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United States7166 Posts
On March 13 2010 07:22 mmdmmd wrote: Wait a second.
U have 3 drop ships going to zerg base. Zerg knows because of scout or borrowed units. He sends 3 infestor to MC all 3 of ur drop ship. Since time is unlimited and u are likely to be inside zerg's base. That's going to hold ~10 supply unit for each un-upgraded ship. And forever?!?! id rather make 2 scourge for 75 gas and instantly kill the dropship + marines. forever.
but yes it is no longer usable on air either so stop whining
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On March 13 2010 07:22 mmdmmd wrote: Wait a second.
U have 3 drop ships going to zerg base. Zerg knows because of scout or borrowed units. He sends 3 infestor to MC all 3 of ur drop ship. Since time is unlimited and u are likely to be inside zerg's base. That's going to hold ~10 supply unit for each un-upgraded ship. And forever?!?! No because it only works on ground...
On March 13 2010 07:15 _rdm_ wrote: I think they intended on having the nydus be a defensive mechanic, there is a tech for overlord drop still that is better for aggressive moves. The nydus canal has always been more of a defensive move Then why can you make it spawn outside of creep? :/ It was definitely intended for aggression as well, but maybe a bit too much. I think 20s is too much tbh, 15s looks like a good time, unless they reduce the price (Maybe 150mins but 0-50 gas?) and/or remove that ridiculus scream when it pops.
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On March 13 2010 07:26 Hammy wrote:Show nested quote +On March 13 2010 07:22 mmdmmd wrote: Wait a second.
U have 3 drop ships going to zerg base. Zerg knows because of scout or borrowed units. He sends 3 infestor to MC all 3 of ur drop ship. Since time is unlimited and u are likely to be inside zerg's base. That's going to hold ~10 supply unit for each un-upgraded ship. And forever?!?! No because it only works on ground... Show nested quote +On March 13 2010 07:15 _rdm_ wrote: I think they intended on having the nydus be a defensive mechanic, there is a tech for overlord drop still that is better for aggressive moves. The nydus canal has always been more of a defensive move Then why can you make it spawn outside of creep? :/ It was definitely intended for aggression as well, but maybe a bit too much. I think 20s is too much tbh, 15s looks like a good time, unless they reduce the price (Maybe 150mins but 0-50 gas?) and/or remove that ridiculus scream when it pops.
Make two versions of an exit?
15 second that costs less, but screams when it pops 20 second that costs more, but is silent when it pops
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On March 13 2010 07:20 rtano wrote:Show nested quote +On March 13 2010 05:47 BladeRunner wrote:On March 13 2010 05:44 genwar wrote: Just going to put in into perspective for, burrow nerfs, infestors nerfs and nydus nerfs, I never actually used any of these and still win majority of my games in plat. Do none of your games make it to the midgame? Nydus is very, very useful... Also you must have never fought a thor-backed army if you don't think infestors are useful Even NP'ing a single thor can dramatically change a battle's outcome Thus it should be a big thing to manage doing so. It should not be: "take 4 infestors and you will for sure get one of his Thors..." We will see how this plays out but probably Blizzard is aiming for it to require micro and tactial play to accomplish this feat and with it turning the battle! It would be a significant investment to get 4 infestors, no?
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omg so many change thanks Zelniq for this. finaly we are close to the balance for the zerg :D
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On March 13 2010 07:00 HalfAmazing wrote:Show nested quote +On March 13 2010 06:01 zeppelin wrote:On March 13 2010 06:00 HalfAmazing wrote: Blizzard does not inspire me with confidence with these changes. Sure it's all a step in the right direction, but not drastic enough, imo. Have you never heard of controlling variables? If they change a ton of things at once and something is off, it's almost impossible to tell which change caused things to go wrong because none of them were isolated. Never head of such an obscure concept. Beta's gonna last another 3, maybe 4 months at the most. At this pace they're not going to get it done in time as they seem to believe their basic template is 'just fine'. It isn't.
Have you really never taken any science- or statistics-related class in your life, or is your first sentence just a joke that I'm not getting?
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They finally decided to nerf Zerg, yet none of those nerfs are on roaches. I'm kinda surprised but not complaining lol
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On March 13 2010 06:00 HalfAmazing wrote: Blizzard does not inspire me with confidence with these changes. Sure it's all a step in the right direction, but not drastic enough, imo. If you ever played flight simulator, you'd be familiar with how things spiral out of control when you turn too many knobs too much at once.
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Was looking for a reason to switch from Random to Terran full time and now seems like a good point.
Was kind of hoping for some stalker love, either HP increase, +dmg to light or make blink a base spell.
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Hrm warp gate timing such a crucial part of PvZ.
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Huge infestor nerf really necessary?
Yes they can permanently mind control stuff.. it doesn't make much difference, you could just chain mind control stuff last patch anyways.
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On March 13 2010 07:45 Whalecore wrote: Huge infestor nerf really necessary?.
yes
they were super imba
in tvz they make like 5 infestor later and u couldnt do shit lol
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I approve of the gateway nerf, but now PvZ seems much more difficult. I think they probably already have plans for roaches and zerg in general, but are waiting to find the most appropriate change to not completely fuck up the other matchups.
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On March 13 2010 07:02 Re-Play- wrote:Show nested quote +On March 13 2010 05:28 PokePill wrote: Can an infester infest an infester? And what happens if the infested infester already infested something (or even another infester). HAHAHAA Also, I wonder if one of your units get infested, can you re-infest it to get it back?
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Neural parasite is permanent now - but still CHANNELED, right?! I mean if you kill the infestor de MC goes away, right? Does it abide its previous rule or not?
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United States7166 Posts
yes Benny it ends as soon as infestor dies. 100/150/2 cost unit with same HP/armor as hydralisk (90/0). with Armored quality so dies extra fast to +armored units
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can the infestor move after it casts NP? is the tongue graphic still there? If it is, is there a maximum range that the NP'd unit can move away from the infestor?
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The infestor changes seems alright, it was a very powerful caster before and still is imo. Hydra nerf seems a bit low actually and yeah maybe something needs to be done on the roaches but i suspect that stalkers will be buffed in a later patch and be able to counter them better, at least hold them off.
I'm not sure I like the burrow nerf, I might agree that they overdid that one.
I play Z
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United States4991 Posts
On March 13 2010 08:13 TSL-Lore wrote: can the infestor move after it casts NP? is the tongue graphic still there? If it is, is there a maximum range that the NP'd unit can move away from the infestor? Can't move, and there is a max range. People talking about permanently NP-ing Thors to accompany them or something (I saw someone talking about keeping some in the back of your army as Zerg now...) are in dreamland 
I haven't had a chance to play after the Hydra change, but it's good to see Hydras nerfed a bit, as there was like no way to play ZvP without them. A bit of additional options is good
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United States7166 Posts
hydra attack speed nerf was noticeable. before it was pretty damn fast, now it's just slightly faster than BW hydras it feels like
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