Patch 1.4 PTR Notes (updated 9/8) - Page 297
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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 | ||
OhMyGawd
United States264 Posts
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Qikz
United Kingdom12022 Posts
On September 09 2011 19:32 iglocska wrote: I think that the NP nerf will hurt zvt mech more than zvp. If they wanted to fix infestors for zvp why not do something about infested terrans? I'm not too sure about zvt, it's always better to Neural tanks anyway rather than Thors. Since the tanks will kill your infestor otherwise as Thors are usually at the back. | ||
NeonFox
2373 Posts
On September 09 2011 18:16 wolfe wrote: Roaches still counter mech... Well let me clarify. Roaches counter early mech and if played correctly (read not suiciding = in head on attacks) can maintain a certain measure of control in the game. Ultras are pretty good as are broodlords. Actually magic boxed mutas in certain cases also troll mech. Once enough thors are out and the terran hits 3/3 ultras just melt before they get in contact, roaches die incredibly fast with tanks support or without, zerglings same. The only thing that works is broodlords but you have to rush for them and it's not hard for a terran to add 2+ starports and start massing vikings lategame. It seems that in high level play mech is not popular in TvZ, so I suppose there is a valid reason to that, but I can't see how to beat a good meching terran without neural parasite. | ||
sylverfyre
United States8298 Posts
On September 09 2011 13:40 Nomad123 wrote: fungal growth & feedback are same range. check it here: http://wiki.teamliquid.net/starcraft2/Infestor http://wiki.teamliquid.net/starcraft2/High_templar i'm surprised your game knowledge is flawed for someone with oh so many posts ![]() i didn't know post count translates to game understanding too? nice logic bro ![]() was it the same logic that you used when you inserted broodlords into your argument? ![]() i say again, fact is, if opponent can fungal you, you can feedback them. you obviously don't know how to use HT that's why you think fungal has longer range. Not only is fungal "more" range than feedback, but infestors move faster than HTs even when they're off creep. It takes some amount of slop to get owned by feedback. Even with my shitty infestor control, I often at least have dumped most of my energy on fungal/neural by the time feedbacks land in a big engagement. If they lead with HTs they can try to land them, but run the risk of getting their HT sniped by fungal or just a small group of units to no effect. Seriously, when a unit in an RTS is both outranged and outspeeded by an opposing unit, what happens EVERY TIME when players are skilled? The slow/short range unit loses. That's basic unit dynamics. Why do HT lose to ghosts and Infestors so badly? Because they're shorter range and slower speed. | ||
DarthXX
Australia998 Posts
On September 09 2011 19:41 Qikz wrote: I'm not too sure about zvt, it's always better to Neural tanks anyway rather than Thors. Since the tanks will kill your infestor otherwise as Thors are usually at the back. In what situation are thors standing behind tanks? Time to start practice making ultras seeing as blizz obv wants them to be used more. | ||
Zocat
Germany2229 Posts
On September 09 2011 19:19 prOpSaiton wrote: Why would you ever wanna neural a HT? Feedback other HTs (or Phoenix since some posters here suggest using Phoenix as anti Infestor) Storm enemy units. | ||
oogieogie
United States3657 Posts
On September 09 2011 19:45 DarthXX wrote: In what situation are thors standing behind tanks? Time to start practice making ultras seeing as blizz obv wants them to be used more. i wouldn't even try ultras vs terran, and ultras vs protoss are just horrible because of just general unit composition of protoss. how should zerg deal with archons with no NP? | ||
eloist
United States1017 Posts
On September 09 2011 19:17 Tommylew wrote: so only units of Protoss non affected are Mothership and Collusus and Archon??? Quite like that change, Infestor seems too strong but mayb it is too much? For people whining this is a PUBLIC TEST so a number of changes are done for observation and probabably wont even stick... I like how people have basically forgotten that carriers exist. | ||
lim1017
Canada1278 Posts
On September 09 2011 18:25 xinxy wrote: Lore wise it would make more sense for a Colossus to resist mind control than a Mothership. They're nothing but fully automated robots while Motherships are piloted by living Protoss captains. Lore isn't the reason they make balance changes though that's for sure. The lore part was just an after thought. people are complaining about how they have to deal with colossus now. So allow colossus to be NP while other massive units such as Mothership/arcon which can be dealt with in other ways cant? | ||
choopakabra
53 Posts
Now we wait for infested marine nerf/glance upgrade removal. | ||
oogieogie
United States3657 Posts
On September 09 2011 19:58 eloist wrote: I like how people have basically forgotten that carriers exist. everyone knows carriers are just not good atm, and i see ultras more then i see carriers. (ultras are terrible) | ||
Elem
Sweden4717 Posts
On September 09 2011 20:01 choopakabra wrote: So you'd prefer that the infestor is useless outside of ZvZ again, good sir? Now zergs wont be able to counter P units with only mass infestors. Now we wait for infested marine nerf/glance upgrade removal. | ||
Saiton
Sweden467 Posts
On September 09 2011 19:49 Zocat wrote: Feedback other HTs (or Phoenix since some posters here suggest using Phoenix as anti Infestor) Storm enemy units. Master Protoss here and i've never had that happen to me. Also, storm sucks against protoss units so the micro effort simply won't be worth it. Instead you should try to focus on neuraling immortals/colossi and other powerhouse units. | ||
Joseph123
Bulgaria1144 Posts
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Teoita
Italy12246 Posts
Also stop talking about carriers, they suck period. | ||
GiftPflanZe
Germany623 Posts
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Bloody
Sweden194 Posts
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Delta-V
New Zealand43 Posts
On September 09 2011 13:40 Nomad123 wrote: fungal growth & feedback are same range. check it here: http://wiki.teamliquid.net/starcraft2/Infestor http://wiki.teamliquid.net/starcraft2/High_templar i'm surprised your game knowledge is flawed for someone with oh so many posts ![]() i didn't know post count translates to game understanding too? nice logic bro ![]() was it the same logic that you used when you inserted broodlords into your argument? ![]() i say again, fact is, if opponent can fungal you, you can feedback them. you obviously don't know how to use HT that's why you think fungal has longer range. Feedback has a range of 9. It can hit units 9 distance away. Fungal Growth has a range of 9 and a radius of 2 (it is an AOE attack). Therefore it can hit units 11 distance away. | ||
Shade_FR
France378 Posts
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Simonius
Germany98 Posts
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