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Thread: Patch 15 Notes

  1. #21
    Dale's Avatar Junior Member
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    Default Re: Patch 15 Notes

    Terran mech urgently needed nerfing.

    Also, Terran Mech nerf + Broodlord nerf = Ultralisk better option.
    Would you guys agree?
    Last edited by Dale; 06-04-2010 at 01:15 AM.

  2. #22
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    Default Re: Patch 15 Notes

    The Brood Lord nerf is really inconsequential . Often, they're used even without any attack upgrades, and still perform very well. In fact, until these patch notes, I always thought the bonus was +2 per upgrade in the first place o_0.

    As for Ultralisks, I tried to take them for a spin in Patch 14, but was very disappointed with their performance against Terran mech. I do not believe that reducing the Siege Tank's damage by 10 will make Ultralisks much better against Mech in general .

    At the moment, I think Ultralisks are most promising against Protoss (still haven't tried the new Ultralisks in this matchup yet).

  3. #23

    Default Re: Patch 15 Notes

    They buffed Zerglings.


    Play Protoss? Look for the map Photon Cannon Tactics in the NA server!

  4. #24

    Default Re: Patch 15 Notes

    Quote Originally Posted by don View Post
    They buffed Zerglings.
    How are they buffed?

  5. #25

    Default Re: Patch 15 Notes

    I think the Siege Tank nerf might be a good thing in that, by making it's siege mode less effective, it also makes it much more situational and may encourage more tank mode micro.

  6. #26

    Default Re: Patch 15 Notes

    Quote Originally Posted by Dale View Post
    Terran mech urgently needed nerfing.

    Also, Terran Mech nerf + Broodlord nerf = Ultralisk better option.
    Would you guys agree?
    This! Also, thing that raped Ultras were the Thors that are actually the same, not the STs. But, with STs nerf, Zerg has more options, it was indeed needed and it is great patch!

    As someone said, it wasn't hard for average Terran to beat good Zerg with mech.

    At the moment, I think Ultralisks are most promising against Protoss (still haven't tried the new Ultralisks in this matchup yet).
    Don't really know, if you have Ultras, that he might have Immortals, which just destroys Ultras! We will see anyway.
    "Living for the Swarm!"

  7. #27
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    Default Re: Patch 15 Notes

    Quote Originally Posted by RamiZ View Post
    Don't really know, if you have Ultras, that he might have Immortals, which just destroys Ultras! We will see anyway.
    Immortals are pretty good against Ultras, but the Protoss only have so many Robotics Facilities, and usually they're getting Colossi. If they do get Immortals in response to heavy enemy armour, it's usually up to five or so - enough to be a bit of a roadblock for Ultralisks, but I think I'd take that over trying to run into an army of Siege Tanks and Thors.

    Most importantly, Ultras nullify Force Fields now! This was a bane of mine in big-battle scenarios where portions of the assault-oriented Zerg army could be cut off relatively easily.

  8. #28

    Default Re: Patch 15 Notes

    People usually exagerate a bit when it comes to inbalance. I know mech gives me a really hard time as Zerg, but that doesn't mean I have to be much better just to stand a chance. When faced with tough builds I usually try to get creative. In this case, I think a good timing attack is the way to go (it was the same thing back in BW).
    I do think the build is really hard to handle though. I wish I had a practice partner who'd spam that build against me so I could learn to counter it perfectly.

  9. #29

    Default Re: Patch 15 Notes

    Quote Originally Posted by SYL View Post
    I thought it made sense Tanks literally OWN ground like crazy for their cost. Reapers are a pure harassment unit so you aren't going to be using them long so why not make the upgrade easier to get so people actually get it?
    You think they own the ground? They used to do 70 damage in starcraft 1! The reduction to 50 is completely ridiculous. Even more ridiculous is the 3 supply cost vs the old 2 supply cost from starcraft 1.

    I'm sorry but I find this change completely unjustified. So Terran use a lot of mech against zerg. So what? It's actually a good thing that we're finally seeing more and more players not going for the MMM in every occasions. I think that zerg players are just not that prepared for the sudden change in strategy and they just have to adapt. For example, mech is extremely slow to get and your army will be really slow as well. The zerg should use this to their advantage to mass expand or go for early attack before the tank number increase. See, in Starcraft 1, every TvP revolved around tank + vulture. the Protoss don't just let the Terran grow to 200 supply, they harass, they drop zealots on the siege lines/ mines field and etc.

    Blizzard shouldn't always use their nerf gun each time players comes with something new.

  10. #30
    Pandonetho's Avatar SC:L Addict
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    Default Re: Patch 15 Notes

    You think they own the ground? They used to do 70 damage in starcraft 1! The reduction to 50 is completely ridiculous. Even more ridiculous is the 3 supply cost vs the old 2 supply cost from starcraft 1.
    Only to certain units though. An ST without upgrades in SC1 couldn't even kill a marine. The reduction to 50 damage to every target makes the tank a more versatile unit. Stronger against massed light units (especially since they clump up, plus the fact that there's no overkill anymore) while weaker against the heavier units.

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