Balance stuff

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Bart331
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Balance stuff

Post by Bart331 »

oO

great news awaiting for all Z players:

http://eu.battle.net/sc2/en/blog/761331
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jerom
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Re: Balance stuff

Post by jerom »

I wonder if they aren´t nerfing reapers too much, I mean will they have any use if they really going to do this ?
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LaZy
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Re: Balance stuff

Post by LaZy »

Well whats interesting here (as I grap my poisonous dagger) is the fact that they didnt find the urgent need 2 change the current state of those much talked about Ultralisks. This lets me believe that they are, after all, fine.

As a noob P player, Im glad about the reaper meeting his cousin Mr Grim now. Cos I just suck at defending the obvious; and yes I know its EZ 2 defend vs them, but like I said....mesa noobie

out
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Comadevil
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Re: Balance stuff

Post by Comadevil »

[quote=""jerom""]I wonder if they aren´t nerfing reapers too much, I mean will they have any use if they really going to do this ?[/quote]

No, they virtually removed the unit from the game.
Maybe someone will build one ot two for scouting purposes, but that's it
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Aaryn_GenD
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Re: Balance stuff

Post by Aaryn_GenD »

lazy the ultralisk thing is more of a bug which needs to be fixed, they never mentioned bugs before, they just fix them alongside with the patch =)

i reallly like the higher roach range, helps later in the game when you have tons of them but only few can attack at once
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jerom
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Re: Balance stuff

Post by jerom »

I think they should think twice about making the factory a requirement for reaper speed. Also I´ve read a great suggestion for the really early reaper pushes, instead of making the barracks require a supply depot, they should make the Tech lab require a supply depot.
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36drew
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Re: Balance stuff

Post by 36drew »

Looks good to me. The roach range will be interesting for sure. Probably just +1 I would imagine.
etrips888
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Re: Balance stuff

Post by etrips888 »

I would much rather have concussive shells require a factory than the reaper speed.
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