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Beta Balance Update #10 - Page 36

Forum Index > StarCraft 2 HotS
1835 CommentsPost a Reply
Prev 1 34 35 36 37 38 92 Next
Atthasit
Profile Joined July 2011
Russian Federation81 Posts
Last Edited: 2012-12-19 05:29:11
December 19 2012 05:27 GMT
#701
On December 19 2012 14:20 SheaR619 wrote:
your trolling right? lol cause ultralisk are really good against terran bio atm atleast from what I been seeing on stream and experience

Except they don't really help against 2 base all-ins or any other kind of mid game in general.

Not sure how I feel about the fungal buff though. Something had to be done about fungal that's for sure, there's just no way to be cost effective in ZvT with recent medivac buffs, and ZvZ was getting stupid too, but 10 range.. Fungal + Blinding cloud is going to be silly in ZvP.
Mattumsfox
Profile Joined April 2012
United States233 Posts
December 19 2012 05:29 GMT
#702
On December 19 2012 14:20 SheaR619 wrote:
Show nested quote +
On December 19 2012 13:40 Integra wrote:
Looks like Blizzard saw that MMM was the main strategy for Terran vs Zerg. I really wish they would buff the ultralisk instead of the combination of nerfing terran and buffing infestor. Right now ultralisks are useless and it feels like it would had been better if they made ultras a primary counter to late game bio Terrans...


your trolling right? lol cause ultralisk are really good against terran bio atm atleast from what I been seeing on stream and experience

Also how would terran ever win lategame against zerg if ultras were a primary counter to late game bio.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 19 2012 05:31 GMT
#703
On December 19 2012 14:27 Atthasit wrote:
Show nested quote +
On December 19 2012 14:20 SheaR619 wrote:
your trolling right? lol cause ultralisk are really good against terran bio atm atleast from what I been seeing on stream and experience

Except they don't really help against 2 base all-ins or any other kind of mid game in general.

Not sure how I feel about the fungal buff though. Something had to be done about fungal that's for sure, there's just no way to be cost effective in ZvT with recent medivac buffs, and ZvZ was getting stupid too, but 10 range.. Fungal + Blinding cloud is going to be silly in ZvP.


If you think zvz is getting stupid in hots then you should start watching WoL zvz. It's almost common now for zvz's to turn into bl/corr/infestor. Yeah that's a hell of a lot better then muta vs muta! :D
When I think of something else, something will go here
BeyondCtrL
Profile Joined March 2010
Sweden642 Posts
December 19 2012 05:39 GMT
#704
On December 19 2012 14:21 Too_MuchZerg wrote:
Couple ideas how to change/fix infestor:

1. Reduce speed off-creep to queen speed
2. Implement passive skill "Creep Synergy" that makes infestor lose energy when off-creep but when in creep remains as it is.
3. Make fungal work that if you cast is next to opponent you lose 5-10 hitpoints but max range you lose 40-50 hp. So forces getting them closer to your opponents forces.


Can't tell if serious or not...
Atthasit
Profile Joined July 2011
Russian Federation81 Posts
December 19 2012 05:39 GMT
#705
On December 19 2012 14:31 blade55555 wrote:
If you think zvz is getting stupid in hots then you should start watching WoL zvz. It's almost common now for zvz's to turn into bl/corr/infestor. Yeah that's a hell of a lot better then muta vs muta! :D


Well it's a mirror matchup, it will get stupid given both players have equal skills and similiar unit compositions right? I'm talking from my personal perspective and I'd rather have a roach-hydra stupid midgame than mutacloud. I've said it multiple times and I'll say it again, I think it's more fun to be playing roach-hydra-infestor than mutas, even if it may be not as fun to observe.

Also, I always thougth ultras were the best counter to BLs :D
Infernal_dream
Profile Joined September 2011
United States2359 Posts
December 19 2012 05:40 GMT
#706
The issue is they've pidgeon holed themselves into having to need anti micro spells. With units that are so microscopically small that one half of a square misclick on a building means 1 million lings in your base. With units that that are simply counters to each other (He built stalkers so i build maruaders so i build zealots so he builds marines.) With no way of winning fights if you happened to build the wrong shit (yes i know it's part of scouting) but more units need to be equal instead of one just completely dominating the other. It makes it into a rock paper scissor game instead of a strategy. Take a look at broodwar. Most units could fight other units without getting completely annihilated because of a "hardcounter". And if they did there was a way to make it work. Now in sc2 you either get annihilated, or you run away. THe only reason you can run away is because of micro limiting spells.
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
December 19 2012 05:48 GMT
#707
It seems like the way Zerg is, players either think a unit is worth massing or it's not building at all. Not sure if that's the players' fault or no.
I'm not stupid, a marauder just shot my brain.
ClanRH.TV
Profile Joined July 2010
United States462 Posts
December 19 2012 05:50 GMT
#708
On December 19 2012 10:57 blade55555 wrote:
Show nested quote +
On December 19 2012 10:55 hunts wrote:
I mean you people DO realize that 10 range with the travel time is still much much worse than 9 range instant, right? Or do you actually think it's a significant buff that will make infestors god mode in HOTS or something?


It's still stupid. It's probably going to make infestors dominant in zvz again. I hope I am wrong, but range 10 and projectile is really good and I wish they would just put it back to range 8 with slow projectile. Fuck infestors buff other things.

This patch is again stupid widow mine should just not hit air and be 1 supply and try that then buff/nerf if necessary and infestors try range 9 with projectile before buffing BOTH. Or just make sure it's useless and zerg doesn't have to make them anyway that would be the best -_-.

Just saw this video:

http://www.twitch.tv/someone2knoe/b/349220437

It's now going to be really, really good again and will be the backbone of all zergs army it will be the strongest.

Might wait till this gets nerfed again before playing again because now zvz is infestor dominated again as infestors are now insanely good again.


Oh boy you saw a single video of a person playing in a unit tester. Nerf this insanely overpowered infestor.
"Don't take life too seriously because you'll never get out alive."
larse
Profile Blog Joined March 2012
1611 Posts
Last Edited: 2012-12-19 05:57:43
December 19 2012 05:50 GMT
#709
Let's see what does range 10 means. Here is a list a unit's sight:

9 Marine (!!!)
10 Marauder
10 Viking (!!!)
11 Ghost
11 Siege Tank (!!!)
11 Raven
10 Banshee

9 Zealot
10 Stalker (!!!)
10 Sentry
10 High Templar (!!!)
10 Colossus
10 Pheonix
10 Voidray
10 Cannon

8 Zergling
8 Baneling
9 Roach (!!!)
9 Hydra
10 Infestor (!!!)
11 Muta
10 Corruptor
12 BL

Now range 10 means that infestor can hit almost all units when they can't even see your infestor !!!!
ClanRH.TV
Profile Joined July 2010
United States462 Posts
Last Edited: 2012-12-19 05:59:33
December 19 2012 05:56 GMT
#710
On December 19 2012 14:50 larse wrote:
Let's see what does range 10 means. Here is a list a unit's sight:

9 Marine
10 Marauder
11 Ghost
11 Siege Tank
11 Raven
10 Banshee

9 Zealot
10 Stalker
10 Sentry
10 High Templar
10 Colossus
10 Pheonix
10 Voidray
10 Cannon

Now range 10 means that infestor can hit almost all units when they can't even see your infestor !!!!


Whats the infestors sight range?

Edit: Infestor has a sight range of 10. I'm sorry but whats the validity of your statement? I see none.
"Don't take life too seriously because you'll never get out alive."
Wen_Jie
Profile Joined November 2012
Australia38 Posts
December 19 2012 06:00 GMT
#711
On December 19 2012 14:56 ClanRH.TV wrote:
Show nested quote +
On December 19 2012 14:50 larse wrote:
Let's see what does range 10 means. Here is a list a unit's sight:

9 Marine
10 Marauder
11 Ghost
11 Siege Tank
11 Raven
10 Banshee

9 Zealot
10 Stalker
10 Sentry
10 High Templar
10 Colossus
10 Pheonix
10 Voidray
10 Cannon

Now range 10 means that infestor can hit almost all units when they can't even see your infestor !!!!


Whats the infestors sight range?

Edit: Infestor has a sight range of 10. I'm sorry but whats the validity of your statement? I see none.


Well, i think he's trying to say that there's no way to dodge the projectile if you can't see the infestor, but seeing as you can't dodge it even when you can see the infestor, I agree.
DemigodcelpH
Profile Joined August 2011
1138 Posts
Last Edited: 2012-12-19 06:01:22
December 19 2012 06:01 GMT
#712
On December 19 2012 14:56 ClanRH.TV wrote:
Show nested quote +
On December 19 2012 14:50 larse wrote:
Let's see what does range 10 means. Here is a list a unit's sight:

9 Marine
10 Marauder
11 Ghost
11 Siege Tank
11 Raven
10 Banshee

9 Zealot
10 Stalker
10 Sentry
10 High Templar
10 Colossus
10 Pheonix
10 Voidray
10 Cannon

Now range 10 means that infestor can hit almost all units when they can't even see your infestor !!!!


Whats the infestors sight range?

Edit: Infestor has a sight range of 10. I'm sorry but whats the validity of your statement? I see none.


Watch the video. The fungal range is now 10 + the fungal radius. I bet you feel really embarrassed now.

larse
Profile Blog Joined March 2012
1611 Posts
December 19 2012 06:01 GMT
#713
I tested. If you move your stalker out of the radius at exact the same time when infestor shots out projectile. Stalker can't dodge it. It's this fast.
Crawdad
Profile Joined September 2012
614 Posts
December 19 2012 06:01 GMT
#714
On December 19 2012 14:56 ClanRH.TV wrote:
Whats the infestors sight range?

Edit: Infestor has a sight range of 10. I'm sorry but whats the validity of your statement? I see none.


Because the radius of Fungal Growth allows it to extend slightly outside its range.

It's probably negligible in an actual game, especially with FG as a projectile.
DemigodcelpH
Profile Joined August 2011
1138 Posts
December 19 2012 06:02 GMT
#715
On December 19 2012 15:01 larse wrote:
I tested. If you move your stalker out of the radius at exact the same time when infestor shots out projectile. Stalker can't dodge it. It's this fast.


Mhm. It's more or less undodgable.
larse
Profile Blog Joined March 2012
1611 Posts
December 19 2012 06:03 GMT
#716
On December 19 2012 14:56 ClanRH.TV wrote:
Show nested quote +
On December 19 2012 14:50 larse wrote:
Let's see what does range 10 means. Here is a list a unit's sight:

9 Marine
10 Marauder
11 Ghost
11 Siege Tank
11 Raven
10 Banshee

9 Zealot
10 Stalker
10 Sentry
10 High Templar
10 Colossus
10 Pheonix
10 Voidray
10 Cannon

Now range 10 means that infestor can hit almost all units when they can't even see your infestor !!!!


Whats the infestors sight range?

Edit: Infestor has a sight range of 10. I'm sorry but whats the validity of your statement? I see none.


You may have other zerg units in the front so you see enemy units, and your infestors are in the back, shoot out fungal. Enemy can't see your infestor.
ClanRH.TV
Profile Joined July 2010
United States462 Posts
December 19 2012 06:04 GMT
#717
On December 19 2012 15:01 DemigodcelpH wrote:
Show nested quote +
On December 19 2012 14:56 ClanRH.TV wrote:
On December 19 2012 14:50 larse wrote:
Let's see what does range 10 means. Here is a list a unit's sight:

9 Marine
10 Marauder
11 Ghost
11 Siege Tank
11 Raven
10 Banshee

9 Zealot
10 Stalker
10 Sentry
10 High Templar
10 Colossus
10 Pheonix
10 Voidray
10 Cannon

Now range 10 means that infestor can hit almost all units when they can't even see your infestor !!!!


Whats the infestors sight range?

Edit: Infestor has a sight range of 10. I'm sorry but whats the validity of your statement? I see none.


Watch the video. The fungal range is now 10 + the fungal radius. I bet you feel really embarrassed now.



God you aren't that smart. If the infestor has 10 sight, then he wouldnt be able to see an enemy in this extended radius. Intelligent people.
"Don't take life too seriously because you'll never get out alive."
larse
Profile Blog Joined March 2012
1611 Posts
December 19 2012 06:05 GMT
#718
On December 19 2012 15:02 DemigodcelpH wrote:
Show nested quote +
On December 19 2012 15:01 larse wrote:
I tested. If you move your stalker out of the radius at exact the same time when infestor shots out projectile. Stalker can't dodge it. It's this fast.


Mhm. It's more or less undodgable.


If you preemptively move your stalker away when you see a infestor is coming close to you, then it's possible to dodge. But you can't dodge after you see the projectile coming. And it's range 10, so it's impossible to see the infestor coming if you don't have other units in the front.
Wen_Jie
Profile Joined November 2012
Australia38 Posts
Last Edited: 2012-12-19 06:06:55
December 19 2012 06:06 GMT
#719
On December 19 2012 15:04 ClanRH.TV wrote:
Show nested quote +
On December 19 2012 15:01 DemigodcelpH wrote:
On December 19 2012 14:56 ClanRH.TV wrote:
On December 19 2012 14:50 larse wrote:
Let's see what does range 10 means. Here is a list a unit's sight:

9 Marine
10 Marauder
11 Ghost
11 Siege Tank
11 Raven
10 Banshee

9 Zealot
10 Stalker
10 Sentry
10 High Templar
10 Colossus
10 Pheonix
10 Voidray
10 Cannon

Now range 10 means that infestor can hit almost all units when they can't even see your infestor !!!!


Whats the infestors sight range?

Edit: Infestor has a sight range of 10. I'm sorry but whats the validity of your statement? I see none.


Watch the video. The fungal range is now 10 + the fungal radius. I bet you feel really embarrassed now.



God you aren't that smart. If the infestor has 10 sight, then he wouldnt be able to see an enemy in this extended radius. Intelligent people.


If that's the case, then you have infestors on the frontline, which is a problem with your skill. Either that or your army consists of only infestors, which could be a problem as well.
ClanRH.TV
Profile Joined July 2010
United States462 Posts
Last Edited: 2012-12-19 06:07:56
December 19 2012 06:06 GMT
#720
On December 19 2012 15:03 larse wrote:
Show nested quote +
On December 19 2012 14:56 ClanRH.TV wrote:
On December 19 2012 14:50 larse wrote:
Let's see what does range 10 means. Here is a list a unit's sight:

9 Marine
10 Marauder
11 Ghost
11 Siege Tank
11 Raven
10 Banshee

9 Zealot
10 Stalker
10 Sentry
10 High Templar
10 Colossus
10 Pheonix
10 Voidray
10 Cannon

Now range 10 means that infestor can hit almost all units when they can't even see your infestor !!!!


Whats the infestors sight range?

Edit: Infestor has a sight range of 10. I'm sorry but whats the validity of your statement? I see none.


You may have other zerg units in the front so you see enemy units, and your infestors are in the back, shoot out fungal. Enemy can't see your infestor.


Oh so if you have a unit to scout for the infestor, then the infestor can see the enemy unit but it can't see the infestor. Wow man, that would appear to be a scouting advantage for the Zerg player now wouldnt it?

-> well in this case, I'll retort with awful logic and say that a carrier can hit anything without other units being able to see it....if it has an observer over the units and that player doesn't have sight of it.
"Don't take life too seriously because you'll never get out alive."
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