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Patch 1.4 PTR Notes (updated 9/8) - Page 253

Forum Index > Closed
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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
Profile Joined December 2010
United States1004 Posts
September 09 2011 03:18 GMT
#5041
Someone needs to neural parasite the balance team. WTF.
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
September 09 2011 03:20 GMT
#5042
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Carrier is an outdated unit.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
Profile Blog Joined August 2009
United States1699 Posts
September 09 2011 03:22 GMT
#5043
blizzard really hates neural all these changes to neural in the past, it probably won't go through... hopefully.
閑静 しずか (ノ・_・)ノ
Retrospecd
Profile Joined September 2010
259 Posts
September 09 2011 03:22 GMT
#5044
Not sure if this has been added but FG no longer affects massive units. Battle.net just updated their post.
WWW.WTR1BE.COM = Michigan Gaming League (Kalamazoo,MI)
Hybris
Profile Joined August 2010
United States185 Posts
September 09 2011 03:22 GMT
#5045
Protoss player here. I don't think the neural parasite change is a good idea. That spell is nearly useless except for immortal stalker armies now. I think they should look at infested terran instead of neural imo.
justin.tv/hybriss
nukeball
Profile Joined November 2010
United States38 Posts
September 09 2011 03:22 GMT
#5046
Remove it. Like you removed flux vanes. There is almost no point in it now. Immortals and voids. hmmm... anti protoss T_T.
Cursed Fool
RavenLoud
Profile Joined March 2011
Canada1100 Posts
September 09 2011 03:23 GMT
#5047
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
Profile Joined August 2010
United States185 Posts
September 09 2011 03:23 GMT
#5048
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?
justin.tv/hybriss
scatmango2
Profile Joined November 2010
United States408 Posts
September 09 2011 03:23 GMT
#5049
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.
dabom88
Profile Blog Joined July 2010
United States3483 Posts
Last Edited: 2011-09-09 03:25:12
September 09 2011 03:24 GMT
#5050
If you're going to take away NP's ability to target Massive Units, than IMO, you should at least take away the time limit as well, as Massive Units were the only ones worth targeting with NP. Hell, THAT WAS THE VERY FUNCTION IT WAS MEANT TO SERVE. Sorry, but that is how strongly I feel about it, and I'm a Terran player.
You should not have to pay to watch the GSL, Proleague, or OSL at a reasonable time. That is not "fine" and it's BS to say otherwise. My sig since 2011. http://www.youtube.com/user/dabom88
Empirimancer
Profile Joined July 2011
Canada1024 Posts
September 09 2011 03:24 GMT
#5051
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
Profile Blog Joined April 2010
1363 Posts
September 09 2011 03:25 GMT
#5052
If this neural change goes through, atleast make the mind control permanent. As it is now it sucks.
Xequecal
Profile Joined October 2010
United States473 Posts
September 09 2011 03:25 GMT
#5053
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
Profile Joined September 2010
259 Posts
Last Edited: 2011-09-09 03:27:40
September 09 2011 03:25 GMT
#5054
On September 09 2011 12:23 Hybris wrote:
Show nested quote +
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?


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.
WWW.WTR1BE.COM = Michigan Gaming League (Kalamazoo,MI)
hooktits
Profile Blog Joined February 2008
United States972 Posts
Last Edited: 2011-09-09 03:34:10
September 09 2011 03:26 GMT
#5055
I am really excited for this patch, can't wait too see what makes it thru (-_-). Hope that ultra build time does because i love ultras and I Like all the changes but as a zerg I would love to not have to smoke a cigarette while waiting for my ultras to hatch T.T

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.
Hooktits of Tits gaming @hooktits twit
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
September 09 2011 03:27 GMT
#5056
On September 09 2011 12:25 Retrospecd wrote:
Show nested quote +
On September 09 2011 12:23 Hybris wrote:
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?


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.
wat
rysecake
Profile Joined October 2010
United States2632 Posts
September 09 2011 03:27 GMT
#5057
On September 09 2011 12:24 Empirimancer wrote:
Show nested quote +
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.



Well I'm sure you have a much better idea of what you're doing.
The Notorious Winkles
Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2011-09-09 03:30:42
September 09 2011 03:27 GMT
#5058

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.

-_-
Profile Blog Joined November 2003
United States7081 Posts
September 09 2011 03:28 GMT
#5059
No more NP colli? Is that right?
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-09-09 03:32:22
September 09 2011 03:29 GMT
#5060
Neural parasite will still be a great choice on immortals and void rays if you can, it'll still also be great on siege tanks.

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).
Strategy"You know I fucking hate the way you play, right?" ~SC2John
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