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Patch 11 - Official Notes + Discussion - Page 16

Forum Index > SC2 General
Post a Reply
Prev 1 14 15 16 17 18 41 Next All
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
May 06 2010 21:20 GMT
#301
On May 07 2010 06:20 7mk wrote:
Show nested quote +
On May 07 2010 06:17 spinesheath wrote:
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

Imagine a Corsair killing a Scourge while it's being chased.
Skeksis
Profile Joined December 2009
United States45 Posts
May 06 2010 21:20 GMT
#302
you just move and it automatically shoots i think lol
Macro Macro Macro
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
May 06 2010 21:21 GMT
#303
Anyone else psyched about the archon buff? Going to try a chargelot/archon build when the servers are going up - it might actually work :O
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 21:21 GMT
#304
On May 07 2010 06:20 7mk wrote:
Show nested quote +
On May 07 2010 06:17 spinesheath wrote:
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


just watch this video

Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-05-06 21:23:08
May 06 2010 21:21 GMT
#305
On May 07 2010 06:16 selboN wrote:
I've also noticed that I haven't been able to use "exit game" without my SC2 going to "not-responding". Anyone else have this minor issue?


same here i gonna post it on b.net bug forum
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 06 2010 21:21 GMT
#306
On May 07 2010 06:20 BlasiuS wrote:
Show nested quote +
On May 07 2010 06:18 Senx wrote:
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.

so whats that
12 seconds?
1.2 seconds?

wait let me guess.. eh xd
Progamerpls no copy pasterino
TT1
Profile Blog Joined December 2008
Canada10007 Posts
May 06 2010 21:21 GMT
#307
WOW what the fuck keep fucking shitting on toss blizz, nerf every unit we have until theres nothing left... might as well switch to fucking zerg this is so ridiculous
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
May 06 2010 21:21 GMT
#308
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


did you factor in the armor of the target !? :D i think this change makes upgrades more important

also this patch will make mech A LOT better in tvz IMO
www.root-gaming.com
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
May 06 2010 21:21 GMT
#309
Holy fuuuuuuuuuuuuuuuuuuuuuu this is one hell of a patch. Amazing how just a few changes can alter the entire game.
Sup.
haitike
Profile Joined June 2009
Spain2712 Posts
May 06 2010 21:21 GMT
#310
On May 07 2010 06:14 HeyheyLBJ wrote:
Infestors are a nerfed versions of Dark Archons, the least used unit in bw ever.


Scout were less used xD
Spell_Crafted
Profile Blog Joined April 2010
United States192 Posts
May 06 2010 21:21 GMT
#311
On May 07 2010 06:07 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 06:04 Spell_Crafted wrote:
I'm happy to see the changes to Neural Parasite. The range change in the last patch needed to be made, but leaving everything else as it was made them way too powerful IMHO.
I think I'm a fan of the corruption ability as well. I can see some interesting tactics coming out of that and maybe it'll make terran MM balls think a bit before throwing up a stim against zerg with corruptors. I think it gives the unit a bit better place in a standard zerg army than the specialized place they held before.
Also, while I don't know if it's enough to make the unit viable yet, I like that they're at least looking at ultras. That's a good damage increase. Maybe we'll see some overlord drops with them into the front of a battle since they're still too damn slow and will get kited by marauders.
I'm content with the protoss changes and happy to see that my sentries didn't get too severe of a nerf. I can definitely understand a damage nerf to them.


How can anyone be a fan of Corruption? It's way weaker than what Devourers did every shot in BW, and for 100 energy. That's just... ridiculous.


I was a fan of it because I didn't see the line "single target". Guess there was just too much in the patch notes for me to catch everything. This changes a lot and I don't think it's that useful at all now especially for that kind of energy cost. Way too high. If it was lowed to around 25-50 it could possibly see some use, but yeah.. too much. I don't expect it'll be used much except for possible small skirmishes to drop 1 larger unit.
이드라 화이팅
mOnion
Profile Blog Joined August 2009
United States5657 Posts
May 06 2010 21:22 GMT
#312
On May 07 2010 06:20 7mk wrote:
Show nested quote +
On May 07 2010 06:17 spinesheath wrote:
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


if you know how to right click, you are now in control of untouchable phoenixes.

imagine the easiest possible micro in your head. thats it.

right click to move phnx, they move and will atk in any direction as soon as they are in range while still moving.
☆★☆ 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
NATO
Profile Joined April 2010
United States459 Posts
May 06 2010 21:22 GMT
#313
I agree with everything in the patch but the sentry nerf. Sentries were perfect, why mess them up?
Also not sure about the colossus change, as kiting with them is kinda important.

(PS: I play terran)
Mr.E
Profile Blog Joined March 2009
United States434 Posts
May 06 2010 21:22 GMT
#314
Thor drop rushes are going to fuck zerg. Neural parasite was the only reliable counter to that, especially on LT, kulas, DO, etc....
Looking for top-tier practice partners, especially Z; PM me
alexanderzero
Profile Joined June 2008
United States659 Posts
May 06 2010 21:22 GMT
#315
Do phoenixes outrange mutas? If not, you could concentrate all of your mutas into a tiny ball and use hold position vs. phoenixes. Then when the phoenixes get in range to hit you, the mutas will attack.

Would that work?
I am a tournament organizazer.
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2010-05-06 21:23:49
May 06 2010 21:22 GMT
#316
On May 07 2010 06:18 theqat wrote:
Show nested quote +
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!


Yeah probably a better choice of words.

They need:

Animation cancelling, and for units to actually be made to accelerate towards what they're firing at. It's because they coded air units to turn around their axis while gliding (in the direction whey were already heading), that they're in this predicament.

Looks funny. Perhaps shouldn't judge it too harshly before having tried it. We might like it
Skeksis
Profile Joined December 2009
United States45 Posts
May 06 2010 21:23 GMT
#317
This now limits the zerg to some strategies and unit compositions, I thought Blizzard was trying to increase the number of viable units for the zerg?
Macro Macro Macro
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:23 GMT
#318
On May 07 2010 06:22 NATO wrote:
I agree with everything in the patch but the sentry nerf. Sentries were perfect, why mess them up?
Also not sure about the colossus change, as kiting with them is kinda important.

(PS: I play terran)


Maybe they didn't want a caster to have the same dps as a roach. It's mind-boggling that they can attack at all, actually... But the FF is the BIG problem with them, but that is left untouched.
prosky
Profile Joined January 2007
Poland83 Posts
Last Edited: 2010-05-06 21:24:09
May 06 2010 21:23 GMT
#319
Yeah blizz, make ultra +7 damage. That will surely make it so friggin usefull that i will rush to hive next time i log in!




p.s phoenixes.. AHAHAHAHA =dDD






Btw, where is FF nerf? No need ? XD
w00t th3 f00ck ?
Captain Peabody
Profile Blog Joined May 2009
United States3099 Posts
May 06 2010 21:23 GMT
#320
So...leaving off the more obvious changes, could a decent Terran player tell us how the Tank change is faring?
Does this make Siege Tanks more viable? Grow hair on your chest? Evolve you to a higher plane of existence?
Dies Irae venit. youtube.com/SnobbinsFilms
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