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Patch 9 Discussion - Page 50

Forum Index > SC2 General
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maleorderbride
Profile Joined November 2002
United States2916 Posts
April 23 2010 01:51 GMT
#981
I can now enter my password. This is new! Then it just hangs on the initial screen =/
Some cause happiness wherever they go; others, whenever they go.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 23 2010 01:53 GMT
#982
On April 23 2010 10:43 Yukidasu wrote:
More subtle patching from blizzard - they obviously think the game is pretty close to how they want it to play.


Agreed.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
shinosai
Profile Blog Joined April 2010
United States1577 Posts
April 23 2010 01:59 GMT
#983
I think this patch has had very subtle changes that alter balance slightly. This says to me that the game is getting closer to balance all the time. I know everyone looks on balance changes as how they relate to your race, but it's important to see things in the bigger context. Whether or not you were having trouble in PvT, it's apparent that Blizzard felt the match up was slightly imbalanced. The game cannot be balanced around individual experiences.

Anyways, I see several positive changes in this patch:
1) Thor hellion marauder is now significantly weaker vs zerg due to the infestor buff. This is a pretty good thing as this army was pretty much easy mode once you got it up and running. There was very little a zerg could do to combat the power of the thor hiding behind marauders and hellions.
2) Protoss had a significant advantage vs terran in the early game once immortals came out. This patch has toned down that advantage.

As a negative consequence, though, I think marauders are still over used vs protoss, and I'm a big fan of diversity. As long as guardian shield and force field exist the way they do, though, I'm not really sure you could nerf the marauder without serious consequences, as marines are not particularly viable due to the existence of the sentry.
Be versatile, know when to retreat, and carry a big gun.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-04-23 02:01:41
April 23 2010 01:59 GMT
#984
On April 23 2010 10:37 NicolBolas wrote:
Show nested quote +
On April 23 2010 10:33 Bibdy wrote:
On April 23 2010 09:49 junemermaid wrote:
On April 23 2010 08:36 Bibdy wrote:
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.


Really? Make a cannon.

Threat neutralized


A Cannon?

One?

To hold off 16 Infested Terrans?

Your math is bad, sir.


Bad math or no, using Infested Terrans on workers is a waste of energy. By the time the ITs pop out, the workers will have fled.

Better to cast Fungal Growth and drop some Zerglings with your Infestors. FG does lots of damage, nearly killing the workers. More importantly, it holds them still, so your Zerglings can feast on them without problems.


Its not the workers I would be worried about.

Its the 11 seconds it takes them to kill your Nexus.

And before this goes rehashing old points, the ITs will live 9 seconds longer than that. So even if you arrive in record time and inflict casualties, they're still going to do some serious damage to that building, softening it up for the next time you're not paying 100% attention to a quick Overlord drop.

Again, not saying its OP (yet), just saying its something to watch out for.
Redmark
Profile Joined March 2010
Canada2129 Posts
April 23 2010 02:05 GMT
#985
On April 23 2010 10:49 Vexx wrote:
Does anyone feel like this "beta" has been more of a sneak preview than anything? Considering the amount of quality feedback generated and the one blue post a month, I feel like they have had their plans set in stone all along and could not give a shit what the community had to say.

Maybe it's because the bnet forums are shit because blizzard doesn't moderate them. Maybe they've learned from WoW that it doesn't matter how many people post suggestions or voice their concerns/opinions, Blizz can just keep shitting crap and their customers will eat it up.

I am deeply bothered by how this "beta" has been run. The game is obviously pretty solid, but let's consider:
- This is SC1.5 in 3D. Half the units or more have returned, the other half lack any originality whatsoever. (Let's make a bigger goliath! Hello Thor! Let's make a bigger arbiter! Hello Mothership! Let's remove firebats and vultures and combine them and see what we get! Get rid of the Medic and the dropship, bring in the medivac! To think the defiler and lurker are gone and instead we have the infestor and the roach...
- Sounds are shit. Everything you do as zerg is either the annoying queen or it's units making fart noises.
- Colors and general visibility are still an issue. It's ridiculous how easy it is to tell apart what's going on in a shitty youtube of SC1 whereas an ultra rez SC2 at 1920x1080 looks like a clusterfuck.
- TWILIGHT FORTRESS.

I remember all the "create your own sc2 unit" threads that had EXCELLENT, creative and interesting units and abilities. Look at what we got instead. Look how much Blizzard cares.

I enjoy playing SC2 but I have a very strong concern that I could be enjoying SC2 a whole lot more if they put some effort into what matters most after technical stability: gameplay.

Blizzard seems to slowly be taking the safe/no-innovation approach to designing their games. The same mindset that has been pumping out WoW clone failures back to back for the last 5 years.

Even here the noise-to-signal rate is too massive for making changes based on community feedback. The only data I would trust is data from platinum games, and maybe input from the very top players. There is someone with every opinion; it's too much like SC1, it's too much different from SC1. Macro too easy, macro too hard. Zerg broken, Terran broken, Protoss broken. As time passes, the old fads fade away to be replaced by new ones. The only vaguely consistent opinion is that Zerg needs more content --
Hey! They just made a content patch! Maybe they'll make another one? Maybe, just maybe, the hundreds of employees at Blizzard aren't playing cards the entire work day?

also by wow clones do you mean expansions lol they haven't made any other games
creepcolony
Profile Joined March 2010
Germany362 Posts
April 23 2010 02:09 GMT
#986
Has anyobody had ANY trouble with Z hotkeys ? I guess not. Cause i never had problems. So why change that ? Its just stupid..
s2pid_loser
Profile Joined March 2010
United States699 Posts
April 23 2010 02:11 GMT
#987
so any confirmation if the new galaxy editor allows you to import sc1 and wc3 maps onto sc2?
Et Ducit Mundum Per Luce
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
April 23 2010 02:12 GMT
#988
Well before the servers went down i managed to get in a quick custom, gotta say, my queens ended up with over 50 energy, simply because of forgetting its actually "V" thus skipping a full larvae spawn cycle :/
BillyMole
Profile Joined March 2010
United States118 Posts
April 23 2010 02:17 GMT
#989
On April 23 2010 10:59 Bibdy wrote:
Show nested quote +
On April 23 2010 10:37 NicolBolas wrote:
On April 23 2010 10:33 Bibdy wrote:
On April 23 2010 09:49 junemermaid wrote:
On April 23 2010 08:36 Bibdy wrote:
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.


Really? Make a cannon.

Threat neutralized


A Cannon?

One?

To hold off 16 Infested Terrans?

Your math is bad, sir.


Bad math or no, using Infested Terrans on workers is a waste of energy. By the time the ITs pop out, the workers will have fled.

Better to cast Fungal Growth and drop some Zerglings with your Infestors. FG does lots of damage, nearly killing the workers. More importantly, it holds them still, so your Zerglings can feast on them without problems.


Its not the workers I would be worried about.

Its the 11 seconds it takes them to kill your Nexus.

And before this goes rehashing old points, the ITs will live 9 seconds longer than that. So even if you arrive in record time and inflict casualties, they're still going to do some serious damage to that building, softening it up for the next time you're not paying 100% attention to a quick Overlord drop.

Again, not saying its OP (yet), just saying its something to watch out for.


I don't know why you're worried about this as much as you are. If the Z has the capability to drop into your base, there are far, far more effective things he can be doing than dropping Infestors and spamming some Infested Terrans on you.

Your chief worry seems to be the time. While it's true that 16 ITs will kill a Nexus or CC in 11 seconds, they neither hatch instantly, nor cast instantly. 8 casts from each infestor will eat up 2-3 seconds even with shift-queueing, and the eggs take, what, 3 seconds to hatch? En toto you're talking upwards of 15 seconds, completely ignoring the extra time your enemy will get from seeing your drop coming

If you want to complain about center sniping, complain about triple-thor strikes taking out a CC or Nexus in one 250mm cannon cycle. Some Terrans have already been utilizing this strat, and it's fairly effective. And that one literally is 6 seconds plus the cast time on strike cannons, which is another 1-2 seconds. Far less time, and has been in the game for a while now. Hasn't proven to be a problem, so something less effective shouldn't be a problem either.
StayPhrosty
Profile Joined August 2009
Canada406 Posts
Last Edited: 2010-04-23 02:20:54
April 23 2010 02:18 GMT
#990
GODOMOT FRONK!!!!!!!!!!

(edit-just to clarity, i am rageing because i got on for one game then b.net was back down)
To be is to do-Socrates To do is to be-Sartre Do Be Do Be Do-Sinatra
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 23 2010 02:18 GMT
#991
On April 23 2010 11:11 s2pid_loser wrote:
so any confirmation if the new galaxy editor allows you to import sc1 and wc3 maps onto sc2?

No, you can not do that, that would be ridiculously difficult for them to implement.
excelZerg
Profile Blog Joined April 2008
Canada69 Posts
April 23 2010 02:25 GMT
#992
On April 23 2010 11:18 Mastermind wrote:
Show nested quote +
On April 23 2010 11:11 s2pid_loser wrote:
so any confirmation if the new galaxy editor allows you to import sc1 and wc3 maps onto sc2?

No, you can not do that, that would be ridiculously difficult for them to implement.


You can import sc1 maps (file ->convert legacy map), but it doesnt work very well on some maps (i tried destination and it lost a lot of the cliffs but the basic shape of the map and expo placements are right)
UltraVires
Profile Joined April 2010
United States241 Posts
Last Edited: 2010-04-23 03:08:57
April 23 2010 02:47 GMT
#993
Sooo many unlisted changes. wtf. The new scan animation is too much. it makes it hard to see what's going on below it.
jxzcvk
Profile Joined December 2008
Australia4 Posts
April 23 2010 02:56 GMT
#994
wow they even know what theyre doing?
h4xh4xh4x
Profile Joined May 2008
Canada90 Posts
April 23 2010 03:00 GMT
#995
Having to hit CTRL + F keys to save locations is stupid. It's quite difficult to hit CTRL and F8 with one hand.
lings
Shagballs
Profile Joined April 2010
Sweden28 Posts
April 23 2010 03:12 GMT
#996
On April 23 2010 12:00 h4xh4xh4x wrote:
Having to hit CTRL + F keys to save locations is stupid. It's quite difficult to hit CTRL and F8 with one hand.


If I'm not mistaken you can bind the keys however you want.
Dionyseus
Profile Blog Joined December 2004
United States2068 Posts
April 23 2010 03:12 GMT
#997
For those of you who tried uninstalling and lost their replay and screenshot folders because of this, if you have Vista you can restore these folders by right clicking on the new one and choosing "restore previous versions". You'll see a menu with recent versions of these folders, choose the most recent one and it'll restore everything.
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
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-04-23 03:14:18
April 23 2010 03:13 GMT
#998
On April 23 2010 11:17 BillyMole wrote:
Show nested quote +
On April 23 2010 10:59 Bibdy wrote:
On April 23 2010 10:37 NicolBolas wrote:
On April 23 2010 10:33 Bibdy wrote:
On April 23 2010 09:49 junemermaid wrote:
On April 23 2010 08:36 Bibdy wrote:
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.


Really? Make a cannon.

Threat neutralized


A Cannon?

One?

To hold off 16 Infested Terrans?

Your math is bad, sir.


Bad math or no, using Infested Terrans on workers is a waste of energy. By the time the ITs pop out, the workers will have fled.

Better to cast Fungal Growth and drop some Zerglings with your Infestors. FG does lots of damage, nearly killing the workers. More importantly, it holds them still, so your Zerglings can feast on them without problems.


Its not the workers I would be worried about.

Its the 11 seconds it takes them to kill your Nexus.

And before this goes rehashing old points, the ITs will live 9 seconds longer than that. So even if you arrive in record time and inflict casualties, they're still going to do some serious damage to that building, softening it up for the next time you're not paying 100% attention to a quick Overlord drop.

Again, not saying its OP (yet), just saying its something to watch out for.


I don't know why you're worried about this as much as you are. If the Z has the capability to drop into your base, there are far, far more effective things he can be doing than dropping Infestors and spamming some Infested Terrans on you.

Your chief worry seems to be the time. While it's true that 16 ITs will kill a Nexus or CC in 11 seconds, they neither hatch instantly, nor cast instantly. 8 casts from each infestor will eat up 2-3 seconds even with shift-queueing, and the eggs take, what, 3 seconds to hatch? En toto you're talking upwards of 15 seconds, completely ignoring the extra time your enemy will get from seeing your drop coming

If you want to complain about center sniping, complain about triple-thor strikes taking out a CC or Nexus in one 250mm cannon cycle. Some Terrans have already been utilizing this strat, and it's fairly effective. And that one literally is 6 seconds plus the cast time on strike cannons, which is another 1-2 seconds. Far less time, and has been in the game for a while now. Hasn't proven to be a problem, so something less effective shouldn't be a problem either.


The reason I'm worried is, its the equivalent of 5 Dark Templars, that only costs the Zerg energy once they've made the 450 gas investment in the building and 2 Infestors. Sending 5 DTs in to kill a Nexus/whatever is suicide for those units, normally. Sending in 16 ITs costs nothing. They get to keep the Infestors and use them later.

Economically, its a sound plan.
Bosu
Profile Blog Joined June 2008
United States3247 Posts
April 23 2010 03:14 GMT
#999
On April 23 2010 12:12 Shagballs wrote:
Show nested quote +
On April 23 2010 12:00 h4xh4xh4x wrote:
Having to hit CTRL + F keys to save locations is stupid. It's quite difficult to hit CTRL and F8 with one hand.


If I'm not mistaken you can bind the keys however you want.


I don't think you can right now. I tried. It looks like this is going to be added though.
#1 Kwanro Fan
DeCoup
Profile Joined September 2006
Australia1933 Posts
April 23 2010 03:21 GMT
#1000
On April 23 2010 12:00 h4xh4xh4x wrote:
Having to hit CTRL + F keys to save locations is stupid. It's quite difficult to hit CTRL and F8 with one hand.

Use the other Ctrl and its not
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
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