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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
Profile Joined February 2011
United States264 Posts
Last Edited: 2011-09-09 10:38:31
September 09 2011 10:38 GMT
#5921
zomg
Qikz
Profile Blog Joined November 2009
United Kingdom12042 Posts
September 09 2011 10:41 GMT
#5922
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.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
NeonFox
Profile Joined January 2011
2373 Posts
September 09 2011 10:44 GMT
#5923
On September 09 2011 18:16 wolfe wrote:
Show nested quote +
On September 09 2011 16:51 emart wrote:
LAWL time to mass Thors in TvZ


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
Profile Joined May 2010
United States8298 Posts
Last Edited: 2011-09-09 10:46:52
September 09 2011 10:45 GMT
#5924
On September 09 2011 13:40 Nomad123 wrote:
Show nested quote +
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:
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?

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



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
Profile Joined September 2010
Australia998 Posts
September 09 2011 10:45 GMT
#5925
On September 09 2011 19:41 Qikz wrote:
Show nested quote +
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.


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
Profile Joined April 2010
Germany2229 Posts
September 09 2011 10:49 GMT
#5926
On September 09 2011 19:19 prOpSaiton wrote:
Show nested quote +
On September 09 2011 19:17 Pugnae wrote:
Hahaha that is great
NP was for me the only way to stop a deathball as a zerg :S which unit am I supposed to use neural parasite on now? HTs are always hiding in the ball... Will it be roach hydra corruptor again? I hated that...
However the infestor will still be great for killing the opponents expo with infested terrans, is that worth it?



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
Profile Joined June 2011
United States3657 Posts
Last Edited: 2011-09-09 10:56:50
September 09 2011 10:55 GMT
#5927
On September 09 2011 19:45 DarthXX wrote:
Show nested quote +
On September 09 2011 19:41 Qikz wrote:
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.


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
Profile Joined September 2010
United States1017 Posts
September 09 2011 10:58 GMT
#5928
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
Profile Joined April 2010
Canada1278 Posts
September 09 2011 10:59 GMT
#5929
On September 09 2011 18:25 xinxy wrote:
Show nested quote +
On September 09 2011 17:55 lim1017 wrote:
Instead of making NP not work on all massive units, i think it would be better if certain units were just immune to NP

i believe the Ultralisk is already immune so add the
Arcon and Mothership

kinda makes sense lore wise as well,
Arcon is the ultimate psionic warrior or w/e, should probably be able to resist mind control
Mothership is well the mothership



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
Profile Joined August 2010
53 Posts
September 09 2011 11:01 GMT
#5930
Now zergs wont be able to counter P units with only mass infestors.
Now we wait for infested marine nerf/glance upgrade removal.
Choopakabra EU
oogieogie
Profile Joined June 2011
United States3657 Posts
September 09 2011 11:01 GMT
#5931
On September 09 2011 19:58 eloist wrote:
Show nested quote +
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.

everyone knows carriers are just not good atm, and i see ultras more then i see carriers. (ultras are terrible)
Elem
Profile Joined April 2011
Sweden4717 Posts
September 09 2011 11:02 GMT
#5932
On September 09 2011 20:01 choopakabra wrote:
Now zergs wont be able to counter P units with only mass infestors.
Now we wait for infested marine nerf/glance upgrade removal.
So you'd prefer that the infestor is useless outside of ZvZ again, good sir?
#freeshauni
Saiton
Profile Blog Joined February 2011
Sweden467 Posts
September 09 2011 11:03 GMT
#5933
On September 09 2011 19:49 Zocat wrote:
Show nested quote +
On September 09 2011 19:19 prOpSaiton wrote:
On September 09 2011 19:17 Pugnae wrote:
Hahaha that is great
NP was for me the only way to stop a deathball as a zerg :S which unit am I supposed to use neural parasite on now? HTs are always hiding in the ball... Will it be roach hydra corruptor again? I hated that...
However the infestor will still be great for killing the opponents expo with infested terrans, is that worth it?



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.


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.
Top diamond terran streaming at http://www.twitch.tv/saitontv
Joseph123
Profile Joined October 2010
Bulgaria1144 Posts
September 09 2011 11:04 GMT
#5934
I still want to see something done about the carrier being useless for the entire life of sc2.
Teoita
Profile Blog Joined January 2011
Italy12247 Posts
Last Edited: 2011-09-09 11:10:42
September 09 2011 11:06 GMT
#5935
NP seems a pretty silly change to me. I think the most reasonable change to help p is to increase templar movement speed (those bastards are incredibly slow), and to increase feedback range by 1-2 to make skill actually matter in ht vs ghost/infestor battle (since fungal and emp due to being aoe both outrange feedback, atm you just have to hope your opponent fucks up which is annoying); that with reversing the wg research time might even things out again.
Also stop talking about carriers, they suck period.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
GiftPflanZe
Profile Blog Joined May 2009
Germany623 Posts
September 09 2011 11:07 GMT
#5936
Im not sure how I am suppose to play vs mech now,since neural was a huge part of me taking care of the thors.. and also do I need to go back to corrupters now?I hate them : x .I rather would like to buff protoss then nerfing infestor much more ;_; .
...
Bloody
Profile Joined March 2009
Sweden194 Posts
Last Edited: 2011-09-09 11:13:46
September 09 2011 11:10 GMT
#5937
Now we only need a infested terran nerf and the patch is complete.
Delta-V
Profile Joined March 2011
New Zealand43 Posts
September 09 2011 11:12 GMT
#5938
On September 09 2011 13:40 Nomad123 wrote:
Show nested quote +
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:
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?

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



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
Profile Joined June 2010
France378 Posts
September 09 2011 11:14 GMT
#5939
I really hope this is a "fake nerf" in hope that players in the PTR will try out the "new" Ultralisk to counter units that you would currently counter with Neural Parasite... (which is wrong imo).
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Simonius
Profile Joined July 2011
Germany98 Posts
September 09 2011 11:14 GMT
#5940
Funny how people immidiately start flame wars upon a change on Patch TEST realm. This is obviously just a possibility test and won't go live.
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