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On May 07 2010 06:53 Fayth wrote:lol +10hp tanks won't change much at all
I just did a few quick calculations and it turns out that the post-patch 11 tank only takes 1 extra hit from most units.
Hydra 14 -> 15 hits Roach 10 -> 11 hits Zergling 38 -> 40
Marine 30 -> 32 Marauder 8 -> 9 Tank (tank mode) 11 -> 12
Zealot 10 -> 10 (no difference) Stalker 12 -> 13 Immortal 3 -> 4 Collosus 5 (theoretical) -> 6 (post patch colossus) (Pre-patch collosus would kill a tank in 4 hits)
The only significant change would be against immortals where they take 4 hits instead of 3 which is quite considerably when you consider the immortals relatively slow attack speed.
Too bad the tank still dies to 2 storms.
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Dominican Republic825 Posts
On May 07 2010 06:58 spinesheath wrote:Show nested quote +On May 07 2010 06:55 AsianEcksDragon wrote:I got this error while installing the patch. Can anyone help me? The patch "enUS\Mods\Core.SC2Mod\enUS.SC2Data\LocalizedData\GameHotkeys.txt" could not be applied. (Invalid source file size: expected 13615, actual 13620.) If this problem persists, you may be able to solve it by uninstalling and then reinstalling the game. If you are unable to correct this problem, please contact Blizzard Technical Support. (BNUpdate:  TCApply) You probably changed your hotkeys and for some reason SC2 seems to care even thout it shouldn't matter at all. If you backed up your files, restore them, if not, consider a reinstall.
u jus have to reopen the hotkey.txt file of the mpq and put all the originals hotkeys and add that archive to the mpq file
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I guess it isn't so viable to go air against protoss. At least for the duration of patch 11... But counters can be found for sure. Keep in mind they don't attack ground and their ability to lift units make them to stop.
For those who complained about Zerg diversity: mutas supported by hydras&infestors on creep would surely hard counter phoenixes. And what about vikings supported by marines&ghosts? (to set an examples of air units against phoenix)
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@Twitchzor: Sorry, but your post failed the moment it claimed "Speed increase" referred to attack speed rather than movement speed >.> When they mention Attack Speed, they say something along the lines of "Attack rate increased from 2 to 1.5"
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We have changed how splash works for several units across the game to make it always hit the dead center of the target unit. Previously splash was centered on the front of the target unit. This makes splash generally more effective, though against certain large targets (buildings, Thors, Ultralisks) you will now not get any splash damage since the splash radius will be contained entirely within the radius of the large target.
Ultralisk major buff?
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"The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily."
Oh, phew. That was a HUGE problem, and it won't effect the way Zerg has to fight off Robotics units or Mech builds!
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wow hellion still cant fire while moving? No correction to the hellion showing it fires but does no damage when micro'd too quickly, I guess they just figured lets just up the range and call it fixed lol. I find all the tweaks to air a little confusing, buffing the BC's, phoenix, changing thors air damage, nerfing Broodlords, infestor can take flying but is greatly nerfed overall, corrupter buffed, sentry attack nerfed 25% (toss is gonna be screwed vs muta rushes I think), just find they picked weird stuff to change. It actually was beginning to feel like balance was getting close, I think this change is going to affect build orders more than anything. I know some of my builds are going to change for sure! Orb is going to be pissed and TLO isn't going to like what they did to his infestors. It really seems like they are trying to encourage much more air to air play.
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After installing the patch my hot key for overload is still "v" anyone else have this problem?
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On May 07 2010 07:08 Pulimuli wrote:Show nested quote +On May 07 2010 07:04 PanzerDragoon wrote:On May 07 2010 06:38 k!llua wrote: So basically Thor's just got even more useless against Battlecruisers. Hooray.
They were never meant to counter BCs; Vikings are Exactly lol Phoenix is just fucking hilarious though Phoenixes are now going to require some smart moving/positioning for the optimal use of their new ability.
This doesn't count as micro though because you don't hit "Hold Position" to do it though, right?
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On May 07 2010 07:26 EnderSC wrote: I guess it isn't so viable to go air against protoss. At least for the duration of patch 11... But counters can be found for sure.
Keep in mind the don't attack ground and their ability to lift units make them to stop. For those who complained about Zerg diversity: mutas supported by hydras&infestors on creep would surely hard counter phoenixes. And what about vikings supported by marines&ghosts? (to set an examples of air units against phoenix)
mutas supported by hidras infestor? am i the only one that lacks gas even with 3 bases? You just cant go muta hidra infestor, its not possible.
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On May 07 2010 07:26 EnderSC wrote: I guess it isn't so viable to go air against protoss. At least for the duration of patch 11... But counters can be found for sure.
Vikings don't care about Phoenixes dancing around, since they have more than 2x their range. Similarly, Corruptors, who just got a nice damage buff, don't care either, since they have 1.5x the Phoenix's range.
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I don't like this idea that Archons are only a way to recycle Templar that are out of mana.
Perhaps Blizzard could make the archon's morph rate dependent on sum of the remaining mana in the templars you use? So that they would merge almost instantly if both full on mana, but take something like 40 seconds to morph when fully drained?
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On May 07 2010 07:29 NicolBolas wrote:Show nested quote +On May 07 2010 07:26 EnderSC wrote: I guess it isn't so viable to go air against protoss. At least for the duration of patch 11... But counters can be found for sure.
Vikings don't care about Phoenixes dancing around, since they have more than 2x their range. Similarly, Corruptors, who just got a nice damage buff, don't care either, since they have 1.5x the Phoenix's range.
Indeed.(Even if the fire rate is slower for those two units than the phoenixes rate, isn't it?)
I don't see why some are whining so much about this then.
Cant' wait to see the micro. DO you have a beta key ? :D
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Hey guys, you can use Corruptors, the Anti-Air unit for Zerg, to kill Phoenixes just as easily before. People just didn't realize it because they were blinded by how easy it was to kill Phoenixes pre-patch with Mutas >.>
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On May 07 2010 07:28 Reborn8u wrote: It really seems like they are trying to encourage much more air to air play.
Well they certainly aren't encouraging more air play in ZvP at least, with the Phoenix now owning Mutas and all.
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Corruptors now own Phoenixes even worse, they got a 2 damage buff, and they were already superior. Even with sentry shield added a Phoenix will lose to a Corruptor.
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It's pretty sad how the muta's suck compared to pheonixs. Now with it's high movement speed as well as moving shot, pheonixs are only countered by hydras and sporecrawlers. Zerg air will be wrecked by them.
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... imagine this kind of "moving shot" for reapers or hellions
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On May 07 2010 07:37 lololol wrote: Corruptors now own Phoenixes even worse, they got a 2 damage buff, and they were already superior. Even with sentry shield added a Phoenix will lose to a Corruptor. A Phoenix doesn't need to fight a Corruptor. A Phoenix can run away and go kill useful Zerg things like Overlords, Queens, Drones, and anything you leave on the ground.
A Corruptor can... slowly chase the Phoenix, or go Corrupt a build-- Oh wait! No, now they can use 100 energy to Corrupt a single... unit..?
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Can't wait for HD and Husky's take on this one
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