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 Patch 1.1, Rejoice Poor Zerg

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TSerni3
post Aug 28 2010, 03:35 AM, updated 16y ago

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Sorry if this was already posted here.

Saw it on the main site and wanted to share it with those who didn't see it.

Balance Changes

We have several balance changes in store. One general change we're making is that friendly units will no longer provide vision after being killed. Enemy units previously revealed will no longer be targetable. Now let's break down the additional balance changes we're implementing.

Maps

We're going to be adding destructible rocks to the Desert Oasis map to make natural expansions easier to protect. In addition, the center map watchtower area is being narrowed.

Protoss

We have two key changes in mind for the zealot: the build time is being increased from 33 to 38 seconds, and the warpgate cooldown is being increased from 23 to 28 seconds. Zealot rushes are currently too powerful at various skill levels, particularly those that rely on rapidly assaulting an enemy base from nearby "proxy" gateways. We feel the window players have to scout for and fend off this rush is too small. We also want to address the problem of protoss being able to dump minerals a bit too quickly with the combination of warpgates and Chrono Boost.

Terran

There are several changes in the works for terrans. Reapers against zerg are stronger than expected. Due to the zealot build time increase, reapers would be a bit problematic in combination with proxy barracks, bunkers, and/or marauders against protoss. Therefore, we have decided to increase the build time of reapers as well from 40 to 45 seconds. Fast reaper + bunker, or fast marine + bunker rushes are problematic against zerg. Although this rush would never outright destroy the zerg player, we feel zerg suffers too much of a disadvantage from either having to cancel the fast expansion, or getting trapped inside the main base for too long, so we are also increasing the bunker build time from 30 to 35 seconds.

Siege tanks in large numbers are performing too well in all matchups. In the mid- to late-game, siege tanks are too dominant against all ground units. We want a small set of light and unarmored ground units to perform better against siege tanks. With this in mind, we're changing the Siege Mode damage of the siege tank from 50 to 35, +15 vs. armored; to correspond with this, damage upgrades will be changed from +5 to +3, +2 vs. armored. This change reduces the base damage of the siege tank against light and unarmored units, as well as the splash damage.

Battlecruisers currently lack good counters from the ground and still perform very well against a wide array of unit types. We're aware that it is not easy to get battlecruisers out for the cost, but at the same time, it is possible in both 1v1s and team games to create stalemate situations to bring them out. Overall, we feel that battlecruisers are too strong for their cost, and the terran-forced stalemate situations are causing less interesting gameplay. We will be lowering their damage against ground units from 10 to 8.

Zerg

Ultralisk damage is being decreased from 15, +25 vs. armored to 15, +20 vs. armored. This reduction is comparable to the changes being made to the battlecruiser and siege tank. Like the battlecruiser, ultralisks are simply too powerful for the cost, even though they are difficult to muster. Also, in combination with other units, ultralisks are difficult to counter from the ground. The ultralisk building attack (Ram) is being removed because the damage rate is too similar to its normal attack, which will be used against buildings instead. When ultralisks target tightly packed smaller buildings such as supply depots, the Ram attack is actually outputting considerably less overall damage than its normal attack, as Ram only hits a single target.

And Beyond...

We are reading your posts on the forums and creating lists of features and bugs to address in future patches. We have mid- to long-term plans to further evolve the Custom Game experience, and soon, enhance our social features with the addition of chat channels. We will be sharing more specific information in the coming weeks. As with all of our previous games, we will support StarCraft II for many years to come. Your feedback and participation is critical in making this not only the best game it can be, but also the most engaged gaming community in the world. We look forward to the implementation of patch 1.1, as well as sharing our plans for our future gameplay and Battle.net features.



We'll see you online!

Source : http://sea.battle.net/sc2/en/blog/60130#blog
Why? nerf Ultralisk? cry.gif.

This post has been edited by erni3: Aug 28 2010, 04:02 AM
Sichiri
post Aug 28 2010, 03:47 AM

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posting the sauce

http://eu.battle.net/sc2/en/blog/554901
Lukr3va
post Aug 28 2010, 03:50 AM

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nuuu siege tanks nerf so much
LoNeLy-Zhai
post Aug 28 2010, 03:56 AM

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Zerg got the least nerf among other races biggrin.gif

I think ultralisk got not much nerf besides the reduction of 5 damage towards armored units. They removed the ram so that ultralisk could deal splash damage while aiming buildings.
hazairi
post Aug 28 2010, 03:59 AM

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hehe a good news for zerg players!
Sichiri
post Aug 28 2010, 04:02 AM

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Quote from Team Liquid forum
QUOTE
The removal of the "ram" attack against buildings is actually sizable buff for ultralisks. It'll be much, much easier for them to kill a PF now, since the splash will usually be hitting some scvs.

TSerni3
post Aug 28 2010, 04:04 AM

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My least used unit, unless game last beyond 20m. I was hoping they increase hydra speed or roach attack or build time
Sanjiku
post Aug 28 2010, 04:08 AM

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Finally, sense of relief within me =)

The super fast proxy reapers and zealots are getting too much for the Zerg to counter against as Zerglings without speeds are like nothing against them. I guess I will only be start laddering until the patch comes ~
raylee914
post Aug 28 2010, 06:19 AM

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no change to MMM =.=
still a pain to toss zzzz


Added on August 28, 2010, 6:20 ami am looking foward to an increase cast range of storm by HT =.=

This post has been edited by raylee914: Aug 28 2010, 06:20 AM
LostWanderer
post Aug 28 2010, 08:19 AM

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now i think holding off 6 pools by protoss is so much more difficult...and last time was already difficult...>.<"
hizperion
post Aug 28 2010, 08:50 AM

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yeah true so

and lol look at the siege tank damage nerf happy.gif
-ZeN-
post Aug 28 2010, 09:38 AM

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i think is a good nerf even i am a terran player.
because currently i feel that T when rushes to a siege tank or battle cruiser, then is hard to counter. Yesterday siege tank in siege mode actually choke out all point where my thor and massive army also useless against it.

Guess that's why terran was being nerf so much. Finally now with zealot and reaper being nerf, my mmm will be put to more use, since i basically like MMM much better.

dont flame, just my 2 cents.
LostWanderer
post Aug 28 2010, 09:49 AM

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Finally now with zealot and reaper being nerf, my mmm will be put to more use, since i basically like MMM much better.

You mean seige tanks and reapers, right?XD
Cheesenium
post Aug 28 2010, 10:21 AM

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Warp Gate nerfed just when im just used to the cool down speed. Nuuuuu...


evofantasy
post Aug 28 2010, 10:22 AM

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QUOTE(LostWanderer @ Aug 28 2010, 08:19 AM)
now i think holding off 6 pools by protoss is so much more difficult...and last time was already difficult...>.<"
*
u need to go for forge and wall off now giving the zerg free map control lol...
seriously, no nerf to marauders while warpgate nerf?
as if MMG is nt rolling every toss around...
ahtiven
post Aug 28 2010, 10:25 AM

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patch 1.1 introduces aggressive zerg back to the old days of BW 1.07. maybe.
evofantasy
post Aug 28 2010, 10:36 AM

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QUOTE(ahtiven @ Aug 28 2010, 10:25 AM)
patch 1.1 introduces aggressive zerg back to the old days of BW 1.07. maybe.
*
at the current moment, if u spwan at the near possition for LT, and u go 12gate vs a 6pool zerg u are kinda screwed LOL...
with the extra 5sec to zealots, its a must to go 10gate now...
LostWanderer
post Aug 28 2010, 10:38 AM

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getting early forge also somewhat reduce the probability of a muta harass...but yeah...one of the ways to bulk up your defense in base...and ready to amass vr's...lol
evofantasy
post Aug 28 2010, 10:38 AM

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QUOTE(LostWanderer @ Aug 28 2010, 10:38 AM)
getting early forge also somewhat reduce the probability of a muta harass...but yeah...one of the ways to bulk up your defense in base...and ready to amass vr's...lol
*
going too defensive vs zerg = giving them total map control which is pretty bad...
LostWanderer
post Aug 28 2010, 10:42 AM

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at least you can pull 1 or 2 vr's out to carry out harass while they are thinking to ling rush ya

unless if you scouted an early hydra den...then drop the vr's...XD

since lots takes more time to build...zerg is gonna focus more on ground i guess
ahtiven
post Aug 28 2010, 11:03 AM

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gotta utilize Force Field more now. however 5 secs wouldnt matter much for mid range players, aye?

5 secs more also mean you will have extra minerals for 5 secs and just warp in more gateways it should be fine in mid range game.

also, chrono boosting zealot will hasten the warping process as well, but you wont be able to chronoboost your probes production.

it's either rush or economy. choose one. evil evil blizzard.
evofantasy
post Aug 28 2010, 11:06 AM

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QUOTE(ahtiven @ Aug 28 2010, 11:03 AM)
gotta utilize Force Field more now. however 5 secs wouldnt matter much for mid range players, aye?

5 secs more also mean you will have extra minerals for 5 secs and just warp in more gateways it should be fine in mid range game.

also, chrono boosting zealot will hasten the warping process as well, but you wont be able to chronoboost your probes production.

it's either rush or economy. choose one. evil evil blizzard.
*
if u played against a 6pooled diamond zerg, that 5 secs make or break u...
back in beta phase 2, blizz ninja did the same changes and toss around the world were rolled by 6pool...
blizz undo the changes as toss cant defend against 6pool rushes on near spawn locations and they went and suggest this again...

and no, u wont even have a core start warping in yet wut more a sentry sleep.gif"

@ lost wonderer
a 6 pool zergling rush is usually at ur front door when ur gateway is just completed (12gate)

This post has been edited by evofantasy: Aug 28 2010, 11:07 AM
LostWanderer
post Aug 28 2010, 11:12 AM

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that is why 2 player maps are pretty deadly for 6 pools vs toss

i didn't mean that i will have the time to tech into stargates while zergs are 6 pooling me...XD

but you can kinda sit in the base while having decent defense against ling rush and carry out harassment via air
kEazYc
post Aug 28 2010, 11:13 AM

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Finally chat channels!
evofantasy
post Aug 28 2010, 11:21 AM

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QUOTE(LostWanderer @ Aug 28 2010, 11:12 AM)
that is why 2 player maps are pretty deadly for 6 pools vs toss

i didn't mean that i will have the time to tech into stargates while zergs are 6 pooling me...XD

but you can kinda sit in the base while having decent defense against ling rush and carry out harassment via air
*
even when u go for phoenix play, u still need a decent ground army and expansion...
being contained in ur base vs a zerg is really really bad...
he'll outmacro you and out reinforce u (especially with the +5sec to warpgate now)...

i was dropped all the way to silver (and then up to gold within the same weak) due to 6pools during phase 2...
tried wut u suggested before and no it is not working cry.gif
Moonflown
post Aug 28 2010, 11:34 AM

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Now noob Zerg players like me will have less painin the ass from timing pushes and mech turtle >"<


evofantasy
post Aug 28 2010, 11:37 AM

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QUOTE(Moonflown @ Aug 28 2010, 11:34 AM)
Now noob Zerg players like me will have less painin the ass from timing pushes and mech turtle >"<
*
hydras are much better than roaches now with the changes to tanks...
agree? O.o
MintDarker
post Aug 28 2010, 01:33 PM

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Actually the change is good for terran themself as well..Since the friendly fire from tank's splash atk kill most of their marrine while chargelot charge on them =x

This post has been edited by MintDarker: Aug 28 2010, 01:34 PM
Sky.Live
post Aug 28 2010, 02:22 PM

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Is zealot overpowered? why they nerf it? I dont really understand
evofantasy
post Aug 28 2010, 02:26 PM

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QUOTE(Sky.Live @ Aug 28 2010, 02:22 PM)
Is zealot overpowered? why they nerf it? I dont really understand
*
cause cheesers like to proxy gate zealot rush
LostWanderer
post Aug 28 2010, 02:27 PM

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when your wall gets destroyed from a lot rush...it's gged from there unless you were teching into air and manage to get a VR out...

then it's gg for lot rushes
xShinji
post Aug 28 2010, 02:27 PM

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proxy gateway zealot rush is strong : )
evofantasy
post Aug 28 2010, 02:30 PM

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QUOTE(LostWanderer @ Aug 28 2010, 02:27 PM)
when your wall gets destroyed from a lot rush...it's gged from there unless you were teching into air and manage to get a VR out...

then it's gg for lot rushes
*
i dun think walling as a toss is a good idea >.<
LostWanderer
post Aug 28 2010, 02:33 PM

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if pvp, due to zealot rushes...you could either wall off...or make a sentry...but early game sentry ain't cheap

but since gateway rush will be changed...most likely one doesn't need to wall off during a pvp

i most likely don't wall off against a terran early game...wall off when a zvp is found...and pvp...due to lots rushes is so favorable...i'll wall off...risked being proxied by gateways are too high in placements

This post has been edited by LostWanderer: Aug 28 2010, 02:36 PM
evofantasy
post Aug 28 2010, 02:37 PM

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QUOTE(LostWanderer @ Aug 28 2010, 02:33 PM)
if pvp, due to zealot rushes...you could either wall off...or make a sentry...but early game sentry ain't cheap

but since gateway rush has been changed...most likely one doesn't need to wall off during a pvp

i most likely don't wall off against a terran early game...wall off when a zvp is found...and pvp...due to lots rushes is so favorable...i'll wall off...risked being proxied by gateways are too high in placements
*
for pvp i dun wall off...
i build my buildings near my nexus, get a strong economy and drop a 2nd gate...
the economy advantage allows u to pump zealots while getting a forge which imho better...
besides u can protect ur mineral line better...
LostWanderer
post Aug 28 2010, 02:40 PM

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perhaps that's true as well...but getting lots rushed into my base feels so screwed...especially if they target my pylon...=(...and with the proxied gateways...more will be coming in sooner or later
evofantasy
post Aug 28 2010, 02:45 PM

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QUOTE(LostWanderer @ Aug 28 2010, 02:40 PM)
perhaps that's true as well...but getting lots rushed into my base feels so screwed...especially if they target my pylon...=(...and with the proxied gateways...more will be coming in sooner or later
*
well dun panic...
i've experienced this so much that i can calmly hold off 2 gate (even diamond toss proxy 2 gated me)...

wut i do is usually 2 gate defend with a cannon or 2 near my mineral line...
then tech to stalkers...
usually this would give u the momentum...
go for his 2 proxy gate to cut his protection then contain him before pushing in/ expand...

dun be afraid to pull probes off mining as he is having low probe due to his cheese...
ahtiven
post Aug 28 2010, 03:32 PM

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i dont see how opponent proxy 2 gate zealot rush can kill you off in pvp matches.

if he got 2 zealots, proxy or not rushing you; you should have 2 zealots to defend as well.. and your reinforcements are faster as well. or pull some probes to fend off?
goldfries
post Aug 28 2010, 03:40 PM

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i wonder how would all this affect campaign.
roronoa_zorro
post Aug 28 2010, 03:45 PM

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i dun think its gonna affect campaign
Sichiri
post Aug 28 2010, 03:56 PM

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QUOTE(goldfries @ Aug 28 2010, 03:40 PM)
i wonder how would all this affect campaign.
*
implying people would care about game balances affecting campaign
narf03
post Aug 28 2010, 05:22 PM

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hmm they wanna weaken the siege tanks in siege mode only ? then better dont siege the tank, in siege mode, if the damage is 35/50 (light/heavy), but it takes 3 seconds to fire a shot, compare to unsieged mode, which is 15/25, but its 1 second per shot, thats 3x more shots, so dpa wise its alot better.

Ya have to take consideration of the area damage and range, but the area damage most likely are doing against your own units if against close range units like zealots, zerglings, or those bugs after u kill off some zerg buildings.

so the benefits of siege = better range(if enemy is far), area damage(if they are packed together, better against high armor units
and the benefits of not siege = higher dpa, can move(can survive longer), wont damage own units, doesnt block traffic(they can move =P)

would be nice if they introduce some kind of armor/bullet upgrade for siege tank that wont/reduce the area damage to own unit/building for balance. else siege mode i think have less advantage(it should have more).
Quazacolt
post Aug 28 2010, 05:37 PM

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QUOTE(Sky.Live @ Aug 28 2010, 02:22 PM)
Is zealot overpowered? why they nerf it? I dont really understand
*
play vista lasik

stalkers? robo? what? naw. all zealots. ROFL
ahtiven
post Aug 28 2010, 05:53 PM

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check it out. patch 1.1
Sichiri
post Aug 28 2010, 05:54 PM

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QUOTE(ahtiven @ Aug 28 2010, 05:53 PM)

check it out. patch 1.1
*
from comments : "This isnt even idra you idiots, IDRA IS AMERICAN. But i still lold"
ahtiven
post Aug 28 2010, 05:57 PM

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its obviously a subbed parody or whatnot. just watch the video and get LOL-stomped!
flix
post Aug 28 2010, 06:07 PM

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QUOTE(ahtiven @ Aug 28 2010, 05:53 PM)


check it out. patch 1.1
*
The respond from him at the end killed me. laugh.gif laugh.gif laugh.gif
Calvin Seak
post Aug 28 2010, 06:20 PM

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I think im going to drop to bronze since zealots are nerf-ed right now T__T
TSerni3
post Aug 28 2010, 07:05 PM

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Zealot rush pretty imbalance now, especially against zerg that can't block off his choke point like terran or protoss. Same with reaper especially with blizzard loving making cliff map
goldfries
post Aug 28 2010, 10:11 PM

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QUOTE(roronoa_zorro @ Aug 28 2010, 03:45 PM)
i dun think its gonna affect campaign
*
QUOTE(Sichiri @ Aug 28 2010, 03:56 PM)
implying people would care about game balances affecting campaign
*
i know i know the balancing is because of MP mode but it's just a thought in passing la.

ehh, just a thought cos some people haven't played campaign. others are trying to do achievement. tongue.gif

anyway, not surprising to see in future MP we have replies like "you zergies wouldn't have won if not for the patch." oh well. i'm all good for whatever changes, it may affect players but it's the only way to reach a balance.
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post Aug 28 2010, 10:41 PM

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QUOTE(narf03 @ Aug 28 2010, 05:22 PM)
hmm they wanna weaken the siege tanks in siege mode only ? then better dont siege the tank, in siege mode, if the damage is 35/50 (light/heavy), but it takes 3 seconds to fire a shot, compare to unsieged mode, which is 15/25, but its 1 second per shot, thats 3x more shots, so dpa wise its alot better.

Ya have to take consideration of the area damage and range, but the area damage most likely are doing against your own units if against close range units like zealots, zerglings, or those bugs after u kill off some zerg buildings.

so the benefits of siege = better range(if enemy is far), area damage(if they are packed together, better against high armor units
and the benefits of not siege = higher dpa, can move(can survive longer), wont damage own units, doesnt block traffic(they can move =P)

would be nice if they introduce some kind of armor/bullet upgrade for siege tank that wont/reduce the area damage to own unit/building for balance. else siege mode i think have less advantage(it should have more).
*
u got a point there. Though I'm not a Terran player, I think the 35 dmg is alil too low for a slow attacking speed. Maybe a 40 dmg to bio & non armored units would be ok.
SUSAzurues
post Aug 28 2010, 11:57 PM

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The damage looks highly drop but in my opinion this will look pretty balance.
Due to the MMM from Terran, it is highly possible after that siege tank will be brought on to support further. With the high power of siege tank(siege mode), MMM job will be even further imbalance thus a significant amount of damage drop by siege tank will be balance.

After the zealot rush, i kinda agree about it too. It is just too deadly for any zerg which i consider the weakest of all during T1.

This game is getting better and better already. Hope the ability to connect around the world or better a LAN will be implement though it is unlikely.
Soul-X
post Aug 29 2010, 12:46 AM

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roach should be 5 range~ wooootttt
JuzJoe
post Aug 29 2010, 02:30 AM

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4 enough la~

xD
Calvin Seak
post Aug 29 2010, 03:05 AM

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I just hope they have chat rooms so we could make more friends like the old times in warcraft 3 sad.gif
Sky.Live
post Aug 29 2010, 03:08 AM

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QUOTE(Calvin Seak @ Aug 29 2010, 03:05 AM)
I just hope they have chat rooms so we could make more friends like the old times in warcraft 3 sad.gif
*
I think there is?

I hope we can watch replay together now and have some laugh
narf03
post Aug 29 2010, 05:42 AM

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QUOTE(Azurues @ Aug 28 2010, 11:57 PM)
The damage looks highly drop but in my opinion this will look pretty balance.
Due to the MMM from Terran, it is highly possible after that siege tank will be brought on to support further. With the high power of siege tank(siege mode), MMM job will be even further imbalance thus a significant amount of damage drop by siege tank will be balance.

After the zealot rush, i kinda agree about it too. It is just too deadly for any zerg which i consider the weakest of all during T1.

This game is getting better and better already. Hope the ability to connect around the world or better a LAN will be implement though it is unlikely.
*
so far, i've never seen any1 MMM with siege tanks, they are way to slow, and most of the time they will do damage to your own units if enemy do melee, the purpose of siege tank should be for terran to fortify a certain area, it takes quite alot of resource to build a tank, and it need to be researched, plus it takes time to siege/unsiege, so i think it would be fair to have more benefits in siege mode compare to unsiege. I think increase the time to siege/unsiege ie 5 secs, would be better than reduce the damage by that amount.

as for zerg, ya i think they are pretty weak especially about defending, i think blizzard knew about it and that is why there are some bugs after you destroyed a zerg building. but that doesnt help much, in game ie 3v3, protoss and terran can easily fortify and seal their entrance, but zerg cant do anything about it unless they tech to lair quick and use overlords to create creep(queen also work, but if the distance is far, overlord better), then make buildings or spires the entrance, that needs alot of resource and speed. And another weakness of zerg is their overlords, unlike terran/protoss their supplies based on building, and those buildings have quite alot of hp, so you might need some time to destroy those building, but overlords are very easy to kill, and usually they are all pack together, and if enemy found that, most likely you will lost all of them, and you are basically in very very big problem. ya overlord got advantage too, they can move, but the speed is way too slow unless researched speed. and 1 feature i really hope they can add in, which is allow us to have auto-cast create larvae, so we dont look at the base every minute. the tip says "you can create units without looking at your base", that is partially wrong for zerg that uses queen.


RtP|DEV
post Aug 29 2010, 06:18 AM

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QUOTE(narf03 @ Aug 29 2010, 05:42 AM)
.............................. and 1 feature i really hope they can add in, which is allow us to have auto-cast create larvae, so we dont look at the base every minute. the tip says "you can create units without looking at your base", that is partially wrong for zerg that uses queen.
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sweat.gif

Grif
post Aug 29 2010, 08:59 AM

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... Woah. The siege tank nerf is drastic. 35+15 is really gonna force players to get unsieged tanks instead.

I do agree with the reaper and BC nerf though.
evofantasy
post Aug 29 2010, 10:19 AM

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QUOTE(narf03 @ Aug 29 2010, 05:42 AM)
so far, i've never seen any1 MMM with siege tanks, they are way to slow, and most of the time they will do damage to your own units if enemy do melee, the purpose of siege tank should be for terran to fortify a certain area, it takes quite alot of resource to build a tank, and it need to be researched, plus it takes time to siege/unsiege, so i think it would be fair to have more benefits in siege mode compare to unsiege. I think increase the time to siege/unsiege ie 5 secs, would be better than reduce the damage by that amount.

as for zerg, ya i think they are pretty weak especially about defending, i think blizzard knew about it and that is why there are some bugs after you destroyed a zerg building. but that doesnt help much, in game ie 3v3, protoss and terran can easily fortify and seal their entrance, but zerg cant do anything about it unless they tech to lair quick and use overlords to create creep(queen also work, but if the distance is far, overlord better), then make buildings or spires the entrance, that needs alot of resource and speed. And another weakness of zerg is their overlords, unlike terran/protoss their supplies based on building, and those buildings have quite alot of hp, so you might need some time to destroy those building, but overlords are very easy to kill, and usually they are all pack together, and if enemy found that, most likely you will lost all of them, and you are basically in very very big problem. ya overlord got advantage too, they can move, but the speed is way too slow unless researched speed. and 1 feature i really hope they can add in, which is allow us to have auto-cast create larvae, so we dont look at the base every minute. the tip says "you can create units without looking at your base", that is partially wrong for zerg that uses queen.
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hmm MMM with siege tanks are so often...
most high lvl pros use it especially koreans...
Sky.Live
post Aug 29 2010, 12:00 PM

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marauder can slow which buy them distance.. it's for melee unit to get so near actually..
evofantasy
post Aug 29 2010, 01:44 PM

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QUOTE(Sky.Live @ Aug 29 2010, 12:00 PM)
marauder can slow which buy them distance.. it's for melee unit to get so near actually..
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it allow them, to perma kite with some stop move...
HuK vs CauthonLuck game 1 of the winner bracket semis in MLG Raleigh last nite, cauthon's MMM kite HuK's entire army including chargelot and colossi...
watching that makes me cry as a toss =(
ahtiven
post Aug 29 2010, 01:51 PM

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share the reps please?
SUSAzurues
post Aug 29 2010, 02:23 PM

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QUOTE(narf03 @ Aug 29 2010, 05:42 AM)
so far, i've never seen any1 MMM with siege tanks, they are way to slow, and most of the time they will do damage to your own units if enemy do melee, the purpose of siege tank should be for terran to fortify a certain area, it takes quite alot of resource to build a tank, and it need to be researched, plus it takes time to siege/unsiege, so i think it would be fair to have more benefits in siege mode compare to unsiege. I think increase the time to siege/unsiege ie 5 secs, would be better than reduce the damage by that amount.

as for zerg, ya i think they are pretty weak especially about defending, i think blizzard knew about it and that is why there are some bugs after you destroyed a zerg building. but that doesnt help much, in game ie 3v3, protoss and terran can easily fortify and seal their entrance, but zerg cant do anything about it unless they tech to lair quick and use overlords to create creep(queen also work, but if the distance is far, overlord better), then make buildings or spires the entrance, that needs alot of resource and speed. And another weakness of zerg is their overlords, unlike terran/protoss their supplies based on building, and those buildings have quite alot of hp, so you might need some time to destroy those building, but overlords are very easy to kill, and usually they are all pack together, and if enemy found that, most likely you will lost all of them, and you are basically in very very big problem. ya overlord got advantage too, they can move, but the speed is way too slow unless researched speed. and 1 feature i really hope they can add in, which is allow us to have auto-cast create larvae, so we dont look at the base every minute. the tip says "you can create units without looking at your base", that is partially wrong for zerg that uses queen.
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You must not have seen enough MMM terran game yet i guess.

Zerg is slow, but at least effective in my opinion. How effective is up to u to plan who u against.

In a match against MMM terran, many tactics can be use or should say able to copy the MMM tactics of drop ship too. Zerg have overlords to drop baneling in a huge amount too.

Against toss, the "burrow" for me seems to be the greatest advantage in early game before observer is out.

Ya zerg can't shield their own base up but zerg are zergs. They come in huge amount to swarm u.

And the reaper nerf is gonna be hell of a time for zerg users.
Drian
post Aug 29 2010, 08:39 PM

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QUOTE(Azurues @ Aug 29 2010, 02:23 PM)
You must not have seen enough MMM terran game yet i guess.

Zerg is slow, but at least effective in my opinion. How effective is up to u to plan who u against.

In a match against MMM terran, many tactics can be use or should say able to copy the MMM tactics of drop ship too. Zerg have overlords to drop baneling in a huge amount too.

Against toss, the "burrow" for me seems to be the greatest advantage in early game before observer is out.

Ya zerg can't shield their own base up but zerg are zergs. They come in huge amount to swarm u.

And the reaper nerf is gonna be hell of a time for zerg users.
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The only unit zerg can come in huge amount to swarm is zerglings. If you can build 30 zerglings then the humans can build 15 marines.
The rest are too expensive to swarm and if you can build an army that big to swarm, your opponent too can build an army big enough to counter your army. If you build 30 hydralisk, protoss can build 27 stalkers and marines can build 40-45 maruraders. The meaning of swarm is to outnumber your opponent in terms of army by a big margin. I don't see how zerg can outnumber your opponent when it's limited by the amount of resources.


As for the drop ship technique. One thing you didn't consider is time to execute. If you were to use it as transport you need the tier2 Lair and research the Ventral Sacs(200 mineral 200 gas) and Pneumatized Carapace (100 mineral 100 gas) before you can execute this. By then it would be near mid game. The MMM rush can be executed way faster and if they were to use the dropship method, the dropship complements the rush by healing the units as well rather than just transport for overlords


 

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