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Unread Fri, 4th-May-2012, 10:33 AM BnetId: mGGDrGooSe.266  Race: Clan: mGG  Location: Sydney  Total Posts Made: 703 # 101
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Apparent update from SOTG is queen energy change removed, ground range changed from 3 to 5. Can't find the link though. Anyone? Much better option for combating the bunker and pylon blocking without screwing the rest of the game. I dont think the range should otherwise matter outside of rushes and all-in situations. Which im fine with getting rid of any and all viable all-ins.

Edit: Sheth made some good points about the queen range. It will be much better about hellion run-bys, which I dont think was actually a problem anyway (as in should have been able to prevent the run by previously - so that part sucks for terran i guess). But I think it might force a scan for hellions to take out the early tumours, as the queens can now umbrella them. Also 1 stalker 1 zealot will be easier to defend. Obviously workers will be easier to kill as well, so people will actually have to micro their workers instead of just kiting the queen all day.

So I still don't see any real impact beyond the early game?

Edit2:
http://sea.battle.net/sc2/en/forum/topic/231323130#13
Link to change announcement for those interested.

Last edited by mGGDrGooSe; Fri, 4th-May-2012 at 3:24 PM.
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Unread Fri, 4th-May-2012, 10:38 AM BnetId: wTlzq.495  Race: Clan: wT  Location: Singapore  Total Posts Made: 207 # 102
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i agree with the queen ground range increase. Makes defending against hellions and bunker bunker rushes more manageable. makes breaking out of 3 pylon wall easier as well( although if u are walled in, the game is probably lost)
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Unread Fri, 4th-May-2012, 10:46 AM BnetId: Paroxysm.938  Race: Clan: ToR  Location: Townsville, Australia  Total Posts Made: 626 # 103
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Unread Fri, 4th-May-2012, 11:02 AM BnetId: mGGDrGooSe.266  Race: Clan: mGG  Location: Sydney  Total Posts Made: 703 # 104
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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, 11:08 AM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 105
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Originally Posted by Drgoose View Post
Apparent update from SOTG is queen energy change removed, ground range changed from 3 to 5. Can't find the link though. Anyone? Much better option for combating the bunker and pylon blocking without screwing the rest of the game. I dont think the range should otherwise matter outside of rushes and all-in situations. Which im fine with getting rid of any and all viable all-ins.

Edit: Sheth made some good points about the queen range. It will be much better about hellion run-bys, which I dont think was actually a problem anyway (as in should have been able to prevent the run by previously - so that part sucks for terran i guess). But I think it might force a scan for hellions to take out the early tumours, as the queens can now umbrella them. Also 1 stalker 1 zealot will be easier to defend. Obviously workers will be easier to kill as well, so people will actually have to micro their workers instead of just kiting the queen all day.

So I still don't see any real impact beyond the early game?
Queens are already really good at defending that early game stuff in TvZ at least anyway. This really shits all over being able to poke up a zergs ramp with 4 marines when I'm gasless expanding (they love to be greedy with no spine and 2-4 lings for a while then they scout gasless... love walking up a ramp and killing the 4 lings, but 2 extra range means queens will get a lot more hits in while you are trying to micro back off creep... ><
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Unread Fri, 4th-May-2012, 12:40 PM Race: Clan: QED  Location: Mount Isa, Australia  Total Posts Made: 232 # 106
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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 # 107
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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 # 108
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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 # 109
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that is much better! well done blizz. (seriously)
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Unread Fri, 4th-May-2012, 2:54 PM BnetId: Hydroid.732  Race: Location: Sydney, Australia  Total Posts Made: 165 # 110
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Quote:
Originally Posted by Crankenstein View Post
Taken directly from my SC2 notebook:

No crawler and both queens injecting – most likely all in
1 crawler + 1creep tumour or similar - standard
Tumours, crawlers and 2 chambers – I can be greedy
Haha, I must be a really hard read then. Because No crawler and both queens injecting is my most standard of standard plays when not going for an allin. And if I scout pressure or feel unsafe I'll go for a crawler.
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Unread Fri, 4th-May-2012, 3:14 PM Who's Who:   BnetId: ToRErasmus.733  Race: Clan: ToR  Location: Sydney  Total Posts Made: 1,454 # 111
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Haha, I must be a really hard read then. Because No crawler and both queens injecting is my most standard of standard plays when not going for an allin. And if I scout pressure or feel unsafe I'll go for a crawler.
Pretty sure we're talking at a bit later time than an scv scout here... like if i poke with a few marines or 2 hellions, and I see no spine even started, that is either just incredibly greedy risky macro play, or he's about to pump a lot of units and try to kill -me-.

Cause you can't defend 4 hellions properly with just low lings and no extra queens (extra queens obviously means no all-in (no really early all-in)).
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Unread Fri, 4th-May-2012, 3:17 PM BnetId: Tazerenix.537  Race: Location: Adelaide, Australia  Total Posts Made: 329 # 112
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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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Unread Fri, 4th-May-2012, 3:19 PM Who's Who:   Clan: None  Location: Melbourne  Total Posts Made: 2,231 # 113
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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 # 114
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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 # 115
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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, 3:25 PM BnetId: Daedalus.523  BattleTag: Joshboy#1763  Race: Clan: mGG  Location: Brisbane, Australia  Total Posts Made: 468 # 116
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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 # 117
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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, 3:29 PM BnetId: TADivinity.650  Race: Clan: TA  Location: Sydney, Australia  Total Posts Made: 332 # 118
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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.
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, 3:30 PM BnetId: iVnStandard.354  Race: Clan: iVn  Location: Brisbane  Total Posts Made: 259 # 119
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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 # 120
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Quote:
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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