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Patch 11 - Official Notes + Discussion - Page 38

Forum Index > SC2 General
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Prev 1 36 37 38 39 40 41 Next All
summerloud
Profile Joined March 2010
Austria1201 Posts
May 07 2010 10:04 GMT
#741
best patch ever, nothing to complain about even for me, phoenix change seems huge - can anyone confirm yet if you can really take on mutas now?
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 07 2010 10:09 GMT
#742
Phoenixes were always able to take on mutas unless they were terribly outnumbered. In fact they demolished mutas cost for cost.
But now you don't have to worry about losing your few phoenixes if you just started building a few as a reaction to a sudden mass of mutas.
If you have a good reason to disagree with the above, please tell me. Thank you.
ZergOwaR
Profile Joined March 2010
Norway280 Posts
May 07 2010 10:13 GMT
#743
On May 07 2010 16:58 NeoLearner wrote:
Show nested quote +
On May 07 2010 16:41 QueueQueue wrote:
I'm curious. Does anyone know what happens if your neural parasite a medivac with units in it?


During the previous patch were it was possible to NP flying units, the units in the medivac are killed when you parasite the unit.

So NP could (theorycraft) be a useful drop-protection.


well if the units inside die if you simply NP the medivac, that has to be a bug... but its would still be drop protection in the sense that a NP'ed medivac can be moved say right under a small bucket of hydras... release and boom! all units inside is lost
dig dig dig dig dig dig die!
roflcopter420
Profile Joined July 2009
Sweden168 Posts
Last Edited: 2010-05-07 10:19:47
May 07 2010 10:19 GMT
#744
On May 07 2010 19:13 ZergOwaR wrote:
well if the units inside die if you simply NP the medivac, that has to be a bug... but its would still be drop protection in the sense that a NP'ed medivac can be moved say right under a small bucket of hydras... release and boom! all units inside is lost


or you could just kill the medivac with the hydras while it being NPd
Its much the same as milking a cow
shin ken
Profile Blog Joined October 2009
Germany612 Posts
May 07 2010 10:20 GMT
#745
The new corruption ability should be a (small) area-of-effect spell. And the queen healing too. I don't know if that would make them overpowered, but that would make those abilitys actually fun to use.
cerebralz
Profile Joined August 2009
United States443 Posts
May 07 2010 10:47 GMT
#746
I don't think that the Pheonix change can be all bad, although deceleration/acceleration animation negation would be better. They need to increase the cost of the Pheonix then increase its damage slightly if it's going to be that good.

It kind of also requires a reactive change to the corruptor imo. A good balance to me would be to give the corruptor attack a similar debuff effect to the devourer of BW. Something cool to me would be to have the animation shoot a unit-like projectile that sticks to the target like the devourer's acid spores, slowing the target's firing rate for a few seconds. You would have to hit it again to stack the effect. It would make sense, cutting into the muta numbers for anti-air protection, and would take skill to "catch" the Pheonix cluster with a few volleys, perhaps necessitating splitting up your air forces into two balls.

I don't mind the Pheonix being the most badass single non-massive air unit in the game, if its cost prohibits abusively massing them with no consequence. It then would take skill and micro to outmaneuver the muta force which would always be larger. I think with some tooling, this change can create a lot of depth of tension in PvZ.
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
Last Edited: 2010-05-07 11:21:27
May 07 2010 11:15 GMT
#747
Lots of euros are talking about games being faster now. Is it the same for you Americans? Maybe somebody with accs on both servers could check it out.

http://forums.battle.net/thread.html?topicId=24702012072&sid=5010
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
May 07 2010 11:33 GMT
#748
On May 07 2010 19:20 shin ken wrote:
The new corruption ability should be a (small) area-of-effect spell. And the queen healing too. I don't know if that would make them overpowered, but that would make those abilities actually fun to use.


It would probably make them overpowered, but I agree. The new corruption ability is pretty much only useful on massive units now. They counter battle cruisers even more now.They nerf all other abilities "in the name of ultralisk". They say they want to do the same for battle cruisers, but in the same patch they screw them over even more
Bankai - Correlation does not imply causation
StifSokSamurai
Profile Blog Joined December 2009
United States120 Posts
Last Edited: 2010-05-07 16:57:29
May 07 2010 11:50 GMT
#749
Edit: Was totally non-relevant ergo deleted
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
Last Edited: 2010-05-07 12:06:58
May 07 2010 12:06 GMT
#750
On May 07 2010 20:15 leveller wrote:
Lots of euros are talking about games being faster now. Is it the same for you Americans? Maybe somebody with accs on both servers could check it out.

http://forums.battle.net/thread.html?topicId=24702012072&sid=5010


I really don't find the game faster..Anoyone is experiencing this?

On May 07 2010 20:50 StifSokSamurai wrote:
I was playing a game earlier and noticed that the neural parasite ability is no longer channeled! The only way now it seems to break NP is to kill the infestor, the mind controled unit or move the controled unit outside of the spell range of the infestor which is now rendered imobile during the duration of the controled units limited life. (If this has already be discussed then sorry for missing it but I did a bit of looking and couldn't find any word on it.)


it was in this way also before the patch -.-
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Zombee
Profile Joined April 2010
Germany69 Posts
May 07 2010 12:26 GMT
#751
I don't see a big problem with the HSM range decrease, if you want to you can target your own hellions for example and run them into your enemies...making it a real range of...a lot (if the hellion dies the HSM will explode where it died - I tried that serveral times).
Arbiter[frolix]
Profile Joined January 2004
United Kingdom2674 Posts
May 07 2010 12:45 GMT
#752
In the previous patch they extended the immortal build time. In the latest patch they have reduced sentry damage. And now, somewhat unsurprisingly really, I am encountering in my games against zerg post patch 11 a lot of the previously abandoned roach rushing, often accompanied by a single gas steal to limit protoss gas collection.

So far, my experience has not been good. I am going to have to find some kind of readjustment to my early play against zerg.
We are vigilant.
Angrim
Profile Joined April 2010
Germany24 Posts
May 07 2010 12:45 GMT
#753
On May 07 2010 20:15 leveller wrote:
Lots of euros are talking about games being faster now. Is it the same for you Americans? Maybe somebody with accs on both servers could check it out.

http://forums.battle.net/thread.html?topicId=24702012072&sid=5010


Game feels faster for me as well (Europe). I am pretty sure I am not making this up.
odlxmk
Profile Joined April 2010
United States3 Posts
May 07 2010 13:06 GMT
#754
"Train Thor hotkey has been changed from O to G"

Patch 12: Change immortal from I to the left side of the keyboard as well. This goes for the sentry hallucination as well. Plz
GTR
Profile Blog Joined September 2004
51439 Posts
May 07 2010 13:09 GMT
#755
they didnt fix the mod data replay problem =/
Commentator
goszar
Profile Joined February 2010
Belarus119 Posts
May 07 2010 14:12 GMT
#756
Blizzard's attempt at trolling TL succeeded 10/10.
Lalush,
I'll pay you 50$ if you write an article that explains in detail why Lurkers should be put back into the game and Marauders removed. Who is with me?
Bibdy
Profile Joined March 2010
United States3481 Posts
May 07 2010 15:32 GMT
#757
On May 07 2010 21:45 Arbiter[frolix] wrote:
In the previous patch they extended the immortal build time. In the latest patch they have reduced sentry damage. And now, somewhat unsurprisingly really, I am encountering in my games against zerg post patch 11 a lot of the previously abandoned roach rushing, often accompanied by a single gas steal to limit protoss gas collection.

So far, my experience has not been good. I am going to have to find some kind of readjustment to my early play against zerg.


In most maps you can still stall for a decent amount of time with Force Fields on your ramp, or just plain split them in two. Maps like Scrap Station and Kulas could be a problem since you need 2+ FFs to hold them out.

It surprised me that the Roach Rush didn't see a reemergence last patch, after the Immortal build time increase. That was the real kicker. Previously it was barely possible to have an Immortal out when the Roaches were already in your base about to kill Probes, on a map like Scrap. With 15s extra wait time they could do some serious damage. Trying to hold off Roaches with just a standard Gateway force while teching is pretty tough.
GenesisX
Profile Blog Joined February 2010
Canada4267 Posts
May 07 2010 16:00 GMT
#758
Super Zerg Nerf?
133 221 333 123 111
Shaithis
Profile Joined March 2010
United States383 Posts
May 07 2010 16:23 GMT
#759
Any undocumented changes?
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 07 2010 16:25 GMT
#760
On May 07 2010 21:45 Arbiter[frolix] wrote:
In the previous patch they extended the immortal build time. In the latest patch they have reduced sentry damage. And now, somewhat unsurprisingly really, I am encountering in my games against zerg post patch 11 a lot of the previously abandoned roach rushing, often accompanied by a single gas steal to limit protoss gas collection.

So far, my experience has not been good. I am going to have to find some kind of readjustment to my early play against zerg.

fast expo with cannons?
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