Patch 1.3 on PTR - Page 89
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Piy
Scotland3152 Posts
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Shieru
Chile53 Posts
On February 26 2011 23:45 VanGarde wrote: Hmm, interesting. All nerfs seem fair imo, what sucks for me as terran imo is that yeah I see why the stim nerf would be needed to make very fast terran stim timing allins weaker. The problem is that stim finishing was the only thing that kept me alive against 4 gate or 3 gate robo allins with sentries to negate bunkers. It seems that I will now die to every single 4 gate. Sentries dont negate bunkers, u just cant repare it, like any other static defense. I guess the solution is, getting more units before FE like the protoss players do, and hold until stim finishes, or even (god save us) tech to ravens and start using ppd like a broodwar darkswarm, idk, be creative, i know terran players doesnt have much of that, but, give a try. <3 | ||
emythrel
United Kingdom2599 Posts
Balance changes look good so far, it was about time the BC became fast enough to actually use. The amulet change is also sweet, no more warping in 5 HT's and instantly evaporating an army. | ||
Alphasquad
Austria505 Posts
i'd prefer using infestors against marines and protoss death balls over ling/bling and corruptors anyday | ||
erAn
Belgium4 Posts
On February 26 2011 23:51 Shieru wrote: Sentries dont negate bunkers, u just cant repare it, like any other static defense. Forcefields around your bunker push your svc's away, so you can't repair it. | ||
emythrel
United Kingdom2599 Posts
On February 26 2011 23:51 Shieru wrote: Sentries dont negate bunkers, u just cant repare it, like any other static defense. I guess the solution is, getting more units before FE like the protoss players do, and hold until stim finishes, or even (god save us) tech to ravens and start using ppd like a broodwar darkswarm, idk, be creative, i know terran players doesnt have much of that, but, give a try. <3 I've never had an issue getting conc and stim well in time to stop a 4gate, assuming I scout it and am not already teching. 30 extra seconds shouldn't make too much difference to defending a 4gate/3gate robo, you shouldn't be using stim unless you have no other way to hold it anyways.... always try to win the fight without imo. | ||
Lurk
Germany359 Posts
On February 26 2011 23:47 Consummate wrote: I wouldn't say Collosi is as much of a problem in TvP as they are in PvZ because of the difference between the Corruptor range and the Viking range. Corruptors have to get within Stalker range to hit the collosi so they get focused down. Vikings can sit back and hit them so Collosi get picked off fairly quickly, and if you have like 10 of them I think you 1 shot collosi. While the vikings have an easier time staying out of stalker range, they also die much faster to them. A stalker needs 9 shots to kill a viking but 17 to kill a corruptor - that's almost double ! Also, the corruptors superior speed allows them to actually fly away from stalkers. | ||
mordk
Chile8385 Posts
On February 26 2011 23:50 Lurk wrote: I can't build units either if i miss the minerals due to a missed mule. "Chronoboost is not a "bonus", as it only lets you keep up with the other races, if you don't use it you WILL lose" The same can be said for mule. Case closed. If you don't get MULEs, you can still do a decent timing with stimmed marines (dunno anymore though ), which I won't be able to defend, because without chronoboost I'll have like 1 sentry 1 zealot and 1 stalker to your 10+ stimmed marines, and this is not exaggerating, this happens because I won't have warpgate tech fast and gateways are too slow at producing, it's just one example. Terran can survive if they use scans instead of MULEs, protoss cannot survive any game without boosts. | ||
amd098
Korea (North)1366 Posts
there goes the archon toilet as well, aw well | ||
VanGarde
Sweden755 Posts
On February 26 2011 23:51 Shieru wrote: Sentries dont negate bunkers, u just cant repare it, like any other static defense. I guess the solution is, getting more units before FE like the protoss players do, and hold until stim finishes, or even (god save us) tech to ravens and start using ppd like a broodwar darkswarm, idk, be creative, i know terran players doesnt have much of that, but, give a try. <3 Well, the thing is the fact that you can't repair them actually does negate the bunkers. When you can't repair them it is not worth the cost, if you make four bunkers that is a lot of units you could have had instead. Against heavy sentry making bunkers is useless. And yeah if you go for a techbuild that is an option but for all of us terrans who actually do play a macro style with an early expand and relying on raxes early to then tech this punishes us against all protoss allins while the one basers are probably fine. | ||
Morphs
Netherlands645 Posts
On February 26 2011 23:39 PaterPatriae wrote: i think the alarm for CB,Mule and larva injection is a bad joke. It`s so unnecessary to simplify the economy. Observe the following typical scenario: A 2 basing T vs a 4 basing Zerg (with 4 queens): The number of clicks for calling down mules would be: 1,1 (center on mineral line), E, hold shift, click, click (6 actions) For injecting using the most efficient method: 3 (all queens), V (inject), hold shift, backspace, click, backspace, click, backspace, click, backspace, click (11 actions) BUT: queens have to inject every 25 energy while mules cost 50 energy. So we have to multiply the Zerg actions by 2. That's 6 T macro actions vs 22 (!!) Z actions just to be even. On top of that, the inject mechanism is unforgiving while T can stack mules. Did I already mention that this does not calculate creep spreading in account? A typical scenario would be 3 tumors on different paths which would require the following: Click map, click tumor, C, click (4 actions per tumor) So that's ANOTHER 12 actions every 40 game seconds (you can spread tumors faster but let's assume you spread creep after injecting). Times two (since that's every inject cycle): 24 actions! So that's 6 T actions versus 46 Z actions. I guess you play T so yeah, your economy is more than SEVEN TIMES simpler to manage in terms of apm. So please give the Zerg players a break for crying out loud. | ||
kAisc2
United Kingdom85 Posts
that idea is so amazing :D cant wait for the patch | ||
Cain0
United Kingdom608 Posts
Try playing against someone who drops 5-7 MULEs onto a gold expansion and youll see what I mean. Terran is way OP, Protoss is slightly OP and Zerg is very underpowered. I play protoss and I can tell you now, as soon as I get 3-5 Collossi vs Zerg, there is nothing they can do to stop it, it doesnt feel fair. | ||
KiF1rE
United States964 Posts
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exittlight
Australia271 Posts
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ALPINA
3791 Posts
On February 27 2011 00:03 Morphs wrote: Observe the following typical scenario: A 2 basing T vs a 4 basing Zerg (with 4 queens): The number of clicks for calling down mules would be: 1,1 (center on mineral line), E, hold shift, click, click (6 actions) For injecting using the most efficient method: 3 (all queens), V (inject), hold shift, backspace, click, backspace, click, backspace, click, backspace, click (11 actions) BUT: queens have to inject every 25 energy while mules cost 50 energy. So we have to multiply the Zerg actions by 2. That's 6 T macro actions vs 22 (!!) Z actions just to be even. On top of that, the inject mechanism is unforgiving while T can stack mules. Did I already mention that this does not calculate creep spreading in account? A typical scenario would be 3 tumors on different paths which would require the following: Click map, click tumor, C, click (4 actions per tumor) So that's ANOTHER 12 actions every 40 game seconds (you can spread tumors faster but let's assume you spread creep after injecting). Times two (since that's every inject cycle): 24 actions! So that's 6 T actions versus 46 Z actions. I guess you play T so yeah, your economy is more than SEVEN TIMES simpler to manage in terms of apm. So please give the Zerg players a break for crying out loud. Man, even as a zerg I think it's stupid. Imagine when you have a lot of bases then you will have that alarm every 5 seconds, so that's only going to annoy people. | ||
Johnranger-123
United Kingdom341 Posts
On February 26 2011 22:29 vvJustice wrote: Dude thank you bro would've never ever thought of that. Now I just have to warp-in HT right away and wait until they have 75 energy. My god such a revolutionary invention. The point of getting HT and all of the upgrades for it is so that you can use storm whenever it is you may need it. After a huge battle and both armies are decimated no one wants to warp-in a bunch of useless HT without enough energy to storm. You are better off getting a colossus or something so now even though colossus was already prevalent in all match-ups it will now be used even more which by general consensus no one wants. Yeah thank fuck that you can't just warp in templar after a battle and kill my tiny army that managed to survive. Dont be stupid waiting like 20 seconds isnt gonna hurt you as much as you beleive it to. | ||
FallDownMarigold
United States3710 Posts
On February 27 2011 00:03 Morphs wrote: Observe the following typical scenario: A 2 basing T vs a 4 basing Zerg (with 4 queens): The number of clicks for calling down mules would be: 1,1 (center on mineral line), E, hold shift, click, click (6 actions) For injecting using the most efficient method: 3 (all queens), V (inject), hold shift, backspace, click, backspace, click, backspace, click, backspace, click (11 actions) BUT: queens have to inject every 25 energy while mules cost 50 energy. So we have to multiply the Zerg actions by 2. That's 6 T macro actions vs 22 (!!) Z actions just to be even. On top of that, the inject mechanism is unforgiving while T can stack mules. Did I already mention that this does not calculate creep spreading in account? A typical scenario would be 3 tumors on different paths which would require the following: Click map, click tumor, C, click (4 actions per tumor) So that's ANOTHER 12 actions every 40 game seconds (you can spread tumors faster but let's assume you spread creep after injecting). Times two (since that's every inject cycle): 24 actions! So that's 6 T actions versus 46 Z actions. I guess you play T so yeah, your economy is more than SEVEN TIMES simpler to manage in terms of apm. So please give the Zerg players a break for crying out loud. I see what you did. Cute number play, but let's not pretend creep spreading has anything to do with economy. You should have just left your point at "inject is a bit harder to manage than mules". Now you just look silly. | ||
vvJustice
30 Posts
On February 27 2011 00:10 Johnranger-123 wrote: Yeah thank fuck that you can't just warp in templar after a battle and kill my tiny army that managed to survive. Dont be stupid waiting like 20 seconds isnt gonna hurt you as much as you beleive it to. And if you win the battle? What then Duke of Yorkville? What then? What shalt thine do once your army marches towards my base? Do you know how much damage a marine/marauder army can do to a base in 20 seconds? and its not twenty seconds its forty or so. Boom. | ||
bokeevboke
Singapore1674 Posts
On February 26 2011 23:53 erAn wrote: Forcefields around your bunker push your svc's away, so you can't repair it. forcefields don't push SCVs away if they're already repairing. | ||
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