak, super kite cyclones, game swinging Disruptor shots, nydus worms being bad ( cost doesn't matter if it can't complete )

Did anyone really miss these things?

MockHamill
Profile Joined March 2010
Sweden1798 Posts
November 14 2018 12:37 GMT
#32
On November 14 2018 21:32 TheSky123 wrote:
Mech is still dead vs Protoss


Why? Mech can compete vs Protoss ground. Immortals was never the problem, the Carrier was.
MrFreeman
Profile Joined January 2015
207 Posts
November 14 2018 12:53 GMT
#33
On November 14 2018 16:15 pieroog wrote:
At the moment, there is no way of selecting queens outside manual search&click. Maybe some quality of life change too...?


YES PLEASE, this would help a whole lot.

On November 14 2018 21:10 nightowl879 wrote:
What is a Quality of Life change?


Something that doesn't change the potential power of a player, but makes that potential easier accessible. For example, the F2, you would be able to select your whole army even without this, but it makes a thing that might have been difficult to do very easy.


On the changes: I like the change in ZvT and ZvP interactions, I'm quite concerned about TvP, skytoss is super strong, BCs are still next to useless, since AA dmg is the same and Yamato is nerfed against protoss (they have a lot of 250-300HP stuff) and I think that the adjusted thor is a terrible answer to the mobile skytoss, since they now have two teleports, one with 80sec CD and even with both unavailable, Tempest are zippy now and carrier can just move out of Thor range. But then again, I play toss, so, ehm yolo? :D
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
Last Edited: 2018-11-14 13:12:00
November 14 2018 13:04 GMT
#34
Can we get patch notes to distinguish from last balance patch, and not from last testing map? ....
NspFancy
Profile Joined May 2016
Korea (South)21 Posts
November 14 2018 14:03 GMT
#35
RIP TvT !
Lexender
Profile Joined September 2013
Mexico2627 Posts
November 14 2018 14:04 GMT
#36
I think people seriously understimate the strenght of early game cyclones, specially now that the range bug has been fixed, theres NOTHING that can catch a cyclone to kill him in the early game (except of course speedlings), on maps where the natural entrance is not a ramp cyclones just shit on protoss, 2-3 cyclones can just keep a protoss pinned in their base buidling batteries so they don't bleed stalkers and immortals to the lock on while you take a 3rd or get stim.
Even just opening with defensive cyclones can actually allow you to get 3 fast bases vs protoss, something almost impossible in the current meta (but that was very standard in the old cyclone meta), altough of course I doubt many people would do that since terran has no reason to go to lategame vs protoss while having all the reason to end the game before that.

I'm a bit worried about TvT in the fact that cyclones would still be king of early game (they counter anything except more cyclones or a well placed tank) but at least it would be in favor of macro games because they are better at defense than at aggression than current cyclones.

TvZ cyclones are probably weaker (?) but they weren't the most important unis anyway, I don't think ravager rushes would be that much of a problem since you would need speed lings to actually catch the cyclones while the cyclone can eat the ravagers until while taking basically 0 damage (unles you fuck up your micro), I guess it would depend on the type of rush, 1 base rushes would be pretty bad as 1 cyclone with 1 bunker should be enough, 2(3) base would probably be harder but at that point you didn't use cyclones to defend anyway.
err0r33
Profile Joined July 2016
38 Posts
November 14 2018 17:06 GMT
#37
On November 14 2018 22:04 StarscreamG1 wrote:
Can we get patch notes to distinguish from last balance patch, and not from last testing map? ....


https://starcraft2.com/en-us/news/22640615

just scroll down a bit and after the latest changes is a recap for the wholes changes since last season.
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
November 14 2018 18:05 GMT
#38
On November 15 2018 02:06 err0r33 wrote:
Show nested quote +
On November 14 2018 22:04 StarscreamG1 wrote:
Can we get patch notes to distinguish from last balance patch, and not from last testing map? ....


https://starcraft2.com/en-us/news/22640615

just scroll down a bit and after the latest changes is a recap for the wholes changes since last season.

Thanks!
raXNT
Profile Joined June 2015
16 Posts
November 14 2018 18:46 GMT
#39
In my opinion the cyclone is bad by design in every possible way and does not fit in the game.
I wonder how long you will have to tweak that unit before you realize it might just be the fact that it was a horrible decision to put it in the game in the first place. You obviously want the cyclone to fill a hole in Terran Mech, why not just trash the unit and design something new?.
Tempest
Profile Joined October 2015
United States147 Posts
November 14 2018 19:05 GMT
#40
On November 15 2018 03:46 raXNT wrote:
In my opinion the cyclone is bad by design in every possible way and does not fit in the game.
I wonder how long you will have to tweak that unit before you realize it might just be the fact that it was a horrible decision to put it in the game in the first place. You obviously want the cyclone to fill a hole in Terran Mech, why not just trash the unit and design something new?.


What units name is a synonym for something really really big?

Who did david in the bible beat up with a rock?

What says its name and then says "online"?

Damn, drawing too many blanks here.
Quick, think of some pithy cliche and toss it here
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