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4.7.0 Patch Notes & Final Balance Changes - Page 3

Forum Index > SC2 General
201 CommentsPost a Reply
Prev 1 2 3 4 5 9 10 11 Next All
megamanx32
Profile Joined November 2016
16 Posts
November 14 2018 19:23 GMT
#41
Is anyone having mouse problems since update to latest patch. Since I updated, when I enter the game I can not move my mouse. I can click button, but really move it around?
MrFreeman
Profile Joined January 2015
207 Posts
November 14 2018 19:25 GMT
#42
On November 15 2018 04:05 Tempest wrote:
Show nested quote +
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.


I mean, it has been said a million times that we need them. They even have a really nice model with all the sounds and animation done for them, they control really well, and they are the mobile AA and solid unit that mech needs.
I really dislike that there is a timer every time I fight a protoss and if I don't kill them in time, match is over.
_Darwin_
Profile Joined August 2010
United States2374 Posts
November 14 2018 19:49 GMT
#43
On November 14 2018 20:57 paralleluniverse wrote:
Show nested quote +
On November 14 2018 18:50 getg00d wrote:
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.


It's a range indicator. For the player building the sensor tower.

The opponent isn't going to see the ring before the tower is built... it just shows the player building it what area it will cover once constructed.
I cant stop lactating
Ben...
Profile Joined January 2011
Canada3485 Posts
Last Edited: 2018-11-14 20:17:57
November 14 2018 20:09 GMT
#44
On November 14 2018 23:04 Lexender wrote:
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.

This is one thing I've been thinking about a lot. How exactly does protoss catch and kill the new cyclones or even defend against them? Terran and zerg both have options to take them out (zerg has speedlings, terran can make their own cyclones) but protoss only has phoenixes and oracles. None of the gateway units have any chance of killing the cyclones unless the terran screws up. Same with immortals. Stargate is theoretically the only safe opening against them. The various types of photon overcharge used to be used to deal with these kind of issues, but with it gone, this could be a problem.

I'm not shocked to see the robotics facility cost reverted. It would have led to silliness. You could have two immortals building before warpgate was even finished and would have made battery rushes even stronger.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
BaneRiders
Profile Joined August 2013
Sweden3630 Posts
November 14 2018 20:38 GMT
#45
On November 14 2018 19:21 dummy1 wrote:
When terran getting a quality of life change


At least it wasn't Rick Astley...
Earth, Water, Air and Protoss!
Loccstana
Profile Blog Joined November 2012
United States833 Posts
Last Edited: 2018-11-14 22:49:44
November 14 2018 22:11 GMT
#46
On November 14 2018 21:10 nightowl879 wrote:
What is a Quality of Life change?


It is a change where the quality of your life changes!

Also, sensor tower radius should not be revealed to your opponent.
[url]http://i.imgur.com/lw2yN.jpg[/url]
Darth Caedus
Profile Joined May 2011
United States326 Posts
November 14 2018 22:59 GMT
#47
Am I confused if this is my interpretation of this patch?

Terran - almost all buffs
Zerg - almost all nerfs
Protoss - mixed

How can you possibly call this simply a Terran QoL buff? Even if you never build a mech unit (almost all of which got a buff) the medivac got a pretty solid buff for bio....
Polt: "Those auto-turrets are cute." 10/26/13 commenting on MMA vs. Maru.
Athenau
Profile Joined March 2015
570 Posts
November 14 2018 23:03 GMT
#48
On November 15 2018 07:59 Darth Caedus wrote:
Am I confused if this is my interpretation of this patch?

Terran - almost all buffs
Zerg - almost all nerfs
Protoss - mixed

How can you possibly call this simply a Terran QoL buff? Even if you never build a mech unit (almost all of which got a buff) the medivac got a pretty solid buff for bio....

The Terran QoL change is the add-on lift-off change, not the balance changes.
seemsgood
Profile Joined January 2016
5527 Posts
November 14 2018 23:04 GMT
#49
On November 15 2018 05:09 Ben... wrote:
Show nested quote +
On November 14 2018 23:04 Lexender wrote:
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.

This is one thing I've been thinking about a lot. How exactly does protoss catch and kill the new cyclones or even defend against them? Terran and zerg both have options to take them out (zerg has speedlings, terran can make their own cyclones) but protoss only has phoenixes and oracles. None of the gateway units have any chance of killing the cyclones unless the terran screws up. Same with immortals. Stargate is theoretically the only safe opening against them. The various types of photon overcharge used to be used to deal with these kind of issues, but with it gone, this could be a problem.

I'm not shocked to see the robotics facility cost reverted. It would have led to silliness. You could have two immortals building before warpgate was even finished and would have made battery rushes even stronger.

they might be a problem if cyclones effectively shutdown robot opening in TvP tho
4 supply,they are trash but 4 supply with moarrrr stats ?? they would probadly fuck early game anyway
this unit is so damn hard to balance Davey...
MarthTV
Profile Blog Joined December 2012
Germany387 Posts
November 14 2018 23:19 GMT
#50
So why does the thor get 1 armor removed?
He is not that strong anyways.

A lot of Cracklings deal with thors, no problem, and what Immortals do vs them is against the Geneva convention.
youtube.com/c/MarthTV | twitter.com/Marth_TV | twitch.tv/marthtv
Tyrhanius
Profile Joined April 2011
France947 Posts
November 14 2018 23:33 GMT
#51
On November 15 2018 08:19 MarthTV wrote:
So why does the thor get 1 armor removed?
He is not that strong anyways.

A lot of Cracklings deal with thors, no problem, and what Immortals do vs them is against the Geneva convention.

To allow zerg to build mutas in ZvT
MarcDaKind
Profile Joined September 2015
7 Posts
Last Edited: 2018-11-14 23:48:24
November 14 2018 23:46 GMT
#52
On November 15 2018 08:33 Tyrhanius wrote:
Show nested quote +
On November 15 2018 08:19 MarthTV wrote:
So why does the thor get 1 armor removed?
He is not that strong anyways.

A lot of Cracklings deal with thors, no problem, and what Immortals do vs them is against the Geneva convention.

To allow zerg to build mutas in ZvT

The splash damage nerf should already solve that issue. Mutas are not meant to be a Thor "counter''.
DieuCure
Profile Joined January 2017
France3713 Posts
November 15 2018 00:04 GMT
#53
On November 15 2018 08:33 Tyrhanius wrote:
Show nested quote +
On November 15 2018 08:19 MarthTV wrote:
So why does the thor get 1 armor removed?
He is not that strong anyways.

A lot of Cracklings deal with thors, no problem, and what Immortals do vs them is against the Geneva convention.

To allow zerg to build mutas in ZvT


Because it's needed/unplayable actually
TL+ Member
Solar424
Profile Blog Joined June 2013
United States4001 Posts
November 15 2018 02:45 GMT
#54
On November 15 2018 08:46 MarcDaKind wrote:
Show nested quote +
On November 15 2018 08:33 Tyrhanius wrote:
On November 15 2018 08:19 MarthTV wrote:
So why does the thor get 1 armor removed?
He is not that strong anyways.

A lot of Cracklings deal with thors, no problem, and what Immortals do vs them is against the Geneva convention.

To allow zerg to build mutas in ZvT

The splash damage nerf should already solve that issue. Mutas are not meant to be a Thor "counter''.

They aren't meant to be a counter, but Thors having 2 armor made Mutas basically unplayable in ZvT.
Ben...
Profile Joined January 2011
Canada3485 Posts
November 15 2018 02:56 GMT
#55
On November 15 2018 08:04 seemsgood wrote:
Show nested quote +
On November 15 2018 05:09 Ben... wrote:
On November 14 2018 23:04 Lexender wrote:
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.

This is one thing I've been thinking about a lot. How exactly does protoss catch and kill the new cyclones or even defend against them? Terran and zerg both have options to take them out (zerg has speedlings, terran can make their own cyclones) but protoss only has phoenixes and oracles. None of the gateway units have any chance of killing the cyclones unless the terran screws up. Same with immortals. Stargate is theoretically the only safe opening against them. The various types of photon overcharge used to be used to deal with these kind of issues, but with it gone, this could be a problem.

I'm not shocked to see the robotics facility cost reverted. It would have led to silliness. You could have two immortals building before warpgate was even finished and would have made battery rushes even stronger.

they might be a problem if cyclones effectively shutdown robot opening in TvP tho
4 supply,they are trash but 4 supply with moarrrr stats ?? they would probadly fuck early game anyway
this unit is so damn hard to balance Davey...

This latest update has made them 3 supply.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
DieuCure
Profile Joined January 2017
France3713 Posts
November 15 2018 03:02 GMT
#56
On November 15 2018 11:45 Solar424 wrote:
Show nested quote +
On November 15 2018 08:46 MarcDaKind wrote:
On November 15 2018 08:33 Tyrhanius wrote:
On November 15 2018 08:19 MarthTV wrote:
So why does the thor get 1 armor removed?
He is not that strong anyways.

A lot of Cracklings deal with thors, no problem, and what Immortals do vs them is against the Geneva convention.

To allow zerg to build mutas in ZvT

The splash damage nerf should already solve that issue. Mutas are not meant to be a Thor "counter''.

They aren't meant to be a counter, but Thors having 2 armor made Mutas basically unplayable in ZvT.


They are playable in ladder + top level ( if the map allows it cf Rogue Katowice)
TL+ Member
Loccstana
Profile Blog Joined November 2012
United States833 Posts
November 15 2018 06:05 GMT
#57
Why was the Thor given increase in damage to massive, but the armor reduced from 2 to 1?

They want to buff the Thor against massive air like Brood lords and carriers, so they nerf it instead?
[url]http://i.imgur.com/lw2yN.jpg[/url]
Drfilip
Profile Joined March 2013
Sweden590 Posts
November 15 2018 07:03 GMT
#58
On November 15 2018 15:05 Loccstana wrote:
Why was the Thor given increase in damage to massive, but the armor reduced from 2 to 1?

They want to buff the Thor against massive air like Brood lords and carriers, so they nerf it instead?

They want thor to be a "giant that slay other giants". The reduced armour make it so that none-giants can fight the thor. The increased damage per hit gives damage only vs giants.
The thor gets nerfed vs none-giants. It is the role of giant slayer that gets defined.
Random Platinum EU
Charoisaur
Profile Joined August 2014
Germany16017 Posts
November 15 2018 09:01 GMT
#59
On November 15 2018 16:03 Drfilip wrote:
Show nested quote +
On November 15 2018 15:05 Loccstana wrote:
Why was the Thor given increase in damage to massive, but the armor reduced from 2 to 1?

They want to buff the Thor against massive air like Brood lords and carriers, so they nerf it instead?

They want thor to be a "giant that slay other giants". The reduced armour make it so that none-giants can fight the thor. The increased damage per hit gives damage only vs giants.
The thor gets nerfed vs none-giants. It is the role of giant slayer that gets defined.

Yeah that's because we often get mono-battle situations where thors and Broodlords/carriers amove into each other with no other unis interacting /s

Seriously, it's a huge nerf vs "other giants" because of broodlings and interceptors
Many of the coolest moments in sc2 happen due to worker harassment
MockHamill
Profile Joined March 2010
Sweden1798 Posts
November 15 2018 09:31 GMT
#60
The basic problem is that Carriers will now do 33% more damage to Thors due to Thor having 1 less armor.
That combined with the 12.5% more hitpoints for Carriers means that Thors will perform worse in a 1v1 battle vs Carrier even though they fire faster and hit harder.

The intresting thing to investigate once the patch goes live is the impact of blowing up interceptors.
Basically if trying to blow up the interceptors for the first part of the battle and then switch to single Target mode will be more effective.
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