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Patch 1.12 notes Patch 1.12 notes

10-18-2010 , 10:19 PM
Quote:
Originally Posted by Karak
my nit pick was based on english grammar and had nothing to do with sc2. it was me just being obnoxious.
Patch 1.12 notes Quote
10-18-2010 , 11:23 PM
Quote:
Originally Posted by imolin
thing is your collosus shouldnt be right next to your stalkers, they should be behind them so that vikings have to move within range of stalkers to be able to attack vikings
My collosi can be behind stalkers and vikings can still be in range without my stalkers being able to hit them

Quote:
Originally Posted by clowntable
Or you know...you could stop making Collosi once you see two Vikings pop out of a reactored starport (or once you see a reactored starport and know he saw your Colossus tech) and just switch to Immortals and have Terran be stuck with only air shooting units that get raped if they land in battle
Right because you tech-switching to marines is so much harder than me tech-switching to immortals.

Quote:
6+blink to get in range
And have them get annihilated by marauders.
So I have to research legs, blink, and collosus range? (The answer is yes, which is why I'm saying it's a problem)

Quote:
Originally Posted by Kirbynator
youre so funny
We should play 1v1.

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Maybe you guys are right in saying removing marauder stim is a lol-tastic idea.
That was one of the suggestions I had because I disliked the way TvP matchup is set up and I didn't realize how big of a nerf removing stim on marauders is (though I'm not completely persuaded on this yet). Most of you seem to get on the bandwagon to say I'm a ****** or w/e without reading the newer suggestions I came up with though so I'll just take my leave from this thread.
Patch 1.12 notes Quote
10-19-2010 , 02:46 PM
Have you not seen oGsInca vs Aya in the ro64 of GSL season2? If not, I suggest you do.

Like honestly, game 3 alone is enough to show how stim marauders and vikings are not overpowered vs toss.
Patch 1.12 notes Quote
10-19-2010 , 08:20 PM
ksight i'm personally not picking on you, i agree mauraders need a nerf... take away their uber damage to buildings/make them slightly weaker would be nice... but collosus just need good control. if his vikings are shooting your collosus move them back and let your stalkers get in range and target fire them. vikings have nothing else to shoot anyways, so they'll just chase
Patch 1.12 notes Quote
10-24-2010 , 01:18 AM
Ksight have you tried any colossus/phoenix builds? They can be pretty powerful from what Ive seen. Also a lot of toss seem to be going chargelot/HT instead of collosi. Isnt PvZ way harder than TvZ though? Not that I completely disagree with you I think toss is the closest to being UP at the moment. I think one buff toss should get is better warp prism, cheaper and without the long animation to start warping in units I think that would do a lot to level things. I always thought the worst thing about PvT was the drops not really marauders in particular. I think marauders are perfect the way things are and considering Terran has a pretty weak end game it makes a lot of sense to me and I play zerg fwiw.
Patch 1.12 notes Quote
10-24-2010 , 03:47 AM
Just to let you know, ksight, I am not jumping on any bandwagon to rip on you. I certainly think marauders are a power unit for terran and one that is pivotal in most, if not all, of their builds. Any sizable nerf would have a great effect on those builds. I would like to see some different ideas from removing stim to deal with their strength (esp. with concussive shell, as it makes them ridiculous), as utterly removing stim completely changes the game dynamic. The 20 damage on stim was a decent start. Vikings are also a decently tough unit to change. Their air range is quite sizable, and it's really hard to deal with them without upgrades (Stim marines, Blink stalkers, or hydras on creep/mutas), which is sort of unfair when you realize they are lower tier starport units that can be made in 2s. However, they are only air to air, so that probably deals with most things other than the colossus.
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10-24-2010 , 01:14 PM
zerg is unstoppable when you let them macro at will, sure
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10-24-2010 , 02:11 PM
Terran is the weakest race right now, but only slightly IMO. The balance is pretty solid overall, but I definitely think Protoss is going to get nerfstomped soon.
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10-24-2010 , 02:13 PM
P is getting nerfed, but T isn't weak, they just need to relearn their MUs without having ezmode harass into GG options.
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10-24-2010 , 04:12 PM
P isnt getting nerfed

what are you smoking ._.
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10-24-2010 , 05:14 PM
Strange I had the impression P was weakest atm

(checkout GSL results so far)
Patch 1.12 notes Quote
10-24-2010 , 05:29 PM
why the **** would P get nerfed
Patch 1.12 notes Quote
10-24-2010 , 05:33 PM
Quote:
Originally Posted by Thijs908
Strange I had the impression P was weakest atm

(checkout GSL results so far)
You can't use the GSL results as a means of determining balance. That's not a proper sample size.
Patch 1.12 notes Quote
10-24-2010 , 05:59 PM
P is getting buffed+nerfed because David Kim says so:

Quote:
6. Statistics by Race/Win:Lose Ratios in Matchups
In North America, we feel that ZvT/ZvP are balanced. Protoss seems to be favored in PvT with a 60% win percentage.

The reason why Korea is so important is the fact that there are a lot of gosu gamers in Korea. Also, strategies tend to be developed first in Korea. Even in beta, Korean zergs were sweeping the floor in ZvP with a 70% win rate, while in NA/Europe, the opposite was true (70% win rate for toss).

When we analyzed the games, we learned that Korean Zergs' strategy was different. They were easily defeating protoss with a spine crawler+mutalisk combo, and this strategy was never used in NA. After 1~2 weeks, NA players started copying the strategy. By the end of the second week, the Win rates became the same as in Korea, and we were able to make our decisions regarding ZvP balance.

ZvP balance is still good. In PvT however, top-tier terrans have a 6% win rate advantage over protoss. We generally don't see a difference within 5% as a balance issue, but 6% is a little bit outside that range. As in the past, Terran may become more powerful once Korean strategies make their way to other regions. We are keeping an eye on it at the moment.

Also, if we look at the case of PvT, we've never before had pros send us such varying feedback. When we asked 5 pros for feedback, MakaPrime said PvT was balanced, whereas 2 others said Protoss could never win, and the remaining 2 thought Terran could never win. Normally, 70-80% of pro gamers give us the same opinion when asked for feedback. This time, the opinions are so varied that we are wondering if it's an inherent issue with TvP.

In the early game, Terran has an advantage with stimpack, micro, and medivac drops, but the late game protoss has a lot of powerful units such as high templars with upgrades casting storm immediately after warping in. The Phoenix+Collossus combo of NEXGenius has also been giving Terrans a hard time.

What we want isn't a game where one side has an advantage in the earlygame and the other in the lategame, but rather a game where both sides have opportunities in both the early and late game. We will continue to balance out these issues as we find them.

Lately we've been working to accuarately analyze balance in TvP. We don't think there is an issue with stimpack, but we are looking into it closely in order to accurately understand the issues at hand.
Patch 1.12 notes Quote
10-24-2010 , 08:40 PM
If you continue that interview, that guy says something about them looking at psionic storm specifically. Which means they are probably thinking about nerfing it. My guess would be to start it on a cool down, but who knows. Either way, it's ridiculously stupid.
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10-24-2010 , 11:11 PM
Nerfing storm seems insane. I liked what he said about making toss stronger early game and terran stronger late game so I guess I would be ok with it if that were somehow accomplished.
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10-25-2010 , 12:21 AM
You guys must not know what it's like to be on the other side of psystorm, it's op as ****. Specifically, it's way too cost effective once you get the upgrade energy thing.
Patch 1.12 notes Quote
10-25-2010 , 02:29 AM
A protoss invests like 800 gas in that tech tree before even making a single 150 gas unit and you're calling that too cost effective?
Patch 1.12 notes Quote
10-25-2010 , 02:43 AM
Quote:
Originally Posted by blackize
A protoss invests like 800 gas in that tech tree before even making a single 150 gas unit and you're calling that too cost effective?
where did you get the 800 gas number from? I just looked at the tech tree
Patch 1.12 notes Quote
10-25-2010 , 02:57 AM
100 for twilight council 200 for archives 200 for storm 150 for energy upgrade and then not actually adding anything together. But still 650 gas and a ******** of build/research time needs to be invested before you can even make use of a single psi-storm. It damn well better be powerful after all that
Patch 1.12 notes Quote
10-25-2010 , 04:47 AM
Quote:
Originally Posted by blackize
100 for twilight council 200 for archives 200 for storm 150 for energy upgrade and then not actually adding anything together. But still 650 gas and a ******** of build/research time needs to be invested before you can even make use of a single psi-storm. It damn well better be powerful after all that
Pretty much this, it's supposed to be a late game unit and it's supposed to be strong.

Not to mention Terran has the hardest of counters in the ghost. It's not my fault if they don't want to use it.
Patch 1.12 notes Quote
10-25-2010 , 05:51 AM
Quote:
Originally Posted by blackize
100 for twilight council 200 for archives 200 for storm 150 for energy upgrade and then not actually adding anything together. But still 650 gas and a ******** of build/research time needs to be invested before you can even make use of a single psi-storm. It damn well better be powerful after all that
What level do you play at? Everyone who plays a a mid or high level diamond level and knows what they are talking about won't hesitate to tell you that protoss specifically has an unbeatable late game against terran unless terran has a significant economic advantage. This is common knowledge. And even good protoss who are on the terran is OP bandwagon are willing to admit this. Terran are most powerful in the mid game and the longer the game goes on the less threatening they become, and the more threatening protoss become. The reason for this is that theres no cost effective way to fight the collossus/high templar armies. I know it, other players of experience know it, and blizzard knows it too. Dayvie and the rest of the developpers aren't just looking at psystorm for no reason. They aren't idiots. David Kim is one of the highest ranked players on the world ladder and is the highest ranked random player by far. He knows what he's talking about.


Quote:
Originally Posted by Gospy
Pretty much this, it's supposed to be a late game unit and it's supposed to be strong.

Not to mention Terran has the hardest of counters in the ghost. It's not my fault if they don't want to use it.
Come on now. You've played me a few times before and I used ghosts every time. You can't simplify it into they have ghosts so high templars do nothing. It's not that simple of a game and the variables aren't that simple.
Patch 1.12 notes Quote
10-25-2010 , 06:00 AM
HTs are really our only option once vikings get out there. Straight up bio balls with support from other units are going to crush gateway mixes every time. I've seen many terrans skip ghosts completely because it effects their maruader count.

I don't see the balance problem, perhaps I am biased. Ghosts do a fine job in neutralizing HTs/sentries. I mean ghosts spawn with enough energy to emp. If you make it harder to psi storm, you make the margin for error on the side of protoss so incredibly small.

And when I say this I'm speaking purely on a higher level because I know I'm hardly an example for this, I don't claim to be good at this game.

As far as David Kim goes, if I recall correctly he also mentioned part of the reasoning behind nerfing reapers was that they were too powerful in team games.
Patch 1.12 notes Quote
10-25-2010 , 06:53 AM
They will probably change the linear dmg to low starting and high end dmg of storms.
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