Patch 1.1.2 Notes - Page 37
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ImGonnaRideYou
53 Posts
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Bosko
United States155 Posts
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Karas
United States230 Posts
On October 15 2010 04:59 Roggay wrote: Thors aren't common in TvP, immortals... Have 2 less range than the thor and get their shields emped in a heart beat vs most terran players. Thors do just fine vs immortals when complimented with the rest of the terran army. | ||
Kal_rA
United States2925 Posts
although supply for rax is still kind gay :/ | ||
IAmABC
Canada4 Posts
On October 15 2010 04:59 Reason.SC2 wrote: wut lol? you think the only way to hold a six pool is to go rax before depot (without scouting since you can't possibly do this as a response) in all of your T v Zs? Think before you post lol. umm speaking about 3 v 3 etc some of the maps ramps are alot bigger and forcing terrans to make more depots would put us behind signicantly and if its a map like lost temple you scout the wrong direction you're kinda screwd, dont be so arrogant with your posts thnx? | ||
Roggay
Switzerland6320 Posts
On October 15 2010 05:03 theqat wrote: 1 250mm kills an Immortal dead because it ignores their special shields If they have enough Immortals that that wouldn't matter, you've already won because Immortals suck at everything but killing Thors/Tanks and marauders. Immortals aren't that good if you only mass them, but they are good at supporting an army imo. | ||
guitarizt
United States1492 Posts
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illumination
Korea (South)248 Posts
On October 15 2010 05:03 anotherone wrote: Losing vs Terran in this Patch will be just... shameless... kinda like losing vs a zerg was just 2 hours ago | ||
nka203
United States102 Posts
On October 15 2010 05:01 Champ24 wrote: That is a very natural progression of a typical PvZ game. How is that wrong? because it means you let the zerg expand and tech til the point you just get raped. everyone knows zerg is weaker than toss early game. | ||
MindRush
Romania916 Posts
now it's useable vs protoss | ||
Jonoman92
United States9101 Posts
-Barracks requirement changed from Command Center to Supply Depot. This is just ridiculously awful. The other changes might be good, might be bad, but this is just bad. I mean not that I go barracks first often, but not having that option available is going to take away a dynamic of the game which there was nothing the matter with. | ||
hpTheGreat
United States173 Posts
Another reason to not ever make hydralisks. Whatever though, I can't wait to try out the new roaches. | ||
floor exercise
Canada5847 Posts
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theqat
United States2856 Posts
On October 15 2010 05:05 Roggay wrote: and marauders. Immortals aren't that good if you only mass them, but they are good at supporting an army imo. The point stands. If you want to go Marauders vs. P and they counter with 1robo Immortals, you can start making 250mm Thors and nullify all the Immortals easily | ||
kXn
254 Posts
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Invol2ver
United States330 Posts
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Yaotzin
South Africa4280 Posts
On October 15 2010 05:02 Kiante wrote: +2 attack thors + ghosts = 3 shot immortals while immortals take 8 shots to kill a thor. Mass thor tvp IS A GO For about two games, then people realise voids still barbecue thors. | ||
sashaobama
United States9 Posts
Void rays needed to be nerfed. PvP on e.g. Scrap Voids were nearly unbeatable. Also, any unit that requires significantly more skill to defend against than to attack with has a design problem. This solution is the most elegant--make the charge not such a huge deal. Also, as others have said, making them useful pre-charge might *gasp* give P an actual viable air unit before Carriers. Finally, the speed upgrade, though expensive, was retarded. They became untouchable. You would never really lose them if you started retreating at a reasonable point. Made them FAR too good at contain. Making a gamebreaking ability really expensive is NOT a legitimate means of balancing the ability. Nerf the ability, nerf the cost. I think the Fleet Beacon should probably be cheaper, not only for this, but to bring out carriers faster. Supply before Rax doesn't bother me. Builds that required a Rax before Supply were either proxies or immediately defeated by a pylon-scout. Affects basically 0% of useful builds. Thors' energy removal makes me sad, but was probably needed. Currently, HT are a counter to basically everything, especially in PvT. I get them every game. They come out of gateways (so can be warped in anywhere), are not prohibitively expensive, can be morphed into archons, and are good against masses of small units AND anything with energy. Their single drawback is how long it takes to tech to a fully useful HT. Which made PvT a game of "can I hold him off until I get temps" rather than a legitimate progression through the tech tree. Although I'm a bit afraid of marine/ghost -> marine/ghost/thor now. Corruptors' energy removal is not such a huge deal for me, since you can deal with all zerg units with ground units (minus mutas, but if he's got so many mutas that you can't cannon your mineral lines, he won't be able to switch to corruptors fast enough to deal with your phoenix). Building HP buff/medivac nerf: obviously these are much needed, though I doubt the medivac chance is significant. 9% slower? Whatever dude. Feedbacking PDD: This is pretty stupid. I don't know why everybody was all in a tizzy about this. How many people actually feedbacked PDDs? Fucking liar. If you had HT, why didnt you just feedback the Raven to begin with, or storm the shit out of the bioball instead? And most of the time you've got mainly zealots, not stalkers, if you've got HT. The timing window in which you have temps but no storm is really narrow. I think something needs to be done about banshees' anti-ground DPS; that's the push that involves PDD that really kills. | ||
ChThoniC
United States536 Posts
I get this error: The patch "bnet\Battle.net\Battle.net.gfx" could not be applied. (MD5 mismatch: expected 0x538EE6ED62031334C1FF0E079A61FF59, actual 0x5E6FB41E9348A22385345621E33C48CE.)(PTCApply_BSDiff failed.) If this problem persists, you may be able to solve it by uninstalling and then reinstalling the game. If you are unable to correct this problem, please contact Blizzard Technical Support. (BNUpdate:TCApply) Any ideas? | ||
SharkSpider
Canada606 Posts
On October 15 2010 05:05 nka203 wrote: Because P can definitely do more damage to early zerg econ than zerg can to protoss. I mean, attacking with your first few zealots/sentries/whatever is a no-brainer, it's like dealing free damage.because it means you let the zerg expand and tech til the point you just get raped. everyone knows zerg is weaker than toss early game. | ||
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