StarCraft 2 Future Patch

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Uploaded by on Oct 7, 2010

Uploaded on 10/7/2010 -
Potential Patch 1.2
Just my thoughts on potential 1.2
Link: http://us.battle.net/sc2/en/blog/882511

  • likes, 8 dislikes

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Uploader Comments (BlizShouter)

  • One thought that I personally like for reapers that I discussed way back in the days of beta is move the nitro packs to the Factory but give the Reapers the ability to use their normal weapon attack while moving, similar to a phoenix. Dual pistol - flying through the air shooting like mad. This allows Reapers to maintain usefulness against lings since they don't have to stop to shot.

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  • i think tthese numbers arent true showing the balance of sc2.. better zerg players could be stucked in lower leags, so they will have the same or better chances against other raices, even if their oponents have very inferior in skill.

    the true representation of balance is top diamond, where zerg players are very rare.

  • they should nerf the imbarauder

  • TAKEN OUT YOUR POWER SAUCE!

  • @mooiamaduck

    Who said anything about early air agression? I'm aware that some units have different shield/hp value, some more shield, some more life, but they all regenerate shields automatically. If you can't see the difference between that and having to spend money on a unit to heal, then there's really no need to waste my time trying to explain, because you are just not mentally capable of grasping it.

  • @mooiamaduck

    You seem to throw around alot of oppinions without any backing. Go look at the statistics for stalkers and marauders. Look at the damage. I won't call you retarded, but draw your own conclusion. If you shoot the workers first, the thor is vulnerable. The terran has also taken workers away from the mineral line= lost income. If you don't target fire, then that's your decisision, but don't complain you can't do anything about it, because it's obvious.

  • @Delpifo If you are losing to earl air aggression you are just a bad Terran player. Scout, use early aggression from your low cost terran units and you can easily see if there is going to early air aggression. 99% of the time the thing to look for is whether a protoss is blocking his ramp with cannons, or you can use a scan, or did you forget about that? Any early aggression at all from a terran player shuts down early protoss air aggression

  • @Delpifo

    Dude, you are retarded, or you just don't know the game. Not all (most) units that are protoss have a differant shield value from their health. And though it does not take "Effort" it does take ALLOT of time for say, and Archon with 350 shields, ten life, to recharge. It takes aprx. one game second for each shield point, and the unit must be out of combat. Marines are so dirt cheap and really have a proper fighting cost: resource cost ratio. Marauders do not.

  • @TheLastGinypig

    And don't try to say you're not playing toss, because it's so obvious.

  • @TheLastGinypig

    Shield or hitpoints, fact of the matter is all protoss units heal half their life with no effort or cost. And yes zealots cost the same as 2 marines, but how fast do you get 2 marines compared to 1 chrono boosted zealot early game? Zealots are also much stronger than 2 marines. If you play the game, you know this. And what T3 unit are we talking about here? Just because templars are tier 3 doesn't mean they should be able to wipe out a 3k mineral army in 2 seconds.

  • @Delpifo First of all I've never said I played protoss, don't just assume random things just because I don't agree with you. Protoss doesn't heal at all, their shields regen but that's not healing. Yes protoss units are strong, that's why they cost a lot (1 zealot = 2 marines = 4 zerglings) duh?. Is it really fair to say that just cause a T3 unit counter T1 units the whole race is imbalanced? hardly...

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