Welcome to Tactical Gamer

User Tag List

Page 1 of 3 123 LastLast
Results 1 to 15 of 34
Discussion: Real Time Strategy / Starcraft Series - blizzard on patch 1.1 - Well blizzard posted what there plans are for the 1.1 patch including some of the
  1. #1

    Hellswaters's Avatar

    Join Date
    Feb 2007
    Location
    Calgary
    Posts
    251
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    blizzard on patch 1.1

    Well blizzard posted what there plans are for the 1.1 patch including some of the balance changes. They said the patch should be out mid Sept (long time till the first patch in my opinion.)

    Basic list of changes:
    Increase build time of zealot, reaper, and barracks
    decrease damage of siege tanks, battle cruisers, and ultralisk
    remove ultralisk building ram ability

    Granted this is only a basic first list of changes, and they even admitted that more are to come, however to me, this list fells like they are changing the things which are not needing a change and not changing the ones which do need it.

    Full details (including the numbers) can be found here: http://us.battle.net/sc2/en/blog/692...#page-comments

  2.  
  3. #2

    FLIPmode's Avatar

    Join Date
    Oct 2007
    Location
    Ottawa, Ontario, Canada
    Age
    24
    Posts
    1,178
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    Great. Back to nerfing the ultralisk they go...again.

  4.  
  5. #3


    Join Date
    Sep 2008
    Location
    sweden
    Posts
    328
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    NOT NERFING THE MMM?!?!?!? OMFG fail blizzard...... isted they nerf the zellots...... WHY NERF THE WARPGATE ZELLOT?!?!? YOU CANT CHEESE WITH WARPGATE ZELLOTS!!!! ARGL FRAR *AUTBWWY QEUWR^VHI BVNYBU%QNU%R


    Proud to have been part of the 101st Siege Corps of Engineers
    "Cum bellum clamavit, respondivi"

    Sproge The Crazy Swede

  6.  

     
  7. #4

    MacLeod's Avatar

    Join Date
    Jan 2010
    Location
    Knoxville, TN
    Posts
    1,891
    Blog Entries
    7
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    Quote Originally Posted by sproge View Post
    ARGL FRAR *AUTBWWY QEUWR^VHI BVNYBU%QNU%R
    This, ofc.



    Proud Former TG-21st
    Swift Mobile On Target

  8.  
  9. #5

    Guardianx11x's Avatar

    Join Date
    Feb 2007
    Location
    Midwest/DC metro
    Age
    29
    Posts
    154
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    Removing the ultralisk building ram ability sounds like a buff to me...does pretty much the same damage as the normal attack, but not AOE.
    Shhhh I'm being made




  10.  
  11. #6

    Hellswaters's Avatar

    Join Date
    Feb 2007
    Location
    Calgary
    Posts
    251
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    Yea, have to agree. The building ram removal is probably more of a buff than a nerf.

    And, agreed with everything sproge said. Yes, including the end bit. The MMM could use a nerf, and the basic counter is nerfed (for toss.) Not a good thing in my books.

    And yes I know collosi counter it. But pretty much anything level 3 tech should counter level 1 tech, so its not really a counter.

  12.  

     
  13. #7

    Pistolfied's Avatar

    Join Date
    Apr 2007
    Location
    Milky Way Galaxy
    Posts
    899
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    Disclaimer: All of the following is opinions generated from watching high level games and from playing against my friends in diamond. If you are one of those twats that doesn't care about opinions... why the hell are you in this thread anyways?

    All of this is fine to me (I am random, so no, I'm not biased). I think it's too early to call 3M OP as I think people just need to adapt to it better. Mass marauder vs. P though does need some tweaking I believe.

    Zealot nerf is perfectly fine and should hopefully help make PvP a lot more interesting and have less 2 gate/4 gate all ins. The zealot nerf however may end up being a problem vs. zerg early if they ever rush and vs. terran all around but you can always just throw an extra gateway down vs. terran.

    The tank nerf has been needed for a very long time and there is absolutely nothing wrong with it. Anybody against it just wants easy wins as terran.

    The utralisk "nerf" is fine since tanks have been nerfed and they got their stupid ram ability removed which is a giant buff. Ultras will be useful against planetary fortresses now since they'll be killing scvs along with the planetary.

    Reapers have needed a nerf vZ ever since the strategy was found, it is stupidly overpowered.

    The cattlebruiser nerf is kind of odd but I haven't really seen many games with it anyways so I can't judge it.

    The bunker nerf was also needed and I think it's too small of a nerf, should be increased to 40 seconds rather than 35. Bunkers build far too quickly when looking at the build time of spine crawlers (50) and cannons (40). Bunkers can also be salvaged for 100% of their cost which is a huge advantage it has as well (this should also be nerfed to 80-90% of the cost perhaps).

    Damnit Blizzard, fix ZvT already >.<
    In Soviet Russian, Arma admins are nice to you!

  14.  
  15. #8

    Sirusblk's Avatar

    Join Date
    Jul 2006
    Location
    Placentia, California, United States
    Age
    24
    Posts
    1,795
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    I gotta say I like that zealots are being modified for the sake of 4gate strategies but at the same time even when I chrono boost zealots I barely get enough zealots out in time to deal with a zergling rush.
    Ultralisk tweak is great.
    Reapers were annoying as hell and I'm glad to see them addressed.
    I don't understand the Battlecruiser nerf since Brood Lords and Carriers still do more damage with higher range (supposedly cheaper too). But I'm not very familiar with their use.
    I like bunkers, I wish they were used more (I hardly ever use them except for the campaign). It would be nice if they increased the time to build as to address rushes but increase their health or damage output to make them effective as control points out in the middle of the map.
    Tanks needed to be nerfed since they were pretty much two shotting my whole army before I could respond.

  16.  
  17. #9

    Tllyx's Avatar

    Join Date
    Apr 2007
    Posts
    630
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    I support everything that is being changed.

    Reapers needed the additional build time. This will prevent massing them as quickly. This was all they needed to do. After 8 minutes, reapers are useless. They are only good early game. Mid game, it's more efficient to get a medivac over two reapers.

    Bunkers needed the additional build time since bunker rushing is very strong.

    Battlecruisers.. they are pretty strong. Each one shoots 6 shots at a time, so going from 10 damage to 8 damage is 60 damage to 48. Still pretty buff.

    Ultras.. this wasn't a nerf. This is a pretty good buff if you ask me. AoE damage on buildings is going to be awesome.

    Zealots.. vs terran, I agree with this nerf. They have a very very powerful proxy rush that is very difficult to stop. The only issue I think that we will see with this is if zerg rushes. Their first zealot usually comes out right as the first few zerglings get to the protoss base. I think that will be an issue.

    The only match the seige tank nerf will affect is Terran vs Zerg. Terran vs Terran will remain the same. Nobody goes marines to counter seige tanks. Everything else used is armored. Terran vs Protoss, most terran go bioball. Tanks come mid-late game. Even then, they usually have a max of 3-5. Not affected. Terran vs Zerg, we may see more hydra's out now. Tanks hard countered hydra's pretty bad and also one shotted zerglings. This will allow zerg to be more viable early / mid game.

    MMM Bioball doesn't need a nerf. It is right on par with zealot/stalker/immortal. Terran get EMP, protoss get storm. It is an equal matchup and the winner is typically the guy who micro's his EMP or Storm the best.

  18.  

     
  19. #10

    Hellswaters's Avatar

    Join Date
    Feb 2007
    Location
    Calgary
    Posts
    251
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    Quote Originally Posted by Tllyx View Post
    MMM Bioball doesn't need a nerf. It is right on par with zealot/stalker/immortal. Terran get EMP, protoss get storm. It is an equal matchup and the winner is typically the guy who micro's his EMP or Storm the best.
    The biggest issue is the cost/time to get the counters up. (excluding ghost,) the counters for the protoss cost more for the research than the terran counters. For example, charge costs 200/200, and the main counter for terran, concussive shells only costs 50/50. So, right there, a cheaper unit with cheaper research counters something more expensive, which is designed to counter it. On top of this, the tech lab only costs 50/25, compared to the twilight counsel which costs 150/100, and also requires a cybernetics core which is 200/0

    So, pure cost of units:
    Zealot w/ charge:
    Gateway:150/0/60
    cybernetics core: 200/0/60
    Twilight counsel: 150/100/50
    Zealot: 100/0/38 (with new patch)
    Charge: 200/200/140
    Totals: 800/300/348

    Marauder w/ slow and stim:
    Barracks: 150/0/80
    Tech lab 50/25/25
    Marauder: 100/25/30
    Stim: 100/100/140
    Shells: 50/50/60
    Total: 450/200/335

    Now, I do admit that Protoss have chrono boost which can cut the build time down by a pretty good amount, however, with any micro, a 1-1 battle, the marauder is going to win with any decent micro. The total cost shows that you can have 4 to 1, which is a very one sided battle.

    Stalker w/ Blink:
    Gateway:150/0/60
    cybernetics core: 200/0/60
    Twilight counsel: 150/100/50
    Stalker: 125/50/42
    Blink: 150/150/110
    Totals: 775/300/322

    So, with going stalkers, it is possible to have a couple units out before the terran player is ready to move in, however the cost still makes it so that the battle is still in the terran favor.

    This makes it so that the only tactic to defeat the early push is using sentries to hold them outside of the ramp until t2 units can take to the field. To do this, requires very good situational awareness and micro as you only have about 2-3 seconds to get your sentry selected, and force field placed at the base of the ramp.

    There are a couple issues which balance it slightly more for the protoss player (quicker build, so 2 gates faster, only needed one twilight console not a tech lab per barracks.) However, with these you add a few seconds, and your marauders build faster.

    That's just the numbers.

    Note: The times are actually a lot closer to even than i thought.
    Note #2: What wins in battle is from experence, not hard numbers. I am not the best player, and micro could be making the difference. Also, I never actually counted the number of units, just rough guesses. I do admit that experience can be blinded by me being a protoss player, so this WAS written with a bias. Also, I could be missing from the terran requirements which evens out slightly.

  20.  
  21. #11

    Sirusblk's Avatar

    Join Date
    Jul 2006
    Location
    Placentia, California, United States
    Age
    24
    Posts
    1,795
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    MMM is countered with any kind of air focusing your medivacs. Kill the healers! Takes out the Marauders completely since they can't attack air and marines are left to be mopped up. The key to MMM being so great is that it relies on a bunch of individual unit's strengths, including some low tiered units. I wish all races had this. Roaches don't scale well. Zealots are meah. Zerglings and Stalkers fair pretty well.

    I wish Void Rays took a bit of a nerf. Seems like a cheese tactic turtling and rushing air with Protoss.

  22.  
  23. #12


    Join Date
    Sep 2008
    Location
    sweden
    Posts
    328
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    i think they need to neft the viking range, it will solve the MMM OP thingi, because if they do that, the colossus will be useful!


    Proud to have been part of the 101st Siege Corps of Engineers
    "Cum bellum clamavit, respondivi"

    Sproge The Crazy Swede

  24.  

     
  25. #13

    Tllyx's Avatar

    Join Date
    Apr 2007
    Posts
    630
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    Honestly, people need to have a lot more games played before considering something is overpowered. Even 500 games played versus that race is not even enough to even slightly consider something might be overpowered. There is always a solution and always a way to beat something. Just because you played 5 games and lost to the same thing over and over again doesn't mean something is overpowered. It means you need to change your strategy until you find something that works. You cannot tell me that you have tried every strategy and every unit combination versus that mix. If you think you have tried every strategy and every unit combination then you probably need to improve your gameplay and general starcraft mechanics. Nobody here is even close to pro level. You can't possibly tell me that something is overpowered when you yourself are not playing this game at a skullful level.

  26.  
  27. #14

    MacLeod's Avatar

    Join Date
    Jan 2010
    Location
    Knoxville, TN
    Posts
    1,891
    Blog Entries
    7
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    Well Tllyx if you want a pro to say that someone is OP or UP then here's Dimega talking about why he is going to switch to Terran.

    You are not going to believe it, but it is true. I am seriously considering changing my race. This is, however, understandable: you must realize that I have not only moral responsibility to my fans, but a much more real, financial responsibility to my employer.

    I do not just play Starcraft 2 for fun, it is my JOB. The image and the popularity of the team depend on my results, and so I must do whatever is necessary to make my team the best. Unfortunately, in the present balance situation regarding Zerg, I cannot achieve good results for my team. Blizzard's inaction only further fuels the fire.

    Because of these reasons, unless there is at least an announcement of the new patch after GOM TV Global Starcraft II League and IEM Global Challenge Gamescom, I am going to switch from my precious Zerg to the more successful Terran.

    I really want at least a small balance change, but so that your game does not have to depend solely on the mistakes of your opponent. I want fair play. Hopefully, I will not have to take such extreme measures.

    Dmitry "DIMAGA" Filipchuk



    Proud Former TG-21st
    Swift Mobile On Target

  28.  
  29. #15

    Pistolfied's Avatar

    Join Date
    Apr 2007
    Location
    Milky Way Galaxy
    Posts
    899
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Re: blizzard on patch 1.1

    Many progammers have been complaining about the imbalances of terran (mostly ZvT but also a little bit of PvT). IdrA, Dimaga, Machine, Sheth, and others as well. If you don't consider their opinions worth anything in terms of the balance discussion then you need to be smacked. Hard.

    Also, since you're terran Tllyx, try going 5 rax reaper against a zerg or properly using mech. It is stupidly easy.

    Damnit Blizzard, fix ZvT already >.<
    In Soviet Russian, Arma admins are nice to you!

  30.  

     
Page 1 of 3 123 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  


  
 

Back to top