Terran mech urgently needed nerfing.
Also, Terran Mech nerf + Broodlord nerf = Ultralisk better option.
Would you guys agree?
06-04-2010, 01:05 AM
#21
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.
06-04-2010, 01:45 AM
#22
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).
06-04-2010, 03:19 AM
#23
They buffed Zerglings.
Play Protoss? Look for the map Photon Cannon Tactics in the NA server!
06-04-2010, 03:33 AM
#24
06-04-2010, 04:15 AM
#25
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.
06-04-2010, 05:16 AM
#26
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.
Don't really know, if you have Ultras, that he might have Immortals, which just destroys Ultras! We will see anyway.At the moment, I think Ultralisks are most promising against Protoss (still haven't tried the new Ultralisks in this matchup yet).
"Living for the Swarm!"
06-04-2010, 07:17 AM
#27
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.
06-04-2010, 10:14 AM
#28
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.
06-04-2010, 11:11 AM
#29
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.
06-04-2010, 11:17 AM
#30
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.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.