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Unread Fri, 4th-May-2012, 11:02 AM BnetId: mGGDrGooSe.266  Race: Clan: mGG  Location: Sydney  Total Posts Made: 703 # 1
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http://us.battle.net/sc2/en/forum/to...133724?page=20
it is being discussed in the feedback thread, I just can't find the original link. Presumably the changes was made in a post in that thread instead of a separate thread. It's 20 pages long, I aint looking for it.

Also Sheth mentioned linking it to JP in skype. I trust Sheth, he's cute.
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Unread Fri, 4th-May-2012, 12:40 PM Race: Clan: QED  Location: Mount Isa, Australia  Total Posts Made: 232 # 2
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....... I don't even know what to say anymore.

What I find odd, is this has just popped up outta no where. Was Zerg early game and Protoss early scouting such an issue that had to be dealt with promtly? Considering the vast amounts of Terrans and Protoss players (Pro & noobies) screaming out for blizzard to actually do something with the T v P mu?

Protoss - Complain about early - midgame aggression. 1-1-1 has already been nerfed, does the ealier obs nerf the 1-1-1 even more now?

Terran - Screaming out from the top of their lungs to fix the god damn T v P lategame. I think this is twice now Blizzard has said they are keeping a "close eye" on this. I call bullshit.

I guess I have to be greatful this patch isn't buffing the other races while directly nerfing Terran at the same time.......

P.S - I used to love kiting queens early game with hellions.... looks like I won't be bothering with that anymore. Ah well, apm to use else where I guess.
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Unread Fri, 4th-May-2012, 1:15 PM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 3
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PvT is strange because i feel that protoss have adapted to the playstyles that terran do over and over again. There was no previous fact that terran was stonger early game, its the fact that the unit compositions protoss needs to deal with your terranistic bullshit wasn't figured out.
+1 immortal range and 10s off an observer aint gonna change shit vs a 1-1-1, its still strong, and it's still going to kill protoss' that don't know how to deal with it, or if you have great unit control.

On a side note im glad im seeing some different approaches from terran these days.
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Unread Fri, 4th-May-2012, 2:17 PM Who's Who:   BnetId: NvPinder.933  Race: Clan: TA (Nv)  Location: Melbourne  Total Posts Made: 885 # 4
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Updated OP with the updates regarding the queen changes.
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Unread Fri, 4th-May-2012, 2:42 PM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 5
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that is much better! well done blizz. (seriously)
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Unread Fri, 4th-May-2012, 3:17 PM BnetId: Tazerenix.537  Race: Location: Adelaide, Australia  Total Posts Made: 329 # 6
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The overlord change is absolutely ridiculous.

It is so so so much faster (20% jesus christ) than before, you actually can not hide anything from zerg anymore.

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siiiick
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Unread Fri, 4th-May-2012, 3:19 PM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 7
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is it that significant? T_T overlords are supposed to be slower than terran buildings! D:
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Unread Fri, 4th-May-2012, 3:21 PM BnetId: Tazerenix.537  Race: Location: Adelaide, Australia  Total Posts Made: 329 # 8
eCKo`Tazerenix
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Originally Posted by SQL.inFeZa View Post
is it that significant? T_T overlords are supposed to be slower than terran buildings! D:
With a forge fast expand, 1 stalker can not kill an overlord fast enough for it to run through the entire of antiga shipyards main and natural.
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Unread Fri, 4th-May-2012, 3:22 PM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 9
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Quote:
Originally Posted by Tazerenix View Post
With a forge fast expand, 1 stalker can not kill an overlord fast enough for it to run through the entire of antiga shipyards main and natural.
wat
thats pretty significant.

also pinder might be right about those slow ovy drops ?lol?
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Unread Fri, 4th-May-2012, 3:29 PM BnetId: TADivinity.650  Race: Clan: TA  Location: Sydney, Australia  Total Posts Made: 332 # 10
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With a forge fast expand, 1 stalker can not kill an overlord fast enough for it to run through the entire of antiga shipyards main and natural.
I HIGHLY doubt that. Genuanely thought you were trolling at first. 20% sounds more significant that what it is. Zerg *can* already get OLs to the back of your base during FFE & before stalker pops if they want, so I really think youre over reacting..

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Unread Fri, 4th-May-2012, 3:25 PM BnetId: Daedalus.523  BattleTag: Joshboy#1763  Race: Clan: mGG  Location: Brisbane, Australia  Total Posts Made: 468 # 11
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The queen range change sounds much more reasonable than the energy thing and I guess will be helpful. But I never realised anyone considered there to be any problems with the queen in the first place?
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Unread Fri, 4th-May-2012, 3:26 PM BnetId: Tazerenix.537  Race: Location: Adelaide, Australia  Total Posts Made: 329 # 12
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Originally Posted by FaDeJoshboy View Post
The queen range change sounds much more reasonable than the energy thing and I guess will be helpful. But I never realised anyone considered there to be any problems with the queen in the first place?
Exactly, I don't even know why they are buffing the queen.
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Unread Fri, 4th-May-2012, 3:30 PM BnetId: iVnStandard.354  Race: Clan: iVn  Location: Brisbane  Total Posts Made: 259 # 13
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...

you guys do realise that blizzard aren't addressing any specific problems with the queen buff... and the point of it is to make the early game easier for zerg?

aslo @tazerenix... im not sure if you tested that yourself or heard it from sheth on sotg but he said the overlord would scout the whole main... not both bases im pretty sure.
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Unread Fri, 4th-May-2012, 4:14 PM BnetId: Tazerenix.537  Race: Location: Adelaide, Australia  Total Posts Made: 329 # 14
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Originally Posted by iVnMufasa View Post
...

you guys do realise that blizzard aren't addressing any specific problems with the queen buff... and the point of it is to make the early game easier for zerg?

aslo @tazerenix... im not sure if you tested that yourself or heard it from sheth on sotg but he said the overlord would scout the whole main... not both bases im pretty sure.
Assuming you react as you see it with your stalker sititng at your natural, it can go from the gas in your main to within a couple of hexes of your nexus at your natural before dying. With two overlords (which is no longer unreasonable as you can get them to the protoss main 20% faster) there is absolutely no way to hide anything from zerg going FFE anymore, and they will get one of the overlords out.

I have tested it.

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Wow a minor buff screws up your all ins. boo hoo
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Unread Fri, 4th-May-2012, 4:51 PM BnetId: iVnStandard.354  Race: Clan: iVn  Location: Brisbane  Total Posts Made: 259 # 15
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Quote:
Originally Posted by Tazerenix View Post
Assuming you react as you see it with your stalker sititng at your natural, it can go from the gas in your main to within a couple of hexes of your nexus at your natural before dying. With two overlords (which is no longer unreasonable as you can get them to the protoss main 20% faster) there is absolutely no way to hide anything from zerg going FFE anymore, and they will get one of the overlords out.

I have tested it.
ah k fair enough.

i might add though that i would imagine there wouldn't be many maps where 1 overlord is a guaranteed scout.

2 overlords on the other hand should be able to easily on any map... but considering the costs and having to replace the two overlords i think its a fair trade.
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Unread Fri, 4th-May-2012, 5:12 PM BnetId: TADivinity.650  Race: Clan: TA  Location: Sydney, Australia  Total Posts Made: 332 # 16
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Originally Posted by iVnMufasa View Post
ah k fair enough.

i might add though that i would imagine there wouldn't be many maps where 1 overlord is a guaranteed scout.

2 overlords on the other hand should be able to easily on any map... but considering the costs and having to replace the two overlords i think its a fair trade.
This. Well said.

Again, I think you are over-reacting - its not much different to what already exists in regards to 'seeing everything in an FFE'. That 20% change is only significant over long-distance maps, i.e. Tal'Darim
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Last edited by TADivinity; Fri, 4th-May-2012 at 5:16 PM.
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Unread Fri, 4th-May-2012, 5:41 PM BnetId: [TCP]KiaSu.234  Race: Clan: TCP  Location: Singapore  Total Posts Made: 413 # 17
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What!?but my pvz is already sht as hell!
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Unread Fri, 4th-May-2012, 5:59 PM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 18
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if its un-killable before it can get into your base and see the whole thing, gonna be super hard to hide tech vs a zerg. DT rush will have to always be proxied.
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Unread Fri, 4th-May-2012, 6:39 PM BnetId: BIGGUN.962  Race: Location: Gold Coast  Total Posts Made: 138 # 19
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Quote:
Originally Posted by SQL.inFeZa View Post
if its un-killable before it can get into your base and see the whole thing, gonna be super hard to hide tech vs a zerg. DT rush will have to always be proxied.
Look's like you're just going to have to . . . *Gulp* . . . play macro.
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Unread Fri, 4th-May-2012, 6:42 PM BnetId: Tazerenix.537  Race: Location: Adelaide, Australia  Total Posts Made: 329 # 20
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Look's like you're just going to have to . . . *Gulp* . . . play macro.
Because no zerg ever has hidden tech.
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