Patch 11 - Official Notes + Discussion - Page 38
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summerloud
Austria1201 Posts
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spinesheath
Germany8679 Posts
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. | ||
ZergOwaR
Norway280 Posts
On May 07 2010 16:58 NeoLearner wrote: 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 | ||
roflcopter420
Sweden168 Posts
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 | ||
shin ken
Germany612 Posts
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cerebralz
United States443 Posts
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
Sweden1840 Posts
http://forums.battle.net/thread.html?topicId=24702012072&sid=5010 | ||
NeoLearner
Belgium1847 Posts
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 ![]() | ||
StifSokSamurai
United States120 Posts
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LuDwig-
Italy1143 Posts
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 -.- | ||
Zombee
Germany69 Posts
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Arbiter[frolix]
United Kingdom2674 Posts
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. | ||
Angrim
Germany24 Posts
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
United States3 Posts
Patch 12: Change immortal from I to the left side of the keyboard as well. This goes for the sentry hallucination as well. Plz ![]() | ||
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GTR
51439 Posts
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goszar
Belarus119 Posts
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
United States3481 Posts
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
Canada4267 Posts
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Shaithis
United States383 Posts
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ROOTFayth
Canada3351 Posts
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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