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Thread: StarCraft II 0.8.0.14593 Patch Notes

  1. #61

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Blink only 150/150 according to sc wiki, same as dragoon range upgrade. It's not that expensive.

    And players actually forgot to upgrade it? That's a bad habit, it's as bad as forgetting to upgrade your speedling to a crackling in brood wars.
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  2. #62

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    They should had kept the +6 vs Armored bonus of the Stalker, so they could be used more effectively to fight Roaches.

    It was about time the SCVs get a nerf to HP. If you want SCVs to survive an attack while building, just send something to defend it. Or if this is really a problem, just make the SCV dissapear into the building while it's under construction. It will be strange to not see the SCV moving around, but it's better than leaving 60hp to a worker, giving them more survavility when harassed.

  3. #63
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    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Quote Originally Posted by Norfindel View Post
    They should had kept the +6 vs Armored bonus of the Stalker, so they could be used more effectively to fight Roaches.

    It was about time the SCVs get a nerf to HP. If you want SCVs to survive an attack while building, just send something to defend it. Or if this is really a problem, just make the SCV dissapear into the building while it's under construction. It will be strange to not see the SCV moving around, but it's better than leaving 60hp to a worker, giving them more survavility when harassed.
    Its actually SAME. 8+6=14 or 10+4=14.
    The difference is that they are now more useful against all units and not just armored.

    This is really funny though, as I've listened to Rob Pardo game design speech and Sid Meier speech and how even when something is same, but in different order or words, it can have this effect on players.
    Last edited by SlickR; 03-26-2010 at 11:53 AM.

  4. #64

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    They should had kept the +6 vs Armored bonus of the Stalker, so they could be used more effectively to fight Roaches.
    Why? The Protoss have Immortals; it doesn't get more anti-armored than that.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

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  5. #65

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Quote Originally Posted by SlickR View Post
    Its actually SAME. 8+6=14 or 10+4=14.
    The difference is that they are now more useful against all units and not just armored.

    This is really funny though, as I've listened to Rob Pardo game design speech and Sid Meier speech and how even when something is same, but in different order or words, it can have this effect on players.
    I mean that they should had keeped the +6 instead of reducing it to +4, so they do 16 dmg to Armored.

    Or just apply an increase of firepower to the bonus instead, so that they're useful vs Roaches, and make sure the Phoenix can fight Mutas, which they're supposed to do. Then you could counter Muta+Roach with Phoenix+Stalkers.

    It surprises me that the Stalker had it's attack generalized. I was expecting a buff vs Armored, not moving bonus dmg to base dmg. Is it supposed to be a counter to Armored units, or is it supposed to be a general use unit that isn't effective for cost vs anything?

    I mean, i don't see a clear direction for this changes. For example: the Roach rapes Zealots, it shouldn't be good vs Stalkers, but it happends to be quite good for cost vs Stalkers, so something is messed-up here... Either the Stalkers deals not enough damage to Roaches, or Roaches deal too much damage to Stalkers.

    If Roaches are meant to tank against weak-attack units, like the Zealot and the Marine, why not focus it's attack vs that kind of units, instead of allowing it to be cost-effective against the Stalker? I mean, all Protoss units below tier 2 are not effective vs Roaches, that should be obvious to Blizzard.

    Quote Originally Posted by Nicol Bolas View Post
    Why? The Protoss have Immortals; it doesn't get more anti-armored than that.
    Yes, i know, but what's the Stalker's role? Look what i written to SlickR in this same post.
    I mean, ok, you can build Immortals to heavily counter Armored units, but a Stalker for cost cannot counter Roaches, or that isn't their intended role?
    Last edited by Norfindel; 03-26-2010 at 01:30 PM.

  6. #66

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    For example: the Roach rapes Zealots, it shouldn't be good vs Stalkers, but it happends to be quite good for cost vs Stalkers, so something is messed-up here... Either the Stalkers deals not enough damage to Roaches, or Roaches deal too much damage to Stalkers.
    Or you know, maybe it's fine because the Stalkers have double the range.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  7. #67

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    I think you also have to put it in context with mixed unit forces. If roaches were nerfed the way you are talking about then ling/roach would get raped by zealot/stalkers
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    Last edited by TWD; 09-14-2011 at 09:07 PM.

  8. #68

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Quote Originally Posted by Nicol Bolas View Post
    Or you know, maybe it's fine because the Stalkers have double the range.
    Which means nothing when you're against a wall. Like defending your base.

  9. #69

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Which means nothing when you're against a wall. Like defending your base.
    Then maybe you shouldn't be turtling in your base and instead engaging those Roaches out in the field.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  10. #70

    Default Re: StarCraft II 0.8.0.14593 Patch Notes

    Quote Originally Posted by Nicol Bolas View Post
    Then maybe you shouldn't be turtling in your base and instead engaging those Roaches out in the field.
    Where you can get surrounded by his cheap Zerglings cause getting enough Sentries to build a choke that early is impossibly gas heavy?

    Brilliant Nicol. Brilliant.

    I understand that Terran are supposed to be the turtle race... but denying the Protoss and Zerg ways to build an effective defense with the jokes that are Photon Cannons and Spine Crawlers is just biased.

    I'm all for StarCraft rewarding aggression. But P doesn't even have effective harass options till Colossus.
    Last edited by DemolitionSquid; 03-26-2010 at 01:41 PM.

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