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Unread Thu, 25th-Aug-2011, 6:19 PM Who's Who:   Race: Location: Sydney, Australia  Total Posts Made: 1,130 # 11
ROOT`iaguz
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Rax change: makes 0 sense. Ta blizz.

Hellion change: I'm ok with this. I like marine/tank in TvT and I hope this nerf steers it back in that direction. Currently my TvT seems more of a contest on who can slip a drop into the other guys base first then the positional fun of marine/tank. I didn't care for blue flames in TvP unless I was messing around and wanted all of Lights probes to burn so w/e, and they still kill lings in 2 shots so they're main role in TvZ is there. An undefended drone line is still going to ******* hurt for Zerg even with 50% more shots required. So yea, I'm ok with this one.

Seeker missile: There are a few things I'm a bit grumble-y about this one. First, SM's are hard to deploy in a game due to price and them jostling with tanks and nukes for the role of WMD. Second, even with the energy upgrade it takes 50 energy for it to come online. A tank is a tank once "FUELED UP, READY TO GO!". Third, the only things it outran before were things that typically had loads of hp and could just soak it up (bc's, thors, broodlords, motherships, maybe carriers). Third, you still cannot use it vs protoss (feedback) and it's pointless against Zerg (tanks do it better vs ground and mutas can easily outrun it), so maybe in TvT it has any application? I dunno. I'm really skeptical about the Seeker missile although I am ready to be convinced if Terrans can show consistent successful application of it.

VISION THINGY:

The way I'm interpreting this is it nerfs PvP's warp up on the ramp when you're trying to defend a 4gate. Sounds totally fair. You can still get to the top of a ramp and look around and see everything with a zergling or w/e because you're at the top of the ramp so you have all your vision. And generally I'm not trying to get up ramps unless I have a flying unit with me (usually) so I think I'm ok here. I think?

ZERG:

Ultras: Broods still generally the better choice in ZvT as a unit. More uses, works better with infestors, demands specific counters and they completely negate tanks whereas ultras don't make 33% of your opponent's army value almost entirely worthless. BUT what I do see possible is the b-lord into ultra switch after you've banked up a ton of money. Run all your broodlords in, lose it all and make 200/200 ultra/ling to smash the softened up terran army. But the only time this works is in a really poor game state for the terran (ie, 200/200 and floating) so I guess it just exemplifies that aspect of TvZ

Fungal: I was happy until I did some math and realized that it takes 8 seconds instead of 6 for my marines to die. Thorzain pointed out that it means it takes an extra fungal to kill vikings which I suppose is kind of nice but fungal growth is still functionally the same ability; ie, marine annihilator.
I guess this is mostly for ZvP which makes sense since as I understand it Protoss are having a ton of trouble with this matchup.

PROTOSS

Immortal range 6: Saw this one coming tbh. Immortal kinda sucks, needs buff to remain relevant. What I'm concerned are PvT aggresive 3 gate robo immortal timings. They used to be kinda good and if you've got enough ff's to negate bunkers then they can be insane (thank christ relatively rare).

Blink timing: So yay, one PvT opening gets pretty much removed to be replaced with two more.

Warp Prism: Someone is going to break this and I'm going to be upset about it! I always thought that the tradeoff to the warp prism being shit was this wonderful combination of units that protoss could get at 200/200 that were virtually unstoppable by terran. Now they also get to drop stuff. Fortunately what they can drop isn't too scary (templar yes but very expensive/risky for them to do it but I'm still kinda grumble-y about this one too).

Quick Comments
 iM tgun:  
Pretty good writeup.
 Nemo:  
+1
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