I predict a grim future for fellow tossusers .
(And why the hell isn't Marauder fixed yet; instead they increase the health of buildings lol)
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ParasitJonte
Sweden1768 Posts
I predict a grim future for fellow tossusers . (And why the hell isn't Marauder fixed yet; instead they increase the health of buildings lol) | ||
Liquid`Jinro
Sweden33719 Posts
On October 15 2010 03:41 Achilles wrote: Show nested quote + On October 15 2010 03:38 bigjenk wrote: On October 15 2010 03:35 Achilles wrote: Reaper is already making friends with the dark templar in the house of fail What do you mean that ranged dt that you can get out faster than normal dts is amazing and it flies. Oh wait they gave it to terran... Meant units that became useless due to overzealous developers. DT not being able to be made at temp archives makes them about as useless as reapers now that you have to research reaper speed @ factory stage. But I agree about the banshee. Hate the cloak + gigantic dmg they do. Pick one blizz imo. I used to think the same but I think DTs are actually kinda good now. Maybe the building should be slightly cheaper but other than that... Comsat energy is just too "expensive" now compared to in SC1, and they 1hit all workers. | ||
Nokarot
United States1410 Posts
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vyyye
Sweden3917 Posts
On October 15 2010 03:43 jongim wrote: Show nested quote + On October 15 2010 03:42 De4ngus wrote: So many building life increases and medivac speed dropped. Does Blizzard hate drops or something? No. Marauder drops are too deadly at this point. Good change. This will help a little bit, I suppose. Marauders are still very strong units. T_T Risk of hatch dying due to drops decreased from 100% to 90%. No but seriously, it was necessary. I dont' see why they didn't just make marauders weaker against buildings though, or remove the 'armored' from some buildings. | ||
Cade)Flayer
United Kingdom279 Posts
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MrCon
France29748 Posts
On October 15 2010 03:35 SharkSpider wrote: I'm liking most of the changes, but the further nerf of HT usefulness is yet another way of forcing P in to robo builds =\ Also, the VR change is pretty nice. Double damage vs armor uncharged, so we might see some more use. lol. The HT is one, if not THE most powerful unit in the game. It's nearly an "I WIN" unit. The problem with corruptors being feedbacked was corruptors spell is more or less trashy, so corruptors always end up@200 energy being one shoted by feedback. So they wouldn't really counter colossi in late game when P has HT. For thors, they aren't really used vs P unless it's like an early 2 thors with mass repair push and P don't have HT that early anyway, so that change doesn't really affect the matchup. | ||
No_Roo
United States905 Posts
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LoLAdriankat
United States4307 Posts
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Zelniq
United States7166 Posts
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Victim
United States188 Posts
On October 15 2010 03:37 Ketara wrote: I just did some quick math for people who are freaking out about the VR nerf. A VR takes 13 attacks to fully charge its layzer, according to Liquidpedia. While the charged damage against armored is reduced, those initial 13 attacks to armored AND to light are being increased. This means that a VR will have to hit a target with its charged shot 8 times before it has actually done less DPS than the previous version would. All in all, this means a VR has to attack a target for a consecutive 11.4 seconds before it begins doing less damage than the 1.1 VR, and any point up until 11.4 seconds it is actually doing more damage. Not really, because the scariest VR attacks involve either precharging on rocks, friendly units, whatever, or take a chance to charge up on a refinery before an army responds. So the DPS of the precharged mode wasn't the most relevant. | ||
graphene
Finland211 Posts
On October 15 2010 03:44 ParasitJonte wrote: And damn I hate this patch. Reapers destroyed, protoss nerfed in silence for no obvious reason and zerg mega-buffed. I predict a grim future for fellow tossusers . (And why the hell isn't Marauder fixed yet; instead they increase the health of buildings lol) no ur horribly wrong z is still weakest race | ||
Liquid`Jinro
Sweden33719 Posts
On October 15 2010 03:30 SpaceYeti wrote: So....will TvP see 250 cannons vs Colossi now that the feedback threat is removed? No because you will never catch a colossus with a thor. | ||
killerdog
Denmark6522 Posts
and the void ray nerf is a bit over the top. sure, they were doing alot of damage, but my main counter to thors were feed back or void rays :S the only option against mech now seems to be mass imortal | ||
eLiE
Canada1039 Posts
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Ketara
United States15065 Posts
On October 15 2010 03:42 ParasitJonte wrote: Show nested quote + On October 15 2010 03:37 Ketara wrote: I just did some quick math for people who are freaking out about the VR nerf. A VR takes 13 attacks to fully charge its layzer, according to Liquidpedia. While the charged damage against armored is reduced, those initial 13 attacks to armored AND to light are being increased. This means that a VR will have to hit a target with its charged shot 8 times before it has actually done less DPS than the previous version would. All in all, this means a VR has to attack a target for a consecutive 11.4 seconds before it begins doing less damage than the 1.1 VR, and any point up until 11.4 seconds it is actually doing more damage. We charge up our void rays on rocks and shit because they suck before charge making your calculations a complete vaste of time. And charging them on rocks and shit before going into the enemy base is stupid and defeats the design purpose of the unit. I mean, watching people keep two VRs charged by having them hit each other is pretty fun, but why the hell would they design a unit that encourages the player to attack themselves. Change makes a lot of sense to me. Can't speak to the actual numbers, might be a pretty big hit. But it is definitely doing a lot to discourage silly mechanics. | ||
FLuE
United States1012 Posts
There is really no point I can´t understand but the supply depot before rax may be kinda over the top because it just cuts alot of options. Lol what options does it cut? How many builds are you losing out because you can't go rax first? The option it cuts out is building a rax 1 min into the game across the map. It isn't like they are requiring 2 barracks and an engineering bay for a factory. For 99% of players this change will go largely unnoticed. | ||
blitzkrieger
United States512 Posts
On October 15 2010 03:37 Ketara wrote: I just did some quick math for people who are freaking out about the VR nerf. A VR takes 13 attacks to fully charge its layzer, according to Liquidpedia. While the charged damage against armored is reduced, those initial 13 attacks to armored AND to light are being increased. This means that a VR will have to hit a target with its charged shot 8 times before it has actually done less DPS than the previous version would. All in all, this means a VR has to attack a target for a consecutive 11.4 seconds before it begins doing less damage than the 1.1 VR, and any point up until 11.4 seconds it is actually doing more damage. I don't think you get how void rays work. They are only useful when charged. Its like buffing siege tanks damage in tank mode and nerfing its siege damage and saying "its good ok lol". No one cares about tank/uncharged they are used for siege/charged. Most of the time spent pre-charging is on rocks zealots or pylons that you cancel anyway... this hurts pre-charging if anything. | ||
Warpzit
Denmark28 Posts
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Pisonmyhands
United States14 Posts
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Jantix
United States48 Posts
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