The mana bars on Thors and Curropters actively punished people who got those units. No one really used that mana, so I'm betting late game it was just too much damage a HT could deal instantly.
I would guess it was less of a change because "oh shit, Feedback is too powerful" and more because "their special abilities suck, so no one uses them, so people are punished for not using a crappy ability"
Stim to reapers would be pretty bad. They don't hit hard against non-light and are already fast enough to kite pretty much anything. If you stim, you lose a bunch of health and only marginally increase the amount of damage you inflict or marginally decrease the amount of damage you would have taken.
Stim is effective on marauders and marines because of their high dps, great range and the increase in speed from medium speed units to fast units.
Actually, stim reapers might be pretty awesome. They'd move at, what, like 6 speed while stimmed? And they'd kill buildings eeeeven faster than Marauders.
Marauders do 13dps to buildings, 20dps while stimmed. Reapers do 17dps to buildings, but would do 25 to buildings with stim. They'd become brutal, brutal harassment.
Plus, 4 Stim Reapers with +1 weapons would clear out workers insanely fast, and you'd never be able to catch them.
But feedback used to be a decent first spell, now it works on half the terran units it did before. they keep making the HT path so hard to go down. do they want massive robo battles? and, wow what a nerf to VRs.
But feedback used to be a decent first spell, now it works on half the terran units it did before. they keep making the HT path so hard to go down. do they want massive robo battles? and, wow what a nerf to VRs.
half the units?
still works on ghosts, bcs, ravens...
I mean were you really getting HTs against terran to deal with thors and then going oh yeah I can also research psi storm?
Stim to reapers would be pretty bad. They don't hit hard against non-light and are already fast enough to kite pretty much anything. If you stim, you lose a bunch of health and only marginally increase the amount of damage you inflict or marginally decrease the amount of damage you would have taken.
Stim is effective on marauders and marines because of their high dps, great range and the increase in speed from medium speed units to fast units.
Actually, stim reapers might be pretty awesome. They'd move at, what, like 6 speed while stimmed? And they'd kill buildings eeeeven faster than Marauders.
Marauders do 13dps to buildings, 20dps while stimmed. Reapers do 17dps to buildings, but would do 25 to buildings with stim. They'd become brutal, brutal harassment.
Plus, 4 Stim Reapers with +1 weapons would clear out workers insanely fast, and you'd never be able to catch them.
This is what I was thinking. they'd melt workers and buildings and prevent pushes, allow the Terran to macro up.
or alternately let them use their anti building attack against massive units.
But feedback used to be a decent first spell, now it works on half the terran units it did before. they keep making the HT path so hard to go down. do they want massive robo battles? and, wow what a nerf to VRs.
half the units?
still works on ghosts, bcs, ravens...
I mean were you really getting HTs against terran to deal with thors and then going oh yeah I can also research psi storm?
yes, i have an uploaded replay of me getting HTs with feedback to take out 5 BCs and 3 thors. Zap, zap, zap dead.
i already had psistorm researched, but this was more effective.
Nobody seems to be mentioning the Medivac speed + acceleration nerf. I honestly thought they were too fast, so this is good.
Also, Battlecruisers might be kind of hard to deal with as P after this patch, with the Void Ray changes. I'm glad they didn't remove the BC's energy bar too, though, or we'd probably see them every TvP.
we should totally get an 8FFA going using the funday monday stuff
Lilnoobs on
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VariableMouth CongressStroke Me Lady FameRegistered Userregular
edited October 2010
haha, watching an HD cast of a fruitdealer game
terran harasses with helions and brings down some drones. HD goes to the tab to see gatherers and they numbers are about even.
he begins to say that the game is a lot more even now, but by the time he leaves the tab at the end of that sentence fruiteadler's count has gone up 7 drones.
I kill the guys bunker before he gets it down, kill all his marines and clean up a few supply depots, uhoh, cloaked banshees! I get a few buildings to orange, send more marines, throw down an engineering bay and start working on turrets, get a starport up and a medivac and some vikings clean up the banshees drop his main take out his only tank and the marines keep pouring in his base
Nobody seems to be mentioning the Medivac speed + acceleration nerf. I honestly thought they were too fast, so this is good.
Also, Battlecruisers might be kind of hard to deal with as P after this patch, with the Void Ray changes. I'm glad they didn't remove the BC's energy bar too, though, or we'd probably see them every TvP.
that's kind of like asking what do I do when protoss has 35 void rays with speed
Wait until patch 1.1.2
i saw those, and part of medivacs problem was that you had to really have some heavily deadicated anti-air up to stop the medivac from dropping. this is good for a couple extra volleys from your forces, you may be able to make the drop dangerous, with cargo and all lost....
the funday monday is actually not difficult to accomplish on the matchmaking system FFAs
cause most peeps are pretty bad! and theres no assigned league... the challenge is creating a game that is funny
Yeah, I think organized 8+ player FFAs are going to cause the best conflicts.
Of course everyone is going to go after that first dude, but if that first dude turtles hard, the other players will run into each other trying to take him out.
Here's me getting crushed by mass roaches. Am I trying to tech to much?
Could you guys pick me apart? I've been having a lot of trouble surviving too long into any of my matches in Bronze league. I'm still pretty new to this game, but having been watching tons of Day9 and other replays to help me out.
Upon second look I thought my macro was pretty ok in this game, compared to before. I was more consistent with my probe production, still not great with my pylon timing. My army production could have obviously been better. :P
I see myself improving, but some pointers on where to focus hard next time would be awesome.
Edit: I notice I also forget about utilizing certain structures for periods of time and then rush back to them when I remember. Losing track of things in my mind. Hopefully that's just something that you get more used to with practice.
Nobody seems to be mentioning the Medivac speed + acceleration nerf. I honestly thought they were too fast, so this is good.
Also, Battlecruisers might be kind of hard to deal with as P after this patch, with the Void Ray changes. I'm glad they didn't remove the BC's energy bar too, though, or we'd probably see them every TvP.
that's kind of like asking what do I do when protoss has 35 void rays with speed
Wait until patch 1.1.2
The funny thing is that it makes giant blobs of 1a/1ta much easier since you wont' really need to worry about your medivacs getting too far ahead of the MM blob.
Kris I'm gonna add you to my Friends list, as I think you and I are probably at the same skillset. It's always rad to have a like-minded training partner! :^: :^:
Nobody seems to be mentioning the Medivac speed + acceleration nerf. I honestly thought they were too fast, so this is good.
Also, Battlecruisers might be kind of hard to deal with as P after this patch, with the Void Ray changes. I'm glad they didn't remove the BC's energy bar too, though, or we'd probably see them every TvP.
that's kind of like asking what do I do when protoss has 35 void rays with speed
Wait until patch 1.1.2
The funny thing is that it makes giant blobs of 1a/1ta much easier since you wont' really need to worry about your medivacs getting too far ahead of the MM blob.
that's what I said to my roommate earlier
"yes! I won't lose Medivacs while A-moving when I FFA as Terran anymore"
but really I'm happy with the change because it'll be easier to shoot them down with stalkers
Kris I'm gonna add you to my Friends list, as I think you and I are probably at the same skillset. It's always rad to have a like-minded training partner! :^: :^:
Well, time to get my placements out of the way!
Sounds good! I'm certainly terrible, but serious about improving. :P
Here's me getting crushed by mass roaches. Am I trying to tech to much?
Could you guys pick me apart? I've been having a lot of trouble surviving too long into any of my matches in Bronze league. I'm still pretty new to this game, but having been watching tons of Day9 and other replays to help me out.
Upon second look I thought my macro was pretty ok in this game, compared to before. I was more consistent with my probe production, still not great with my pylon timing. My army production could have obviously been better. :P
I see myself improving, but some pointers on where to focus hard next time would be awesome.
Edit: I notice I also forget about utilizing certain structures for periods of time and then rush back to them when I remember. Losing track of things in my mind. Hopefully that's just something that you get more used to with practice.
You lost because you went 9 guys VS 15 guys. The solution is to make more guys.
Basic way to get more guys is to always make more probes. You spent a long time not building probes. More minerals means more guys.
Another way to get guys is to not make more pylons than you need. You were at 43 food, you had 92 supply before the fight. Each pylon costs the same as a zealot, so those 5 extra pylons could have been 5 extra zealots. A lot of players (including myself sometimes) will get supply blocked then build like, 10 more pylons. It's a very bad habit.
Also, spend your money. 100-175 resources is an extra guy, depending on which one you get. You had 1100 bonus resources, so that's like 7-10 bonus guys you could have made.
So, you went 9 guys to 15 guys. Add 5 guys for not building extra pylons, and another 7 guys for using your banked resources. That'd be 21 guys to his 15 guys, and you would have smashed him. (Plus constant probes mean you could have even more guys.)
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I'm guessing this was more of the reason.
The mana bars on Thors and Curropters actively punished people who got those units. No one really used that mana, so I'm betting late game it was just too much damage a HT could deal instantly.
I would guess it was less of a change because "oh shit, Feedback is too powerful" and more because "their special abilities suck, so no one uses them, so people are punished for not using a crappy ability"
cool, thanks for the link bro.
Actually, stim reapers might be pretty awesome. They'd move at, what, like 6 speed while stimmed? And they'd kill buildings eeeeven faster than Marauders.
Marauders do 13dps to buildings, 20dps while stimmed. Reapers do 17dps to buildings, but would do 25 to buildings with stim. They'd become brutal, brutal harassment.
Plus, 4 Stim Reapers with +1 weapons would clear out workers insanely fast, and you'd never be able to catch them.
Joe's Stream.
is this it?
http://www.teamliquid.net/video/userstream.php?user=Martijn
Here the link http://www.teamliquid.net/video/userstream.php?user=Martijn but they're on to the next game. You'll have to check the VOD.
roaches can bust dumb fucking void ray walls now, no more stupid cannons behind a full wall stopping me in my tracks
Sure I could expand and fight off the void rays, but I'M COMING IN THE FRONT BABY
half the units?
still works on ghosts, bcs, ravens...
I mean were you really getting HTs against terran to deal with thors and then going oh yeah I can also research psi storm?
Only because I love you.
This is what I was thinking. they'd melt workers and buildings and prevent pushes, allow the Terran to macro up.
or alternately let them use their anti building attack against massive units.
just caught wind of it
Cool. That range helped a lot.
yes, i have an uploaded replay of me getting HTs with feedback to take out 5 BCs and 3 thors. Zap, zap, zap dead.
i already had psistorm researched, but this was more effective.
Joe's Stream.
:winky:
Also, Battlecruisers might be kind of hard to deal with as P after this patch, with the Void Ray changes. I'm glad they didn't remove the BC's energy bar too, though, or we'd probably see them every TvP.
Wait until patch 1.1.2
terran harasses with helions and brings down some drones. HD goes to the tab to see gatherers and they numbers are about even.
he begins to say that the game is a lot more even now, but by the time he leaves the tab at the end of that sentence fruiteadler's count has gone up 7 drones.
beast.
http://www.teamliquid.net/video/userstream.php?user=goatrope
cause most peeps are pretty bad! and theres no assigned league... the challenge is creating a game that is funny
I kill the guys bunker before he gets it down, kill all his marines and clean up a few supply depots, uhoh, cloaked banshees! I get a few buildings to orange, send more marines, throw down an engineering bay and start working on turrets, get a starport up and a medivac and some vikings clean up the banshees drop his main take out his only tank and the marines keep pouring in his base
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
i saw those, and part of medivacs problem was that you had to really have some heavily deadicated anti-air up to stop the medivac from dropping. this is good for a couple extra volleys from your forces, you may be able to make the drop dangerous, with cargo and all lost....
Joe's Stream.
Zerg seems dope now...
roaches got me worried...
Joe's Stream.
Yeah, I think organized 8+ player FFAs are going to cause the best conflicts.
Of course everyone is going to go after that first dude, but if that first dude turtles hard, the other players will run into each other trying to take him out.
Here's me getting crushed by mass roaches. Am I trying to tech to much?
Could you guys pick me apart? I've been having a lot of trouble surviving too long into any of my matches in Bronze league. I'm still pretty new to this game, but having been watching tons of Day9 and other replays to help me out.
Upon second look I thought my macro was pretty ok in this game, compared to before. I was more consistent with my probe production, still not great with my pylon timing. My army production could have obviously been better. :P
I see myself improving, but some pointers on where to focus hard next time would be awesome.
Edit: I notice I also forget about utilizing certain structures for periods of time and then rush back to them when I remember. Losing track of things in my mind. Hopefully that's just something that you get more used to with practice.
The funny thing is that it makes giant blobs of 1a/1ta much easier since you wont' really need to worry about your medivacs getting too far ahead of the MM blob.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
Well, time to get my placements out of the way!
that's what I said to my roommate earlier
"yes! I won't lose Medivacs while A-moving when I FFA as Terran anymore"
but really I'm happy with the change because it'll be easier to shoot them down with stalkers
I wish Blizzard would explain to me what the intended purpose of void rays is. Just so I'll know when they get there.
Sounds good! I'm certainly terrible, but serious about improving. :P
Rage fuel?
i plan on making a sweet bro and hella jeff with me in it saying "i can't wait to be a useless piece of shit and mass all these roaches"
them doing like 45 dps to armored as a 3 food unit was just crazy.
You lost because you went 9 guys VS 15 guys. The solution is to make more guys.
Basic way to get more guys is to always make more probes. You spent a long time not building probes. More minerals means more guys.
Another way to get guys is to not make more pylons than you need. You were at 43 food, you had 92 supply before the fight. Each pylon costs the same as a zealot, so those 5 extra pylons could have been 5 extra zealots. A lot of players (including myself sometimes) will get supply blocked then build like, 10 more pylons. It's a very bad habit.
Also, spend your money. 100-175 resources is an extra guy, depending on which one you get. You had 1100 bonus resources, so that's like 7-10 bonus guys you could have made.
So, you went 9 guys to 15 guys. Add 5 guys for not building extra pylons, and another 7 guys for using your banked resources. That'd be 21 guys to his 15 guys, and you would have smashed him. (Plus constant probes mean you could have even more guys.)
When fully charged, they do less DPS/food than a marauder against armored. Yay.