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4.12.0 Patch Notes - Page 4

Forum Index > SC2 General
130 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 Next All
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 11 2020 09:57 GMT
#61
On June 11 2020 07:30 RandomPlayer416 wrote:
Battery Overcharge is the most overpowered thing its not even close to fair how broken it is. 1 stalker can literally hold off 3 marauders. . . How is this balanced?


It's also just a really poor design choice =/
After the pylon overcharge fiasco, I'm not sure how we're still getting these weird early game protoss defense spells.
Snakestyle11
Profile Joined December 2018
191 Posts
June 11 2020 10:02 GMT
#62
This game is slowly becoming like coop mode. So many dumb abilities and unit design lmao.
naughtDE
Profile Blog Joined May 2019
158 Posts
June 11 2020 10:31 GMT
#63
I am sad. I am still waiting for purifier building skins ... that and the widow mine buff... first warchest I gonna skip.
"I'll take [LET IT SNOW] for 800" - Sean Connery (Darrell Hammond)
BonitiilloO
Profile Joined June 2013
Dominican Republic614 Posts
June 11 2020 12:19 GMT
#64
On June 11 2020 04:04 GrandSmurf wrote:
Show nested quote +
On June 11 2020 01:49 freelifeffs wrote:
On June 11 2020 00:08 GrandSmurf wrote:
On June 10 2020 23:08 freelifeffs wrote:
On June 10 2020 21:29 BonitiilloO wrote:
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.


and you need to understand that you dont start a message with 'people need to understand' if you clearly dont understand anything yourself.


do tell, explain it to us then.



whats there to explain? its obviously biased and idiotic thinking to say stuff like 'zerg doesnt need to worry about anything' and 'zerg doesnt need to think and can just always engage no matter how and what'. stuff like that is not productive for any kind of discussion and people who think like that have no right to tell others they 'need to understand' things first.


granted, it is a bit of a hyperbole to state zerg have nothing to worry about. but lets be real here, they do have a rather care-free early game and can/could shrug off any harrasment pretty effortlessly and double expand.

edit: within reason ofc. notwithstanding certain all-ins.


thats what i wanted to say initially, sorry if i offended anyone, but zerg has a very EZ gameplay out, also maps help zerg a lot all fricking maps have a place to hide the ovi next to the natural...
How may help u?
royalroadweed
Profile Joined April 2013
United States8301 Posts
June 11 2020 13:16 GMT
#65
Didn't expect shield overcharge to be as strong as it is.
"Nerfing Toss can just make them stronger"
Tastyyyy
Profile Joined July 2018
Portugal95 Posts
June 11 2020 13:57 GMT
#66
So...since everyone keeps discussing widowmines and stuff...does anyone know how the gains from warchest will be distributed?
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2020-06-11 14:45:37
June 11 2020 14:25 GMT
#67
On June 11 2020 22:16 royalroadweed wrote:
Didn't expect shield overcharge to be as strong as it is.


I said repeatedly before the patch it would be to good and kill a lot of aggressive Terran builds, now proxy builds suck and toss can even more saftley pursue the fast third into 3 kinds of aoe strat that is really strong... not many people seemed to want to talk about it meanwhile there are all these people whining about widow mine change, even though if they do a normal build order with 2 obs it basically does not change anything from how widowmine worked pre patch. Yes if your bad and can’t have obs in second hotkey or deployed and you lose it you now might take a second round of shots but it really changes very little at least for toss, for zerg it’s a bit diffrent since typically Terran can defend the mines better vs muta ling bane so unless banes killed them they might now get a second round of shots. Based on the fact that if you were going to go a lot of mines you typically would grab drilling claws and still will I think this change probably gives Terran 2 to 3 extra mine hits per game, that can be impactful since a mine can hit a big bane clump and get 10-15 bane kills or it can be detrimental, zerg can outmicro it and kill a pack of marines with terran’s own mine, mines are so variable quite often this change has no or little impact for Terran. Occasionally it will matter.
"when life gives Hero lemons he makes carriers" -Artosis
unbreakableheart
Profile Joined July 2019
2 Posts
June 11 2020 18:12 GMT
#68
Let us see how many zergs will survive in the next GSL season.
followZeRoX
Profile Joined March 2011
Serbia1449 Posts
June 11 2020 19:50 GMT
#69
On June 11 2020 19:31 naughtDE wrote:
I am sad. I am still waiting for purifier building skins ... that and the widow mine buff... first warchest I gonna skip.


Same here. This war chest is attrocious.
Zerg skins are same as default but with 4 spikes added, terrans are just 120% brightness of regular ones, protoss is awful. I have all wc5 skins but have 0 desire to buy these.
Pentarp
Profile Joined August 2015
216 Posts
Last Edited: 2020-06-12 04:21:05
June 12 2020 04:20 GMT
#70
Protoss fanatics made so much noise about widow-mines that I never took a closer look at Battery Overcharge. Oh man o man.
Plogamer TL.net RedRocket B.net
Zanzabarr
Profile Joined October 2010
Canada217 Posts
June 12 2020 07:17 GMT
#71
It lasts 14 seconds and the cooldown is 1 minute.... can you not just force them to trigger it, back off, and re-engage in 14 seconds... or is this like proxy a-move in Gold league isn't working anymore style of whining.
M2
Profile Joined December 2002
Bulgaria4114 Posts
June 12 2020 07:37 GMT
#72
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 12 2020 07:41 GMT
#73
On June 12 2020 16:17 Zanzabarr wrote:
It lasts 14 seconds and the cooldown is 1 minute.... can you not just force them to trigger it, back off, and re-engage in 14 seconds... or is this like proxy a-move in Gold league isn't working anymore style of whining.


14 seconds does not matter much in gold. But good luck trying to go 2-base all-in on pro level after this change.

The good thing I guess is that it will be possible to see the real balance in macro games, when Terran can no longer all-in in order to avoid the late game.
SC-Shield
Profile Joined December 2018
Bulgaria817 Posts
Last Edited: 2020-06-12 09:23:31
June 12 2020 09:08 GMT
#74
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
June 12 2020 09:40 GMT
#75
The widow mine change seems like one of the most uninspired approaches to them so far. You... get an ability? When you build a building? It just feels not very "clicky upgrade gogo timing." Also it's incredibly difficult to communicate the change through tooltips or anything for a player picking up the game. Just kind of seems like a hack.
Nuda Veritas
naughtDE
Profile Blog Joined May 2019
158 Posts
June 12 2020 09:52 GMT
#76
On June 12 2020 18:08 SC-Shield wrote:
Show nested quote +
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..


It is not equivalent.
1. Widowmines deal extra dmg to shields. Probes aswell as drones have less hp then scvs on top of that, so the only race that doesn't have to suffer instant losses because of a second of not reacting correctly is terran -.- (they do so against disruptors and boy oh boy do they like it)
2. The second point is less about Worker harrass, but the unit in general. It does somewhat compare to an oracle stasis ward, as in it is invisible, you set it and you forgot about it. The only redeeming argument for the disruptor is, at least protoss had to look at the screen while winning the game in 1 shot, terran does not with widowmines. Also, while walking into a stasis ward at the wrong time can cost you the game, and a stasis ward on a mineral line can set you economically far behind, it feels less shitty when you at least get your units back after 21 seconds...yeah, widow mines should trigger the black hole ability the mothership once had, I'd be down for that.
"I'll take [LET IT SNOW] for 800" - Sean Connery (Darrell Hammond)
mierin
Profile Joined August 2010
United States4943 Posts
June 12 2020 10:16 GMT
#77
Mine changes and overcharge are awful. Though it will feel nice to rightfully feel like an underdog again after arguably years of being a little OP.
JD, Stork, Calm, Hyuk Fighting!
DrunkenJedi
Profile Joined November 2010
Germany175 Posts
June 12 2020 10:49 GMT
#78
Quick question: When T loses all their armories do reloading widow mines lose their cloak?
"Don't worry, I use Special Tactics this time, no problem."
pvsnp
Profile Joined January 2017
7676 Posts
Last Edited: 2020-06-12 10:54:39
June 12 2020 10:51 GMT
#79
On June 12 2020 18:52 naughtDE wrote:
Show nested quote +
On June 12 2020 18:08 SC-Shield wrote:
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..


It is not equivalent.
1. Widowmines deal extra dmg to shields. Probes aswell as drones have less hp then scvs on top of that, so the only race that doesn't have to suffer instant losses because of a second of not reacting correctly is terran -.- (they do so against disruptors and boy oh boy do they like it)
2. The second point is less about Worker harrass, but the unit in general. It does somewhat compare to an oracle stasis ward, as in it is invisible, you set it and you forgot about it. The only redeeming argument for the disruptor is, at least protoss had to look at the screen while winning the game in 1 shot, terran does not with widowmines. Also, while walking into a stasis ward at the wrong time can cost you the game, and a stasis ward on a mineral line can set you economically far behind, it feels less shitty when you at least get your units back after 21 seconds...yeah, widow mines should trigger the black hole ability the mothership once had, I'd be down for that.


It's called asymmetric balance. It's not equivalent because it's not supposed to be equivalent, it's supposed to be asymmetric. And balanced. Last I checked, Protoss winrates are more or less fine against Terran. Widow mines and all.

Now if you were talking about a Zerg unit, say banelings, you might have more of a point. And whoa, what a surprise, this patch nerfed banelings. Funny how that works.
Denominator of the Universe
TL+ Member
Ciaus_Dronu
Profile Joined June 2017
South Africa1848 Posts
June 12 2020 10:54 GMT
#80
On June 12 2020 18:08 SC-Shield wrote:
Show nested quote +
On June 12 2020 16:37 M2 wrote:
Similar to how mines are in Broodwar, widow mines should not trigger on workers and thats it


Widow mines have been like this for so long, there's no chance this will be done soon. One argument is protoss has an oracle and terran's mines are an equivalent in terms of harassment.

Edit: Why did Blizzard disable changing race while searching for a 3vs3 game? It makes no sense..


This is a terrible argument though.
Oracles are deflected by a single turret (or instantly killed by none other than a mine), and take three shots per SCV you want to kill.
A mine drop can fly in over a cannon and a stalker, drop mines, normally get the medivac out, and have 10 probes dead effectively the second you hear anything resembling an attack alert.
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