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Patch 1.4 PTR Notes (updated 9/8) - Page 214

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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
Selke
Profile Joined May 2011
Canada27 Posts
August 29 2011 20:25 GMT
#4261
"If a unit provides power, that power is temporarily transferred to a player using Neural Parasite."

So if I Neural a Warp Prism warping in units those units will cancel warp in as if the prism closed or was destroyed? I'm a little confused about what this means...

And if it were a 2v2, and my ally was P, they could then warp units in on that warp prisms field?
Elldar
Profile Joined July 2010
Sweden287 Posts
August 29 2011 20:25 GMT
#4262
Hope they get down to it and make sisterships (aka arbiters to heart of the swarm). Mothership is a really great unit for the single player experience though. It simply does not fit in the multiplayer, eventhough it is really beefy and cloaking field suplements a good deathball, however it is hard to tech to mothership without making huge sacrifices which result in a weak army. (talking about PvZ since zerg do not have vikings)
ceaRshaf
Profile Joined August 2009
Romania4926 Posts
Last Edited: 2011-08-29 20:28:49
August 29 2011 20:28 GMT
#4263
On August 30 2011 03:15 vectorix108 wrote:
I like what they're trying to do with the mothership, but it will never become commonplace in competitive play... If only Blizzard tried to somehow patch the carrier to become more popular, like in the SC1 metagame.


I am pretty sad to see that protoss has 2 units that are almost never used. Even battle cruisers get made in tvt. In broodwar the scout (unit) was the only useless unit, now toss has 2. Maybe the mothership should be removed because it's the only unit hero like (you can have only 1).
Mess with the best, die like the rest.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-08-29 20:57:03
August 29 2011 20:49 GMT
#4264
On August 30 2011 03:30 Alzadar wrote:
Show nested quote +
On August 30 2011 03:26 mishimaBeef wrote:
Perhaps mothership should be immune to (some) spells.


Mothership should absolutely be immune to neural parasite for as long as the stupid "only one" rule is in place, maybe EMP as well (although that's another matter).

Why is that restriction even there at all? Barring how "un-StarCraft"-like it feels to have a hero unit, what balance purpose does it serve? Would amassing the EIGHT food Mothership ever be remotely viable?



first of all having more then 1 mother ship means that soon as 1 M ship dies a 2nd will be there to still cloak a army. u would need to mass a shit ton of detection and toss can easily snipe that detection or vortex it. archon toilets or colo toilets with mass vortexing would break the game.


mass recals would also turn the toss army into a god mode mobile army. they can attk any time they want to with out fear and anytime there in the slightest of danger they can just be recalled back to a base. and if they want to make a big atk then send in a M ship, recall it to the base. raid. and once a army comes in to clean it up then they can recall it back to there main with the 2nd M ship.

so yes, more than 1 M ship would be broke as fuck. the supply wont even matter since ur army will basically be a "imortal army" with that many M ships. infact 2 or 3 would be enough to break the game.

dustin has already stated that the M ship is only in the game to appeal to the casual crowd. it was NEVER meant for competitive play, infact they werent even going to include it in the multiplayer at one point. the only reason its there is for eye candy, cheesing, and BMing.

the M ship is the only thing that is left of the whole "you can only have one of this unit" fiasco. remember zerg could only have 1 queen that had the ability to morph to higher tiers of queens and teleport to any hatchery on the map by burrowing and terran could only have 1 thor that could revive itself on the field if it wasnt atked? the M ship was the only thing left from that concep
Roxy
Profile Joined November 2010
Canada753 Posts
Last Edited: 2011-08-29 20:53:20
August 29 2011 20:50 GMT
#4265
This seems to be some very progressive patch changes and I like the direction we are headed.

I do; however, I fully agree that the carrier needs a buff

On August 30 2011 03:26 mishimaBeef wrote:
Perhaps mothership should be immune to (some) spells.


I agree, feedback, emp (arguably) and neural should not work on the mothership. If they just removed the mothership from the game i would not shed a tear.
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-08-29 21:01:42
August 29 2011 20:56 GMT
#4266
edit: oops i meant to edit but accidentally clicked quote instead.. to make this not such a useless post ima quote someone.


I agree, feedback, emp (arguably) and neural should not work on the mothership. If they just removed the mothership from the game i would not shed a tear


why? emp only takes 100 shields from M ship which isnt much and letting it get NPed it is the tosses fault. getting the M ship fed backed is also entirely the tosses fault. the M ship is rarely at full energy anyway since u only need just enough for recall or vortex
features
Profile Blog Joined July 2010
Ireland160 Posts
Last Edited: 2011-08-29 21:02:06
August 29 2011 20:59 GMT
#4267
especially feedback lol........ Kinda ridiculous that something about 6 range in diamater that moves at a snails pace with little other than very expensive spells to offer, can be robbed of its mana so easily.

btw you only need one emp to nullify a mothership due to the cost of its spells.

It should be immune to all status ailments, until its eventually removed.

It just doesnt fit in multiplayer well at all.
Conveyor belt star
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 29 2011 21:01 GMT
#4268
I agree, feedback, emp (arguably) and neural should not work on the mothership. If they just removed the mothership from the game i would not shed a tear.

And how to stop mothership then? Feedback infestors and l2p
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-08-29 21:04:05
August 29 2011 21:03 GMT
#4269
On August 30 2011 05:59 features wrote:
especially feedback lol........ Kinda ridiculous that something about 6 range in diamater that moves at a snails pace with little other than very expensive spells to offer, can be robbed of its mana so easily.

btw you only need one emp to nullify a mothership due to the cost of its spells.

It should be immune to all status ailments, until its eventually removed.

It just doesnt fit in multiplayer well at all.



like i said before that is the toss players fault if he the M ship gets fed backed. do u have any idea on how hard it is for a templar to feed back a M ship if the M ship is BEHIND the cloaked army? very hard...

same thing for NP. its not that easy to NP a M ship if the toss knows what he is doing, especially with FFing.
MinimalistSC2
Profile Joined April 2011
United States121 Posts
Last Edited: 2011-08-29 21:05:14
August 29 2011 21:03 GMT
#4270
mule gives you 180 mins/minute, replacing 4-6 scvs depending on the saturation.
an orbital can maintain one mule.
in order to have a mineral income from 3 bases, you need at least 12 orbitals dropping pure mules (no scans).
that's 6600 minerals.
an orbital pays off for itself after 315 seconds (over 5 minutes) game time. occupation of scvs not calculated.
facit: orbitals late game are no way overpowered, and hardly compensate for disadvantages in the pace of reproduction terrans have compared to other races.
stop calling for a mule nerf. it will never happen.


bwahahaha. You're full of turds.
an orbital pays off for itself after 315 seconds (over 5 minutes) game time.
orbitals late game are no way overpowered

are you suggesting that late game comes before 20 min mark? If a terran gets 4 orbitals by the 20 minute mark. (which is by no means impossible and in most games the case) then according to you, starting with the first orbital at the 5 min mark and continuing upwards, the terran will have one full base of free, continuous income by the 25 minute mark. Provided they have a base to mine from, they get income for free.

More importantly, it denies other races the ability to harass workers. and gives terran 20 extra supply to work with. And that is only FOUR orbitals. And don't forget gold bases.

You can say zerg can make drones at an imbalanced rate, but drones cost minerals and larva nad supply. You can say Protoss can make probes at an imbalanced rate is extremely difficult to harass late game, but probes cost money and supply and warp ins do as well. Mules do not cost money, terrans typically have four or more orbitals by the time a game is considered in the "late game" and with scvs they can over saturate bases for more income than a single base should allow and severely abuse gold base income rates. A fully saturated gold base with 2-3 orbtials pumping mules at it is a 3 base mineral income. and pays back late game mule farming IN ADVANCE.

Mules are necessarily for terran early and mid game, but after a gold base or deep into late game, they are imbalanced and spiral out of control. 550 minerals (150 really for the first 2-3 OCs, since you need a CC anyway) is stupidly cheap for free detection scouting and mining on a minute by minute basis for the rest of the game, when the rest of the game is 30+ minutes.
There is no such thing as perfection, only improvement.
features
Profile Blog Joined July 2010
Ireland160 Posts
August 29 2011 21:03 GMT
#4271
On August 30 2011 06:01 Existor wrote:
Show nested quote +
I agree, feedback, emp (arguably) and neural should not work on the mothership. If they just removed the mothership from the game i would not shed a tear.

And how to stop mothership then? Feedback infestors and l2p


If you need spells to stop a mothership your not very good at life.
Conveyor belt star
features
Profile Blog Joined July 2010
Ireland160 Posts
August 29 2011 21:05 GMT
#4272
On August 30 2011 06:03 Ballistixz wrote:
Show nested quote +
On August 30 2011 05:59 features wrote:
especially feedback lol........ Kinda ridiculous that something about 6 range in diamater that moves at a snails pace with little other than very expensive spells to offer, can be robbed of its mana so easily.

btw you only need one emp to nullify a mothership due to the cost of its spells.

It should be immune to all status ailments, until its eventually removed.

It just doesnt fit in multiplayer well at all.



like i said before that is the toss players fault if he the M ship gets fed backed. do u have any idea on how hard it is for a templar to feed back a M ship if the M ship is BEHIND the cloaked army? very hard...

same thing for NP. its not that easy to NP a M ship if the toss knows what he is doing, especially with FFing.

You have obviously never used feedback lol, it has like 12 range, with an instant effect.

Why else do think a protoss player can pop a whole line of ghosts at once.
Conveyor belt star
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
August 29 2011 21:06 GMT
#4273
If anyone's curious, I made a quick video showing what the new mothership's acceleration looks like.



It's not that huge but it's certainly better than before.
Shiori
Profile Blog Joined July 2011
3815 Posts
August 29 2011 21:06 GMT
#4274
the thing with orbitals is that they stack nicely and give a mineral gain exponentially. by the time you have 4 orbitals, your main is mined out and the stacking mules allows you to mitigate that effect better than protoss chronoboost.
imareaver3
Profile Joined June 2010
United States906 Posts
Last Edited: 2011-08-29 21:11:02
August 29 2011 21:10 GMT
#4275
EDIT: Nvm, misread a post.
CarlaBruni
Profile Joined August 2011
61 Posts
August 29 2011 21:10 GMT
#4276
basically the opposite of everything basilix said and it will be fine wasa good laugh though lol
Dsn4001
Profile Joined July 2010
Korea (South)106 Posts
August 29 2011 21:15 GMT
#4277
On August 30 2011 05:50 Roxy wrote:
This seems to be some very progressive patch changes and I like the direction we are headed.

I do; however, I fully agree that the carrier needs a buff

Show nested quote +
On August 30 2011 03:26 mishimaBeef wrote:
Perhaps mothership should be immune to (some) spells.


I agree, feedback, emp (arguably) and neural should not work on the mothership. If they just removed the mothership from the game i would not shed a tear.


I love the idea that the mothership be immune to spells. Seems like a good way to buff it without making it too strong.
tuho12345
Profile Blog Joined July 2011
4482 Posts
August 29 2011 21:16 GMT
#4278
Mothership rush is pretty good in PvZ if you can stop them from scouting and catch them off guard
Dsn4001
Profile Joined July 2010
Korea (South)106 Posts
August 29 2011 21:17 GMT
#4279
On August 30 2011 06:16 tuho12345 wrote:
Mothership rush is pretty good in PvZ if you can stop them from scouting and catch them off guard


Isn't that true for any kind of Protoss timing attack/tech rush though?
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
August 29 2011 21:18 GMT
#4280
sign....why is mothership still here?
dustin, seriously, what hit you in the head to conclude mothership > arbitor.
even in "casual player's" point of view.
age: 84 | location: california | sex: 잘함
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