• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:09
CEST 04:09
KST 11:09
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Serral wins EWC 202538Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
LiuLi Cup - August 2025 Tournaments3[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced55BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams11
StarCraft 2
General
Serral wins EWC 2025 The GOAT ranking of GOAT rankings Interview with Chris "ChanmanV" Chan Tournament Spotlight: FEL Cracow 2025 Classic: "It's a thick wall to break through to become world champ"
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup - August 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) TaeJa vs Creator Bo7 SC Evo Showmatch FEL Cracov 2025 (July 27) - $10,000 live event
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
Nobody gona talk about this year crazy qualifiers? [BSL 2025] H2 - Team Wars, Weeklies & SB Ladder How do the new Battle.net ranks translate? BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams BW General Discussion
Tourneys
[ASL20] Online Qualifiers Day 2 Cosmonarchy Pro Showmatches [Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 1
Strategy
[G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread 9/11 Anniversary Possible Al Qaeda Attack on 9/11 Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Movie Discussion! Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Customize Sidebar...

Website Feedback

Closed Threads



Active: 609 users

Patch 1.4 PTR Notes (updated 9/8) - Page 385

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 383 384 385 386 387 453 Next
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
ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
September 11 2011 14:08 GMT
#7681
On September 11 2011 22:15 freewareplayer wrote:
Show nested quote +
On September 11 2011 21:49 shouri wrote:
+ Show Spoiler +
On September 11 2011 21:44 BigKahunaBurger wrote:
Show nested quote +
On September 11 2011 20:57 Seraphic wrote:
A battle in SC2, (weather if it is important or not) is won in a matter of seconds. A Toss army especially crumbles very fast without there support units. (Colossus, VRs, Archon, and Immortals) 15 seconds of Neural is more then enough to sway the battle in favor of the Zerg. By the time it is over, with the Toss ground army basically gone, the support units will not last that much longer.

So please stop saying 15 seconds isn't much.

I agree with this change. It makes it situational. You can still control HTs, Void Rays, and Immortals. (Siege Tanks) Not to mention Fungal still stops units in there tracks, that's the important part. This isn't the end of the world. While it is harder to stop a Colossus or Thor, Zergs will still have there ways to stop them.


Excellent post. You completely shut down any criticism of the NP nerf without offering any way to solve it.

Your only answer is "Zergs will still have ways to stop mass thor or colossi".

Brilliant. Care to share what they would be? Outside of mass corrupter or broodlords?

As for the 15 seconds comment, perhaps that is true, but the time really isn't an issue. Good players will snipe the infestor NPing the colossi/thor/mothership after 1 or 2 volleys, and very rarely will you reach the end of the time limit in a huge battle.


Sometimes sniping is a little hard when they have 15 infestors worth of energy to fungal your army (which has a longer range than feedback).


Did you hear that guys? Lategame might sometimes be a bit HARD micro wise for protoss, if he lets the Zerg max a bazillion of infestors.
Surely we dont want any strategy that requires intense micro to counter it in this game.

Nerf NP quick so our Protoss brother here doesnt have a hard time microing and can play easy instead.

In any other topic, there would have been a rain of warning and temp bans for all the bullshit in here.
Just because something is HARD to deal with, does not make it imbalanced.

Ht, Blinkstalkers as well as 9 Colossus range can all be used to get rid of Nping Infestors, so there is a counter. USE IT. Theres a lot of good protoss that crush infestor play like that. The others just scout infestor but cannot be bothered building a proper counter.

If scouting and building a counter which requires intense micro is too "hard" and you want an easy game, play barbie.


Oh ok I'll get collossus that will work

..oh wait they've been NPed..

Ah but blink stalkers will work :DD

...hmm.. chain fungal..

Oh well, the supposedly hard counter, High Templar with feedback :D

..ah.. fungal has a longer range..

Please stop making stupid statements like that. A lot of lategame armies consist of blink stalker/collo/hts and they get crushed by infestor..
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
GT3
Profile Joined May 2011
Iraq100 Posts
September 11 2011 14:18 GMT
#7682
Awesome patch, the mothership is becoming more like the arbiter. I'll be using motherships for attacking and recalling to base when enough damage is done. I like the change to Neural Parasite, but it shouldn't be researchable now because it got nerfed so much it should be stock ability (I play protoss) EMP needs to be researchable and marauders still need either stim or conc shells removed from them.

All in all I like the ultra change, it's good that they will be used more now.

The warp prism and the immortal changes were much needed changes since long time back, thank god Blizzard has heard my pleas.
Can't stop right now cause I'm too far, and I can't keep goin' cause it's too hard
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
September 11 2011 14:18 GMT
#7683
Apparently theres a bug on PTR atm where NP does continue to work on massive. Just letting people know
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
kvmetternich
Profile Joined April 2011
Italy35 Posts
September 11 2011 14:36 GMT
#7684
I think, in my modest opinion, the best way to balance the infestor is to remove pathogen glands and change the NP cost energy to 125.
I like to compare the "infestors instafungal / broodlords " composition to the old "ht with amulet /colossus" combo that was nerfed some month ago.
Now at this time, with mass infestors (10+) and some broodlords you can destroy/counter everything with the impossibility, for protoss, to do a decent harrass to stop that if you fail the timing push at around 10 min mark with the 7 gate push or similars.
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
Last Edited: 2011-09-11 14:42:37
September 11 2011 14:39 GMT
#7685
do any terran on PTR feel that the build rax increase will make defending proxygates harder?
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
September 11 2011 14:45 GMT
#7686
On September 11 2011 23:36 kvmetternich wrote:
I think, in my modest opinion, the best way to balance the infestor is to remove pathogen glands and change the NP cost energy to 125.
I like to compare the "infestors instafungal / broodlords " composition to the old "ht with amulet /colossus" combo that was nerfed some month ago.
Now at this time, with mass infestors (10+) and some broodlords you can destroy/counter everything with the impossibility, for protoss, to do a decent harrass to stop that if you fail the timing push at around 10 min mark with the 7 gate push or similars.


If HT can't be warped in anywhere where there's pylon power, then yes, your comparision would be correct. However the problem was that when you get KA, P gains the ability to convert gas to dps whereever they have pylon power when needed. When Ghosts are trained, or infestors hatched, they have to walk to where they are needed. Not so with HT with amulet researched.

We saw this in that game on Terminus (can't remember which, but it was GSTL) where the P justs mass expo everywhere while warping in HT's with storm to defend whenever he needs to fall back. T could never push in since when he wins a battle the worn army would justs get stormed to death.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
September 11 2011 15:08 GMT
#7687
Instead of allowing NP to not hit massive units, maybe it shouldn't be able to hit Psionic.

That way NP doesn't work on Archons or Motherships, which seems to be the reason behind the change, while still effecting Colossus, Brood Lords, Thors and BC's. Obviously no change for Ultras.
imareaver3
Profile Joined June 2010
United States906 Posts
Last Edited: 2011-09-11 15:12:07
September 11 2011 15:11 GMT
#7688
On September 11 2011 23:08 ProxyKnoxy wrote:
Show nested quote +
On September 11 2011 22:15 freewareplayer wrote:
On September 11 2011 21:49 shouri wrote:
+ Show Spoiler +
On September 11 2011 21:44 BigKahunaBurger wrote:
Show nested quote +
On September 11 2011 20:57 Seraphic wrote:
A battle in SC2, (weather if it is important or not) is won in a matter of seconds. A Toss army especially crumbles very fast without there support units. (Colossus, VRs, Archon, and Immortals) 15 seconds of Neural is more then enough to sway the battle in favor of the Zerg. By the time it is over, with the Toss ground army basically gone, the support units will not last that much longer.

So please stop saying 15 seconds isn't much.

I agree with this change. It makes it situational. You can still control HTs, Void Rays, and Immortals. (Siege Tanks) Not to mention Fungal still stops units in there tracks, that's the important part. This isn't the end of the world. While it is harder to stop a Colossus or Thor, Zergs will still have there ways to stop them.


Excellent post. You completely shut down any criticism of the NP nerf without offering any way to solve it.

Your only answer is "Zergs will still have ways to stop mass thor or colossi".

Brilliant. Care to share what they would be? Outside of mass corrupter or broodlords?

As for the 15 seconds comment, perhaps that is true, but the time really isn't an issue. Good players will snipe the infestor NPing the colossi/thor/mothership after 1 or 2 volleys, and very rarely will you reach the end of the time limit in a huge battle.


Sometimes sniping is a little hard when they have 15 infestors worth of energy to fungal your army (which has a longer range than feedback).


Did you hear that guys? Lategame might sometimes be a bit HARD micro wise for protoss, if he lets the Zerg max a bazillion of infestors.
Surely we dont want any strategy that requires intense micro to counter it in this game.

Nerf NP quick so our Protoss brother here doesnt have a hard time microing and can play easy instead.

In any other topic, there would have been a rain of warning and temp bans for all the bullshit in here.
Just because something is HARD to deal with, does not make it imbalanced.

Ht, Blinkstalkers as well as 9 Colossus range can all be used to get rid of Nping Infestors, so there is a counter. USE IT. Theres a lot of good protoss that crush infestor play like that. The others just scout infestor but cannot be bothered building a proper counter.

If scouting and building a counter which requires intense micro is too "hard" and you want an easy game, play barbie.


Oh ok I'll get collossus that will work

..oh wait they've been NPed..

Ah but blink stalkers will work :DD

...hmm.. chain fungal..

Oh well, the supposedly hard counter, High Templar with feedback :D

..ah.. fungal has a longer range..

Please stop making stupid statements like that. A lot of lategame armies consist of blink stalker/collo/hts and they get crushed by infestor..



(Wiki)Fungal Growth

(Wiki)Feedback

Both have range 9

Stop spreading misinformation
Hipsv
Profile Blog Joined May 2011
135 Posts
September 11 2011 15:13 GMT
#7689
On September 11 2011 23:36 kvmetternich wrote:
I think, in my modest opinion, the best way to balance the infestor is to remove pathogen glands and change the NP cost energy to 125.
I like to compare the "infestors instafungal / broodlords " composition to the old "ht with amulet /colossus" combo that was nerfed some month ago.
Now at this time, with mass infestors (10+) and some broodlords you can destroy/counter everything with the impossibility, for protoss, to do a decent harrass to stop that if you fail the timing push at around 10 min mark with the 7 gate push or similars.


Nope, if you compare a zerg/terran/protoss player who all pay for their ground spellcaster unit at the same time once the zerg/terran caster comes out the protoss has enough energy for storm.

Having to wait 50 seconds for an infestor to come out after paying the 100/150 cost just for it to have to wait another 50 seconds to be able to use fungal is ridiculous and 150 seconds after it hatches to use NP is stupid aswell.
chadissilent
Profile Blog Joined September 2010
Canada1187 Posts
September 11 2011 15:14 GMT
#7690
On September 11 2011 18:25 darmousseh wrote:
Show nested quote +
On September 11 2011 18:03 AnxiousHippo wrote:
We need a video, preferably in the OP about the baneling drop change. The infestor change will also mean corrupters are now the counter to Colossi again and Thors may become more annoying...

Ling/Bling/Ultra will still be an interesting late game unit composition vs Toss, no more Forcefield worries!
Edit:Idra's thoughts
+ Show Spoiler +
Nassif: The most recent addition to the patch notes is that neural parasite can no longer target massive units. What are your thoughts on this change? How does this affect the way you have been currently using infestors in your play style?

EG.IdrA: It is utterly retarded, the entire purpose of neural parasite is to take key units from your opponents army for a brief period of time. The vast majority of units that you want to target are massive type, collosus, motherships, archons, thors. With this change there’s essentially no reason to get neural parasite and certain strategies, such as thor hellion timings, will become overpowered.

Nassif: How does the infestor change affect your other match ups (ZvT and ZvZ)?

EG.IdrA: It’ll make the muta style I’ve been favoring slighlty more powerful ZvZ as it means banelings wont die in 1 shot anymore, I believe. ZvT will get slightly harder due to the fungal nerf and thors specifically will become much stronger with the change to neural.

Nassif: The overseer has two major changes. The first one is that its morph cost is being decreased from 50/100 down to 50/50. With this decrease in gas, does this help with the obvious scouting problems Zerg faces? Does the increase in contaminate energy cost, from 75 to 125, have any major effects?

EG.IdrA: The change to the gas cost is pretty big, Zerg is often desperately in need of faster scouting information and that will help with that significantly. It’s not the best way for them to address the problem but with Blizzard you take what you can get. The increase in contaminate cost is necessary with the cheaper overseers, as chain contaminate would’ve become too powerful and easy with 50 gas overseers. That strategy wasn’t used much at all in the current state of the game so not much will change, it’ll just continue to not be used.

Nassif: The ultralisk’s build time has been decreased from 70 down to 55. You have stated that this was not the problem with the ultralisk. What do you think this decreased build time will do for late game Zergs? What changes do you think are necessary for the ultralisk?

EG.IdrA: It could help ZvT, in high econ games constant tech switches between ultras and broodlords will become quite strong vs terrans who rely on vikings to counter broodlords. However vsTerrans who use ghosts to counter everything it wont change that much. Ultras are unlikely to become good because it just has such strong counters within the game, both immortals and marauders destroy them at silly cost efficiency. The biggest problem with ultras is probably their size and mobility, thats the first thing I would try to address.

These are the major patch changes and all of them are subject to change until the patch finally goes live. It will be interesting to see if some of the more controversial changes, such as the infestor nerfs, make it into the final version of patch 1.4.0. If the change do stay, it will be interesting to see how Zerg adapts, and how play styles that depended heavily on infestors cope with these changes.



I just tested it on ptr, everything worked just right. The change that affects drops is "Transports can no longer unload units into a dense area if the original order was issued on a fogged location."

Probably he just right clicked drop on a fog area and when it didn't work he's like "Wtf just happened". I will try to upload a video when i can.

Nope, I did a moving drop over a tightly packed group of immortals and the names were dropping to the outside on the PTR and the inside on the regular server. Try it in a unit test map. If there are holes in the ball, the blings will drop there otherwise they drop on the outside.
tntrieu
Profile Joined December 2010
United States19 Posts
September 11 2011 15:20 GMT
#7691
On September 12 2011 00:11 imareaver3 wrote:
Show nested quote +
On September 11 2011 23:08 ProxyKnoxy wrote:
On September 11 2011 22:15 freewareplayer wrote:
On September 11 2011 21:49 shouri wrote:
+ Show Spoiler +
On September 11 2011 21:44 BigKahunaBurger wrote:
Show nested quote +
On September 11 2011 20:57 Seraphic wrote:
A battle in SC2, (weather if it is important or not) is won in a matter of seconds. A Toss army especially crumbles very fast without there support units. (Colossus, VRs, Archon, and Immortals) 15 seconds of Neural is more then enough to sway the battle in favor of the Zerg. By the time it is over, with the Toss ground army basically gone, the support units will not last that much longer.

So please stop saying 15 seconds isn't much.

I agree with this change. It makes it situational. You can still control HTs, Void Rays, and Immortals. (Siege Tanks) Not to mention Fungal still stops units in there tracks, that's the important part. This isn't the end of the world. While it is harder to stop a Colossus or Thor, Zergs will still have there ways to stop them.


Excellent post. You completely shut down any criticism of the NP nerf without offering any way to solve it.

Your only answer is "Zergs will still have ways to stop mass thor or colossi".

Brilliant. Care to share what they would be? Outside of mass corrupter or broodlords?

As for the 15 seconds comment, perhaps that is true, but the time really isn't an issue. Good players will snipe the infestor NPing the colossi/thor/mothership after 1 or 2 volleys, and very rarely will you reach the end of the time limit in a huge battle.


Sometimes sniping is a little hard when they have 15 infestors worth of energy to fungal your army (which has a longer range than feedback).


Did you hear that guys? Lategame might sometimes be a bit HARD micro wise for protoss, if he lets the Zerg max a bazillion of infestors.
Surely we dont want any strategy that requires intense micro to counter it in this game.

Nerf NP quick so our Protoss brother here doesnt have a hard time microing and can play easy instead.

In any other topic, there would have been a rain of warning and temp bans for all the bullshit in here.
Just because something is HARD to deal with, does not make it imbalanced.

Ht, Blinkstalkers as well as 9 Colossus range can all be used to get rid of Nping Infestors, so there is a counter. USE IT. Theres a lot of good protoss that crush infestor play like that. The others just scout infestor but cannot be bothered building a proper counter.

If scouting and building a counter which requires intense micro is too "hard" and you want an easy game, play barbie.


Oh ok I'll get collossus that will work

..oh wait they've been NPed..

Ah but blink stalkers will work :DD

...hmm.. chain fungal..

Oh well, the supposedly hard counter, High Templar with feedback :D

..ah.. fungal has a longer range..

Please stop making stupid statements like that. A lot of lategame armies consist of blink stalker/collo/hts and they get crushed by infestor..



(Wiki)Fungal Growth

(Wiki)Feedback

Both have range 9

Stop spreading misinformation


Fungal is an AOE attack so it basically has a range of 10.
BigKahunaBurger
Profile Joined June 2011
Australia334 Posts
September 11 2011 15:22 GMT
#7692
On September 12 2011 00:20 tntrieu wrote:
Show nested quote +
On September 12 2011 00:11 imareaver3 wrote:
On September 11 2011 23:08 ProxyKnoxy wrote:
On September 11 2011 22:15 freewareplayer wrote:
On September 11 2011 21:49 shouri wrote:
+ Show Spoiler +
On September 11 2011 21:44 BigKahunaBurger wrote:
Show nested quote +
On September 11 2011 20:57 Seraphic wrote:
A battle in SC2, (weather if it is important or not) is won in a matter of seconds. A Toss army especially crumbles very fast without there support units. (Colossus, VRs, Archon, and Immortals) 15 seconds of Neural is more then enough to sway the battle in favor of the Zerg. By the time it is over, with the Toss ground army basically gone, the support units will not last that much longer.

So please stop saying 15 seconds isn't much.

I agree with this change. It makes it situational. You can still control HTs, Void Rays, and Immortals. (Siege Tanks) Not to mention Fungal still stops units in there tracks, that's the important part. This isn't the end of the world. While it is harder to stop a Colossus or Thor, Zergs will still have there ways to stop them.


Excellent post. You completely shut down any criticism of the NP nerf without offering any way to solve it.

Your only answer is "Zergs will still have ways to stop mass thor or colossi".

Brilliant. Care to share what they would be? Outside of mass corrupter or broodlords?

As for the 15 seconds comment, perhaps that is true, but the time really isn't an issue. Good players will snipe the infestor NPing the colossi/thor/mothership after 1 or 2 volleys, and very rarely will you reach the end of the time limit in a huge battle.


Sometimes sniping is a little hard when they have 15 infestors worth of energy to fungal your army (which has a longer range than feedback).


Did you hear that guys? Lategame might sometimes be a bit HARD micro wise for protoss, if he lets the Zerg max a bazillion of infestors.
Surely we dont want any strategy that requires intense micro to counter it in this game.

Nerf NP quick so our Protoss brother here doesnt have a hard time microing and can play easy instead.

In any other topic, there would have been a rain of warning and temp bans for all the bullshit in here.
Just because something is HARD to deal with, does not make it imbalanced.

Ht, Blinkstalkers as well as 9 Colossus range can all be used to get rid of Nping Infestors, so there is a counter. USE IT. Theres a lot of good protoss that crush infestor play like that. The others just scout infestor but cannot be bothered building a proper counter.

If scouting and building a counter which requires intense micro is too "hard" and you want an easy game, play barbie.


Oh ok I'll get collossus that will work

..oh wait they've been NPed..

Ah but blink stalkers will work :DD

...hmm.. chain fungal..

Oh well, the supposedly hard counter, High Templar with feedback :D

..ah.. fungal has a longer range..

Please stop making stupid statements like that. A lot of lategame armies consist of blink stalker/collo/hts and they get crushed by infestor..



(Wiki)Fungal Growth

(Wiki)Feedback

Both have range 9

Stop spreading misinformation


Fungal is an AOE attack so it basically has a range of 10.


"Basically"

If you see a clump of stalkers, very rarely does someone Fungal on the very edge to take advantage of this. They'll fungal the centre to try to make sure it connects. The AI will cast this attack at range 9 then.

Feedback can directly hit a target and is not a skill shot. Swings and Roundabouts.
Protosnake
Profile Joined September 2011
France295 Posts
September 11 2011 15:23 GMT
#7693

Oh ok I'll get collossus that will work

..oh wait they've been NPed..


Snipe the infestor neuraling with stalker. If he's out of range, ask yourself what a 9range colossus is doing in melee range.
-{Cake}-
Profile Joined October 2010
United States217 Posts
September 11 2011 15:24 GMT
#7694
On September 12 2011 00:22 BigKahunaBurger wrote:
Show nested quote +
On September 12 2011 00:20 tntrieu wrote:
On September 12 2011 00:11 imareaver3 wrote:
On September 11 2011 23:08 ProxyKnoxy wrote:
On September 11 2011 22:15 freewareplayer wrote:
On September 11 2011 21:49 shouri wrote:
+ Show Spoiler +
On September 11 2011 21:44 BigKahunaBurger wrote:
Show nested quote +
On September 11 2011 20:57 Seraphic wrote:
A battle in SC2, (weather if it is important or not) is won in a matter of seconds. A Toss army especially crumbles very fast without there support units. (Colossus, VRs, Archon, and Immortals) 15 seconds of Neural is more then enough to sway the battle in favor of the Zerg. By the time it is over, with the Toss ground army basically gone, the support units will not last that much longer.

So please stop saying 15 seconds isn't much.

I agree with this change. It makes it situational. You can still control HTs, Void Rays, and Immortals. (Siege Tanks) Not to mention Fungal still stops units in there tracks, that's the important part. This isn't the end of the world. While it is harder to stop a Colossus or Thor, Zergs will still have there ways to stop them.


Excellent post. You completely shut down any criticism of the NP nerf without offering any way to solve it.

Your only answer is "Zergs will still have ways to stop mass thor or colossi".

Brilliant. Care to share what they would be? Outside of mass corrupter or broodlords?

As for the 15 seconds comment, perhaps that is true, but the time really isn't an issue. Good players will snipe the infestor NPing the colossi/thor/mothership after 1 or 2 volleys, and very rarely will you reach the end of the time limit in a huge battle.


Sometimes sniping is a little hard when they have 15 infestors worth of energy to fungal your army (which has a longer range than feedback).


Did you hear that guys? Lategame might sometimes be a bit HARD micro wise for protoss, if he lets the Zerg max a bazillion of infestors.
Surely we dont want any strategy that requires intense micro to counter it in this game.

Nerf NP quick so our Protoss brother here doesnt have a hard time microing and can play easy instead.

In any other topic, there would have been a rain of warning and temp bans for all the bullshit in here.
Just because something is HARD to deal with, does not make it imbalanced.

Ht, Blinkstalkers as well as 9 Colossus range can all be used to get rid of Nping Infestors, so there is a counter. USE IT. Theres a lot of good protoss that crush infestor play like that. The others just scout infestor but cannot be bothered building a proper counter.

If scouting and building a counter which requires intense micro is too "hard" and you want an easy game, play barbie.


Oh ok I'll get collossus that will work

..oh wait they've been NPed..

Ah but blink stalkers will work :DD

...hmm.. chain fungal..

Oh well, the supposedly hard counter, High Templar with feedback :D

..ah.. fungal has a longer range..

Please stop making stupid statements like that. A lot of lategame armies consist of blink stalker/collo/hts and they get crushed by infestor..



(Wiki)Fungal Growth

(Wiki)Feedback

Both have range 9

Stop spreading misinformation


Fungal is an AOE attack so it basically has a range of 10.


"Basically"

If you see a clump of stalkers, very rarely does someone Fungal on the very edge to take advantage of this. They'll fungal the centre to try to make sure it connects. The AI will cast this attack at range 9 then.

Feedback can directly hit a target and is not a skill shot. Swings and Roundabouts.


He was specifically referring to ht vs infestors, where with perfect micro from both sides, ht don't touch infestors because they get frozen inside 10, but outside 9 due to fungal being aoe, obviously vs stalkers it's different
BigKahunaBurger
Profile Joined June 2011
Australia334 Posts
September 11 2011 15:37 GMT
#7695
On September 12 2011 00:24 -{Cake}- wrote:
Show nested quote +
On September 12 2011 00:22 BigKahunaBurger wrote:
On September 12 2011 00:20 tntrieu wrote:
On September 12 2011 00:11 imareaver3 wrote:
On September 11 2011 23:08 ProxyKnoxy wrote:
On September 11 2011 22:15 freewareplayer wrote:
On September 11 2011 21:49 shouri wrote:
+ Show Spoiler +
On September 11 2011 21:44 BigKahunaBurger wrote:
Show nested quote +
On September 11 2011 20:57 Seraphic wrote:
A battle in SC2, (weather if it is important or not) is won in a matter of seconds. A Toss army especially crumbles very fast without there support units. (Colossus, VRs, Archon, and Immortals) 15 seconds of Neural is more then enough to sway the battle in favor of the Zerg. By the time it is over, with the Toss ground army basically gone, the support units will not last that much longer.

So please stop saying 15 seconds isn't much.

I agree with this change. It makes it situational. You can still control HTs, Void Rays, and Immortals. (Siege Tanks) Not to mention Fungal still stops units in there tracks, that's the important part. This isn't the end of the world. While it is harder to stop a Colossus or Thor, Zergs will still have there ways to stop them.


Excellent post. You completely shut down any criticism of the NP nerf without offering any way to solve it.

Your only answer is "Zergs will still have ways to stop mass thor or colossi".

Brilliant. Care to share what they would be? Outside of mass corrupter or broodlords?

As for the 15 seconds comment, perhaps that is true, but the time really isn't an issue. Good players will snipe the infestor NPing the colossi/thor/mothership after 1 or 2 volleys, and very rarely will you reach the end of the time limit in a huge battle.


Sometimes sniping is a little hard when they have 15 infestors worth of energy to fungal your army (which has a longer range than feedback).


Did you hear that guys? Lategame might sometimes be a bit HARD micro wise for protoss, if he lets the Zerg max a bazillion of infestors.
Surely we dont want any strategy that requires intense micro to counter it in this game.

Nerf NP quick so our Protoss brother here doesnt have a hard time microing and can play easy instead.

In any other topic, there would have been a rain of warning and temp bans for all the bullshit in here.
Just because something is HARD to deal with, does not make it imbalanced.

Ht, Blinkstalkers as well as 9 Colossus range can all be used to get rid of Nping Infestors, so there is a counter. USE IT. Theres a lot of good protoss that crush infestor play like that. The others just scout infestor but cannot be bothered building a proper counter.

If scouting and building a counter which requires intense micro is too "hard" and you want an easy game, play barbie.


Oh ok I'll get collossus that will work

..oh wait they've been NPed..

Ah but blink stalkers will work :DD

...hmm.. chain fungal..

Oh well, the supposedly hard counter, High Templar with feedback :D

..ah.. fungal has a longer range..

Please stop making stupid statements like that. A lot of lategame armies consist of blink stalker/collo/hts and they get crushed by infestor..



(Wiki)Fungal Growth

(Wiki)Feedback

Both have range 9

Stop spreading misinformation


Fungal is an AOE attack so it basically has a range of 10.


"Basically"

If you see a clump of stalkers, very rarely does someone Fungal on the very edge to take advantage of this. They'll fungal the centre to try to make sure it connects. The AI will cast this attack at range 9 then.

Feedback can directly hit a target and is not a skill shot. Swings and Roundabouts.


He was specifically referring to ht vs infestors, where with perfect micro from both sides, ht don't touch infestors because they get frozen inside 10, but outside 9 due to fungal being aoe, obviously vs stalkers it's different


Perhaps, given the speed disadvantage, protoss should think of a way to feedback infestors that doesn't include just moving forward and hoping he misses.

Protoss often claimed that Zergs should flank and dodge forcefield micro. You can't A-Move with a mass of Roach/Hydra into a death ball. So perhaps the same rings true for HT vs Infestor? I suppose it comes down to re-building protoss mentality a little bit.
Rorschach
Profile Joined May 2010
United States623 Posts
September 11 2011 15:44 GMT
#7696
Neural parasite would be more balanced if it just destroyed the unit for 100 energy cause that is what it does in a nutshell. So be honest and ask yourselves if spell like that should exist?
En Taro Adun, Executor!
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
September 11 2011 15:49 GMT
#7697
On September 12 2011 00:44 Rorschach wrote:
Neural parasite would be more balanced if it just destroyed the unit for 100 energy cause that is what it does in a nutshell. So be honest and ask yourselves if spell like that should exist?


Just like how FF is an i-win button right? I mean basically, you cast FF and then destroy stuff with no retaliation while the opponent can't do anything...
Mehukannu
Profile Joined October 2010
Finland421 Posts
September 11 2011 15:54 GMT
#7698
On September 12 2011 00:37 BigKahunaBurger wrote:
Show nested quote +
On September 12 2011 00:24 -{Cake}- wrote:
On September 12 2011 00:22 BigKahunaBurger wrote:
On September 12 2011 00:20 tntrieu wrote:
On September 12 2011 00:11 imareaver3 wrote:
On September 11 2011 23:08 ProxyKnoxy wrote:
On September 11 2011 22:15 freewareplayer wrote:
On September 11 2011 21:49 shouri wrote:
+ Show Spoiler +
On September 11 2011 21:44 BigKahunaBurger wrote:
Show nested quote +
On September 11 2011 20:57 Seraphic wrote:
A battle in SC2, (weather if it is important or not) is won in a matter of seconds. A Toss army especially crumbles very fast without there support units. (Colossus, VRs, Archon, and Immortals) 15 seconds of Neural is more then enough to sway the battle in favor of the Zerg. By the time it is over, with the Toss ground army basically gone, the support units will not last that much longer.

So please stop saying 15 seconds isn't much.

I agree with this change. It makes it situational. You can still control HTs, Void Rays, and Immortals. (Siege Tanks) Not to mention Fungal still stops units in there tracks, that's the important part. This isn't the end of the world. While it is harder to stop a Colossus or Thor, Zergs will still have there ways to stop them.


Excellent post. You completely shut down any criticism of the NP nerf without offering any way to solve it.

Your only answer is "Zergs will still have ways to stop mass thor or colossi".

Brilliant. Care to share what they would be? Outside of mass corrupter or broodlords?

As for the 15 seconds comment, perhaps that is true, but the time really isn't an issue. Good players will snipe the infestor NPing the colossi/thor/mothership after 1 or 2 volleys, and very rarely will you reach the end of the time limit in a huge battle.


Sometimes sniping is a little hard when they have 15 infestors worth of energy to fungal your army (which has a longer range than feedback).


Did you hear that guys? Lategame might sometimes be a bit HARD micro wise for protoss, if he lets the Zerg max a bazillion of infestors.
Surely we dont want any strategy that requires intense micro to counter it in this game.

Nerf NP quick so our Protoss brother here doesnt have a hard time microing and can play easy instead.

In any other topic, there would have been a rain of warning and temp bans for all the bullshit in here.
Just because something is HARD to deal with, does not make it imbalanced.

Ht, Blinkstalkers as well as 9 Colossus range can all be used to get rid of Nping Infestors, so there is a counter. USE IT. Theres a lot of good protoss that crush infestor play like that. The others just scout infestor but cannot be bothered building a proper counter.

If scouting and building a counter which requires intense micro is too "hard" and you want an easy game, play barbie.


Oh ok I'll get collossus that will work

..oh wait they've been NPed..

Ah but blink stalkers will work :DD

...hmm.. chain fungal..

Oh well, the supposedly hard counter, High Templar with feedback :D

..ah.. fungal has a longer range..

Please stop making stupid statements like that. A lot of lategame armies consist of blink stalker/collo/hts and they get crushed by infestor..



(Wiki)Fungal Growth

(Wiki)Feedback

Both have range 9

Stop spreading misinformation


Fungal is an AOE attack so it basically has a range of 10.


"Basically"

If you see a clump of stalkers, very rarely does someone Fungal on the very edge to take advantage of this. They'll fungal the centre to try to make sure it connects. The AI will cast this attack at range 9 then.

Feedback can directly hit a target and is not a skill shot. Swings and Roundabouts.


He was specifically referring to ht vs infestors, where with perfect micro from both sides, ht don't touch infestors because they get frozen inside 10, but outside 9 due to fungal being aoe, obviously vs stalkers it's different


Perhaps, given the speed disadvantage, protoss should think of a way to feedback infestors that doesn't include just moving forward and hoping he misses.

Protoss often claimed that Zergs should flank and dodge forcefield micro. You can't A-Move with a mass of Roach/Hydra into a death ball. So perhaps the same rings true for HT vs Infestor? I suppose it comes down to re-building protoss mentality a little bit.


I don't see how you are going to flank with protoss since their units benefit the most while being together.
And I don't think the HT is going to be good for flanking either since they are so slow and would be easily picked by speedlings or whatnot before they can get to deal enough damage to justify their use for a flank. With warp prism it might be possible, but if it get fungaled it is pretty much dead transport then.
C=('. ' Q)
_-NoMaN-_
Profile Joined May 2011
Canada250 Posts
Last Edited: 2011-09-11 16:00:47
September 11 2011 16:00 GMT
#7699
On September 12 2011 00:11 imareaver3 wrote:
Show nested quote +
On September 11 2011 23:08 ProxyKnoxy wrote:
On September 11 2011 22:15 freewareplayer wrote:
On September 11 2011 21:49 shouri wrote:
+ Show Spoiler +
On September 11 2011 21:44 BigKahunaBurger wrote:
Show nested quote +
On September 11 2011 20:57 Seraphic wrote:
A battle in SC2, (weather if it is important or not) is won in a matter of seconds. A Toss army especially crumbles very fast without there support units. (Colossus, VRs, Archon, and Immortals) 15 seconds of Neural is more then enough to sway the battle in favor of the Zerg. By the time it is over, with the Toss ground army basically gone, the support units will not last that much longer.

So please stop saying 15 seconds isn't much.

I agree with this change. It makes it situational. You can still control HTs, Void Rays, and Immortals. (Siege Tanks) Not to mention Fungal still stops units in there tracks, that's the important part. This isn't the end of the world. While it is harder to stop a Colossus or Thor, Zergs will still have there ways to stop them.


Excellent post. You completely shut down any criticism of the NP nerf without offering any way to solve it.

Your only answer is "Zergs will still have ways to stop mass thor or colossi".

Brilliant. Care to share what they would be? Outside of mass corrupter or broodlords?

As for the 15 seconds comment, perhaps that is true, but the time really isn't an issue. Good players will snipe the infestor NPing the colossi/thor/mothership after 1 or 2 volleys, and very rarely will you reach the end of the time limit in a huge battle.


Sometimes sniping is a little hard when they have 15 infestors worth of energy to fungal your army (which has a longer range than feedback).


Did you hear that guys? Lategame might sometimes be a bit HARD micro wise for protoss, if he lets the Zerg max a bazillion of infestors.
Surely we dont want any strategy that requires intense micro to counter it in this game.

Nerf NP quick so our Protoss brother here doesnt have a hard time microing and can play easy instead.

In any other topic, there would have been a rain of warning and temp bans for all the bullshit in here.
Just because something is HARD to deal with, does not make it imbalanced.

Ht, Blinkstalkers as well as 9 Colossus range can all be used to get rid of Nping Infestors, so there is a counter. USE IT. Theres a lot of good protoss that crush infestor play like that. The others just scout infestor but cannot be bothered building a proper counter.

If scouting and building a counter which requires intense micro is too "hard" and you want an easy game, play barbie.


Oh ok I'll get collossus that will work

..oh wait they've been NPed..

Ah but blink stalkers will work :DD

...hmm.. chain fungal..

Oh well, the supposedly hard counter, High Templar with feedback :D

..ah.. fungal has a longer range..

Please stop making stupid statements like that. A lot of lategame armies consist of blink stalker/collo/hts and they get crushed by infestor..



(Wiki)Fungal Growth

(Wiki)Feedback

Both have range 9

Stop spreading misinformation

FG has 9 range, + the radius of the spell = i think like 10.5..
Elean
Profile Joined October 2010
689 Posts
Last Edited: 2011-09-11 16:10:05
September 11 2011 16:07 GMT
#7700
On September 12 2011 00:44 Rorschach wrote:
Neural parasite would be more balanced if it just destroyed the unit for 100 energy cause that is what it does in a nutshell. So be honest and ask yourselves if spell like that should exist?


Force Field, Neural Parasite, and Fungal growth, are 3 spells that can immediately neutralize ennemy units.

Probably, none of those spells should exist, but the bottomline is that they are required for balance.

You can't simply remove forcefiled without giving protoss a way to deal with early game pressure.

Well, you can't remove fungal & neural parasite without giving zergs a way to deal with deathballs.

How are zergs supposed to deal with mass thors+bfh+scv ??
If you search TL forum, you will see how many diamond zerg (when there was no master) have been struggling with this composition, and the solution that was given was ... get NP.

Well, of course you can deal with 3or 4 thors without, but once they reach a critical mass, they obliterate roaches, magic box become useless, and even a sylver league terran should be able to scan zerg tech to make sure to push before BL.

Give zergs a siege unit like colossus, and they won't need NP anymore. Or make broodlord a lair unit, that should work too.
Prev 1 383 384 385 386 387 453 Next
Please log in or register to reply.
Live Events Refresh
Next event in 8h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 185
NeuroSwarm 165
RuFF_SC2 68
StarCraft: Brood War
Artosis 897
firebathero 166
ggaemo 91
NaDa 83
Bale 58
Sexy 56
Aegong 35
Icarus 6
Dota 2
monkeys_forever706
Counter-Strike
semphis_20
Heroes of the Storm
Khaldor175
Other Games
tarik_tv15612
summit1g11859
gofns7783
shahzam591
JimRising 539
ViBE145
Maynarde138
Livibee130
JuggernautJason31
Organizations
Other Games
gamesdonequick1410
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• davetesta80
• Hupsaiya 64
• Sammyuel 31
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki21
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift5867
• Rush968
Other Games
• Shiphtur329
Upcoming Events
Wardi Open
8h 51m
OSC
21h 51m
Stormgate Nexus
2 days
uThermal 2v2 Circuit
2 days
The PondCast
3 days
Replay Cast
3 days
LiuLi Cup
4 days
uThermal 2v2 Circuit
4 days
RSL Revival
4 days
RSL Revival
5 days
[ Show More ]
uThermal 2v2 Circuit
5 days
Sparkling Tuna Cup
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.