Patch 1.4 PTR Notes (updated 9/8) - Page 209
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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55 | ||
NATO
United States459 Posts
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Assirra
Belgium4169 Posts
On August 29 2011 08:28 NATO wrote: I mean at least 3 turrets for mutas, PF, and at least two tanks. The rest can be filled with buildings you need anyway. eeeuh, you said "Compare this to the defense a terran needs against a zerg to just stay alive from lings, and it seems pretty cheap. " where did you mention mutas and the whole other zerg army? | ||
bole
Serbia164 Posts
problem is worker cant repare it... so nerf would be that you cant FF on buildings or something... or worker can pass to buildings if they need to repare it true FF.... | ||
Ryuu314
United States12679 Posts
On August 29 2011 08:38 bole wrote: i noticed something if can somebody answer.... whatche some PvT casting and i noticed Force Fealds over comand centar... (worker cant repare it) (planetary forthres) is that imba ? problem is worker cant repare it... so nerf would be that you cant FF on buildings or something... or worker can pass to buildings if they need to repare it true FF.... That's been around for quite a while. It's a legit strategy to help with bunker busting and such. Without it, it because even harder for Protoss to bust the Terran's front. I don't think the general consensus is that it's necessarily imba...Force fields are super strong tho. | ||
tomatriedes
New Zealand5356 Posts
On August 29 2011 08:38 bole wrote: i noticed something if can somebody answer.... whatche some PvT casting and i noticed Force Fealds over comand centar... (worker cant repare it) (planetary forthres) is that imba ? problem is worker cant repare it... so nerf would be that you cant FF on buildings or something... or worker can pass to buildings if they need to repare it true FF.... Planetary fortress with mass repair isn't strong enough already? Are you trolling? | ||
NATO
United States459 Posts
On August 29 2011 08:30 Assirra wrote: eeeuh, you said "Compare this to the defense a terran needs against a zerg to just stay alive from lings, and it seems pretty cheap. " where did you mention mutas and the whole other zerg army? Fair point, however since banelings are possibly even more of a problem, the tanks are necessary. | ||
gosuMalicE
Canada676 Posts
On August 29 2011 08:38 bole wrote: i noticed something if can somebody answer.... whatche some PvT casting and i noticed Force Fealds over comand centar... (worker cant repare it) (planetary forthres) is that imba ? problem is worker cant repare it... so nerf would be that you cant FF on buildings or something... or worker can pass to buildings if they need to repare it true FF.... It is a fairly legitimate tactic, it allows Protoss to break a mass repaired PF or a heavily bunkered front, How is this op? | ||
DoublespeakUS
United States55 Posts
The barracks time will be interesting for me. I still think blue flame hellions will be useful. At least a small force for harrass and worker killing. | ||
Kiangani
United States122 Posts
On August 29 2011 08:38 bole wrote: i noticed something if can somebody answer.... whatche some PvT casting and i noticed Force Fealds over comand centar... (worker cant repare it) (planetary forthres) is that imba ? problem is worker cant repare it... so nerf would be that you cant FF on buildings or something... or worker can pass to buildings if they need to repare it true FF.... Not imba at all, very intentional and public knowledge. If toss couldn't FF around bunkers then they would never, ever be able to successfully do an early attack unless their opponent fails to scout anything at all. | ||
bole
Serbia164 Posts
On August 29 2011 09:02 Kiangani wrote: Not imba at all, very intentional and public knowledge. If toss couldn't FF around bunkers then they would never, ever be able to successfully do an early attack unless their opponent fails to scout anything at all. ok thx ppl i was yust asking... nothing special... simply whatched some games and i noticed that one... FF is simular to banglings for planetary forthres... ![]() ![]() | ||
IVN
534 Posts
On August 29 2011 08:38 bole wrote: i noticed something if can somebody answer.... whatche some PvT casting and i noticed Force Fealds over comand centar... (worker cant repare it) (planetary forthres) is that imba ? problem is worker cant repare it... so nerf would be that you cant FF on buildings or something... or worker can pass to buildings if they need to repare it true FF.... What other race can repair their buildings? It isnt enough that a PF shoots back, has sick splash damage and can be repaired, but it also has to be FF proof, so that every noob playing terran can beat MC? How should a protoss be able to kill a terran expansion? with massive storms and 6 colossi? And how does a terran kill P's expo? With 4-8 stimed marauders. See the difference here? If not, let me give you a hint: killing an expo as protoss requires skill, while doing it as terran requires far less. | ||
R0YAL
United States1768 Posts
On August 29 2011 03:52 Active.815 wrote: just preemptively build like 5 or 6 spines?. Not like you can't reproduce drones at superspeed... also, sc2=/=bw. "oh god something changed from my 10 year old game and i can't play the same way.. nerf please!" is not a good attitude You completely missed the point.. I was comparing them to each other. I can compare an apple to an orange but that doesn't mean that I think they are the same thing. The message that you should have gotten is that Terran is significantly stronger in the early game in sc2 compared to bw and Zerg is severely weaker and more volatile in the early game. | ||
Moshex
Israel8 Posts
and psi storm destory armys in a second while the ht no longer ht and they make insane damage | ||
HinagikUx
United States178 Posts
On August 29 2011 10:28 Moshex wrote: people say infestor op infestor op but they forget siege tank do the same damage and instantly and psi storm destory armys in a second while the ht no longer ht and they make insane damage you also forget that tanks are immobile in seige mode. HT is a t3 unit, psi storm costs 200/200 to research, temp archives is 150/200, and Twilight council is 150/100 ; almost impossible to afford off 2 base. storm and tank splash also damage your own units. Most people avoid about half of storm by running their units away. Infestors keep the units in place, have high movement speed for a caster, dont damage your own units, do bonus dmg to armored, arent T3, fungal isnt a researchable upgrade that costs alot of gas like seige mode and storm. They also have infested terran for good harassment | ||
Fancy.
Germany58 Posts
On August 29 2011 10:28 Moshex wrote: people say infestor op infestor op but they forget siege tank do the same damage and instantly and psi storm destory armys in a second while the ht no longer ht and they make insane damage Except that siege tanks can't move while being in siege mode, so they need a preparation time, while infestors can fungle right away( as long as you have the energy of course). Storm is dodgeable. On the other hand, if you get hit by a single fungle, it usually will result in chain-fungle which will eventually kill your units. It has to be frustrating, so i can see the reasoning for that nerf. Zerg speaking | ||
Existor
Russian Federation4295 Posts
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rohanim41
Canada60 Posts
On August 29 2011 04:22 acidbean wrote: Dont forget, that probes only need to place a building and then they can return to harvest. SCVs can't do that. Yeah i didn't think of that and it is a big factor, thanks Lurk too for illuminating me, it amazes me that blizzard managed to create and adapt SC2 for it to be so balanced between 3 races that are working completely different, and the build timings work so well with themseleves, this is an awesome game, and I can't wait for the patch to come out. hunter seeker missile are freaking awesome as viewers, immortals can now do the role they were made for and fungal isn't as effective against everything anymore, it sucks to lose to mass fungals then lings come clean up sooo fast. | ||
aksfjh
United States4853 Posts
On August 29 2011 08:43 NATO wrote: Fair point, however since banelings are possibly even more of a problem, the tanks are necessary. Even without the banelings, if you don't have a solid wall up front, lings can infiltrate your natural expo defenses and render it inoperable as well as devastate any SCVs caught. If you do spend the money on a wall, there's always the possibility of banelings as well, requiring a secondary position to defend after a bust. To compare, 1-2 spine crawlers + normal lings/queens are more than enough to defend from any reasonable number of BFHs by the 8 minute mark. Any commitment greater than what could be stopped by that defense is going to do damage, but without a way to capitalize on that damage. Also, if you REALLY think "1 salvageable bunker" is enough to stop a ling run-by, there is little wonder why you think ANY Terran nerf would be ok. | ||
chaosdarkprince
Ecuador52 Posts
THIS will be the difference between gosu and chobo... now we will se who are the players with highest EFFECTIVE APM... i think this is gonna make watching and arguing about APM much more usefull... | ||
Ballistixz
United States1269 Posts
On August 29 2011 10:28 Moshex wrote: people say infestor op infestor op but they forget siege tank do the same damage and instantly and psi storm destory armys in a second while the ht no longer ht and they make insane damage the main reason ppl QQ about infestors is not because of the damage they deal (the damage actually sucks compared to storm and HSM) they QQ because of the rooting effect it has. what ppl dont notice is that forcefields are just as good. place proper force fields and u can trap a army for some sick storms or allow the colos splash dmg to be that much more effective. ghosts are able to take 100 shields off of toss units near instantly. most toss units (gate way units in particular) dont even have 100 shields so thats half there health instantly gone. and concussive shells pretty much prevents any kind of retreate if u stutter step micro/kite. infestors are not as OP as ppl think they are. infestors are the main back bone of the zerg army just like sentries for toss or marines for terran. | ||
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