Patch 1.4 PTR Notes (updated 9/8) - Page 291
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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 | ||
branflakes14
2082 Posts
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stratman
Canada110 Posts
On September 09 2011 17:45 Umpteen wrote: Patch 1.5 changes just announced: * All Protoss and Terran units are now Massive. * Icon for Neural Parasite research replaced with a .gif of Raynor and Tassadar high-fiving. * Infestors explode doing friendly splash damage after casting Fungal Growth. * Infested Terrans now carry lighters instead of guns and sing a rousing chorus of "Give peace a chance". Non-balance changes: * Selecting 'Zerg' from the multiplayer screen now brings up a confirmation box. On a more positive note, I'm about three leagues off sparing the APM to neural parasite anything anyway, so it's nice to be able to cross it off my to-do list early. The zerg qq in this thread is a complete overreaction to a change to the test server but this was a pretty funny post. IMO there's no way blizzard will go through with the nerf to NP. Don't worry zergies, this is just for the PTR. They're testing it out to see how it looks. It's a dumb move, so it will look bad, so they won't keep the nerf. | ||
kickinhead
Switzerland2069 Posts
On September 09 2011 17:43 Tuk wrote: ...just spamming NP on every good toss unit seemed a little strong.... That statement is ridiculous and only a very bad 1-controlgroup A-Move protoss has those severe Problems with Fungal+NP. I've not seen a single game where a Zerg won an engagement by fungal everything of the Toss and using NP's to take the collossi and win easily. 80% of the time, the Stalkers engage in a big arc or a few of them blink in right away to take out some Infestors and the Collos are standing behind the stalkers, shooting at roaches. The Infestors are behind the roaches and even if they get in front of them to try to use NP, Stalkers AND the collossi itself, still outrange them before they can NP the collossi. Also, it should be standard for both Terran and Protoss to go for EMP/Snipe and feedback respectively to deal with Infestors, the same way Terran goes for Ghosts as soon as they see a sign of HT's. Fungal and NP are supposed to be strong and it should require micro of both players to use them or defend against them correctly! Strong spells make SC2 interesting and fast-paced and in the current metagame, Infestors are pretty much the only Unit that enable the Zerg to win ANY of the MU's in the Lategame and even slightly nerfing them (yeah, I'm referring to the DMG-nerf on the PTR) could totally break Zerg against certain compositions. | ||
oZe
Sweden492 Posts
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OnlineHero
Denmark647 Posts
On September 09 2011 17:50 KimJongChill wrote: I wasn't aware that NP was a problematic ability. This nerf seems like it came out of nowhere, but perhaps this is to encourage players to start building ultralisks earlier? Ultralisk is possibly the worst unit in the game. Build time was never the problem with ultralisks, it's the fact that they are too big and that they can't walk over smaller units like the colossus can. Nothing worse than seeing ultras being stuck behind lings spinning around in circles doing absolutely nothing. I also don't get how they die so fast even with 6 armor. | ||
DeepCorrupted
United States84 Posts
Protoss players have been complaining about how "easy" it is for zergs to do all these things... Destiny told Combat Ex that the problem with protoss is that they need to learn to deviate and be "reactionary" instead of 1A... On September 09 2011 17:43 Tuk wrote: ...just spamming NP on every good toss unit seemed a little strong.... So does forcefields.... making the battle a little more uneven for the zerg, a lot better for the protoss in MOST situations... so don't complain... just fucking feedback or focus fire or MICRO. Don't complain, try something new... | ||
GeyzeR
250 Posts
I am pretty sure the change will not go thru. No zerg is going to research it. If they really want to disable NP on massive, NP must be researched by default. Infestor is an expensive unit, easy to kill, it must represent a real threat. | ||
KeksX
Germany3634 Posts
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zyzski
United States698 Posts
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XenoX101
Australia729 Posts
On September 09 2011 17:45 Umpteen wrote: Patch 1.5 changes just announced: * All Protoss and Terran units are now Massive. * Icon for Neural Parasite research replaced with a .gif of Raynor and Tassadar high-fiving. * Infestors explode doing friendly splash damage after casting Fungal Growth. * Infested Terrans now carry lighters instead of guns and sing a rousing chorus of "Give peace a chance". Non-balance changes: * Selecting 'Zerg' from the multiplayer screen now brings up a confirmation box. On a more positive note, I'm about three leagues off sparing the APM to neural parasite anything anyway, so it's nice to be able to cross it off my to-do list early. Ahaha this is hilarious, well done ![]() | ||
Tuk
United Kingdom223 Posts
On September 09 2011 17:59 DeepCorrupted wrote: you know, I am actually sseeing a lot of repeating factors. Protoss players have been complaining about how "easy" it is for zergs to do all these things... Destiny told Combat Ex that the problem with protoss is that they need to learn to deviate and be "reactionary" instead of 1A... So does forcefields.... making the battle a little more uneven for the zerg, a lot better for the protoss in MOST situations... so don't complain... just fucking feedback or focus fire or MICRO. Don't complain, try something new... i dont play z/p so i wouldnt know but from what i know NP you just click the unit you want, with FFs you have to place them in good positions which is harder to do. Also the "try something new" thing is stupid in that case try something that isnt mass infestor..? On September 09 2011 17:41 Lowell wrote: As a Toss/Terran player, i hope the neural change wont go live, i dont know how Zergs would deal with heavy mech compositions. Then again, NP is too strong against collosi/thors as it is... I'd like some kind of smaller nerf, like "Only last half the time against massive" or -1 range. Also, the Ghost.... please nerf emp and snipe already... i would say an EMP nerf is unessasary. just add amulet back and maybe make snipe worse against armoured (bl/ultra?) | ||
Goliathsorrow
Italy317 Posts
On September 09 2011 17:56 kickinhead wrote: That statement is ridiculous and only a very bad 1-controlgroup A-Move protoss has those severe Problems with Fungal+NP. I've not seen a single game where a Zerg won an engagement by fungal everything of the Toss and using NP's to take the collossi and win easily. Watch JYP vs EgStrifecro to see: + Show Spoiler + massive NP ownage | ||
shogeki
Canada75 Posts
"Fixed an issue where Broodlords on the high ground would not be revealed when attacking enemy units on the low ground" That's new, also. Thus far Broodlords were exempt from this reveal being that they are technically firing a creature that attacks, not a projectile. I have to wonder if this change affects carriers as well, which act in a similar way (firing a unit which individually attacks) | ||
Mojar
Australia185 Posts
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kickinhead
Switzerland2069 Posts
On September 09 2011 17:57 OnlineHero wrote: Ultralisk is possibly the worst unit in the game. Build time was never the problem with ultralisks, it's the fact that they are too big and that they can't walk over smaller units like the colossus can. Nothing worse than seeing ultras being stuck behind lings spinning around in circles doing absolutely nothing. I also don't get how they die so fast even with 6 armor. mhmm.... Ultras are pretty bad, but Hydras aren't much better...^^' I think the Ultra-buff will make Ultras more viable, but it will be completely negated by the Immo-Buff. What the Ultras need, is a speed-buff off-creep. I cannot believe how the "fastest" race has that many really really slow Units (Hydras, Ultras, BL's) that make it almost impossible for Zerg to retreat from an engagement or to stay mobile in the lategame. I mean: Blinkstalkers, VR's, Archons, Warp-in-ability, Prism, Speedlots, Terran Bio, Dropships etc. are extremely good lategame-Units/abilities and are all much more mobile than most Units Zerg uses in the lategame. On September 09 2011 18:02 Mojar wrote: Here is the reason the NP change can not and will not go through. Without NP there is no unit composition that a zerg can build at ALL that can beat a terran who goes mass Thor. No thats not my opinion its a fact. That's actually 100% correct. Maxed on roaches will get destroyed by Thors and Lings are useless against mass BF-Hellions, even after the DMG-nerf to BF. even BL's aren't that goo against Thors and Terran can build vikings/ghosts anyways. | ||
branflakes14
2082 Posts
On September 09 2011 18:02 Mojar wrote: Here is the reason the NP change can not and will not go through. Without NP there is no unit composition that a zerg can build at ALL that can beat a terran who goes mass Thor. No thats not my opinion its a fact. Infestor/Ling? Thors don't do great against Zerglings and Fungal Growth still does pretty nasty damage to Thors, not to mention clears out repairing SCVs like a charm. And Thors do pretty poorly against Brood Lords. Funnily enough I've never seen a Terran go for mass Thor in TvZ, and I don't doubt that there's a very good reason for that. | ||
Ganseng
Russian Federation473 Posts
what i'd like to see, is that NP doesn't work on air units, so that we see some carriers and eventually battlecruisers in action. i'd probably also like to see it not affecting archons - just to emphasize the supernatural type of this entity. | ||
kickinhead
Switzerland2069 Posts
On September 09 2011 18:06 Ganseng wrote: i think NP not working on massive is wrong. it's supposed to counter thors and colossi. what i'd like to see, is that NP doesn't work on air units, so that we see some carriers and eventually battlecruisers in action. i'd probably also like to see it not affecting archons - just to emphasize the supernatural type of this entity. I could totally get behind those changes and it would give Protoss a possibility in the lategame for a carrier-switch, to punish zerg for not using any anti-air besides the Infestors abilities in ZvP. The Carrier could then fill a similar role in SC2 ZvP as in SC:BW PvT - You would try to hide them and catch the opponent offguard with too less anti-air. | ||
Sated
England4983 Posts
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Bocian
Poland259 Posts
On September 09 2011 18:08 kickinhead wrote: I could totally get behind those changes and it would give Protoss a possibility in the lategame for a carrier-switch, to punish zerg for not using any anti-air besides the Infestors abilities in ZvP. because zerg doesn't have any good AA units. Corruptors are quite good but then u switch again to ground army and zerg (whose units are not that cost effective) has some useless supply in the air. When zerg go hydras then all Protosses smile and switch to colossus. | ||
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