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New patch 1.1.2

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Comments

  • Registered Users, Registered Users 2 Posts: 1,381 ✭✭✭Br4tPr1nc3


    i rarely play protoss.
    but i have seen some players defend.
    thats where i seen the small gap idea.


  • Registered Users, Registered Users 2 Posts: 6,696 ✭✭✭Jonny7


    Basically, just get a friend to 6 pool and produce the standard 6 lings and rush the Toss. Just micro the targetted Ling back and voila, in a few seconds Zealot is dead and you have 12 ling in the Toss base. Same against Zerg, and double Terran is rare in any form of team games anyway.

    Hmm

    First of all, double terran is very commonin 2v2s

    Secondly people were complaining about 6 pools in 1v1s where the game is balanced from.. I find that so strange, because nothing has really happened to change that (unless I am missing something major) in fact supply depots are now stronger on the wall so they are better off.

    Thirdly reaper was never the answer to 6 pool unless the player is psychic and happened to barrack first counter-cheese the cheese ..

    In 2V2 anything can happen, both protoss can probe rush which will massacre a 6 pooling zerg, both terran can use the mass barrack 5 min 30 push to roll over any other _single_ player.. thats because it is 2v2 and above

    As I said I am scratched my head to know how 6 pool is any stronger now than it was pre patch


  • Closed Accounts Posts: 1 fallentomas


    Hello lads.

    New patch will bring some balance in 1/1 games. As a zerg player I'm still strugling. You always have to be about 20% front of your opponent (Terran/Toss). Z/Z its mostly baneling war.

    We will see how its going to works in future.


  • Registered Users, Registered Users 2 Posts: 2,327 ✭✭✭NeoSlicerZ


    Br4tPr1nc3 wrote: »
    i rarely play protoss.
    but i have seen some players defend.
    thats where i seen the small gap idea.
    Yeah, that says it all. If you played protoss you would know that the 1 hex choke is standard PvZ unless FFEing.

    The main whine is from terran, which honestly changes nothing at all since they're not going to scout before depot unless they're going for 9 rax fast OC.


  • Registered Users, Registered Users 2 Posts: 13,084 ✭✭✭✭Kirby


    Good changes. Balances out the early game more. 1 Extra Roach range was needed and I'm glad it came. The pathing on the AI made them more micro intensive than they should be with roaches getting caught in the back.

    Burrow micro is what a player should be concentrating on with roaches and with the extra range, I expect more top players to research it early. I know I do anyway.

    Zerg still need a proper scout unit. Changling needs to be buffed or removed because its too limiting as it stands. But i've been saying that since release so.......still holding my breath :rolleyes:

    Void ray change seems harsh. The issue was charging on rocks and extractors. Fine, that makes sense. But thats a big ole damage nerf and I fear it will limit void play.


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