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Patch 1.4 PTR Notes (updated 9/8) - Page 269

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
Polarexia
Profile Joined November 2010
United States383 Posts
September 09 2011 04:49 GMT
#5361
As a protoss I think the NP change is dumb. They keep taking more and more things away from the game and not really give a chance for it to work itself out. Whole point of NP was to grab the massives. Dumb change imo
babylon
Profile Blog Joined April 2011
8765 Posts
Last Edited: 2011-09-09 04:53:03
September 09 2011 04:49 GMT
#5362
On September 09 2011 13:44 Itsmedudeman wrote:
Show nested quote +
On September 09 2011 13:41 babylon wrote:
On September 09 2011 13:39 tuho12345 wrote:
On September 09 2011 13:38 emc wrote:
THEY CHANGED NP.

http://us.battle.net/sc2/en/forum/topic/3123366802

They updated 1.4

NP no longer can target massive units. WTF

wooohooo fuck yes !!!
No more destroying the entire mech and colossus armies with just a couple infestors. That's so damn imbalance and now It's awesome!

Are you kidding? Now Zerg just gets utterly rolled.

Are you kidding? I can't remember the last time a zerg ever needed NP in the GSL to win vs. protoss. No one uses that gimmicky strat except destiny.

Referring to ZvT. (And I off-race Terran when I'm not randoming.)

Mech will just roll zerg now. If they wanted to nerf NP, they should either nerf the range or nerf the duration of the spell.

Oh my god, why do I even care? I should just look at everything as a buff since I'm random.
zaii
Profile Joined October 2010
Guam2611 Posts
September 09 2011 04:50 GMT
#5363
On September 09 2011 13:49 nV wrote:
Show nested quote +
On September 09 2011 13:46 BigKahunaBurger wrote:
On September 09 2011 13:45 nV wrote:
People are acting as if its the end of the world for every Zerg player. Sure it's a big change, but a change is needed. How can it be completely acceptable to win a game by just massing 1 unit. This change is needed in PvZ due to the fact that infestors are just too good. They have 3 spells that are really good, and know they are just going to nerf 1 of the spells to help the match up.


Just by massing one unit? Uhh... mass blink stalker?

The problem is that they're nerfing the wrong spell.

Just by massing blink stalker wont win you the game. Ling infestor rapes blink stalker and blink is getting a nerf anyway so that leaves zerg players with more time to prepare for it.


Puzzle vs Sheth?
iamke55
Profile Blog Joined April 2004
United States2806 Posts
September 09 2011 04:50 GMT
#5364
On September 09 2011 13:48 desrow wrote:
Show nested quote +
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
On September 09 2011 13:22 desrow wrote:
On September 09 2011 13:19 Nomad123 wrote:
On September 09 2011 13:13 desrow wrote:
[quote]

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?

zvt is easier than zvp when it comes to infestors because in zvt zerg cant make 30 infestor, emp does aoe burn in zvp feedback can be casted 4 times by 1 templar and thats if u dont get fungal owned by broodlords before that, you guys are all QQing way too hard, the game won't be broken ull still need 10 infestors ish to have a decent battle but ull need goo positioning and kiting with your corruptor to not die

people don't understand that removing massive is good. now instead of protoss having to fight 2 set of tier 3 unit (our collosus archons) and the zerg's tier 3 unit, we just have to fight the zergs unit



you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?

Stop with the rudeness.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Tektos
Profile Joined November 2010
Australia1321 Posts
September 09 2011 04:50 GMT
#5365
On September 09 2011 13:48 McGuire72 wrote:
Show nested quote +
On September 09 2011 13:36 Tektos wrote:
On September 09 2011 13:31 McGuire72 wrote:
On September 09 2011 13:27 Mikelius wrote:
On September 09 2011 13:26 Dalguno wrote:
So, good units to NP:

Toss:

-HT
-Sentries (maybe)
-Immortals
-Voids

Terran:

-Siege tanks
-Ghosts

What else?


Banshees, Ravens, Medivacs?


Researching NP... to control.. a freaking sentry?! Really? You're in the middle of a massive battle and you're going to use all your APM pinpointing the high-energy sentry in a ball and laying down 4 FFs that a collosus is going to walk over and destroy anyway? Come on.

Or a Ghost? Why? To EMP the terran army? This is ridiculous. NP is going to be useless without the ability to target massive units.


You're so incredibly biased.


NP Ghost -> EMP other ghosts. Oh hey now your infestors have free reign to fungal everything without getting EMPed.
Or, snipe any of their bio units if you desire.


Sentry is less viable but not completely useless. A single guardian shield would be really really good considering how many stalkers protoss compositions usually contain. Not to mention because it is their unit under your control, it wont get auto-targetted and hence you have guardian shield for the entire engagement.


Yes, I'm going to waste all my infestor energy and APM to NP a ghost that's probably cloaked anyway, and then EMP all the other ghosts! Success, siege tanks just killed all my infestors and there are hellions in my mineral lines. Like really, how is that payoff worth the price of infesors, plus NP, plus all your APM in the middle of a battle?

And to the guy who keeps saying "just make BLs to counter mech lol".... mech pushes... come... way.... before BLs. Zerg can't freaking rush BLs like Terran can rush tanks or thors. We have no wall. We have no scouting outside of OLs. We're blind and constantly susceptible to hellion run-bys, which WILL BE OCCURING if the terran is going mech. I can't get 12 minute BLs up to counter thors. It's impossible.



It has been done in pro games before to GREAT effect.

The game is balanced around pro play.
desRow
Profile Blog Joined May 2009
Canada2654 Posts
September 09 2011 04:51 GMT
#5366
On September 09 2011 13:50 iamke55 wrote:
Show nested quote +
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
On September 09 2011 13:22 desrow wrote:
On September 09 2011 13:19 Nomad123 wrote:
[quote]


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?

zvt is easier than zvp when it comes to infestors because in zvt zerg cant make 30 infestor, emp does aoe burn in zvp feedback can be casted 4 times by 1 templar and thats if u dont get fungal owned by broodlords before that, you guys are all QQing way too hard, the game won't be broken ull still need 10 infestors ish to have a decent battle but ull need goo positioning and kiting with your corruptor to not die

people don't understand that removing massive is good. now instead of protoss having to fight 2 set of tier 3 unit (our collosus archons) and the zerg's tier 3 unit, we just have to fight the zergs unit



you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?

Stop with the rudeness.


fair enough but it's okay this guy got told by like 3 people before me, i should have spammed refresh more before posting ;D
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-09-09 04:51:56
September 09 2011 04:51 GMT
#5367
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.




But yeah....I'm really excited to get rolled by mass Thor every game now. Hurray.
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 09 2011 04:51 GMT
#5368
The reason the infestor is getting nerfed is because it gave zerg a means to ignore protoss composition.

quoting from another person:
http://us.battle.net/sc2/en/forum/topic/3123366822

Fungle growth- Strong AOE spell that makes infestors capable of handling small ground units

Infested terran- Very strong harrasment tool and good for destorying buildings. Also good for taking down air

Neural parasite(pre nerf) Capable of dealing with large units while adding dps to the zerg army.

Becasue they have a spell to deal with every type of unit there is no need for zerg NOT to build infestor agiasnt everything. With the NP nerf zergs will have to start building a spire if they scout colo tech.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
Angelbelow
Profile Joined September 2010
United States3728 Posts
September 09 2011 04:51 GMT
#5369
On September 09 2011 13:48 izgodlee wrote:
Everyone needs to be grateful the change isn't: Nerual removed from the game
(flux vanes and kydarian)


I feel like the essence of the spell was taken away though. They might as well just remove the spell because its not going to be upgraded anymore.
You may delay, but time will not. Current Music obsession: Opeth
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 09 2011 04:51 GMT
#5370
On September 09 2011 13:46 aquanda wrote:
Show nested quote +
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.

I would agree completely if we had other units that could handle the role the infestor has been filling. Corruptors and Hydras (our only other AA) are terrible units with a high cost. If a buff to either of those doesn't happen I don't see Zerg doing well in the future.

Hydras destroy protoss gateway units in early game(not count HTs cuz we've all seen hydras/lings/creep highway strat already) and Corruptors rape colossus and carriers and mothership. So what else do you expect? You haven't count mutas yet cuz those things are the best units out there.
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 04:51 GMT
#5371
On September 09 2011 13:48 desrow wrote:
Show nested quote +
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
On September 09 2011 13:22 desrow wrote:
On September 09 2011 13:19 Nomad123 wrote:
On September 09 2011 13:13 desrow wrote:
[quote]

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?

zvt is easier than zvp when it comes to infestors because in zvt zerg cant make 30 infestor, emp does aoe burn in zvp feedback can be casted 4 times by 1 templar and thats if u dont get fungal owned by broodlords before that, you guys are all QQing way too hard, the game won't be broken ull still need 10 infestors ish to have a decent battle but ull need goo positioning and kiting with your corruptor to not die

people don't understand that removing massive is good. now instead of protoss having to fight 2 set of tier 3 unit (our collosus archons) and the zerg's tier 3 unit, we just have to fight the zergs unit



you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.



Dakure
Profile Joined February 2011
United States513 Posts
September 09 2011 04:51 GMT
#5372
On September 09 2011 13:45 NineteenSC2 wrote:
You guys need to stop looking at the change with tunnel vision.

Don't look at it from the point of view that np will be useless because it won't. You can still np ghosts, sentries, high templars, ravens, void rays, etc...

Look at it from the point of view that the infestor was a unit which was strong against almost every single unit in the game and good in every situation (attack, defend, harrass, take out cloak).

The unit was simply too good.

Tosses thought they'd get rolled without khaydarian amulet, but they learned to live without it.

Same goes for zerg.


Except Protoss didn't.Unless you call having a losing percentage against the other races "living without it."

http://i.imgur.com/Jvlvy.png

Granted, the earlier Ultra timing should help out a little.
Fig
Profile Joined March 2010
United States1324 Posts
September 09 2011 04:52 GMT
#5373
On September 09 2011 13:50 zaii wrote:
Show nested quote +
On September 09 2011 13:49 nV wrote:
On September 09 2011 13:46 BigKahunaBurger wrote:
On September 09 2011 13:45 nV wrote:
People are acting as if its the end of the world for every Zerg player. Sure it's a big change, but a change is needed. How can it be completely acceptable to win a game by just massing 1 unit. This change is needed in PvZ due to the fact that infestors are just too good. They have 3 spells that are really good, and know they are just going to nerf 1 of the spells to help the match up.


Just by massing one unit? Uhh... mass blink stalker?

The problem is that they're nerfing the wrong spell.

Just by massing blink stalker wont win you the game. Ling infestor rapes blink stalker and blink is getting a nerf anyway so that leaves zerg players with more time to prepare for it.


Puzzle vs Sheth?

sheth used mass roaches...
Can't elope with my cantaloupe
Nomad123
Profile Blog Joined February 2011
95 Posts
September 09 2011 04:52 GMT
#5374
On September 09 2011 13:51 desrow wrote:
Show nested quote +
On September 09 2011 13:50 iamke55 wrote:
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
On September 09 2011 13:22 desrow wrote:
[quote]
zvt is easier than zvp when it comes to infestors because in zvt zerg cant make 30 infestor, emp does aoe burn in zvp feedback can be casted 4 times by 1 templar and thats if u dont get fungal owned by broodlords before that, you guys are all QQing way too hard, the game won't be broken ull still need 10 infestors ish to have a decent battle but ull need goo positioning and kiting with your corruptor to not die

people don't understand that removing massive is good. now instead of protoss having to fight 2 set of tier 3 unit (our collosus archons) and the zerg's tier 3 unit, we just have to fight the zergs unit



you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?

Stop with the rudeness.


fair enough but it's okay this guy got told by like 3 people before me, i should have spammed refresh more before posting ;D



it's ok, you got told by 4 people before me too

-_-
Profile Blog Joined November 2003
United States7081 Posts
September 09 2011 04:52 GMT
#5375
On September 09 2011 13:51 Nomad123 wrote:
Show nested quote +
On September 09 2011 13:48 desrow wrote:
On September 09 2011 13:44 Nomad123 wrote:
On September 09 2011 13:43 Grimjim wrote:
On September 09 2011 13:37 desrow wrote:
On September 09 2011 13:33 Nomad123 wrote:
On September 09 2011 13:29 desrow wrote:
On September 09 2011 13:27 Nomad123 wrote:
On September 09 2011 13:22 desrow wrote:
On September 09 2011 13:19 Nomad123 wrote:
[quote]


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?

zvt is easier than zvp when it comes to infestors because in zvt zerg cant make 30 infestor, emp does aoe burn in zvp feedback can be casted 4 times by 1 templar and thats if u dont get fungal owned by broodlords before that, you guys are all QQing way too hard, the game won't be broken ull still need 10 infestors ish to have a decent battle but ull need goo positioning and kiting with your corruptor to not die

people don't understand that removing massive is good. now instead of protoss having to fight 2 set of tier 3 unit (our collosus archons) and the zerg's tier 3 unit, we just have to fight the zergs unit



you said it yourself, 1 HT can feedback 4 times. that means it can feedback 4 infestors if it gets in range. if you have fast hands, you can feedback 2-3 infestors before opponent fungals you.

HT and fungal are same range.

spread out your HT, don't just make one giant ball and push. you keep adding "broodlord" in your example, so the problem to you is the broodlord then, not the infestors.



you can feedback 4times if your templar has 200 energy fungal has slightly better range just like emp has slightly longer range than feedback blaming toss users on feedback for the nerf is ridiculous oh one more fact our templar are retardly slow like baby steps and ur infestors actually have a decent movement speed



both templars & infestors wait to regenerate energy. that part is fair. if you have 200 energy templars, then infestors will have high energy as well.

now you remove broodlord from your argument. thank you. you obviously were too short sighted with your examples.

templars are ridiculously slow for their own good. infestor movement speed was reduced also last patch, for their own good. this helps players not have their spellcasters die cause they move so fast and go in front of battle.

reality is, if opponent can fungal you, you can feedback them as well. movement speed is not a factor in your argument.



I don't know why I'm spending so much time arguing with someone with such a low post count but FUNGAL has LONGER range than FEEDBACK because the circle thingy GOES further THAN the range of feedback going to bed have fun cryin zergs


Oh look, someone with no major tournament wins is acting superior to a forum poster. Why don't you win some tournaments before you talk down to those on this forum? You have to earn your superiority first.



it's ok grimjim, i pointed out to him that he's wrong. feedback & fungal are same range.

i'll assume he'll conveniently be quiet now, and should start to learn how to use HT and feedback



dood there's something wrong with you YES on paper they have the same range BUT the "AOE" of fungal hits further than feedback dont make me go in game and use paint WTF are u that dumb ?



not as dumb as someone who equates forum posts with game understanding

yes it's "AOE", so? you can't walk? your HT walk too slow? your HT so alone that opponent can walk the extra 2 range to fungal you?

see my point now? it's same range, while you can argue that it adds 2 range cause its AOE, reality is, in battle HTs aren't alone, and infestors can't just walk up to HT straight up.

learn to spread out your HT. all your arguments have been bullocks (broodlords, movement speed, etc.). fact is, if opponent got to fungal you, then you did something wrong cause you should be able to feedback him too.






You're obviously wrong, and you're just digging yourself a deeper and deeper hole.
wichenks
Profile Joined April 2011
Canada153 Posts
September 09 2011 04:53 GMT
#5376
no more np on carriers?? YAY :D they will still be useless though
Sometimes Artosis and I like to have Hot 6ix with each other - Tasteless
desRow
Profile Blog Joined May 2009
Canada2654 Posts
Last Edited: 2011-09-09 04:54:06
September 09 2011 04:53 GMT
#5377
Hopefully the patch is released on tuesday :D
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 09 2011 04:53 GMT
#5378
On September 09 2011 13:51 BeeNu wrote:
Show nested quote +
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.


I agree the other units (in comparison to the infestor) are not as good at all. In fact, no unit is when compared to the infestor. However, zerg already has a unit to deal (I'm only talking about zvp/pvz here) with collosi - the corrupter.

If anything, this is going to give zergs an easier transition into broodlords.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
TheBrofessor
Profile Joined November 2010
Canada429 Posts
September 09 2011 04:54 GMT
#5379
On September 09 2011 13:44 cnc wrote:
Ultras counter Thors hard, and they just got buffed.




Ultras are not in any conceivable way a counter to thors.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
September 09 2011 04:54 GMT
#5380
On September 09 2011 13:51 BeeNu wrote:
Show nested quote +
On September 09 2011 13:36 NineteenSC2 wrote:
Lol, this is how toss felt when khaydarian amulet was removed. Anyway, the infestor was just too good of a unit. Good against sentries, void rays, carriers, mothership, zealots, stalkers, pheonixes, archons, collosi, dts, observers, and probes. Good for defending, as well as attacking, as well as harrassing. In a strategy game when there's a unit that's good at everything the correct phrase to drescribe it is: overpowered

p.s. left the high templar out cause that's debatable.

Don't worry guys, the ghost is next.


Sure I can kinda agree with that, Infestors fill too many roles.


What you're failing to realize is that the Hydralisk and Corruptor [and to a lesser extent the Ultralisk] are almost entirely useless units.

I'm all for this nerf if Blizzard wants to go ahead and fix some of the glaring problems Zerg has, but in the mean time this is ridiculous.




But yeah....I'm really excited to get rolled by mass Thor every game now. Hurray.

What does the NP nerf have anything to do with zerg anti air?
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