Patch 1.4 PTR Notes (updated 9/8) - Page 253
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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 | ||
Dimagus
United States1004 Posts
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Eishi_Ki
Korea (South)1667 Posts
On September 09 2011 10:08 Belial88 wrote: Carrier is an outdated unit. When TvP is about massing siege tanks like it was in BW, then Protoss will start making carriers. It's just that Carriers aren't really great at dealing with marauders or ghosts compared to robo or twilight tech. And immortals are generally much better than carriers for siege tank/mech. I feel sad. You remember way back in development, the Carrier was to be called the Tempest (which only attacked ground mind) but due to massive fan outcry, the Carrier was reinstated. Why was this fan anger not focused on the best unit from BW which didn't make it into SC2 for some unexplained reason? What a waste ![]() | ||
meep
United States1699 Posts
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Retrospecd
259 Posts
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Hybris
United States185 Posts
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nukeball
United States38 Posts
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RavenLoud
Canada1100 Posts
On September 09 2011 12:18 cyprin wrote: they should just remove np from the game, 0 reason to ever research it if it can't take massive units ;_; They want one race to be able to mind control worker + make other races' units maybe? ![]() | ||
Hybris
United States185 Posts
On September 09 2011 12:22 Retrospecd wrote: Not sure if this has been added but FG no longer affects massive units. Battle.net just updated their post. You mean neural parasite? | ||
scatmango2
United States408 Posts
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dabom88
United States3483 Posts
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Empirimancer
Canada1024 Posts
On September 09 2011 12:09 Treble557 wrote: Patch notes have been updated. Here's some of the updates. - Fixed an issue where Broodlords on the high ground would not be revealed when attacking enemy units on the low ground. - Infestor’s Neural Parasite can no longer target Massive units. - Custom maps with dependencies containing trigger libraries will now load significantly faster in the editor. Thoughts? Lulz? Etc? :< *edit* Link to updated notes http://us.battle.net/sc2/en/forum/topic/1213111662 What... the... hell? That's completely insane. If I were a Zerg player I'd switch races or just quit playing this game. That this change is even being considered shows the balance team don't have a clue what they're doing. | ||
zJayy962
1363 Posts
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Xequecal
United States473 Posts
On September 09 2011 12:23 scatmango2 wrote: Neural Parasite change better go through. It's not good balance when a 100m 150g 2 food unit can take over a 300m200g 6 food collosus from a protoss when he is already down about ~60 food from the zerg. Protoss has to rely on units like the Immortal/Collosus vs zerg because gateway units get raped by roaches hydra zergling. It's not so bad vs. Protoss since fungal growth is still money, but Terran can pretty much just mass Thor now. What are you going to do about it? | ||
Retrospecd
259 Posts
Sorry I meant NP. In either case, this isn't good at all considering mass collosus and mass thors will do a ton more damage now. Can anyone explain why this change was necessary? Zergs will now have to go to hive tech to have any chance of winning games now. Where as terran and toss can stay on lower cost units and just mass them. | ||
hooktits
United States972 Posts
edit: wow just read about the NP change that has been updated, I am very curious on the reasoning behind this, Seems like it would really effect ZvT vs Mech. NP cool spell but i think thats pretty much all it is used for is to grab up big units such as thors, colo, and maybe the occaisional spellcaster, or grab a probe or try and BM ur opponent kekekeke edit 2 frogot about void rays and immortals but still the thing that really bothers me is vs thors. | ||
Elefanto
Switzerland3584 Posts
On September 09 2011 12:25 Retrospecd wrote: Sorry I meant NP. In either case, this isn't good at all considering mass collosus and mass thors will do a ton more damage now. Can anyone explain why this change was necessary? Because Infestors are currently a really really really really good and versatile unit. They need a nerf, but i never thought neural parasite was the problem, more infested terrans and fungal. | ||
rysecake
United States2632 Posts
On September 09 2011 12:24 Empirimancer wrote: What... the... hell? That's completely insane. If I were a Zerg player I'd switch races or just quit playing this game. That this change is even being considered shows the balance team don't have a clue what they're doing. Well I'm sure you have a much better idea of what you're doing. | ||
Mjolnir
912 Posts
If ever there was a change that made me think they were pandering to noobs, the NP nerf is it. Honestly... god forbid they give people time to figure it out, or god forbid people actually... you know... FOCUS THE FUCKING INFESTORS. As a mid-master player, I cannot even begin to explain how common it is, even at master, for people to just ignore infestors. This big, fat, force-multiplier with shitty pathing sitting there oozing goo... and it seems everyone ignores them. Just follow the pilus and kill the fucking infestor. Problem solved. Or... hey Blizzard, raise the cost so we don't have a billion running around NPing Colossi, if that's the concern. | ||
-_-
United States7081 Posts
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Whitewing
United States7483 Posts
Let's face it, infestors could do too much stuff all by themselves. You still have fungal which is still just as good vs. toss as it was before, and you still have infested terrans, and you can neural immortals and void rays, you just can't take the colossi and archons (or carriers if someone makes them for some reason). | ||
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