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Patch 1.4 PTR Notes (updated 9/8) - Page 330

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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
Rinnegan5
Profile Joined March 2011
Netherlands319 Posts
Last Edited: 2011-09-09 17:22:32
September 09 2011 17:19 GMT
#6581
I allready thought about quiting sc2..but this nerf for NP is the icing on the cake..Heavy mech is gonna dominate now..as if Terran wasnt the strongest race allready. And Colossus deathball gets a revamp..TY BLIZZARD!.1 more thing...what about GHOSTS! the most destructive unit against Zerg. Cloaks,Snipe and EMP and nukes....good unit bro! Most painful game ever...game 2 of IMMVP against July in the current GSL season.
cOoLiD
Profile Blog Joined February 2011
Canada168 Posts
September 09 2011 17:20 GMT
#6582
On September 10 2011 02:18 Whitewing wrote:
Show nested quote +
On September 10 2011 02:15 DFDream wrote:
On September 10 2011 02:07 Dakkas wrote:
On September 10 2011 02:05 DFDream wrote:
Just a thought but how are zergs supposed to deal with mass thor now?
Fungel only does 40 damage to them so it would take 10(13?) consecutive fungels to kill just a thor. Roaches melt to 200/200 thors so do mutas and in all honesty so do lings :S


It's your fault for letting someone get 200/200 Thors


Well yeah I do agree; but at the moment if you get nural you can actually win against 2 base 200/200 thor pushes(which are very stupid but some people do, do them >_>.) But if this change goes through all terran has to do is sit behind 5 bunkers like 2 tanks and infinity thors until they hit 200/200 and win and zerg can't really break that.


Do you realize how long it takes to make that many thors off 2 bases? You could have 5 bases and brood lords out and sieging their base before they hit 200/200 in thors.


Its possible; but as terran if you scout that all you have to do is a move with scv support to destroy zerg...
Ownos
Profile Joined July 2010
United States2147 Posts
Last Edited: 2011-09-09 17:21:30
September 09 2011 17:20 GMT
#6583
NP change is too drastic. While I feel this might slightly help protoss out, it's making a rarely used ability even worse. Sure, you can still NP immortals or tanks, but I feel countering NP really just requires micro.

On the other hand, it's probably a move to make zerg make corruptors and also to make archons more viable. Why make corruptors when you can spam infestors and they can do the anti-colossus/carrier/BC AND nullify your massed units AND do harassment.

Still, if such a change has to go through, NP and FG need to be swapped so FG requires research. NP's purpose is TOO NICHE to require research. NP will need a bit more adjustment to compensate for it's greatly reduced use and power.
...deeper and deeper into the bowels of El Diablo
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
Last Edited: 2011-09-09 17:22:00
September 09 2011 17:20 GMT
#6584
Well first off, i dont know why zerg are crying about the nerf the are receiving in their Caster
to be honest, infestor is the best Caster in the entire game, why? infestor come with the best abilities in the entire game..
1- fungal stop units, do massive damage and reveal cloaked units. (no need of overseer)
2- Free burrow which lead the abuse of lack of detection.
3- neural parasite. after fungaling an army u just need to NP key units. (no need of mutas or corruptors to stop collosus or anything.
4- infested marines, insane DPS for no Supply and Cost.

im glad with the direction blizzard is taking with zerg, they used to only make two units in the game and still win which is pretty much ridiculous ease to do. blizzard want Zerg players to incorporate corruptors and at the same time the infestor is taking his role back in the Zerg army as A CASTER NOT A CORE UNIT, is not all that surprising to see a Zerg army with 12+ infestors lol. if a protoss players makes 12HT, he wont win the game with just Zealot and HT.

Zerg can win games with just massing cracklings and infestors.
if play random i can't call any race imba?
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2011-09-09 17:21:38
September 09 2011 17:21 GMT
#6585
On September 10 2011 02:18 NineteenSC2 wrote:
I think zerg is just mad they won't have it ez mode now. Zergs say toss should scout yet some of them sit on 2 bases and tech to infestors blindly because they're simply good against EVERYTHING.


What are Zerg options in Tier 2 ?

- Infestor (all right)
- Mutalisks (not worth it against a smart Protoss, I don't mention deatly timing pushes)
- Hydralisk (LOL in ZvT, LOL in ZvP when Colossi/Templar are on the field)

Infestor is a smart choice for now, because it allows you to *maybe* transitionning to higher Tech units (Ultralisks/Broodlords) instead of dying to timing pushes. It's not "going blind infestor", there are not much choices...
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
NineteenSC2
Profile Joined April 2011
Canada117 Posts
September 09 2011 17:21 GMT
#6586
The infestor:

Good for attacking
Good for defending
Good for harrassing

Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.

So good in every situation and against every unit.
The change is perfect.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
Erasme
Profile Blog Joined February 2011
Bahamas15899 Posts
September 09 2011 17:21 GMT
#6587
On September 10 2011 02:08 ToastieNL wrote:
Point is;
Protoss relies on High HP Gateway units to guard the High Damage units (Collosus, Archon). Infestor counters the following units;
Zealots, Sentry, Stalker, Dark Templar, (softcounters) High Templar, Voidray, (softcounter) Phoenix, Archon, (softcounters) Warpprism, Carrier, Collosus, Immortal, Mothership.
With the NP nerf, at least the Collosus and Carrier (and Mothership, which was a joke to be NPable) can be used to respectively deal AoE or force Zerg to her weaker AA side of the spectrum.

You won't be able to np archons either ^^
If this go through, we will have to np voidrayyyyyys!
https://www.youtube.com/watch?v=d7lxwFEB6FI “‘Drain the swamp’? Stupid saying, means nothing, but you guys loved it so I kept saying it.”
babylon
Profile Blog Joined April 2011
8765 Posts
September 09 2011 17:21 GMT
#6588
On September 10 2011 02:19 Rinnegan5 wrote:
I allready thought about quiting sc2..but this nerf for NP is the icing on the cake..Heavy mech is gonna dominate now..as if Terran wasnt the strongest race allready. And Colossus deathball gets a revamp..TY BLIZZARD!..

Switch to Terran! :D

(Or random. If you switch to random, everything is a buff in one way or another.)
Whitewing
Profile Joined October 2010
United States7483 Posts
September 09 2011 17:21 GMT
#6589
On September 10 2011 02:20 DFDream wrote:
Show nested quote +
On September 10 2011 02:18 Whitewing wrote:
On September 10 2011 02:15 DFDream wrote:
On September 10 2011 02:07 Dakkas wrote:
On September 10 2011 02:05 DFDream wrote:
Just a thought but how are zergs supposed to deal with mass thor now?
Fungel only does 40 damage to them so it would take 10(13?) consecutive fungels to kill just a thor. Roaches melt to 200/200 thors so do mutas and in all honesty so do lings :S


It's your fault for letting someone get 200/200 Thors


Well yeah I do agree; but at the moment if you get nural you can actually win against 2 base 200/200 thor pushes(which are very stupid but some people do, do them >_>.) But if this change goes through all terran has to do is sit behind 5 bunkers like 2 tanks and infinity thors until they hit 200/200 and win and zerg can't really break that.


Do you realize how long it takes to make that many thors off 2 bases? You could have 5 bases and brood lords out and sieging their base before they hit 200/200 in thors.


Its possible; but as terran if you scout that all you have to do is a move with scv support to destroy zerg...


Said terran is turtling super hard. The moment he moves out, zerg should see it and respond with a massive influx of units. Fungal those scvs and laugh. BTW, thors suck horribly against mass infested terran spam.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
September 09 2011 17:21 GMT
#6590
On September 10 2011 02:14 Shade_CsT wrote:
Show nested quote +
On September 10 2011 02:12 Zuxo wrote:
AAAAAAAAAAAAAAAWWWWWWWWWWW YEAH. If this change go through it will be so awesome

To me, you look like

"LOOOOOOOL This nerf is stupid and I'm gonna freewin with Attack-move Colossi Deathballs or Heavy Mech army !!! "

You are not looking for game balance, you are looking for easy-win. It really shows how stupid this nerf is. It makes the game imbalanced (worst than the current state).

Good thing it won't go live (as it is in PTR)



It takes quite a leap to go from his statement to "You are not looking for game balance, you are looking for easy-win." There is absolutely no reason to assume he means that as opposed to "looking for game balance." Wouldn't it be nice if we could always change what someone said for the purpose of easily rebutting them?
bucckevin
Profile Joined April 2011
858 Posts
September 09 2011 17:21 GMT
#6591
On September 09 2011 18:44 anarkandi wrote:
There's a stupidity in how you treat the matchup, for example the infestors ability to neural the colossus. With this patch, blizzard might aswell had removed neural parasite all together because it just won't be worthwhile in PvZ anymore. Archons or colossus would hardcounter it.

But I guess it did make you cry to see your whole army get mind controlled. But there's an easy answer to that. Positioning. Letting the neurals fungal you off a cliff? Dumb.

Sending two colossus from behind to rape the infestors during the engagement works. Having HT feedback works. It just takes micro, and positioning. In the end the player with the better mechanics win.




ROFL are you serious? OK Lets send these huge vulnerable units around to the back and flank a zerg army!
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
September 09 2011 17:22 GMT
#6592
On September 10 2011 02:21 NineteenSC2 wrote:
The infestor:

Good for attacking
Good for defending
Good for harrassing

Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.

So good in every situation and against every unit.
The change is perfect.


HT/Ghost

- good for attacking
- good for defending
- good for harassing

Let's make storm and EMP not hit massive, 'kay?
Bowzer
Profile Joined May 2010
Canada214 Posts
September 09 2011 17:22 GMT
#6593
On September 10 2011 02:18 NineteenSC2 wrote:
I think zerg is just mad they won't have it ez mode now. Zergs say toss should scout yet some of them sit on 2 bases and tech to infestors blindly because they're simply good against EVERYTHING.

That sounds like just about every Protoss players strategy since the history of SC2, make a bunch of stuff, add a couple upgrades, A-Move, Win.

Teching to infestors is/was the best strat vs toss because what other options do we have? Mass roach with ling counter attacks?
A drinking community with a gaming problem.
NineteenSC2
Profile Joined April 2011
Canada117 Posts
Last Edited: 2011-09-09 17:23:37
September 09 2011 17:22 GMT
#6594
On September 10 2011 02:22 SafeAsCheese wrote:
Show nested quote +
On September 10 2011 02:21 NineteenSC2 wrote:
The infestor:

Good for attacking
Good for defending
Good for harrassing

Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.

So good in every situation and against every unit.
The change is perfect.


HT/Ghost

- good for attacking
- good for defending
- good for harassing

Let's make storm and EMP not hit massive, 'kay?


Except they dont counter every single unit.

The infestor:

Good for attacking
Good for defending
Good for harrassing

Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.

So good in every situation and against every unit.
The change is perfect. The infestor is a tier 2 unit, and blizzard is putting it where it belongs.
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
Plansix
Profile Blog Joined April 2011
United States60190 Posts
September 09 2011 17:23 GMT
#6595
On September 10 2011 02:17 Shade_CsT wrote:
Show nested quote +
On September 10 2011 02:15 iPAndi wrote:
On September 10 2011 02:14 Shade_CsT wrote:
On September 10 2011 02:12 Zuxo wrote:
AAAAAAAAAAAAAAAWWWWWWWWWWW YEAH. If this change go through it will be so awesome

To me, you look like

"LOOOOOOOL This nerf is stupid and I'm gonna freewin with Attack-move Colossi Deathballs or Heavy Mech army !!! "

You are not looking for game balance, you are looking for easy-win. It really shows how stupid this nerf is. It makes the game imbalanced (worst than the current state).

So you think neural is balanced as is?


I think players are starting to learn to play against Infestor, and I love to see that as a Zerg player.

Terran are experimenting a ton with the ghost. Protoss players make more templar, some of them are using phoenix to Graviton the Neural Parasite-Infestor to cover the rest of the army.

Yes, Neural is balanced as it is to me.


The counter agument would be that a lot of players have tried that and it hasn't worked very well. Still you will just say they were doing it wrong and the infestor is fine.

So the end of the story is:

You want your powerful unit to stay powerful.
We think it is to powerful and want it to be scaled back it some way.

No real starcraft player wants the easy win, I wish people would stopt throwing that around.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
IPA
Profile Joined August 2010
United States3206 Posts
September 09 2011 17:23 GMT
#6596
I'm a mid-high masters Zerg and I think the change, while a bit strange, is just fine. I plan on winning just as much. The amount of Zerg QQ in this thread is unsettling. Be proud that you're the race who has to work the hardest -- keep your chin up and quit bitching. You'll be fine.
Time held me green and dying though I sang in my chains like the sea.
cOoLiD
Profile Blog Joined February 2011
Canada168 Posts
September 09 2011 17:24 GMT
#6597
On September 10 2011 02:21 Whitewing wrote:
Show nested quote +
On September 10 2011 02:20 DFDream wrote:
On September 10 2011 02:18 Whitewing wrote:
On September 10 2011 02:15 DFDream wrote:
On September 10 2011 02:07 Dakkas wrote:
On September 10 2011 02:05 DFDream wrote:
Just a thought but how are zergs supposed to deal with mass thor now?
Fungel only does 40 damage to them so it would take 10(13?) consecutive fungels to kill just a thor. Roaches melt to 200/200 thors so do mutas and in all honesty so do lings :S


It's your fault for letting someone get 200/200 Thors


Well yeah I do agree; but at the moment if you get nural you can actually win against 2 base 200/200 thor pushes(which are very stupid but some people do, do them >_>.) But if this change goes through all terran has to do is sit behind 5 bunkers like 2 tanks and infinity thors until they hit 200/200 and win and zerg can't really break that.


Do you realize how long it takes to make that many thors off 2 bases? You could have 5 bases and brood lords out and sieging their base before they hit 200/200 in thors.


Its possible; but as terran if you scout that all you have to do is a move with scv support to destroy zerg...


Said terran is turtling super hard. The moment he moves out, zerg should see it and respond with a massive influx of units. Fungal those scvs and laugh. BTW, thors suck horribly against mass infested terran spam.


So for example on shakuras close by air you want me to have 5 bases, brood lords out, and enough infestors out to deal with 200/200 supply thors AND make copious amounts of units when he pushes out? Just to deal with it?
NineteenSC2
Profile Joined April 2011
Canada117 Posts
Last Edited: 2011-09-09 17:25:35
September 09 2011 17:24 GMT
#6598
Zergs should let the change at least be implemented and see how it is. For now it seems like their ez win unit is taking a nerf so they're upset -_-''
S2 & S3 Grandmaster Protoss. Justin.tv/nineteensc2 for my new stream
RavenLoud
Profile Joined March 2011
Canada1100 Posts
September 09 2011 17:24 GMT
#6599
On September 10 2011 02:22 SafeAsCheese wrote:
Show nested quote +
On September 10 2011 02:21 NineteenSC2 wrote:
The infestor:

Good for attacking
Good for defending
Good for harrassing

Good against zealot, sentry, stalker, archons, immortals, carriers, voidrays, mothership, pheonix, observers, dts, collosi, probes and (debatable) high templars.

So good in every situation and against every unit.
The change is perfect.


HT/Ghost

- good for attacking
- good for defending
- good for harassing

Let's make storm and EMP not hit massive, 'kay?

Kneejerk comments like this do not help your argument nor does it show that you understand the game.

Anyway, I think NP need a duration buff to offset this. If it last about 5-10 sec longer then this change could go through.
EphialtesRONIN
Profile Joined March 2011
United States34 Posts
September 09 2011 17:25 GMT
#6600
On September 10 2011 02:12 iPAndi wrote:
Show nested quote +
On September 10 2011 02:03 Qikz wrote:
On September 10 2011 02:01 iPAndi wrote:
On September 10 2011 01:54 envisioN . wrote:
The NP change is going the wrong way IMO. I play as terran and as long as you REACT to infestors by getting ghosts NP really isn't a problem. 2x Snipe or 1 EMP is insanely good vs infestors especially with cloak. I do feel that Fungal needed a nerf but NP really wasn't hurting anyone.

Says the terran.. Try being protoss and gettign all ur expensive splash units neuraled :/


That happens to terrans too you realise? Tanks being neuralled is the most frustrating thing ever when it happens.

Agree, but having ur expensive archons/collosus (100/300 and 300/200) units neuraled hurts more ur army (as opposed to siege tanks 150/125), plus its much more common for Z's to use neural on P armies than Z's using neural on T army since Siege tanks have 13 range, so its fuckin hard to get as close. Collosus have a range of 6(+3) :/
Infestors have a range of 14 btw



I am sorry, but that 14 range is only after the initial snaring. It is done so that a snared unit trying to run away can still be caught. The casting range is only 9, the same range an upgraded colossi has and at the same time this means that the infestor had to leap to the front of the zerg army or flank you with bad positioning. Therefore, range is not the issue you are having with neural parasite, but I would rather guess you are having issues with your positioning or focusing down of the infestors. You may also want to double check the Liquipedia page and read a little more carefully.

Now if they were worried about neural parasite on the mothership, I do understand that is a bit on the excessive side, but at the same time I feel they could take a better approach and give the mothership something similar to the ultralisk's frenzy and then there wouldn't be an issue while at the same time "nerfing" neural parasite more appropriately.

Reference : http://wiki.teamliquid.net/starcraft2/Infestor
If you know the enemy and know yourself you need not fear the results of a hundred battles. - Sun Tzu
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