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On April 23 2010 08:29 KawaiiRice wrote: I'm having a patching bug... it was done, now its like "Preparing to download new patch" -> 3/4ths dl -> all the way -> "The update was successful" / endless loop
Wuh dah fuhkk Also "The instruction at 0x7c91b21a" referenced memory at "0x00000010". The memory could not be "written". Click on OK to terminate the program Click on CANCEL to debug the program
(Both result in moar endless loop)
Read the loop thread, bnet technical support on the beta boards.
Or the Update Problems thread here on TL.
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I don't understand the hate this patch is getting. Everyone knows immos are overpowered and essentially force T to go ghosts and they absolutely stomp Z in a fair fight. This was the right chage and making marauders a bit stronger will probably balance TvP a lot better. Plus don't forget the insane bonus P gets with sentry force fields/guardian shields. I mean cmon, if you can't beat an MMM ball with stalker/immo/sentry youre just not doing it right.
Now, TvZ on the other hand is going to be a lot harder. I imagine more Z will be using infestors with the buff to offset mid/late game marauders.
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On April 23 2010 08:27 Bibdy wrote:I'm really not looking forward to 2+ Infestors sneaking into my base, or getting dropped, chucking out a buttload of Infested Terrans and destroying my Nexus. As someone said, 16 Infested Terrans will be able to do a ton of damage before they die. According to this table: http://darkblizz.org/Forum2/general-discussion/complete-starcraft-2-beta-units-stats/?action=dlattach;attach=534It'll take 16 Infested Terrans 13 shots a piece to kill a Nexus. With an attack rate of 0.8608, it'll take them 11 seconds to kill the thing, and then they live for another 9... That is some seriously dangerous harassment power right there. To put it into perspective, that's how long it would take FIVE Dark Templar to kill the same building.
Yeah but that means the player has to drop their infestors and cast the spell 16 times, then wait for the infested terrans to hatch out of their little egg things (it's not instant). If the defending player can't bring in some units to kill the harassment by then, they deserve to lose the nexus.
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For crist sake when are they going to add the bonus for high ground, honestly what are they thinking.
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High ground already has a bonus in that units on the high ground can see stuff below them, while stuff below them needs vision of the high ground first.
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They don't all instantly die the moment you arrive, though. Because they last 9 seconds longer than they need, even if you inflict casualties, they might still bring the thing down before you can stop it.
I'll reserve judgement on OP or not, but looking at the numbers, I'm going to start watching out for this thing. It looks scary.
Edit: Oh and bear in mind it costs the Zerg literally nothing. Drop Infestors, chuck out ITs, fly off. They can just keep coming back with more Infestors and doing it again and again without costing a penny after the initial investment. And Infestors have two other useful abilities. Not like they're going to be totally useless, unless the Protoss enters catastrophic rage-mode and charges the front door right then.
To achieve the same effect, a Protoss would have to invest a ton in Dark Shrine tech and 5 Dark Templars. The thought is somewhat frightening. Makes me want to try Zerg this week and see how strong it is.
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woot
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Does anyone have the new maps or at least the old maps so I can view them?
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On April 23 2010 08:37 StriverzG wrote:woot
sick
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United States47024 Posts
On April 23 2010 07:47 NicolBolas wrote: However, the fact that it hasn't been done, coupled with the fact that the release date isn't getting any farther away, doesn't bode well for the kind of massive changes you're talking about. 1) How do you know it isn't being done? You don't. Even if they knew that there were issues with roach/immortal/marauder the day the beta began, anything larger than mere number fixes (which they have been doing) such as a replacement unit would not be in a state to put into the beta yet. 2) There's a release date now? I'm not sure how you can say something that doesn't exist isn't getting farther away.
On April 23 2010 07:47 NicolBolas wrote: Furthermore, Blizzard has not said that they are changing any of these things. So I don't see how you're reasonably expecting any changes along these lines. I'm not saying I expect any changes. I'm saying that regardless of whether they are or aren't fixing it, they wouldn't have told us anything yet, either way. So the fact that they haven't said anything or put anything in patches related to it is meaningless.
On April 23 2010 08:06 Zato-1 wrote: A maxed out terran mech army is stronger than a maxed out protoss army or a maxed out zerg army in SC1. Why? Because of the AoE. To compensate for this, Terran tends to have fewer bases, thus lower income, and less capacity to replenish its army quickly. In SC2, this doesn't happen. So, yeah. Your analogy sucks. The problem of Terran mech scaling too well due to AoE is the same as it was in BW, but the way it's balanced in SC2 is different. There are two statements I point out here:
1) "Terran tends to have fewer bases" - this is a product of the way SC1 was learned and played from the day it was released. It's not inherent in the game that Terran has fewer bases, but that Protoss and Zerg developed the tools to expand faster, because allowing Terran to maintain base parity would cause them to lose the game. As such, it's not a guarantee that they won't develop similar means to expand in SC2.
2) "Terran has less capacity to replenish its army quickly" - independent of the first issue, this remains true. Terran is the only race that cannot apply it's economic macro mechanic (spawn larva, chrono boost, MULE) to something that is not mineral income. Reactors obviously have the capacity to make up for this, but reactors can only be applied to making Hellions--and a Hellion-heavy mech army in SC2 is MUCH weaker than a Vulture-heavy mech army in SC1.
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United States47024 Posts
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Worst patch in recorded history, except for the map editor finally being released. But seriously why would they un nerf marauders, they are ridiculous and will be even more op vs protoss due to the fact that immos will take longer to build now, and nothing else seems to even come remotely close to countering them...
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I really don't understand the zerg nerfs wtf
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On April 23 2010 08:37 StriverzG wrote:woot
thats the new scan animation? :O
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Another Toss nerf? Buffing Terran? Totally ruining macro through the wireframe?
This is just awful... Basically anything Orb rages about tonight in his stream = truth. UGH.
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So many angry posters here seem to have the illusion that Blizzard is obliged to please you by patching the things you ask for. That's so fucking stupid and unreasonable.
1 - Don't forget Blizzard server recorded actual usage of units/spells over 100,000s of games that have been played, so they certainly have a broader perspective than your limited, often biased 200 game experience. While I'm not saying Blizzard is god, as previous patches showed, you should at least fucking try to play for a while before screaming. Blizzard has been developing this game for 6-7 years now, don't forget that.
2 - Nothing is final, and changes in this patch are not necessary to fix the "wrong" changes in a previous patch. Maybe Blizzard just wanted to experiment new things, or observe how a change affect meta game (for e.g. changes to Marauder). Hell, they may very well fuck around with intentional imbalance tweaks to see how the game would evolve / degrade.
3 - You are a fucking beta tester, not Blizzard's customers for fuck sake. Most of you haven't paid shit to Blizzard to have this awesome privilege and if there's any obligation, it's YOURS - try all the new features and send your feedbacks to Blizzard.
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The only zerg nerf was to reduce queen rushing. The infestor was massively improved, and the immortal was nerfed. I'd call that a zerg buff, net-net.
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Are there images of the new maps?
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