The patch that completely kills Protoss in pro play?

On hit charge damage was busted before. I could see an argument being made for your suggestion though, but definitely need to be careful with it.

I actually like the zealot speed increase with charge though, it does hearken back to that broodwar fantasy, even if they’re not quite as good.

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Dude, I was beating low GMs on EU with +8 damage Charge lol and I’ve no business punching in that weight class, lol.

It’s not that it was unbeatable but Terrans HAD to go for hellbats vs fast charge builds. Can’t remember what Zerg did vs it anymore. I think they just played defensively with roaches + queens until T2, then it was mutas or nydus? Can’t remember…was a while ago.

Didn’t work vs Protoss though because of Adepts.

That patch was my least favorite patch in all of sc2. Observer nerf, Charge nerf, Colossus nerf, Oracle nerf…it was really heavy handed.

Yeah it was. I still think the observer nerf was warranted, along with the charge one but some of the others… colossus nerf in particular felt like overkill.

Also upgrade nerf. Just revert the ground upgrade nerfs please. Lol.

You could also deal with chargelots with a TON of mines. Like 6 dc mines at a time, but you risked the FF damage.

I relied on Mines doing FF damage, I’d see Terran try to use them or tanks and my reaction would be “Oh, okay, I’ll trickle in chargelots then while I grab 3 more bases. If the wall breaches then I dump 10 warp charges into zealots and try to seal game”.

It was so broken lol. Had multiple people ask me “wtf is this? It’s like I’m fighting Zerg” :rofl:

Curious about agreeing with the obs nerf, what made you think it was warranted?

Unless they were scanned while they were in their stationary mode, you were never catching them. They’re already hard enough to spot now, and they were so fast that you were lucky to kill them with stimmed marines, even if you got a scan dead center on the obs. You basically had to get really lucky positioning your marines directly under them, hoping your protoss opponent didnt know you were trying to kill it. And they still had a speed upgrade after that.

I realise that sounds somewhat bias, but I also have another reason - every cloaked unit in the game that is fast moving has a speed upgrade to be able to move that fast. Observers were naturally fast without the upgrade, and frankly kinda rendered the upgrade semi-worthless as a direct result of the buff. Additionally the speed needs to come in at a time where it is actually feasible to catch and kill the unit.

DT Blink, hyperflight rotors, and observer speed all come at a point that it is generally feasible to kill or mitigate their presence in some way. With the observers, their natural speed meant you consistently wasted 2, 3, 4 scans to kill an observer that you might not even get anyway, and that was pre obs speed upgrade.

Having said all that, I will admit to some personal bias against observers specifically hah. I realise that they’re expensive and frail, but theyre damned hard to spot at the best of times, and the nerf also came with the trade-off of no longer making noise when they set up/disengage their stationary sight mode.

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That’s fair, I don’t completely agree. I think it’s part of the Terran’s duty to spot the obs and scan so it’s relatively center on the observer but I respect the parity side of your point of view and believe sc2 needs more of that. I really detest the “rules for thee, not for me” aspect of sc2 design and think that in terms of design, those design philosophies should be applied evenly to all races.

I never had a problem spotting obs but I’m not everyone and I can easily understand how hard it would be to catch the blur. Especially if the obs isn’t moving or you’re using max settings.

I don’t generally have an issue if it’s moving, but like I said, the fast moving observers were nearly impossible to catch without being directly under the observer and getting an instant kill with the scan.

It was, essentially, free scouting for a large majority of the game until turret rings were a thing or you got lucky early on.

You mentioned not using max settings, what do you use to see them if they’re stationary?

I just adapted, learned to spot the blur even if it’s stationary. It helped a lot that Protoss players would typically park them in the same places like the pervert pillar between the nat and 3rd.

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Yeah, I can usually get them there, but I dont seem to run into them there all that often anymore. Its strange hah.

Its only getting worse and worse apparently…

4/3/3 Z/T/P in GSL Ro10 so far. Trap up one series.