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Patch 9 Discussion - Page 34

Forum Index > SC2 General
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nomsayin
Profile Blog Joined March 2009
United States124 Posts
April 22 2010 20:33 GMT
#661
Who else was hoping for sc1 units in the map editor?
StriverzG
Profile Joined March 2010
United States115 Posts
Last Edited: 2010-04-22 20:34:10
April 22 2010 20:33 GMT
#662
can anyone confirm if uninstalling game client and reinstalling+patch will fix the loop?
Sun Tzu once said..
Beatus
Profile Joined April 2010
Canada101 Posts
April 22 2010 20:34 GMT
#663
lol @ everyone who called fake in the frirst few pages
?
Trilogie
Profile Joined March 2010
United States21 Posts
April 22 2010 20:34 GMT
#664
On April 23 2010 05:33 prototype. wrote:
Seriously blizzard? Changing what was already confusing hotkeys into something equally confusing?


Really? confusing hot keys? How tough is it, I learned the hot keys a day or two after I got the beta.
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 22 2010 20:35 GMT
#665
I dont see why they had to change the W hotkey.

How often does it seriously come up that you will be using an ally's warpgates?
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-22 20:36:21
April 22 2010 20:35 GMT
#666
On April 23 2010 05:32 FrozenArbiter wrote:
Show nested quote +
On April 23 2010 05:29 avilo wrote:
I love how many protoss kids are going haywire over the immortal build time increase. You all knew it was coming, you all abused it to no end with warpgate all-ins into expo -> macro.

Now it is not so easy rofl. And yes, as FA said, even though immortals are of course strong vs mech, no good player just goes only mech, they ghostmech, but siege tanks for 3 supply and 125 gas? Lol?

Blizzard purposely did that because they did not want the tank to be such a central unit like it was in SC1. which is mind boggling, as right now the marauder has pretty much taken that role.

What do people really expect Terrans to make in TvP? Name some viable options other than the marauder. I doubt many P here can name any, because there are very few that are standard/viable in the match-up.

Patch 8, you had to get a lot of marauders early game to survive all of these protoss immortal/warpgate all-ins. Even a 4warpgate sentry all-in with speedlots was stronger than marauders. The concussive change was good, but tanks are still 25 gas and 1 supply too expensive.

oh, and wow, now you guys can't do similar all ins vs Zerg in PvZ. lol.

edit: and btw, stalkers with blink are extremely sexy and mobile omg. I lost to a guy yesterday who went straight stalker blink on kulas and abused being mobile between all 3 starting mineral bases

some people in the beta have trouble realizing that this is a beta, and if something is too powerful and the end-all be all, it is going to be nerfed. Marauder's were nerfed, roaches were nerfed, and now immortals have been nerfed, because all of them were too powerful. You can still use them, it is just not as easy is the key thing.

Funnily enough I think fast siege mode is really really good vs the warp-gate allin stuff, the only problem is that about half the map have backdoors or really badly placed expansions.

jinro i havent really used tanks vs toss since i just assumed they suck (charge, blink, immortal etc)
do u have any success with it?
how is voidray vs thor?
can phonix pick up sieged tanks?
isnt backstabbing (as u said with colosus) making mech impossible?

how can they make mech more viable in this mu? because im dead clueless since i find mech really strong tvz so any buff to mech would just boost tvz aswell
Progamerpls no copy pasterino
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
April 22 2010 20:36 GMT
#667
On April 23 2010 05:33 StriverzG wrote:
can anyone confirm if uninstalling game client and reinstalling+patch will fix the loop?


I tried it and it didn't work. Also a blue just said not to uninstall, and they want you to close the patcher for now until they figure out a fix.

http://forums.battle.net/thread.html?topicId=24401903745&sid=5000
9/5/10 P acct: NA D 10,683 651pts 69w56L http://sc2ranks.com/char/us/290365/LetoAtreides T acct: NA D 16,137 553pts 70w67L http://sc2ranks.com/char/us/1560008/Khrone Z: NA G 16,058 465pts 28w26L http://www.sc2ranks.com/us/1997354/Omnius
Masq
Profile Blog Joined March 2009
Canada1792 Posts
April 22 2010 20:36 GMT
#668
On April 23 2010 05:33 StriverzG wrote:
can anyone confirm if uninstalling game client and reinstalling+patch will fix the loop?


it doesn't fix it, don't waste your time uninstalling.
Fredz
Profile Joined March 2010
Canada36 Posts
April 22 2010 20:36 GMT
#669
I didn't know blizzard were that good at failing
Wintermute
Profile Joined March 2010
United States427 Posts
April 22 2010 20:36 GMT
#670
On April 23 2010 05:27 Garrl wrote:
Show nested quote +
On April 23 2010 05:25 cYaN wrote:
Hmmm, as a terran player I kinda didn't like the buff we got. I was rather hoping for an alternative to marauders rather than a balance tweak to them. Oh well. And if you add in chronoboost that's what? a 7,5second delay on the immortal? Doesn't sound like something to complain too much about.


7.5 on every immortal, and that's a chrono boost which could've been used to buff the Protoss economy (whereas Terran have MULEs, not really much of a choice compared to chrono boost on econ or on tech/army), hence eventually putting the Toss behind.


The nerf to marine build time was a much bigger deal, IMO, and I don't see too many protoss asking for that to be reversed.

I'd have rather seen marines go back to being more easily massable instead of immortals get nerfed (and I either play random or zerg, so it's not terran bias), but that's not what we got, so we will just adapt and overcome as if we were good players who don't complain about minor changes before we even try them.
Don't let me say this, but you're no worse than me; it's crazy.
CruS
Profile Joined March 2010
Sweden218 Posts
April 22 2010 20:37 GMT
#671
On April 23 2010 05:34 Trilogie wrote:
Show nested quote +
On April 23 2010 05:33 prototype. wrote:
Seriously blizzard? Changing what was already confusing hotkeys into something equally confusing?


Really? confusing hot keys? How tough is it, I learned the hot keys a day or two after I got the beta.


Agree, kinda love the hotkeys. As long as they are on the left side of the keyboard it doesn't really matter. The ONLY thing that I dislike is that Overlord is V and the Overlord drop upgrade is V aswell. S+V = create overlord, unless you are out of larva, then it's upgrade time. Countless of times I've upgraded by mistake
Whoever fears suffering, is already suffering from what he fears.
MagisterMan
Profile Blog Joined December 2008
Sweden525 Posts
April 22 2010 20:37 GMT
#672
On April 23 2010 05:35 PanzerDragoon wrote:
I dont see why they had to change the W hotkey.

How often does it seriously come up that you will be using an ally's warpgates?


It's better that they change it now than in a year. You have to account for all situations.
Nachos?
Vegron
Profile Joined April 2010
United States21 Posts
Last Edited: 2010-04-22 20:40:50
April 22 2010 20:38 GMT
#673
O.. My.. Lord.. Okay yes, NUERAL PARASITE is baller now, but why is everything nerf'd so hard (Queen Movement speed is Imba? Spine Crawler Imba? Lmfao?) ? And no fungal growth projectile? Wtf? Infestors have to be near the enemy units now? Or what?\\


EDIT: Im sorry, I thought the fungal growth was an AoE around the Infestor now. Wow that's awesome. Ima go use some infestors now that they dont suck
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-04-22 20:39:51
April 22 2010 20:38 GMT
#674
On April 23 2010 05:36 Fredz wrote:
I didn't know blizzard were that good at failing

oh cmon man, imagine being blizzard atm. i dont think i could handle all the pressure. im judgmental about some of their balance changes but then i see they work it out in the next patch.
On April 23 2010 05:38 Vegron wrote:
O.. My.. Lord.. Okay yes, NUERAL PARASITE is baller now, but why is everything nerf'd so hard (Queen Movement speed is Imba? Lmfao?) ? And no fungal growth projectile? Wtf? Infestors have to be near the enemy units now? Or what?

haha no projectile means that the attack hits instantly. the range tells how far it attacks or if its melee.
the growth spell is like storm and emp now, range and hits instantly. its a buff
Progamerpls no copy pasterino
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 22 2010 20:38 GMT
#675
On April 23 2010 05:32 FrozenArbiter wrote:
Show nested quote +
On April 23 2010 05:29 avilo wrote:
I love how many protoss kids are going haywire over the immortal build time increase. You all knew it was coming, you all abused it to no end with warpgate all-ins into expo -> macro.

Now it is not so easy rofl. And yes, as FA said, even though immortals are of course strong vs mech, no good player just goes only mech, they ghostmech, but siege tanks for 3 supply and 125 gas? Lol?

Blizzard purposely did that because they did not want the tank to be such a central unit like it was in SC1. which is mind boggling, as right now the marauder has pretty much taken that role.

What do people really expect Terrans to make in TvP? Name some viable options other than the marauder. I doubt many P here can name any, because there are very few that are standard/viable in the match-up.

Patch 8, you had to get a lot of marauders early game to survive all of these protoss immortal/warpgate all-ins. Even a 4warpgate sentry all-in with speedlots was stronger than marauders. The concussive change was good, but tanks are still 25 gas and 1 supply too expensive.

oh, and wow, now you guys can't do similar all ins vs Zerg in PvZ. lol.

edit: and btw, stalkers with blink are extremely sexy and mobile omg. I lost to a guy yesterday who went straight stalker blink on kulas and abused being mobile between all 3 starting mineral bases

some people in the beta have trouble realizing that this is a beta, and if something is too powerful and the end-all be all, it is going to be nerfed. Marauder's were nerfed, roaches were nerfed, and now immortals have been nerfed, because all of them were too powerful. You can still use them, it is just not as easy is the key thing.

Funnily enough I think fast siege mode is really really good vs the warp-gate allin stuff, the only problem is that about half the map have backdoors or really badly placed expansions.


well yah, that's true, but then the P just added in immortals after that, and you were like NOOOOO @_@

the backdoors really suck, and same with the old expansion on scrap station that made you have to defend 3 points to keep your natural.

and people wonder why marauder bio is one of the most viable things to do.
Sup
prototype.
Profile Blog Joined July 2009
Canada4200 Posts
April 22 2010 20:38 GMT
#676
On April 23 2010 05:34 Trilogie wrote:
Show nested quote +
On April 23 2010 05:33 prototype. wrote:
Seriously blizzard? Changing what was already confusing hotkeys into something equally confusing?


Really? confusing hot keys? How tough is it, I learned the hot keys a day or two after I got the beta.

I forget there were players that never played original starcraft... silly me

E for weapon upgrade, DEFINITELY NOT CONFUSING.
( ・´ー・`)
In1t4themoney
Profile Joined April 2010
Germany77 Posts
April 22 2010 20:38 GMT
#677
PLEASE just bring back vultures for hellions and worlds fine >D

is there anyone who would argue with that? (you should play wow :D )
asdfghjkl
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-04-22 20:40:26
April 22 2010 20:39 GMT
#678
On April 23 2010 05:35 MorroW wrote:
Show nested quote +
On April 23 2010 05:32 FrozenArbiter wrote:
On April 23 2010 05:29 avilo wrote:
I love how many protoss kids are going haywire over the immortal build time increase. You all knew it was coming, you all abused it to no end with warpgate all-ins into expo -> macro.

Now it is not so easy rofl. And yes, as FA said, even though immortals are of course strong vs mech, no good player just goes only mech, they ghostmech, but siege tanks for 3 supply and 125 gas? Lol?

Blizzard purposely did that because they did not want the tank to be such a central unit like it was in SC1. which is mind boggling, as right now the marauder has pretty much taken that role.

What do people really expect Terrans to make in TvP? Name some viable options other than the marauder. I doubt many P here can name any, because there are very few that are standard/viable in the match-up.

Patch 8, you had to get a lot of marauders early game to survive all of these protoss immortal/warpgate all-ins. Even a 4warpgate sentry all-in with speedlots was stronger than marauders. The concussive change was good, but tanks are still 25 gas and 1 supply too expensive.

oh, and wow, now you guys can't do similar all ins vs Zerg in PvZ. lol.

edit: and btw, stalkers with blink are extremely sexy and mobile omg. I lost to a guy yesterday who went straight stalker blink on kulas and abused being mobile between all 3 starting mineral bases

some people in the beta have trouble realizing that this is a beta, and if something is too powerful and the end-all be all, it is going to be nerfed. Marauder's were nerfed, roaches were nerfed, and now immortals have been nerfed, because all of them were too powerful. You can still use them, it is just not as easy is the key thing.

Funnily enough I think fast siege mode is really really good vs the warp-gate allin stuff, the only problem is that about half the map have backdoors or really badly placed expansions.

jinro i havent really used tanks vs toss since i just assumed they suck (charge, blink, immortal etc)
do u have any success with it?
how is voidray vs thor?
can phonix pick up sieged tanks?
isnt backstabbing (as u said with colosus) making mech impossible?

how can they make mech more viable in this mu? because im dead clueless since i find mech really strong tvz so any buff to mech would just boost tvz aswell

I use it mostly to be safe from warp gate pushes, I don't do full mech after that.
Thor isn't that good vs void rays, but not terrible. I think having lots of marines is a better defense...
Phoenix can pick up sieged tanks, so "yay" for that.
Yes, backstabbing makes pure mech suicide unless you want to spend the entire game camping T_T (which the sensor towers, admittedly, make you very capable of doing).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
April 22 2010 20:39 GMT
#679
I think the patch was decent overall, though I do feel the undodgeable fungal growth was a step in the wrong direction. I think they need to make both EMP and fungal growth dodgeable, just like storm - at least one would have the perception of being able to do something about it then.
All in all I think it was a pretty decent patch, especially as I believe that with the map editor released we will begin to see better made maps which will allow stuff like terran mech as well - I for one have yet to see a proper use of the helion against me in a TvP where I do believe it could be very strong!
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2010-04-22 20:40:57
April 22 2010 20:39 GMT
#680
Fungal Growth projectile removed; Units in the target area are now instantly hit. so happy!

Queen
Speed off creep decreased from 1.5 to 0.938. (Speed on creep unchanged.)
t-t so the slow mo fo will get out microed by void rays is what they want apparently.

Burrow has been changed from W to R.
Spawn Larva has been changed from R to V.

why would you change the hot key to the most used zerg thing ever to fuck with people@!!!@#!

oh well time to have fun with map making
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