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Patch 1.4 PTR Notes (updated 9/8) - Page 261

Forum Index > Closed
9040 CommentsPost a Reply
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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
desRow
Profile Blog Joined May 2009
Canada2654 Posts
September 09 2011 04:18 GMT
#5201
On September 09 2011 13:16 zJayy962 wrote:
Show nested quote +
On September 09 2011 13:13 desrow wrote:
On September 09 2011 13:11 Nomad123 wrote:
so instead of encouraging toss/terran to use HT/ghost and learn to feedback/EMP the infestors, they make the neural useless??



U can't feedback when ur fungal'd You can't feedback when theres a line of 6-10 broodlords shooting at ur army feedback is an ez answer but a bitch to use


Actually you can feedback when you are fungal'd. Maybe you should learn a little more about the game.

they fungal then run away then ur out of range don't play with the words u dumb nut

User was warned for this post
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
Toads
Profile Blog Joined February 2009
Canada1795 Posts
September 09 2011 04:18 GMT
#5202
On September 09 2011 13:16 zJayy962 wrote:
Show nested quote +
On September 09 2011 13:13 desrow wrote:
On September 09 2011 13:11 Nomad123 wrote:
so instead of encouraging toss/terran to use HT/ghost and learn to feedback/EMP the infestors, they make the neural useless??



U can't feedback when ur fungal'd You can't feedback when theres a line of 6-10 broodlords shooting at ur army feedback is an ez answer but a bitch to use


Actually you can feedback when you are fungal'd. Maybe you should learn a little more about the game.

I'm pretty sure he know a little bit more than you. Do you know him ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
BigKahunaBurger
Profile Joined June 2011
Australia334 Posts
September 09 2011 04:18 GMT
#5203
Have they seriously not thought of the logic of the neural parasite change?

Why on earth would you ever want to NP a unit that ISN'T massive?

Eliminating Colossi, Thors and Archons is around about 90% of all things you NP.

Tanks and Immortals are the only things left, are very situational, and are probably not worth the research.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 09 2011 04:18 GMT
#5204
On September 09 2011 13:11 Nomad123 wrote:
so instead of encouraging toss/terran to use HT/ghost and learn to feedback/EMP the infestors, they make the neural useless??


of course protosses have used feedback a lot, it didn't change that infestors were still too good even with feedback
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
September 09 2011 04:18 GMT
#5205
On September 09 2011 13:09 soupchicken wrote:
Show nested quote +
On September 09 2011 13:07 ImmortalTofu wrote:
On September 09 2011 12:52 Regulate140 wrote:
Oh man colossus based P armies are going to be rough, my only hope against that was to get infestors + np to hold it off. Corrupters are hard to work with imo, if you over make them just in the slightest the real threat becomes the blink stalkers, if you under produce them the colo stay alive and roll your ground. It's tough to find a good balance, infestors are so much more reliable.

Will be very interesting to see if this goes through, the damage reduction on fungal is totally warranted but I'm not sure if the neural change is.


I don't play zerg at any reasonable level, but what about Corruptor Ling Infestor? Lings + even weakened fungal should be enough to take on the stalkers you are worried about, correct? I do realize it is extremely gas heavy, but because you aren't using infestor for Neural, you're not gonna need as many... I don't agree with the change neccessarily, but would the Unit comp I stated above work??


The speed at which lings die to colossus is stunning, so no... this doesn't work.


Well ofcourse! I meant do the "suicide corruptors to kill collosus" into surrounding the blink stalkers with lings and fungal... Is that possible? Or do corruptors die too quickly and it costs too much?
"Friendship ain't a business deal"
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
September 09 2011 04:18 GMT
#5206
tanks should be massive, I hate when my tanks are neuraled and shoot my marines
Mutas already own tanks.
Its grack
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 04:19 GMT
#5207
On September 09 2011 13:13 desrow wrote:
Show nested quote +
On September 09 2011 13:11 Nomad123 wrote:
so instead of encouraging toss/terran to use HT/ghost and learn to feedback/EMP the infestors, they make the neural useless??



U can't feedback when ur fungal'd You can't feedback when theres a line of 6-10 broodlords shooting at ur army feedback is an ez answer but a bitch to use



spread out your HT, toss has got into the habit of just making one giant ball. when you're at the part where opponent has 6-10 broodlords, you obviously have a lot of high tier units yourself. you will be able to spread out your ball to at least two and still be cost effective. then your HT spread out between the two balls and cast feedbacks.

terrans can just spread out ghosts, cloak & EMP.

zergs learned the hard way to spread out their infestors too against good HT users. why can't toss learn to use HT properly?
Tyrellius
Profile Joined February 2011
36 Posts
September 09 2011 04:19 GMT
#5208
O.O at the neural Parasite change and I'm Protoss.

I'd rather they try curtail 220-240 food armies that zerg glitch to by using the spine/spore cancel than totally nerf the infestor into the ground.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
September 09 2011 04:19 GMT
#5209
Changes to 1.4 PTR have been posted:

http://us.battle.net/sc2/en/forum/topic/1213111662

Changes are italicized.

Copy+Paste from the closed thread:
I tried to compile the updates:

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.

Fixed an issue where at the end of a replay the leaving player’s Average APM would set to 0.

Fixed an issue where Bunkers would not display their refunded minerals to the owner or allies when they are salvaged.


Fixed an issue where Broodlords on the high ground would not be revealed when attacking enemy units on the low ground.

Fixed an issue where closing the editor while the previewer is recording would crash the Editor.


It looks like the Broodlord high ground advantage got fixed:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=252693

And of course there is the obligatory Bunker change.
ㅇㅅㅌㅅ
Dommk
Profile Joined May 2010
Australia4865 Posts
September 09 2011 04:19 GMT
#5210
I can see this change being justified in ZvP...but ZvT 0o? It seemed like Zerg needed Neural to beat Terran Mech ;o
fierywinds
Profile Joined October 2010
22 Posts
September 09 2011 04:19 GMT
#5211
In late game zerg already has a disadvantage due to queens taking up about 10 supply which means zerg max food will be 10 workers less or 10 army supply less.

Then zerg's units are incredibly cost ineffective the bigger the ball gets with the exception of units which actually have range like the broodlord and hydra. Unfortunately these 2 units are cost ineffective when their counters are deployed on the field unlike units like collosus and high templars which are still devastatingly cost effective even when corruptors or vikings are used.

And now with this neural parasite nerf, if it goes through, i think most zergs will just be all inning every game before the game gets to late
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
September 09 2011 04:19 GMT
#5212
Mech! Rollin' out!

NP is going to seem a little pointless now. The Terran part of me is happy...the Starcraft part of me is not really. But it is just PTR. We'll see how it goes!
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
Gentso
Profile Joined July 2010
United States2218 Posts
September 09 2011 04:20 GMT
#5213
I don't understand the nerf by itself. If they decreased its mana cost or allowed it to be cast while burrowed it could be understandable but as it is they just made is virtually useless in competitive games. I think with this change they should remove the research for it at the very least... very strange.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
September 09 2011 04:20 GMT
#5214
On September 09 2011 13:18 ImmortalTofu wrote:
Show nested quote +
On September 09 2011 13:09 soupchicken wrote:
On September 09 2011 13:07 ImmortalTofu wrote:
On September 09 2011 12:52 Regulate140 wrote:
Oh man colossus based P armies are going to be rough, my only hope against that was to get infestors + np to hold it off. Corrupters are hard to work with imo, if you over make them just in the slightest the real threat becomes the blink stalkers, if you under produce them the colo stay alive and roll your ground. It's tough to find a good balance, infestors are so much more reliable.

Will be very interesting to see if this goes through, the damage reduction on fungal is totally warranted but I'm not sure if the neural change is.


I don't play zerg at any reasonable level, but what about Corruptor Ling Infestor? Lings + even weakened fungal should be enough to take on the stalkers you are worried about, correct? I do realize it is extremely gas heavy, but because you aren't using infestor for Neural, you're not gonna need as many... I don't agree with the change neccessarily, but would the Unit comp I stated above work??


The speed at which lings die to colossus is stunning, so no... this doesn't work.


Well ofcourse! I meant do the "suicide corruptors to kill collosus" into surrounding the blink stalkers with lings and fungal... Is that possible? Or do corruptors die too quickly and it costs too much?

you can't the corruptor don't do enought dps to kill collosis. you have to attack with you unit to force the toss to make his stalker attack the ground unit
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Leyra
Profile Blog Joined May 2010
United States1222 Posts
September 09 2011 04:20 GMT
#5215
yeeeeahhh buddy. PROTOSS FIGHTING! :D I think the nerf kind of sucks for zerg, but really helps my pvz lol
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 04:20 GMT
#5216
On September 09 2011 13:18 desrow wrote:
Show nested quote +
On September 09 2011 13:16 zJayy962 wrote:
On September 09 2011 13:13 desrow wrote:
On September 09 2011 13:11 Nomad123 wrote:
so instead of encouraging toss/terran to use HT/ghost and learn to feedback/EMP the infestors, they make the neural useless??



U can't feedback when ur fungal'd You can't feedback when theres a line of 6-10 broodlords shooting at ur army feedback is an ez answer but a bitch to use


Actually you can feedback when you are fungal'd. Maybe you should learn a little more about the game.

they fungal then run away then ur out of range don't play with the words u dumb nut



then your reaction time is slow if he got to run away. he just casted his fungal first as opposed to you casting your feedback first.

your argument is the same as a zerg saying that fungal is useless cause toss casts feedback first on his/her infestors.

ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 09 2011 04:20 GMT
#5217
On September 09 2011 13:18 BigKahunaBurger wrote:
Have they seriously not thought of the logic of the neural parasite change?

Why on earth would you ever want to NP a unit that ISN'T massive?

Eliminating Colossi, Thors and Archons is around about 90% of all things you NP.

Tanks and Immortals are the only things left, are very situational, and are probably not worth the research.

good so infestor still has 2 great spells.......
biaxiong
Profile Joined March 2011
United States180 Posts
September 09 2011 04:21 GMT
#5218
Infestor’s Neural Parasite can no longer target Massive units.

I think this could be too huge even for me toss player. I say lower range by one or fungal wont stop massive units like massive units break forcefields.
WhiteRa: More GG, more skill.
Fission
Profile Blog Joined August 2010
Canada1184 Posts
September 09 2011 04:21 GMT
#5219
Hmmm... this should really be coupled with a nerf to ghosts aswell, or there's going to be serious issues in tvz.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 09 2011 04:21 GMT
#5220
NP was an overpowered spell imo when you could get it off. You literally gain control of units much more expensive than your own infestors and turn it against them. Doesn't seem fair to me. Also the range is ridiculously long so it's actually pretty difficult to stop because blinking into them is just suicide sometimes. I don't like the spell the way it was with the range it was given. Range reduction might have been a better nerf.
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