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Canada11349 Posts
First- splash increase on the Archon! It definitely needed more love, I was afraid they were going to leave it as a 'scout' unit.
As for the moving and shoot Phoenix.
I see two complaints- 1) it's not been implemented properly 2) It has been introduced in enough units
But I wonder if those two complaints are related. This a rather significant gameplay change and I strongly suspect they'll have to tweak how it works. (After all, this is not the final patch. It's just the first patch to have implemented the moving shot. I highly doubt that they'll just sit back and say- that'll shut up all the micro junkies.) It'd probably be easier to balance out how moving shot works on one unit (and one that only goes vs air) then to implement that change on a whole bunch of units and completely break the game if they screw it up.
In the end, I don't think the initial freak out is ever worth it. After eleven patches we should figure out that this probably won't be the final patch. And yes we should complain if there are big issues, but theorizing based on numbers vs actual game testing? I dunno.
My two cents on the issue.
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Could someone please post the unlisted changes for this patch? thx
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Sweden33719 Posts
On May 07 2010 10:07 wishbones wrote: Well this sucks, F10+S does not work, and everytime I quit SC2 now, it freezes and I have to use the task manager. Ima send this to Blizzard for sure. I think you can turn this off, I was told it's a setting. Think they just changed the default setting for patch 11.
On May 07 2010 10:20 Kafkaesk wrote: "Ultralisk- Damage has been increased from 18 to 25. We are buffing the Ultralisk, but we don’t think this buff is sufficient. Expect more changes to the Ultralisk in the next patch. "
Haha, i like the fact, that they KNOW that this change was totaly stupid.
But for the ones who are crying for an cancel animation shot. I can understand why Blizzard don't want to put it in the game. Of course, it leads to some sick micro, but still it is an ABUSE of the engine. It was never intended to use. If you look at some FPS games I'm pretty sure that you can see un-intended abuses coming back as features in sequels.
Don't know if this is the best example but... http://en.wikipedia.org/wiki/Rocket_jumping
Especially the bit about Team Fortress 2, which mentions how it's now an "intended feature".
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Wow... Z got raped HARD.
Only real means to fend off early all-ins was Crawler placement and re-placement. Gone.
Broodlords, nerf.
Ultra, buffed but still shit. Ignored the real problem, impractical.
Corrupters, buffed but still shit. Ignored the real problem, not that effective in air battles versus their cost.
Infestors, raped. Completely raped.
Spore Crawlers, ignored the real problem... range.
I guess it is time to T up...
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On May 07 2010 10:56 Bull-Demon wrote:Show nested quote +On May 07 2010 10:20 Kafkaesk wrote: "Ultralisk- Damage has been increased from 18 to 25. We are buffing the Ultralisk, but we don’t think this buff is sufficient. Expect more changes to the Ultralisk in the next patch. "
Haha, i like the fact, that they KNOW that this change was totaly stupid.
But for the ones who are crying for an cancel animation shot. I can understand why Blizzard don't want to put it in the game. Of course, it leads to some sick micro, but still it is an ABUSE of the engine. It was never intended to use. It's not a stupid change, do you know how patches work? They playtest on different builds then we do. In their office they are ahead of what the current live beta version is.
Damage was never the problem of Ultralisks. That's why it is a stupid change.
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On May 07 2010 11:07 FrozenArbiter wrote:Show nested quote +On May 07 2010 10:07 wishbones wrote: Well this sucks, F10+S does not work, and everytime I quit SC2 now, it freezes and I have to use the task manager. Ima send this to Blizzard for sure. I think you can turn this off, I was told it's a setting. Think they just changed the default setting for patch 11. Show nested quote +On May 07 2010 10:20 Kafkaesk wrote: "Ultralisk- Damage has been increased from 18 to 25. We are buffing the Ultralisk, but we don’t think this buff is sufficient. Expect more changes to the Ultralisk in the next patch. "
Haha, i like the fact, that they KNOW that this change was totaly stupid.
But for the ones who are crying for an cancel animation shot. I can understand why Blizzard don't want to put it in the game. Of course, it leads to some sick micro, but still it is an ABUSE of the engine. It was never intended to use. If you look at some FPS games I'm pretty sure that you can see un-intended abuses coming back as features in sequels. Don't know if this is the best example but... http://en.wikipedia.org/wiki/Rocket_jumpingEspecially the bit about Team Fortress 2, which mentions how it's now an "intended feature".
Strafe jumping would be an ideal comparison.
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On May 07 2010 05:30 FiBsTeR wrote:EDIT: Show nested quote +On May 07 2010 05:18 theqat wrote:
Corruptor -Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive). -Corruptor speed increased from 2.75 to 2.9531
I can only imagine how they came up with that number... o.O
After the decimal place it is a very odd number
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On May 07 2010 09:53 HeyheyLBJ wrote:Show nested quote +On May 07 2010 09:49 Innovation wrote: For those of you complaining about corrupter spell change I think you're crazy. At high levels of play you will see this ability used to devastating effect and could even be a little OP in the right hands. While the ability to stop buildings from working for 30 seconds was cool, it's use in battle dramatically changes late game for zerg.
I have two strats I want to try now....mass queen to ultra/bling rush, and corrupter/infestor/roach. No. Way. If it did a 100% increase, then MAYBE someone at some time, if only for laughs, would use the ability. I can't think of a worse ability, going through all the abilities I've seen in any RTS game. Can you? edit: I mean, think of this way. In bw there existed a unit that did this, plus slowed the attack of the enemy, and revealed it, AND it stacked, and it did this EVERY attack with no energy cost whatsoever. Did anyone use this unit ever? Nope. I'm extremely glad you arn't a balancer. the main reason devourers werent used in BW was cause scourge=10x better AA. since those are gone and the devourer equivalent is now lair tech instead of hive and costs significantly less corrupters are seeing decent use as anti-colossus. corrupters are still going to be used vs colossi/heavy air, and now your army gets +20% damage buff to them as well.
+100% would be beyond OP, no air unit could come close to standing up to them.
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I like that the Phoenix can now attack while moving, and that it doesn't require me to abuse stupid exploits like the SC1 Patrol micro that the rabid, QQing StarCraft fanboys are demanding, but I think that it needs a tweak. Auto-acquring new targets on move commands is going a step too far, and I think that air units should, the Carrier excluded, need to be moving towards their targets to attack. The Void Rays did this nicely, and I think it could easily be carried over to the Phoenix. In its current form, the Phoenix requires no real micro. Also, I'm not an especial fan of hard counters, and the Phoenix vs Muta is a bit too hard.
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On May 07 2010 11:27 Chen wrote:Show nested quote +On May 07 2010 09:53 HeyheyLBJ wrote:On May 07 2010 09:49 Innovation wrote: For those of you complaining about corrupter spell change I think you're crazy. At high levels of play you will see this ability used to devastating effect and could even be a little OP in the right hands. While the ability to stop buildings from working for 30 seconds was cool, it's use in battle dramatically changes late game for zerg.
I have two strats I want to try now....mass queen to ultra/bling rush, and corrupter/infestor/roach. No. Way. If it did a 100% increase, then MAYBE someone at some time, if only for laughs, would use the ability. I can't think of a worse ability, going through all the abilities I've seen in any RTS game. Can you? edit: I mean, think of this way. In bw there existed a unit that did this, plus slowed the attack of the enemy, and revealed it, AND it stacked, and it did this EVERY attack with no energy cost whatsoever. Did anyone use this unit ever? Nope. I'm extremely glad you arn't a balancer. the main reason devourers werent used in BW was cause scourge=10x better AA. since those are gone and the devourer equivalent is now lair tech instead of hive and costs significantly less corrupters are seeing decent use as anti-colossus. corrupters are still going to be used vs colossi/heavy air, and now your army gets +20% damage buff to them as well. +100% would be beyond OP, no air unit could come close to standing up to them.
Scourge wasn't hive tech and they were a lot better than devourers you say. But apparentely something the strength of devourers would be ridiculously OP in this game?
The ability is useless and will never, ever, in the history of Starcraft 2 be used AT ALL. Feel free to quote me on this in the future.
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Grrrrr no more onehitting hydralisks T_T.
Granted it's a slight buff against smaller units, but I enjoyed the Thor's ridiculous damage and slow attack, dammit.
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This corruption ability is fucking stupid wc3 garbage spell you will rarely use except on massive units.
Corruptors already do enough damage to massive units. This will just make them rape even harder in the sky.
And now I'm totally fucked versus P fort.
I'm totally against buffs/debuffs that change damage. It fucks with the pacing of fights.
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On May 07 2010 11:34 CharlieMurphy wrote: This corruption ability is fucking stupid wc3 garbage spell you will rarely use except on massive units.
Corruptors already do enough damage to massive units. This will just make them rape even harder in the sky.
And now I'm totally fucked versus P fort.
I'm totally against buffs/debuffs that change damage. It fucks with the pacing of fights.
Their damage was nerfed, though.
I'm curious, what's "P fort."?
edit: Hey, stop ninja-editing.
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P fort = planetary fortress, before you could use a corruptor to shut it down which was useful because aside from broodlords zerg have to spend silly amounts of unit count to kill one.
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P fort = planetary fortress. Yeah, those are gonna be fun to try to take down as zerg now.
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On May 07 2010 11:33 HeyheyLBJ wrote:Show nested quote +On May 07 2010 11:27 Chen wrote:On May 07 2010 09:53 HeyheyLBJ wrote:On May 07 2010 09:49 Innovation wrote: For those of you complaining about corrupter spell change I think you're crazy. At high levels of play you will see this ability used to devastating effect and could even be a little OP in the right hands. While the ability to stop buildings from working for 30 seconds was cool, it's use in battle dramatically changes late game for zerg.
I have two strats I want to try now....mass queen to ultra/bling rush, and corrupter/infestor/roach. No. Way. If it did a 100% increase, then MAYBE someone at some time, if only for laughs, would use the ability. I can't think of a worse ability, going through all the abilities I've seen in any RTS game. Can you? edit: I mean, think of this way. In bw there existed a unit that did this, plus slowed the attack of the enemy, and revealed it, AND it stacked, and it did this EVERY attack with no energy cost whatsoever. Did anyone use this unit ever? Nope. I'm extremely glad you arn't a balancer. the main reason devourers werent used in BW was cause scourge=10x better AA. since those are gone and the devourer equivalent is now lair tech instead of hive and costs significantly less corrupters are seeing decent use as anti-colossus. corrupters are still going to be used vs colossi/heavy air, and now your army gets +20% damage buff to them as well. +100% would be beyond OP, no air unit could come close to standing up to them. Scourge wasn't hive tech and they were a lot better than devourers you say. But apparentely something the strength of devourers would be ridiculously OP in this game? The ability is useless and will never, ever, in the history of Starcraft 2 be used AT ALL. Feel free to quote me on this in the future. roflmao? thats the most retarded statement ever lol. every single fucking time a decent player uses corrupters to counter colossi or anti-air they will use the corruption just because its a free +20% damage. Is it a creative or interesting ability? definitely not, but it WILL be used just cause theres no reason no to when you are already getting the units.
also, the reason the devourer mechanic would be broken is that corrupters attack ~3-4 times as fast as devourers and do similar damage. even YOU should be able to comprehend that giving a unit 3-4x the DPS without any other type of nerf would be kinda op.
Also, learn to read. i said the devourer was hive tech, not scourge >.>
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On May 07 2010 11:24 Failsafe wrote:Show nested quote +On May 07 2010 05:30 FiBsTeR wrote:EDIT: On May 07 2010 05:18 theqat wrote:
Corruptor -Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive). -Corruptor speed increased from 2.75 to 2.9531
I can only imagine how they came up with that number... o.O After the decimal place it is a very odd number
Its the same speed as an unupgraded Zergling, Reaper or Stalker, which is almost exactly 5% faster than a worker.
...why are you looking at me like that?
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I personally think that there are just some unfixable/unbalanceable units in SC2. E.g. Void Ray, Thor, Mothership.
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On May 07 2010 11:36 HeyheyLBJ wrote:Show nested quote +On May 07 2010 11:34 CharlieMurphy wrote: This corruption ability is fucking stupid wc3 garbage spell you will rarely use except on massive units.
Corruptors already do enough damage to massive units. This will just make them rape even harder in the sky.
And now I'm totally fucked versus P fort.
I'm totally against buffs/debuffs that change damage. It fucks with the pacing of fights. Their damage was nerfed, though.
-Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive).
Increased damage vs non massive by 2 Decreased damage vs massive by 2 Ability to increase damage by 20%
Hardly a damage nerf
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Lets make more units micro themselves Yay.... T_T
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