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Patch 11 - Official Notes + Discussion - Page 15

Forum Index > SC2 General
Post a Reply
Prev 1 13 14 15 16 17 41 Next All
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 06 2010 21:17 GMT
#281
On May 07 2010 06:13 OPSavioR wrote:
Show nested quote +
On May 07 2010 05:18 theqat wrote:

Infestor
-Neural Parasite is now an upgrade at the Infestation Pit.
-Neural Parasite research costs 150/150 and 110 seconds.
-Neural Parasite can now target Air units.
-Neural Parasite energy cost increased from 50 to 100.


Corrected the Broodling weapon icon.

i dont like this


Yeah, that's because you have a Drone icon.
"I made you a zergling, but I eated it." - Defiler
quinnydinny
Profile Joined February 2010
United States38 Posts
May 06 2010 21:17 GMT
#282
I have a feeling overlords will be dying all over the place.
mOnion
Profile Blog Joined August 2009
United States5660 Posts
May 06 2010 21:17 GMT
#283
On May 07 2010 06:14 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 06:10 FrozenArbiter wrote:
On May 07 2010 06:04 Wr3k wrote:
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.

You realize that NP with range 9 makes thors 100% useless, and now that they can steal air units, also makes ravens useless (especially with the HSM nerf to 6 range) ?


You realize Infestors can actually be killed? Very easily, at that.

Infestors are a nerfed versions of Dark Archons, the least used unit in bw ever.


clearly not a good player. disregard this comment.

MOVING ON

gonna have to work on my clairvoyance when I'm positioning my crawlers now T_T
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 21:17 GMT
#284
On May 07 2010 06:09 NightOne wrote:
Show nested quote +
On May 07 2010 06:07 spinesheath wrote:
On May 07 2010 06:05 fuzzehbunneh wrote:
On May 07 2010 06:03 spinesheath wrote:
On May 07 2010 06:01 pencilcase wrote:
Just tried the Phoenix against Muta micro. Notice that Pheonixs only have 1 more range than Mutas. Thus it's actually really hard to micro the Pheonix's against the Mutas if you are outnumbered.

How is it hard to tell the phonix to move away from the mutas?

hard when theyre flying at them.

The phoenix is the fastest air unit in the game.


pretty hard to attack mutalisks if u are flying faster than them and away (out of range) from them...i suppose u could zig zag your phoenixes so that the mutas stay in range .... esp if they are chasing u..

Sorry, but that's nowhere near "hard". Zig zag for a while once your phoenixes stop shooting. Woo. That's easier than kiting with marauders with slow.

I'm not saying it is overpowered, but it's way too easy and MOVE should be MOVE, not some automatic moving shot thing.
The obvious counter would be Fungal Growth of course.

Protoss has now two completely random easy mode skills. Warpgates having their own global hotkey for no reason and phoenixes having moving shot by default.
While they're at it, they could give that moving shot to every unit. Why should phoenixes be special there? Think about how cool it would be if a Thor was slowly approaching a building while it is shooting at it?

It's just ridiculous.
If you have a good reason to disagree with the above, please tell me. Thank you.
Kambo_Rambo
Profile Joined May 2010
Australia79 Posts
Last Edited: 2010-05-06 21:18:11
May 06 2010 21:17 GMT
#285
On May 07 2010 06:14 Ganondorf wrote:
The spine crawler nerfs were for korean zergs, we didn't much of that in EU/US. I saw it in some replays, they had pretty crazy ideas like canceling a hatchery and then building a spine crawler on top of the creep from the canceled hatchery, or queen rushes with creep tumors and spine crawlers.



How does this work? Creep isnt generated until the hatchery is completed.

Or is there actually creep UNDER the hatchery?
You require more vespene minerals?
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
May 06 2010 21:17 GMT
#286
On May 07 2010 06:12 yoshi_yoshi wrote:
Lots of interesting changes.

The corruption one is the only one I think is LOLWTF. The original building corruption really seemed to have some interesting potential. Now, think about using unit corruption on a big unit (200-300 hp). 20% of that is basically decreasing it's HP by 40-60. People will use it because there's no other way to spend the energy, but it's totally not interesting or exciting.


corruption doesn't reduce a units health by 20%.

It causes all damage against it to be increased by 20%
next week on Everybody Loves HypnoToad:
Uhh Negative
Profile Joined May 2010
United States1090 Posts
May 06 2010 21:18 GMT
#287
On May 07 2010 06:14 Mob wrote:
if any one was wondering:

DPS for colossus is exactly the same
DPS for thor is a teeeny tiny bit higher now

The important thing about the thor though, is that they will be better able to take down large groups of small units. Bad news for a zerg player like me.
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 21:18 GMT
#288
On May 07 2010 06:15 LaLuSh wrote:
Yeah lol, moving shot is definitely an engine issue.

They should try recoding the engine so aircraft at least have to be turned to a 90 degree angle (in relation to the opponent) before firing.

Moving shot in SC actually required you to be facing your opponent and accelerating towards him. Although patrol micro sort of circumvented this by allowing shots to be fired from a 90 degree angle. BUT, with the difference that the air unit would head towards the opponent for a split second when firing (but not lose maneuverability or acceleration and would be able to turn around instantly).

This... is just overpowered. I like how they seemingly read my post in a literal sense and only addressed the phoenix while leaving other units like the muta as retarded as they were before. That will probably do wonders for balance


Please don't call it moving shot anymore--you've clearly confused the heck out of Blizzard

Call it animation canceling!
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
May 06 2010 21:18 GMT
#289
Spine Crawler
-The root time has been increased from 6 to 12.

Spore Crawler
-The root time has been increased from 6 to 12.


Root time? What does that mean?
"trash micro but win - its marine" MC commentary during HSC 4
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
Last Edited: 2010-05-06 21:21:05
May 06 2010 21:19 GMT
#290
Jesus Christ, relax people.
Every patch the same embarrassing outrages :/

Overall the game has become more balanced. Now there are some ups and downs but hell, let them figure it out.
You can post your opinions with less capslock and needn't repost the Phoenix video 5 times per page -.-

That being said there are quite some interesting changes and even the Phoenix mechanic swap is nice, as it is something new. However it could indeed be too strong right now and may need some more tweaking.
The Ultralisk buff is pretty pointless as his biggest weakness is still the high tech cost and the hard counter and pathing issues. Though I think his damage was indeed too little before patch. I mean even if you do splash damage it still took 8-9 attack to kill an upgraded Marauder. And though his attack speed is pretty high that still took about 5 seconds... and now take meds into consideration >.<
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
bongjwa
Profile Blog Joined August 2009
United States199 Posts
May 06 2010 21:19 GMT
#291
the phoenix thing to me is the only huge change. i think that it is so cool they should leave it in the game, but make mutas be able to do the same but only to air. that way we have these crazy looking micro air battles above a ground battle how sick
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123578 <--- my tournament. sign up!
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
May 06 2010 21:19 GMT
#292
to burrow i suppose
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Nerdrage
Profile Joined December 2009
United States55 Posts
May 06 2010 21:19 GMT
#293
On May 07 2010 06:18 Senx wrote:
Show nested quote +
Spine Crawler
-The root time has been increased from 6 to 12.

Spore Crawler
-The root time has been increased from 6 to 12.


Root time? What does that mean?


You can move spine crawlers but when you do it takes time before it "roots" in place and can start being functional
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
May 06 2010 21:19 GMT
#294
On May 07 2010 06:15 LaLuSh wrote:
Yeah lol, moving shot is definitely an engine issue.

They should try recoding the engine so aircraft at least have to be turned to a 90 degree angle (in relation to the opponent) before firing.

Moving shot in SC actually required you to be facing your opponent and accelerating towards him. Although patrol micro sort of circumvented this by allowing shots to be fired from a 90 degree angle. BUT, with the difference that the air unit would head towards the opponent for a split second when firing (but not lose maneuverability or acceleration and would be able to turn around instantly).

This... is just overpowered. I like how they seemingly read my post in a literal sense and only addressed the phoenix while leaving other units like the muta as retarded as they were before. That will probably do wonders for balance


They are trolling you for calling them names in that post
deadalnix
Profile Joined May 2010
France120 Posts
May 06 2010 21:19 GMT
#295
On May 07 2010 06:18 Senx wrote:
Show nested quote +
Spine Crawler
-The root time has been increased from 6 to 12.

Spore Crawler
-The root time has been increased from 6 to 12.


Root time? What does that mean?


I guess this is the time they need to install themsleves into the creep.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
May 06 2010 21:20 GMT
#296
On May 07 2010 06:18 Senx wrote:
Show nested quote +
Spine Crawler
-The root time has been increased from 6 to 12.

Spore Crawler
-The root time has been increased from 6 to 12.


Root time? What does that mean?


lol? time it takes to root.
next week on Everybody Loves HypnoToad:
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
Last Edited: 2010-05-06 21:21:00
May 06 2010 21:20 GMT
#297
Watching Idra vs Huk last night shows to me that at the highest levels. Colossus were just fine, and should not have been nerfed. Hell they maybe even needed a buff lol. Huk went a fast expo colossus build twice and by the most razer thin margin won the first time he tryed it. The second time Idra massive numbers shut it down. Seemed pretty even after watching those two games. With this Nerf I'm not sure Huk would have held Idra off that first game.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
Kambo_Rambo
Profile Joined May 2010
Australia79 Posts
May 06 2010 21:20 GMT
#298
On May 07 2010 06:18 Senx wrote:
Show nested quote +
Spine Crawler
-The root time has been increased from 6 to 12.

Spore Crawler
-The root time has been increased from 6 to 12.


Root time? What does that mean?


Uproot, walk, root back. Now takes 12 seconds.

BIG nerf and kind of a problem for zerg players
You require more vespene minerals?
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 06 2010 21:20 GMT
#299
On May 07 2010 06:17 spinesheath wrote:
Show nested quote +
On May 07 2010 06:09 NightOne wrote:
On May 07 2010 06:07 spinesheath wrote:
On May 07 2010 06:05 fuzzehbunneh wrote:
On May 07 2010 06:03 spinesheath wrote:
On May 07 2010 06:01 pencilcase wrote:
Just tried the Phoenix against Muta micro. Notice that Pheonixs only have 1 more range than Mutas. Thus it's actually really hard to micro the Pheonix's against the Mutas if you are outnumbered.

How is it hard to tell the phonix to move away from the mutas?

hard when theyre flying at them.

The phoenix is the fastest air unit in the game.


pretty hard to attack mutalisks if u are flying faster than them and away (out of range) from them...i suppose u could zig zag your phoenixes so that the mutas stay in range .... esp if they are chasing u..

Sorry, but that's nowhere near "hard". Zig zag for a while once your phoenixes stop shooting. Woo. That's easier than kiting with marauders with slow.

I'm not saying it is overpowered, but it's way too easy and MOVE should be MOVE, not some automatic moving shot thing.
The obvious counter would be Fungal Growth of course.

Protoss has now two completely random easy mode skills. Warpgates having their own global hotkey for no reason and phoenixes having moving shot by default.
While they're at it, they could give that moving shot to every unit. Why should phoenixes be special there? Think about how cool it would be if a Thor was slowly approaching a building while it is shooting at it?

It's just ridiculous.


I still dont get how this now moving shot works T_T someone please explain
beep boop
Sentient
Profile Joined April 2010
United States437 Posts
May 06 2010 21:20 GMT
#300
Someone needs to make a Michael Jackson map where you are a Phoenix.
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