02-25-2010, 10:57 PM
#31
02-26-2010, 01:02 AM
#32
Excellent changes! Esp Gateway, reaper, viking and orbital command!
I'm not sure how I feel about feedback.
02-26-2010, 01:07 AM
#33
I agree with all changes, specially mothership -- no one wanted to use that slow motion crap anyway and vortex was way too good - its still a very powerful unit just not completely rape now. No more mothership rushes though =( Actually they'll prbly still work haha
Recall is back which is cool - It was weird that they mothership couldn't do it
Last edited by Islandsnake; 02-26-2010 at 01:12 AM.
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02-26-2010, 01:22 AM
#34
Look at the top 8 of these Platinum Divisions - http://img85.imageshack.us/img85/245/divisions.png - there's no shortage of Protoss players who are doing really good, and at a glance, I'd even venture that there are more Protoss players in the top 8 of Platinum League divisions than Zerg. If Roaches are as unbalanced as some people say they are, we probably wouldn't be seeing so many Protoss kicking butt.
It's only been a week. Stuff like the Reaper's power against buildings and the potential of a Reaper rush must have all been known by Blizz well in advance of the beta because it is such an obvious strategy. I'm sure there are more builds which can handle a Reaper rush that people just haven't discovered quite yet. Sometimes, the flow of the game just goes back and forth. Even in Brood War, if you're going to fast expand as Protoss, you're going to be vulnerable for a while but once you get your cannons up, then it's the Zerg's turn to react to you because he's going to need to get Scourge for your Corsairs. At the moment, I think that this thing with the Reapers is intentional, but I find that as Zerg, at least, the momentum swings back in my favour after I've repelled the initial Reaper assault.
Last edited by GRUNT; 02-26-2010 at 01:25 AM.
02-26-2010, 01:37 AM
#35
I don't think it's that people haven't thought of builds to counter them, because in the higher ranks they most definitely are NOT imbalanced. Actually I barely make roaches from the get-go anymore. I back-track to roaches to fight off specific units, but that's about it.
As for Reapers, it's such a huge investement in gas to make them... honestly they've only ever given me trouble when I expected them the least, which means it was a screw up on my part.
On a side note, the true imbalance in this build was something no-one even mentionned on these forums: the proxy-gateway zealot rush with chronoboost. Thank god Blizzard did something about that.
02-26-2010, 02:01 AM
#36
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02-26-2010, 04:26 AM
#37
I didn't take detailed notes but a bunch of units get an increased benefit from weapon upgrades, for instance each point of missile upgrade gives roaches +2 now instead of +1
02-26-2010, 04:52 AM
#38
02-26-2010, 05:04 AM
#39
I was going to make a post about the Roach damage mod increase. *grins evilly as he prepares a 1-base +1 Roach timing push build*I didn't take detailed notes but a bunch of units get an increased benefit from weapon upgrades, for instance each point of missile upgrade gives roaches +2 now instead of +1
I don't recall any other damage mod changes, and I did a fairly comprehensive review of all of the units post-patch. What else did you find?
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02-26-2010, 06:56 AM
#40
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