• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:12
CEST 00:12
KST 07:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21 - Finalists0Team TLMC #5: Vote to Decide Ladder Maps!0[ASL20] Ro8 Preview Pt1: Mile High15Team TLMC #5 - Finalists & Open Tournaments2[ASL20] Ro16 Preview Pt2: Turbulence10
Community News
herO joins T116Artosis vs Ret Showmatch24Classic wins RSL Revival Season 22Weekly Cups (Sept 15-21): herO Goes For Four2SC2 5.0.15 PTR Patch Notes + Sept 22nd update285
StarCraft 2
General
TL.net Map Contest #21 - Finalists herO joins T1 SC2 5.0.15 PTR Patch Notes + Sept 22nd update Team Liquid jersey signed by the Kespa 8 SHIN's Feedback to Current PTR (9/24/2025)
Tourneys
Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament Prome's Evo #1 - Solar vs Classic (SC: Evo) Monday Nights Weeklies RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 492 Get Out More Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense
Brood War
General
Artosis vs Ret Showmatch ASL20 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Whose hotkey signature is this? New (Old) Selection Glitch? Firebathero
Tourneys
[Megathread] Daily Proleagues [ASL20] Ro8 Day 2 Small VOD Thread 2.0 [ASL20] Ro8 Day 1
Strategy
Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread Beyond All Reason Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
Trading/Investing Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The herO Fan Club! The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
[No AI] Why StarCraft is "d…
Peanutsc
Try to reverse getting fired …
Garnet
[ASL20] Players bad at pi…
pullarius1
Too Many LANs? Tournament Ov…
TrAiDoS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2082 users

Patch 1.4 PTR Notes (updated 9/8) - Page 245

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 243 244 245 246 247 453 Next
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
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
September 05 2011 15:43 GMT
#4881
On September 06 2011 00:19 neoghaleon55 wrote:
Show nested quote +
On September 05 2011 22:10 Thezzy wrote:
As a Terran player I can see why Blueflame got the nerfbat, SlayersS really tore up a lot of opponents with them, although 150/150 for now just +5 dmg against a single unit type (light) on a single unit might be a bit much.
I haven't used Blueflame much myself but I've seen how much it decimates light units in casts and replays.

Terran Barracks buildtime increase I plainly don't get, currently the Barracks and OC upgrade always lined up perfectly with the SCV on 15, now it will be off by 5 seconds.
All these Reapers, Bunkers and Barracks nerfs make me feel as if Blizzard is out to kill off early Terran aggression bit by bit. The only early aggression I considered unbalanced was 5rax Reaper and that died a long time ago.
Are bunker rushes still so powerful on the lower leagues that this is needed? (I don't bunker rush myself so I wouldn't know)

Seeker missile speed buff is nice, but its slow speed wasn't the main issue it doesn't see the light of day, it's mostly the expensiveness of the Raven, the amount of energy the SM needs and the 150/150 upgrade for the missile itself.

The other race changes I can't say much about although I'm curious to see the Immortal change.
+1 range will give it the same range as Stalkers, will have to see how that turns out.


It has nothing to do with lower leagues that the bunker rush got nerfed.
Bunkers are still taking games in TvZ in the GSL...almost every single match actually, contains at least one bunker rush, and the 11/11, especially with a proxy, can be extremely hard to hold off.
And Even if the zerg held it off, they'd be severely behind due to the larvae mechanic.


Hmm, but then why add 5 seconds to the barracks build time, this affects a lot of other stuff as well. I'd rather see a change geared specifically towards offensive bunkering (like maybe make them very weak whilst being built).
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
R3N
Profile Joined March 2011
740 Posts
September 05 2011 15:52 GMT
#4882

Heh, last time bunkers were nerfed, terrans groaned & moaned as if it was not viable any more (100% resource return to 75% LoooL). We've now seen for weeks all terrans bunker rush with 0 risk, 0 decision 0 thought invested in it because it doesn't matter if you do damage or not, because the underlying build is OVERPOWERED. That's where the 5 sec build time nerf is coming from.

You could friggin' remove bunkers completely and terran would still have the most versatile, safest and easiest early game of the three races.




User was temp banned for this post.
taintmachine
Profile Joined May 2010
United States431 Posts
Last Edited: 2011-09-05 15:58:57
September 05 2011 15:58 GMT
#4883
On September 05 2011 22:25 bittman wrote:
Show nested quote +
On September 05 2011 22:21 Amber[LighT] wrote:
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?


I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha

So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.

Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.

And Archons? I usually hotkey them with zealots too, but is that the best option?

(maybe novice questions, I'm only a gold random =P )


immies get hung up on sentries in big fights just like they do stalkers. their bulk and average movement speed play a big part in them getting hung up on other toss ranged units. during the beta, i had an immortal's pathing fuck up so badly that it started backpedaling and became unresponsive until its target died (a CC).
DarQraven
Profile Joined January 2010
Netherlands553 Posts
September 05 2011 20:41 GMT
#4884
On September 06 2011 00:58 taintmachine wrote:
Show nested quote +
On September 05 2011 22:25 bittman wrote:
On September 05 2011 22:21 Amber[LighT] wrote:
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?


I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha

So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.

Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.

And Archons? I usually hotkey them with zealots too, but is that the best option?

(maybe novice questions, I'm only a gold random =P )


immies get hung up on sentries in big fights just like they do stalkers. their bulk and average movement speed play a big part in them getting hung up on other toss ranged units. during the beta, i had an immortal's pathing fuck up so badly that it started backpedaling and became unresponsive until its target died (a CC).


Sentries are slow as well, though. The main problem with Immo and Stalker on the same hotkey is that Stalkers are significantly faster than Immortals so they'll get stuck in front of the Immortals by default. For Sentries and Immortals, they might get jumbled, yes, but it's unlikely that ALL your Immortals will be behind the sentries.
Battousai13
Profile Joined September 2010
United States638 Posts
September 05 2011 20:46 GMT
#4885
On September 06 2011 05:41 DarQraven wrote:
Show nested quote +
On September 06 2011 00:58 taintmachine wrote:
On September 05 2011 22:25 bittman wrote:
On September 05 2011 22:21 Amber[LighT] wrote:
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?


I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha

So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.

Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.

And Archons? I usually hotkey them with zealots too, but is that the best option?

(maybe novice questions, I'm only a gold random =P )


immies get hung up on sentries in big fights just like they do stalkers. their bulk and average movement speed play a big part in them getting hung up on other toss ranged units. during the beta, i had an immortal's pathing fuck up so badly that it started backpedaling and became unresponsive until its target died (a CC).


Sentries are slow as well, though. The main problem with Immo and Stalker on the same hotkey is that Stalkers are significantly faster than Immortals so they'll get stuck in front of the Immortals by default. For Sentries and Immortals, they might get jumbled, yes, but it's unlikely that ALL your Immortals will be behind the sentries.


Immortals also have pathing comparable to Dragoons. The range increase will at least allow you to better position the Immortals with some micro.
Nimic
Profile Joined September 2010
Norway1360 Posts
September 05 2011 21:05 GMT
#4886
On September 06 2011 00:52 R3N wrote:

Heh, last time bunkers were nerfed, terrans groaned & moaned as if it was not viable any more (100% resource return to 75% LoooL). We've now seen for weeks all terrans bunker rush with 0 risk, 0 decision 0 thought invested in it because it doesn't matter if you do damage or not, because the underlying build is OVERPOWERED. That's where the 5 sec build time nerf is coming from.

You could friggin' remove bunkers completely and terran would still have the most versatile, safest and easiest early game of the three races.


Say what?
-_-
Profile Blog Joined November 2003
United States7081 Posts
Last Edited: 2011-09-05 21:21:00
September 05 2011 21:16 GMT
#4887
On September 05 2011 23:17 sleepingdog wrote:
Show nested quote +
On September 05 2011 22:51 Liquid`Jinro wrote:
On September 05 2011 22:25 bittman wrote:
On September 05 2011 22:21 Amber[LighT] wrote:
On September 04 2011 21:42 TotalNightmare wrote:
(1st Post :DDD!)
Well, I Kinda like the patch in General but I have one thing that bothers me: Before the patch, Immortals always got stuck behind Stalkers due to their lower Range. Now when they have equal range they are still slower than Stalkers what results in them getting stuck and not dealing their horrific damage, except against Roaches. Any thoughts on this? Also I hope to be wrong.


That's more of a user error than a balance change. If your problem is your immortals keep ending up behind stalkers why not just hotkey them with your zealots so they are always in front of your stalkers, but behind your zealots?


I heard Tyler talk about that on SOTG and I was like: "Oh......duh....thanks Tyler" haha

So now, Immortals hotkeyed with Zealots. Stalkers in own group. Sentries in own group.

Wonder what of the above would Collosus fit best with? Don't think it matters since all of the above walk "under" the Collosus, and their ranges are different.

And Archons? I usually hotkey them with zealots too, but is that the best option?

(maybe novice questions, I'm only a gold random =P )

Keying colossus with zealots should be a criminal offense, at least.


It still is actually not that uncommon - since you need your own group for blink-stalkers (otherwise it will be the usual ball of zealots/stalkers who get in the way of one another) and you need your own group for HTs....obvious reasons.

Unless you want to use 4 control-groups, having colossi and zealots on the same hotkey has one advantage: this would be the "a-move" hotkey, while the spells/micro happens on the other ones. Furthermore, colossi can be repositioned by selecting them quite easily, since they are huge.

For me, the question how to properly hotkey colossi has always been annoying and harder than I'd want it to be.


I wrote out the same thing (but deleted it)!!!

I've ended up using the fourth hotkey. Goddamn it's difficult to move your whole army. But if I don't, I end up feeling bad about myself for not playing optimally

You can double HK colli with zeals and another HK was well (but then your zeals and colli clump up pretty bad).

Oh yeah, how do you feel when you open phoenix first. So many hks.......
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
September 05 2011 21:17 GMT
#4888
On September 06 2011 00:06 zergrushkekeke wrote:
Show nested quote +
On September 05 2011 19:11 OkidokiSEA wrote:
I had a dream last night that I was playing on Blizzard's newest patch. They made it so that bunkers couldn't be built outside your spawning base area for the first 5 mins. I actually thought that was a good idea by Blizzard in my dream, negating the need for more bunker and barracks nerf.


OMGOMGOMG

Make bunkers only build-able within range of any supply depot (say the same range as a creep tumor). That way bunker rushing would be as hard to do as spine rushing. Terran could still reasonably defend and there wouldn't have to be any other rules about what constitutes as your base and keeps them available right after the barracks.


You could just make bunkers an upgrade for the supply depot, in the same way that a planetary fortress is an upgrade for a command centre. This would negate their early offensive use as you would have to build a forward depot, then wait for your barracks to build and upgrade the depot. It just would not happen.

On the plus side, you would not have to waste SCV building time to make defensive bunkers. Just make sure you have some well positioned depots in advance.

If you want to add variety you could tie in the bunker upgrade with the orbital commands supply drop. Then bunkers cost no minerals directly but instead cost orbital command energy. You would get +8 supply and a bunker instead of a mule.

The obvious problem with this is that if your bunkers were to die not only would you have no static defenses but may be supply blocked which is a terrible state to be in.
Thugtronik
Profile Joined October 2010
New Zealand452 Posts
September 05 2011 21:21 GMT
#4889
On September 05 2011 22:10 Thezzy wrote:
All these Reapers, Bunkers and Barracks nerfs make me feel as if Blizzard is out to kill off early Terran aggression bit by bit.


I SEE WHAT U DID THERE
DIG DIG COME ON LET ME DIG I CAN DETECT
reneg
Profile Joined September 2010
United States859 Posts
September 05 2011 21:22 GMT
#4890
On September 06 2011 06:17 hzflank wrote:
Show nested quote +
On September 06 2011 00:06 zergrushkekeke wrote:
On September 05 2011 19:11 OkidokiSEA wrote:
I had a dream last night that I was playing on Blizzard's newest patch. They made it so that bunkers couldn't be built outside your spawning base area for the first 5 mins. I actually thought that was a good idea by Blizzard in my dream, negating the need for more bunker and barracks nerf.


OMGOMGOMG

Make bunkers only build-able within range of any supply depot (say the same range as a creep tumor). That way bunker rushing would be as hard to do as spine rushing. Terran could still reasonably defend and there wouldn't have to be any other rules about what constitutes as your base and keeps them available right after the barracks.


You could just make bunkers an upgrade for the supply depot, in the same way that a planetary fortress is an upgrade for a command centre. This would negate their early offensive use as you would have to build a forward depot, then wait for your barracks to build and upgrade the depot. It just would not happen.

On the plus side, you would not have to waste SCV building time to make defensive bunkers. Just make sure you have some well positioned depots in advance.

If you want to add variety you could tie in the bunker upgrade with the orbital commands supply drop. Then bunkers cost no minerals directly but instead cost orbital command energy. You would get +8 supply and a bunker instead of a mule.

The obvious problem with this is that if your bunkers were to die not only would you have no static defenses but may be supply blocked which is a terrible state to be in.


lol, okay, i feel like these are starting to get away from the general idea of, "Let's talk about what happened" and getting into the realm of, "wouldn't it be cool IF...."

Which i feel like is a dangerous place to stay most of the time when discussing balance.

I'm interested to see how much of this pans out, I'm a little disappointed on the immortal range increase, but other than that, i'm willing to wait and see how everything else plays out.

Also, i'm glad they're finally moving towards a dnd mode
moose...indian
Empirimancer
Profile Joined July 2011
Canada1024 Posts
Last Edited: 2011-09-05 21:26:04
September 05 2011 21:25 GMT
#4891
I hear bunker rushes aren't as good if the Zerg doesn't fast expand.

hzflank
Profile Joined August 2011
United Kingdom2991 Posts
September 05 2011 21:28 GMT
#4892
On September 06 2011 06:22 reneg wrote:
Show nested quote +
On September 06 2011 06:17 hzflank wrote:
On September 06 2011 00:06 zergrushkekeke wrote:
On September 05 2011 19:11 OkidokiSEA wrote:
I had a dream last night that I was playing on Blizzard's newest patch. They made it so that bunkers couldn't be built outside your spawning base area for the first 5 mins. I actually thought that was a good idea by Blizzard in my dream, negating the need for more bunker and barracks nerf.


OMGOMGOMG

Make bunkers only build-able within range of any supply depot (say the same range as a creep tumor). That way bunker rushing would be as hard to do as spine rushing. Terran could still reasonably defend and there wouldn't have to be any other rules about what constitutes as your base and keeps them available right after the barracks.


You could just make bunkers an upgrade for the supply depot, in the same way that a planetary fortress is an upgrade for a command centre. This would negate their early offensive use as you would have to build a forward depot, then wait for your barracks to build and upgrade the depot. It just would not happen.

On the plus side, you would not have to waste SCV building time to make defensive bunkers. Just make sure you have some well positioned depots in advance.

If you want to add variety you could tie in the bunker upgrade with the orbital commands supply drop. Then bunkers cost no minerals directly but instead cost orbital command energy. You would get +8 supply and a bunker instead of a mule.

The obvious problem with this is that if your bunkers were to die not only would you have no static defenses but may be supply blocked which is a terrible state to be in.


lol, okay, i feel like these are starting to get away from the general idea of, "Let's talk about what happened" and getting into the realm of, "wouldn't it be cool IF...."

Which i feel like is a dangerous place to stay most of the time when discussing balance.

I'm interested to see how much of this pans out, I'm a little disappointed on the immortal range increase, but other than that, i'm willing to wait and see how everything else plays out.

Also, i'm glad they're finally moving towards a dnd mode


Sorry, that was not a serious suggestion so much as an amusing twist on a previous post. Offensive bunker building vs zerg did need a little tweak though (as in barracks timing change).

I really do not think the immortal change is a big deal. They are still slow and bulky so if you do not micro well they will still get stuck behind stalkers. I dont really have a problem with immortals as it is and I do use them often enough. I think they just get slightly overshadowed by colossi.
ZenithM
Profile Joined February 2011
France15952 Posts
September 05 2011 21:30 GMT
#4893

The obvious problem with this is that if your bunkers were to die not only would you have no static defenses but may be supply blocked which is a terrible state to be in.


That's pretty much what it's like to lose a pylon: you're supply blocked and your cannons are unpowered ^^.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2011-09-05 21:52:44
September 05 2011 21:44 GMT
#4894
Blue Flame Analysis

Live Blue Flame @ +0 Attack: Blue Flame deducts 1 shot from Probes&Drones, 2 shots on SCVs, 1 shot on Zerglings, 2 shots on Marines, and 3 shots on Zealots.

PTR Blue Flame @ +0 Attack: Blue Flame deducts 1 shot on SCVs, 0 shots on Probes&Drones, 1 shot on Zerglings, 1 shot on Marines, and 2 shots on Zealots

PTR Blue Flame @ +1 Attack: Results: Both upgrades combined deduct 1 shot on SCVs, Probes, and Drones, 1 shot on Zerglings, 1 shot on Marines, and 3 shots on Zealots.

So getting +1 only helps vs Probes, Drones, and Zealots.

Predictions:

TvT: We will see very, very little BFH play now. The BFH change is a huge buff to Marine/SCV defense, by like 50%. There will be less 1 base blueflame drops in TvT because you'll kill half the amount of workers. And in the lategame, even with +1 attack, Marines will be 50% better vs hellions than the way they are now. Because both ground and air mech are heavily dependent on Hellions killing the Marines in TvT, this change will essentially kill both ground and air mech play. Which is a really bad thing imo, right now the matchup has a lot of variety in it. I'm afraid that this change will send us back to all Marine/Tank/Viking, all the time.

TvZ: We will no longer see 1 base BFH drops, but other than that we will see just as much BFH play as we did before. Reactor RFH is still really good, and +1 Vehicle Attack is usually researched very early because of the critical Tank vs Zergling upgrade. The +1 Vehicle Attack essentially "rolls back" the PTR fix with respect to Zerg, so Zergs will continue to cry OP like they always do.

TvP: Its very rare to see BFH or mech in general vs Protoss because the majority of their army is either Armored or safely forcefielded away. This nerf will make BFH drops even less likely than they were before, and mech even weaker in the overall matchup.

So yeah. Zergs are up for a rude surprise if they think that this nerf is going to help them. But the change is huge for TvT, to the point where the change will completely shuts down two huge branches of playstyles. I don't play BFH in TvT and I still think that sucks because TvT is very dynamic now and this will stagnate it.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
September 05 2011 21:48 GMT
#4895
I like this, the only issue i have now is the fact that i think the ultra buff is neccessary, i just think that research time for fungal should be increased, its worth as much as storm and correct me if i am wrong but i believe storm takes longer. Yes i know that you can chrono it out faster, but i'm pretty sure that most people would rather chrono out their attack/defense/shields upgrades and their WG's than have to use their chronos to make sure an upgrade time matches up that or get rid of infestor and ghost mana upgrades so that all races must wait to cast spells. IMHO, i might be severely wrong if so, plz feel free to correct me :D
User was warned for too many mimes.
Vearo
Profile Blog Joined November 2010
Canada168 Posts
September 05 2011 22:00 GMT
#4896
On September 06 2011 06:48 docvoc wrote:
I like this, the only issue i have now is the fact that i think the ultra buff is neccessary, i just think that research time for fungal should be increased, its worth as much as storm and correct me if i am wrong but i believe storm takes longer. Yes i know that you can chrono it out faster, but i'm pretty sure that most people would rather chrono out their attack/defense/shields upgrades and their WG's than have to use their chronos to make sure an upgrade time matches up that or get rid of infestor and ghost mana upgrades so that all races must wait to cast spells. IMHO, i might be severely wrong if so, plz feel free to correct me :D


Fungal does not require research. What Zergs do is research the +25 energy so that when the Infestors hatch they are ready to fungal.
"Smooth as Pie" - Day[9]
Belial88
Profile Blog Joined November 2010
United States5217 Posts
September 05 2011 22:19 GMT
#4897
On September 06 2011 06:25 Empirimancer wrote:
I hear bunker rushes aren't as good if the Zerg doesn't fast expand.



You realize that hatch first isn't like nexus or CC first right? It gives a lot of defensive properties - larva, creep, production, queens, placement for spines. It's not as simple as "zerg hatching first is being super greedy'. Building a hatch first can, sometimes, be likened to building 2 rax. It can also just be greedy.

If you get walled in with bunkers when going 14/14, for example, you lose, when going hatch first could've saved you. Going hatch first may also be better against proxy rax, when you need to get that hatch up faster.

It's just different, that's all. And you can hold bunker rushes with hatch first. I don't think there's any build out there that auto-kills a Zerg going hatch first in ZvT.

And to the person who says infestors were OP - did you not read my post at all? Everything dies in the same number of fungals except in ZvZ, void rays, and colossi. And medivac/marine still function the same before and after this, any marine healed by a medivac will survive FG, this is true now, this is true with this PTR. And a medivac will only heal a single marine, given the DOT nature of FG.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
September 05 2011 22:37 GMT
#4898
Blizzard doesn't want to negate bunker rushes. They don't want them to break the game, of course, but they still want them to exist as an option.

They're not going to take steps to remove bunkers from being used offensively. That's part of the game.
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
September 05 2011 22:54 GMT
#4899
Make bunkers temporarily take up less space during early stages of construction. Bunkers have the footprint of a 2x2 depot from 1-49% completion. At 50% construction a bunker fills out to 3x3. If there are any units in the way, they get shunted out a la forcefield push effect. To begin construction they still need the clearance of a regular 3x3 building.

Now bunkers can't be used to suddenly form a solid wall directly in front of an opponent and it is also easier to target the scv with melee units.

Doesn't affect bunkers that get put up early for defense, or even ones that are only sort of early and need a couple extra seconds to finish. Also doesn't seriously affect bunkers put up out of sight of a newly morphing hatchery, etc.
Jayrod
Profile Joined August 2010
1820 Posts
September 05 2011 23:24 GMT
#4900
Why do you guys come up with your own future patch notes in the thread thats meant to discuss the current patch notes?
Prev 1 243 244 245 246 247 453 Next
Please log in or register to reply.
Live Events Refresh
Next event in 11h 48m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 66
SpeCial 57
StarCraft: Brood War
Shuttle 480
Artosis 309
Mini 264
Aegong 30
Counter-Strike
Foxcn442
Stewie2K376
Heroes of the Storm
Liquid`Hasu471
Other Games
summit1g6290
FrodaN1007
Grubby929
fl0m339
ToD315
C9.Mang0218
Pyrionflax193
NeuroSwarm94
XaKoH 56
Sick54
rGuardiaN47
Trikslyr43
PPMD32
Maynarde2
Organizations
Other Games
BasetradeTV66
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• davetesta71
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 16
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21617
League of Legends
• Doublelift3528
Other Games
• imaqtpie1825
• Scarra997
Upcoming Events
CranKy Ducklings
11h 48m
Maestros of the Game
1d 13h
Serral vs herO
Clem vs Reynor
[BSL 2025] Weekly
1d 19h
[BSL 2025] Weekly
1d 19h
Replay Cast
2 days
BSL Team Wars
2 days
Wardi Open
3 days
Sparkling Tuna Cup
4 days
LiuLi Cup
5 days
The PondCast
6 days
Liquipedia Results

Completed

2025 Chongqing Offline CUP
RSL Revival: Season 2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
Maestros of the Game
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

IPSL Winter 2025-26
SC4ALL: Brood War
BSL 21 Team A
BSL Season 21
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.