" "[...]and if that don't work, use more gun" -The Engineer. "I think this strategy can be applied to any RTS. :)
StarCraft II: Wings of Liberty
Game » consists of 10 releases. Released Jul 27, 2010
The first chapter in the StarCraft II trilogy focuses on the struggles of the Terran race, as seen through the eyes of Commander Jim Raynor, leader of the rebel group Raynor's Raiders.
Blizzard Details StarCraft II's 1.1 Patch, First Balance Changes
Thank god they didnt nerf the greatest unit in the game - ill still be unstoppable whenever i decide to unleash the full fury of the DREADED MOTHERSHIP RUUUUUUUSH!!!!!
Noice! Whenever I get the chance to play online I play Zerg and I don't use Ultralisks so nothing has affected me (yet)..
damn, zealot rushing was all I was good at. At least an additional 5 seconds won't murder me, but still..
" i'm waiting for a patch that gives me a reason to make archons "You already do. Its called "My templars all used their storms and now have no energy." Considering how gas light a warpgate army is, archons are extremely powerful and mineral light units to complement it.
This patch needs more voidray nerfing >=( "I've been in several discussions with a friend of mine the last days over this, and I have come to the conclusion that Void Rays are quite the same as the Demoman in Team Fortress 2. The unit is in it self not OP, it's just a bit too versatile and there is no real way of nerfing it as far as I can tell (but I am in all honestly only half way through my practice matches).
@Fragstoff: They are easy to counter if you are Terran. A simple nerf would be, having them only able to gain charge off of enemy units/structures. I'm sick of VR's using rocks and their own pylons to gain a full charge
@HellBrendy: They could do a damage nerf, make it take longer to gain a full charge, or maybe make them cost 4 food instead of 3. They are a little to ridiculous right now, especially since they are a tier 1 air unit. The fact that Immortals are more expensive to make is a little funny to me.
As a primary Protoss player I can safely say im not too concerned about the additional 5 seconds of build time for zealot. A charged gateway will still make this manageable, and any good Protoss player worth his salt knows how to scout zerg for the early ling rush, and how to block off his ramp and hold it with a lone zealot long enough to build significant forces. The gateway cooldown seems to be detrimental to 4-gate pushers, and im guessing was made particularly to keep those 4-gate players from getting too prolific without knowing how to do anything else. The terran changes though were much needed, it makes sense that terran was nerfed more than any other race though because siege tanks are just infuriating on high ground, and when used with a proper push. The change with BC's I can't really comment on because I rarely see a terran player use them in the matches I play. Overall its good changes, and it goes a long way to making zerg a more viable race than it had been.
Indeed, the air-to-air units are a totally valid counter, but much of the time people don't micro like they should. If they stand and fight they're fucked, and much of the time they do.
All this high level Starcraft talk is intimidating, but it entertains me nontherless. I can't help but find it fascinating.
Dear god, why nerf Ultralisk? Why? It makes no sense. I love my zerg elephants.
Also, did protoss need any kind of nerf at all? The warpgate one seems a bit unfair.
As someone who only plays CGs against my friends who are all either in gold league or diamond, this may wreck some of them.
One of my diamond friends mains toss, and I usually tend to see a zealot rush from him fairly quickly.
The rest main terrans and tend to spam battlecruisers and siege tanks, so.... Works for me, as somebody who mains Zerg (don't ask).
WTF is wrong with them? The only Terran change that's halfway decent is the nerf in reaper build time. Siege tanks were never what was OP about Terran, so reducing the dmg vs. light targets just forces Terran players to rely even less on mech and more on MMM, which is the most OP thing about terrans and isn't even being touched! Furthermore, why nerf battlecruisers? Massing battlecruisers is one of the weakest Terran strategies atm, now BC's will just be obsolete.
Also, they're NERFING ultralisks? Why?
I'm a zerg player. IMHO zerg is not as bad as much of you think. They are slightly weaker then both P and T, that's why we are able to see jjust a few Zs in high pro tournaments. But, hey, come on, they're not out of the game yet. I can easly ladder as zerg and I feel confident playing versus cheese proxy or a rush. Blizzard has the point - top players are actually not Americans but Koreans and top Koreans used to play zerg mostly. If you couldn't win against mechT as a Z watch Cool vs Maka final world cup matchup, if you can't win against rushes, proxys nor any other kind of cheese as a Z - watch reps with Check dealing with it. MMM is weak as it is and does not need any kind of nerf - I mean, come on, start scouting - you need like 3 minutes macroing to counter HUGE MMM ball while being unprepared at all as a zerg.
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