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Active: 1669 users

Fruitdealer on Patch 1.2 - Page 3

Forum Index > Community News and Headlines
115 CommentsPost a Reply
Prev 1 2 3 4 5 6 Next All
bigjenk
Profile Joined September 2010
United States1543 Posts
Last Edited: 2010-10-13 07:22:37
October 13 2010 07:19 GMT
#41
On October 13 2010 10:09 TheNessman wrote:
"The Zerg race needs units like High Templar."

Yeah i remember the defiler too...

but Thanks for the Translation! Really interesting.


They are called infestors....

How much more similar do you want 2 units you trade a bit of damage from psi storm for the ability to hold things still which seems to be much more useful at the high end due to micro. Maybe he wants infested archons?

Edit: not to say i know the game inside out but the similarities are striking
Ignore my opinions I am bad
FrodaN
Profile Blog Joined October 2010
754 Posts
October 13 2010 07:24 GMT
#42
On October 13 2010 15:14 RHMVNovus wrote:
As a Zerg (surprise), I don't think he's that off the mark when it comes to tide-shifting units. I say this not just because all the Zerg late-game options are utterly meh, but because the Zerg spellcasters are significantly more boring than the Protoss or Terran casters. Depending on how strenuously one defines 'caster,' we have the following list for casters of the three races:

Strict Definition (multiple spells):

Terran: Raven, Ghost
Protoss: Mothership, HT
Zerg: Queen, Overseer, Infestor

Loose Definition (single spell):

Terran: Marine, Marauder, Ghost, Thor, Banshee, Medivac, Cattlebruiser
Protoss: Zealot, Stalker, HT, Phoenix, Mothership, DT
Zerg: Queen, Overseer, Infestor, Corruptor

Things that are technically casters but probably shouldn't be there are Thors (due to rarity of use), Banshees, and DTs due to cloak. The top list is probably more interesting, honestly. Queens only have real one combat spell, and are mostly economic spellcasters. Overseers are useful but have no real military application. So, we have Infestors vs. Ghost/Raven vs. HT/Mothership.

Bottom line: the game require more spellcasters.


I'm not so sure about this one. More units with energy or abilities means that feedback and EMP become that much more powerful/versatile. Although, I would agree Zerg's spells are somewhat lame besides Fungal. Then again, maybe we just haven't seen units like Overseers being utilized enough by high level players yet.
Craixs
Profile Joined January 2008
Denmark170 Posts
October 13 2010 07:25 GMT
#43
I think zvP will become a terrible matup, every single game will be 3-4 gate pushes since fe isen't a option with range on roaches.. :/
Entusman #9.
illumination
Profile Joined August 2010
Korea (South)248 Posts
October 13 2010 07:25 GMT
#44
On October 13 2010 11:17 baller wrote:
yah man totally agree zerg needs a unit like high templar. throw in zerg marauder and colossus also that should really make it better. asking this dude about 1.2 is like asking a dog whether the patch that reduces cat legs from 4 to 3 is balanced.

you may think your cool but Fruitdealer is a step above you in baller status
Welcome to TL - Where Terran have been teaching the Zerg / Toss pros how to play since Patch 11
thopol
Profile Blog Joined May 2008
Japan4560 Posts
October 13 2010 07:27 GMT
#45
On October 13 2010 10:05 Str1keFreedom wrote:
Q: Your comments on your upcoming matches in GSL Season 2.
I will just think about passing through the next rounds starting from the preliminaries. Zerg Fighting! (Fighting is way of cheering in Korean).

I just want to clarify that while the rest of the interview was translated just fine there's a big error in this part.

For Koreans, fighting is a way of punching, kicking, or proxying. I think what the translator meant to say was "Hwaiting," which is actually a way of cheering.
Jayson X
Profile Blog Joined November 2006
Switzerland2431 Posts
October 13 2010 07:52 GMT
#46
Kinda understand his viewpoint. PvZ is the one matchup where the race coming into the lategame with an advantage usualy roflstomps the other. The matchups shift around from early, mid to lategame a bit too much anyway if you ask me.

But then again, maps play such a big role in this matter plus the late game will develop a lot more over time.
canikizu
Profile Joined September 2010
4860 Posts
October 13 2010 07:54 GMT
#47
It's getting old reading Fruitdealer talking about Z. Sometimes being humble is just a line away from whining.
NightlyDevil
Profile Joined October 2009
Ukraine7 Posts
October 13 2010 07:57 GMT
#48
http://www.gosugamers.net/starcraft2/news/13304-blizzard-devs-tributes-gsl-winner look for this awesome drawing
sc2
Subversive
Profile Joined October 2009
Australia2229 Posts
October 13 2010 08:12 GMT
#49
On October 13 2010 11:17 baller wrote:
yah man totally agree zerg needs a unit like high templar. throw in zerg marauder and colossus also that should really make it better. asking this dude about 1.2 is like asking a dog whether the patch that reduces cat legs from 4 to 3 is balanced.

Lol even when you feel baller is being unfair, it's so hard not to love his posts because of how funny they are.

On October 13 2010 16:08 ArvickHero wrote:
Show nested quote +
The Zerg race needs units like High Templar.

No, it needs the Defiler that's what. Infestor doesn't cut it

This feels right.
#1 Great fan ~ // Khan // FlaSh // JangBi // EffOrt //
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
October 13 2010 08:21 GMT
#50
In BW, the Hive offers Adrenal Glands, Defilers, Devourers, Guardians, Ultralisks, and level 3 upgrades.

In SC2, the Hive offers Broodlords, Ultralisks, and level 3 upgrades. (Adrenal Glands sucks now.) That's far less incentive to build a Hive, particularly against Terran since Vikings tend to negate capital ships.

Perhaps we could fill that gap by buffing Adrenal Glands, bringing back Lurker Aspect as a tier 3 research for the Hydralisk, and giving Queens and/or Overseers an ability that requires Hive to research? Zerg is never getting the defiler back; a unit that ridiculously efficient can't coexist with Zerg's new macro mechanic that allows a Hatchery + a Queen to produce nearly as many larva as three BW hatcheries. (Zerglings had to be nerfed for the same reason.) But perhaps Zerg's backup spellcasters can bear some of the spellcasting burden.
My strategy is to fork people.
infinity2k9
Profile Blog Joined January 2009
United Kingdom2397 Posts
October 13 2010 08:22 GMT
#51
On October 13 2010 15:36 Inori wrote:
Show nested quote +
On October 13 2010 10:35 ckw wrote:
Oh gawd, he wins the first GSL and now everyone looks to him for what balance should be which I think is a terrible idea. He thinks BroodLords need a buff and now all of a sudden on the ladder all I hear is "You're lucky my BroodLords are UP or you would have been roflstomped!" Oh boy it's getting pretty pathetic, I understand, the guy is a great great player but that doesn't mean that his biased opinion on what balance is for Zerg is any better than IdrA or MorroW or anyone else that is a respectable player. I think the most obnoxious ideas for balance have come from this guy and if things were his way we would have a very very OP Zerg and him saying things are perfect..

Also, his thoughts on PvT are accurate until late game when I really beleive that Terran has the harder time winning. I'm not saying it's unbalanced, only that it's a pretty good game at that point.

He's GSL winner and you're 1k diamond. Who knows better about balance, I wonder...


Good players are not always right about balance just because they are good. I remember IdrA in BW saying that a highly Z-favoured map would be heavily T-favoured before it was released.

It would be hard to put defiler back in because of unit blobbing making it too good.
indiehjaerta
Profile Joined September 2010
Sweden93 Posts
October 13 2010 08:36 GMT
#52
On October 13 2010 10:05 Str1keFreedom wrote:
[b]My main race is not Protoss, but in a Protoss v.s Terran match, Protoss has hard time dealing with Terran, so I’m disappointed that a fix for this issue was not part of the patch.

Wow I've been so bashed about saying this for not beeing a pro.
It feels sooo good having it said by a pro.
Building Dark Shrines and Templar Archives to bring make Archons as fast as possible since 2010
Dommk
Profile Joined May 2010
Australia4865 Posts
October 13 2010 08:39 GMT
#53
Pretty sure when he says he wants a unit like High Templar, he doesn't actually mean getting a zerg copy of High Templar, but rather a unit that plays out like High Templar. Kind of think Infestors fill that role but they are mainly to support your army, where as High Temps are more apart of the damage of your army. Back when they had infinite length NP they felt allot more like High Temps.
abrasion
Profile Joined April 2010
Australia722 Posts
October 13 2010 08:54 GMT
#54
On October 13 2010 17:36 indiehjaerta wrote:
Show nested quote +
On October 13 2010 10:05 Str1keFreedom wrote:
[b]My main race is not Protoss, but in a Protoss v.s Terran match, Protoss has hard time dealing with Terran, so I’m disappointed that a fix for this issue was not part of the patch.

Wow I've been so bashed about saying this for not beeing a pro.
It feels sooo good having it said by a pro.


Yep, problem starts with M and ends with M.
derpmods
Velr
Profile Blog Joined July 2008
Switzerland10884 Posts
October 13 2010 09:00 GMT
#55
He wants just a Gameshifter...

Or to make it clear:

Hydras with some support dominate Toss until Templars (or Colossi), then Hydras get owned really bad and you would need to be extremly ahead to still beat a Protoss whiteout totally changing your unitmixture.

Or in short:
Hydras enter the game --> Hydras own --> Templar enter the game --> Hydras suck.

Zerg has nothing like that.
stillborn
Profile Joined May 2010
Germany119 Posts
Last Edited: 2010-10-13 09:29:05
October 13 2010 09:28 GMT
#56

My main race is not Protoss, but in a Protoss v.s Terran match, Protoss has hard time dealing with Terran, so I’m disappointed that a fix for this issue was not part of the patch.

Absolute bullshit i think ... in Lategame Protoss is definitely in favour
abrasion
Profile Joined April 2010
Australia722 Posts
October 13 2010 09:38 GMT
#57
Bullshit, Terran mobility destroys Protoss mobility, furthermore we can't defend our expansions to shit like 2 medivacs filled with stimmed marauders.
No Nexus defence compared to Zerg or Terran.
derpmods
QkDown
Profile Joined February 2010
United States214 Posts
October 13 2010 09:41 GMT
#58
On October 13 2010 17:54 abrasion wrote:
Show nested quote +
On October 13 2010 17:36 indiehjaerta wrote:
On October 13 2010 10:05 Str1keFreedom wrote:
[b]My main race is not Protoss, but in a Protoss v.s Terran match, Protoss has hard time dealing with Terran, so I’m disappointed that a fix for this issue was not part of the patch.

Wow I've been so bashed about saying this for not beeing a pro.
It feels sooo good having it said by a pro.


Yep, problem starts with M and ends with M.

sometimes with an M in the middle!
NINJA DOWN NINJA DOWN
adeezy
Profile Blog Joined May 2010
United States1428 Posts
October 13 2010 10:25 GMT
#59
Despite what these top players say. I must admit this makes it very obvious that Blizzard knows what they are doing. I read a recent Idra post that the terran nerf was more significant after he played around with it. Now Idra complains about zvp
I asked my friend how the ratio at a party was, he replied. "Let's just say for every guy there was two dudes."
JoFu
Profile Joined May 2010
United States25 Posts
Last Edited: 2010-10-13 10:40:46
October 13 2010 10:37 GMT
#60
On October 13 2010 11:22 SheerStress wrote:
lol @ zerg need a unit like HT. Does terran have a unit like that?
It's kind of surprising that a player that good seems so blissfully biased and completely ignorant of the terran perspective. but yeah hope people dont start taking all his ideas as law


Ghost with EMP, sir. :| At least against toss.
wut
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