Drops disappearing from TvP after early-game isn't without reasons. (yes, it's not only buffed obs but also recall ). Btw we see more drops after an oracle play than after a robo opening, because at least, oracle let the opponent know he is being revealed.
Community Feedback Update - Jan 16 - Page 6
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xongnox
540 Posts
Drops disappearing from TvP after early-game isn't without reasons. (yes, it's not only buffed obs but also recall ). Btw we see more drops after an oracle play than after a robo opening, because at least, oracle let the opponent know he is being revealed. | ||
DieuCure
France3713 Posts
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IshinShishi
Japan6156 Posts
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deacon.frost
Czech Republic12116 Posts
On January 17 2019 19:24 xongnox wrote: obs are way more than a pure scouting unit imo. They are the best "spotter" units, and they spot units while the opponent doesn't know he is being spotted. Then charged medivacs gets blinked under and that's GG. Drops disappearing from TvP after early-game isn't without reasons. (yes, it's not only buffed obs but also recall ). Btw we see more drops after an oracle play than after a robo opening, because at least, oracle let the opponent know he is being revealed. This change doesn't affect that. | ||
Olli
Austria24413 Posts
Maybe slightly - you can get obs into spotting positions a little more quickly, so you'll be prepared a bit earlier, and you'll be able to replace sniped obs a bit faster. But yeah, not the most impactful change in that regard. | ||
IshinShishi
Japan6156 Posts
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dummy1
420 Posts
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Olli
Austria24413 Posts
On January 17 2019 20:56 dummy1 wrote: Jeez. I can't read and handle it anymore. I remember how Olli had tried to explain why is Zest the best and will smash Maru in GSL. And now... this. I'll better smash my head at the wall (a little bit)... That never happened. Not that it's relevant. | ||
ScarPe
Germany392 Posts
On January 17 2019 20:35 IshinShishi wrote: Maybe they should reduce the energy cost of scans to balance the new obs, from purely an entertainment perspective, it's really not fun to play vs maphack (obs everywhere, creep everywhere) :DD, and then make concussive shell work on ultras while at it, because bio seems unplayable and mech/air transition 100% forced. well. you boys complain about ultras being faster than stimed bio, but you never even think about (not even once), that ultralisks are the highest tech zerg can get and bio are starting units. it was ridiculous since WoL release that they are not viable against T1 units. in addition they are only viable with 3/3 upgrades + 2 ultraliskupgrades. it is safe to say that it is really hard to get there as zerg, how dare you even think about that such units shouldnt be able to crush t1 units? seriously. With this change you will hopefully have to use units like thors do help killing ultralisks other than stutterstepping away with t1 only. so you actually have to fight and can not just run away. ------ warpgate buff: finally. on big maps, its way too easy for zergs to just be super greedy and get away with it. maybe even give protoss warpgate by default or sth. with the warp in mechanic being so slow nowadays this should be "a ok" to give protoss a chance to properly pressure the zerg even in the early game. | ||
DomeGetta
480 Posts
U did though persist to argue that post 4.0 stalkers werent going to be broken / werent broken / pls god werent broken...so a bit hard to listen to now. XD | ||
Olli
Austria24413 Posts
On January 17 2019 21:29 DomeGetta wrote: U did though persist to argue that post 4.0 stalkers werent going to be broken / werent broken / pls god werent broken...so a bit hard to listen to now. XD Gonna have to ask you to cite that please. I might have asked people to give it some time, which I think was perfectly reasonable. I certainly also remember myself saying that a marauder buff was a reasonable idea to counter better stalkers once it became obvious they were too strong at the time, and it was never explored before stalkers just got nerfed again. Either way, I've made actual arguments as to why blink all-ins won't be affected much by these changes. Address the arguments instead of some image you have of me. | ||
ihatevideogames
570 Posts
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Elantris
65 Posts
On January 17 2019 18:37 xongnox wrote: So we have : 1 : TvP macro unplayable, so every terran all-in ? => let's nerf terrran all-ins and buff protoss macro. Terrans allin only because allins and proxy are strong af that's it. Also please tell me how tempest changes look like buffs to you. | ||
WhiteSPiriT
France19 Posts
On January 17 2019 21:25 ScarPe wrote: well. you boys complain about ultras being faster than stimed bio, but you never even think about (not even once), that ultralisks are the highest tech zerg can get and bio are starting units. it was ridiculous since WoL release that they are not viable against T1 units. in addition they are only viable with 3/3 upgrades + 2 ultraliskupgrades. it is safe to say that it is really hard to get there as zerg, how dare you even think about that such units shouldnt be able to crush t1 units? seriously. With this change you will hopefully have to use units like thors do help killing ultralisks other than stutterstepping away with t1 only. so you actually have to fight and can not just run away. ------ warpgate buff: finally. on big maps, its way too easy for zergs to just be super greedy and get away with it. maybe even give protoss warpgate by default or sth. with the warp in mechanic being so slow nowadays this should be "a ok" to give protoss a chance to properly pressure the zerg even in the early game. I think this is one of the arguments that triggers me the most and the easiest way to spot below diamonds players. I don't even know what to start with. Maybe if you really think that a terran bio army, fully upgraded (so, 3/3, stim, shield and so on) heavily supported by medivacs, tanks (or widow mines) is a T1 army, then it's even worse than I thought. We can even add that starcraft isn't all about the tiers but about the counters, so technically all units can counter an other in a specific situation. It's not a tier based game. And when it is, well, nobody likes it, when for example the protoss max out on a deathball or on skytoss and you are mostly going to lose because this army comp is very hard to counter. I could even say that if you think it's normal for ultralisks to completely destroy the bio comp of the terran player, then I would like to have a huge buff on thors to make them able to counters lings, after all, lings are T1 units and are countering my T3 unit. And if possible, buff the bc aswell because I don't understand how it is possible for queens to counter it, they are T1 units aswell right ? Enough of this, bio is already doing pretty bad in lategame against zerg, and well, the ultralisk super buff was all but needed. It's not like zerg was getting wrecked all the time in lategame against bio. | ||
yht9657
1810 Posts
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xongnox
540 Posts
Obs are faster in position, good protoss frequently change obs position a bit (for example to cut the drop path after terran move back ), and obs will be harder to kill now = more obs alive. So maybe not as much as an impact as hold-position obs, but still significant. | ||
xongnox
540 Posts
If this patch goes live we should put TvP on strike and free-quit every 1v1 ladder game vs toss. Toss players will loose nothing, because getting all-ined every single game not that fun too. | ||
Ryu3600
Canada468 Posts
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Riner1212
United States337 Posts
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DrunkenSCV
76 Posts
On January 17 2019 23:57 Riner1212 wrote: time to find another game to play. Exactly my thoughts. I just can't think anymore that the game is in right hands. Can't help but feel that the balance team is plainly clueless. | ||
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