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Patch 11 - Official Notes + Discussion

Forum Index > SC2 General
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theqat
Profile Blog Joined March 2008
United States2856 Posts
Last Edited: 2010-05-06 20:31:30
May 06 2010 20:18 GMT
#1
from http://us.starcraft2.com/launcher/patch-notes.htm

StarCraft II Beta – Patch 11 (version 0.13.0.15250)

The latest patch notes can always be found on the StarCraft II Beta General Discussion forum.

Balance Changes

TERRAN
Battlecruiser
-The build time has been decreased from 110 to 90.

Fusion Core
-The build time has been decreased from 80 to 65.

Hellion
-The range has been increased from 5 to 6.

Planetary Fortress
-The splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

Raven
-Seeker Missile range has been decreased from 9 to 6.
-Seeker Missile splash radius has been decreased from 2.4 to 2.
-Seeker Missile upgrade no longer requires Fusion Core.

Siege Tank
-Life increased from 150 to 160.
-Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

Thor
-Ground damage decreased from 45 to 30.
-Ground rate of fire improved from 1.93 to 1.28.
-Air damage changed from 8 (+4 Light) to 6 (+6 Light).
-250mm Strike Cannons are now an upgrade at the Factory Tech Lab.
-250mm Strike Cannons research now costs 150/150 and 110 seconds.
-250mm Strike Cannons energy cost increased from 100 to 150.
-Anti-Air splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.


PROTOSS
Archon
-The splash radius has been increased from 0.8 to 1.
-Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

Colossus
-The damage has been decreased from 20 to 15.
-The rate of fire has been improved from 2.2 to 1.65.

Phoenix
-Can now attack while moving.

Sentry
-The damage has been decreased from 8 to 6.

ZERG
Brood Lord
-Life has been decreased from 275 to 225.
-Armor has been decreased from 2 to 1.

Corruptor
-Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive).
-Corruptor speed increased from 2.75 to 2.9531
-Corruption ability redesigned:
-Single target.
-Increases damage taken by 20%.
-Lasts 30 seconds.
-Costs 100 energy.
-Range 6.
-Cannot target structures.

Infestor
-Neural Parasite is now an upgrade at the Infestation Pit.
-Neural Parasite research costs 150/150 and 110 seconds.
-Neural Parasite can now target Air units.
-Neural Parasite energy cost increased from 50 to 100.

Spine Crawler
-The root time has been increased from 6 to 12.

Spore Crawler
-The root time has been increased from 6 to 12.

Ultralisk
-Damage has been increased from 18 to 25.


Hotkey Changes


General
-In order to resolve a conflict with building multiple Forges with the Shift Key we have made the following changes:
-Changed Center Camera from Shift+F to Ctrl+F.

Standard
-To prevent the accidental research of Ventral Sacs when trying to train an Overlord with no Larva available, the hotkey has been changed from V to E.
-View Own Health Bars functionality added to the Backslash key

Standard for Lefties
-Due to a conflict with research Banshee Cloak, research Seeker Missile has been changed from L to K.
-To correct a conflict with the Attack command on Planetary Fortress, train SCV has been changed from K to J.
-In order to prevent the accidental training of Zerglings when using the Select Larva hotkey,train Zergling has been changed from L to J.
-To prevent the accidental training of a Queen, train Ultralisk has been changed from U to T.
-To prevent the accidental research of Pneumatized Carapace when trying to train a corruptor with -no Larva available, research Pneumatized Carapace has been changed from P to C.
-View All Status Bars has been changed from Q to the Alt key.
-View own Status Bars functionality has been added to the Q key.

Grid for Lefties
-Attack Move and all other buttons in the 0,4 position should now function correctly.
-View Own Status Bars functionality added to Q.
-View Enemy Status Bars moved to W.
-View Ally Status Bars moved to E.

Classic
-Changed build Nydus Canal from P to N.
-Changed Place Nydus Canal ability from P to N.
-Terran Infantry Weapon researches have been changed from E to W.
-Terran Vehicle Weapon researches have been changed from E to W.
-Train Thor hotkey has been changed from O to G.
-Train Viking hotkey has been changed from Y to W.
-View Own Status Bars functionality has been added to the Backslash key.


Icon Position Changes

To put all race gas extractors in the same icon position, the positions of the Supply Depot/Refinery and Pylon/Assimilator have been swapped.

In order to make transforming multiple Gateways easier for players using Grid key sets, Transform to Gateway has been moved to a separate icon position (2,1).

Bug Fixes

Corrected an issue that was causing the Polish language client to crash when receiving the "player is no longer being revealed” message.

Corrected incorrect battle.net links on multiple language clients pages.

Corrected an issue where the Zealot was using an US English voice over in the Korean language client.

Corrected an issue where a player is unable to build any structures that require pylon power when their protoss ally leaves.

Units can no longer be healed or repaired while in transports.

Corrected an issue where the Creep Tumor targeting circle was visible to opponents through Fog of War.

Corrected an issue in which selecting a Starport under construction and a completed Starport would display the select builder command in the Viking slot.

Corrected the Broodling weapon icon.
bountyface
Profile Joined February 2010
United States95 Posts
Last Edited: 2010-05-06 20:19:46
May 06 2010 20:19 GMT
#2
holy crap its a new game
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
May 06 2010 20:20 GMT
#3
omg that list!

so does europe have the patch already?
I want to fly
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-05-06 20:23:57
May 06 2010 20:22 GMT
#4
only positive thing is fire on the move for Phoenix, but why only for phoenix and not all the other Air-Units and stuff like Hellions? I mean - it's possible as we see now, so why not for every Unit?

btw: Nope - no patch for EU as of yet....
https://soundcloud.com/thesamplethief
zerotol
Profile Joined August 2009
Belgium508 Posts
May 06 2010 20:22 GMT
#5
Now that is a big buff for Ultralisks!
Now i am become death, the destroyer of worlds
Husky
Profile Blog Joined May 2009
United States3362 Posts
May 06 2010 20:23 GMT
#6
Crazy changes.

This is going to take a bit to understand fully.
Commentaries: youtube.com/HuskyStarcraft
OverTheUnder
Profile Blog Joined November 2004
United States2929 Posts
May 06 2010 20:23 GMT
#7
the next few days are gonna be exciting
Honor would be taking it up the ass and curing all diseases, damn how stupid can people get. -baal http://puertoricanbw.ytmnd.com/
kruder
Profile Joined February 2010
Romania36 Posts
May 06 2010 20:24 GMT
#8
Siege Tank
Life increased from 150 to 160.
Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.


no cost change wtf is this !@!#@!#!@
zee
Profile Joined January 2010
201 Posts
May 06 2010 20:24 GMT
#9
On May 07 2010 05:20 Mutaahh wrote:
omg that list!

so does europe have the patch already?

nope
Icx
Profile Blog Joined November 2009
Belgium853 Posts
May 06 2010 20:24 GMT
#10
can't wait for the "blizzard is out to destroy race X, i'm quitting, or changing race"
Megaman703
Profile Blog Joined September 2009
Canada688 Posts
May 06 2010 20:24 GMT
#11
On May 07 2010 05:18 theqat wrote:

Classic
-Train Thor hotkey has been changed from O to G.
-Train Viking hotkey has been changed from Y to W



Do these mappings not make sense to anybody else?
Captain Peabody
Profile Blog Joined May 2009
United States3099 Posts
Last Edited: 2010-05-06 20:27:08
May 06 2010 20:25 GMT
#12
They should have sent a poet...
Dies Irae venit. youtube.com/SnobbinsFilms
fevax
Profile Joined February 2010
Turkey143 Posts
May 06 2010 20:25 GMT
#13
someone tell me this is a joke
Mentat
Profile Joined April 2010
Canada74 Posts
May 06 2010 20:25 GMT
#14
all I get from this is blizzard wants to make games even shorter

because 15 minutes was too long........
Lugus
Profile Joined March 2010
United States22 Posts
May 06 2010 20:25 GMT
#15
Surprised they didn't change the void ray. Phoenixes just got sexier, though.
Thrill
Profile Blog Joined May 2007
2599 Posts
May 06 2010 20:25 GMT
#16
Wow, no voidray nerf? Hmm, going to be interesting..
Taefox
Profile Joined March 2010
1533 Posts
May 06 2010 20:25 GMT
#17
For July 27 lol lol
@taefoxy
Aurdon
Profile Blog Joined April 2010
United States2007 Posts
May 06 2010 20:25 GMT
#18
With the buff to Ultras and the nerf to Broodlords, will we see Ultralisk use in late game now?


Can't wait to see some Phoenix usage with this patch. I can only guess that they added to just the phoenix now because they were so pitiful against other air units as a dedicated air to air unit.
Zaqwert
Profile Joined June 2008
United States411 Posts
May 06 2010 20:26 GMT
#19
I thought carriers and HT/DT got movement speed improvements? Confirm/deny?
flamewheel
Profile Blog Joined December 2009
FREEAGLELAND26781 Posts
May 06 2010 20:26 GMT
#20
Oh.
My.
God.
GOOD patch.
I might actually play now.
Writerdamn, i was two days from retirement
Klamity
Profile Blog Joined April 2010
United States994 Posts
May 06 2010 20:26 GMT
#21
On May 07 2010 05:24 Megaman703 wrote:
Show nested quote +
On May 07 2010 05:18 theqat wrote:

Classic
-Train Thor hotkey has been changed from O to G.
-Train Viking hotkey has been changed from Y to W



Do these mappings not make sense to anybody else?


Classic setting - Goliaths and Wraiths
Don't believe in yourself, believe in me, who believes in you.
seRapH
Profile Blog Joined April 2009
United States9756 Posts
May 06 2010 20:26 GMT
#22
this is so weird. sc3 anyone?
boomer hands
LunarC
Profile Blog Joined October 2009
United States1186 Posts
May 06 2010 20:26 GMT
#23
.....I like the new changes. Can't wait to see more Hunter Seeker usage, and I'm dying to see somebody pull off a reverse HSM with an Infestor.
REEBUH!!!
HydroXy
Profile Joined May 2010
United States513 Posts
May 06 2010 20:27 GMT
#24
On May 07 2010 05:19 bountyface wrote:
holy crap its a new game

rackdude
Profile Blog Joined January 2010
United States882 Posts
May 06 2010 20:27 GMT
#25
The only change for me is a buff. My phoenix/DT play into Templar is stronger now.
Sweet.
Hellhammer
Profile Blog Joined March 2010
Canada144 Posts
May 06 2010 20:27 GMT
#26
MY THORS NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO. Oh wait, tankuu got upd and infestors got nerfed. Ok life is better now.

Everything is just I think! Except voidrays still have retard strength.
If Jesus comes, kill him again.
prayanavita
Profile Blog Joined July 2008
Hong Kong86 Posts
May 06 2010 20:27 GMT
#27
splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.


Do I understand this correct, does this mean that running your units towards a siegetank instead of standing still and taking the hit doesn't matter anymore and damage will always be the same. Doesn't sound like something you'd want...
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 20:27 GMT
#28
On May 07 2010 05:26 Zaqwert wrote:
I thought carriers and HT/DT got movement speed improvements? Confirm/deny?


There are frequently undocumented changes, so that may be the case.
BamBam
Profile Blog Joined November 2009
745 Posts
May 06 2010 20:27 GMT
#29
Hm, really wish they would of lowered the life of the brood lord a lot more.... and as for the thor splash, dont see why they messed with it, as it really was a good way to counter banshees in TvT.

Still skeptical about the corrupter's ability though, they made it VERY situational =\

Ah well, Still looking forward to when they buff the scv's health! xD
"two is way better than twice as one" - artosis
Takkara
Profile Blog Joined April 2010
United States2503 Posts
Last Edited: 2010-05-06 20:30:01
May 06 2010 20:27 GMT
#30
This patch right before the HDH Semis, the TLI #2, Razer Domination Finals, and numerous other tourneys. Obviously any time they drop a patch it'll mess with tourneys, but Patch 9/10 was small potatoes to what this patch is doing.

The build orders we see for the tourneys this weekend are going to be VERY interesting. Hopefully people can get enough practice with the new patch in time.
Gee gee gee gee baby baby baby
s2pid_loser
Profile Joined March 2010
United States699 Posts
May 06 2010 20:28 GMT
#31
this patch is not bad
not bad
Et Ducit Mundum Per Luce
systemA
Profile Joined November 2008
95 Posts
May 06 2010 20:28 GMT
#32
New splash damage? Very interesting. Infestors and corruptors are a little less useful now
hey its me ur brother
Artisan
Profile Joined February 2010
United States336 Posts
May 06 2010 20:28 GMT
#33
Idk even thought mutalisks are not listed I still feel that they can fire and move a lot faster now =/
Baerinho
Profile Joined February 2010
Germany257 Posts
Last Edited: 2010-05-06 20:30:27
May 06 2010 20:28 GMT
#34
On May 07 2010 05:24 Megaman703 wrote:
Show nested quote +
On May 07 2010 05:18 theqat wrote:

Classic
-Train Thor hotkey has been changed from O to G.
-Train Viking hotkey has been changed from Y to W



Do these mappings not make sense to anybody else?


its in the "standard for lefties" part of the patchnotes


*edit*: oh no it isnt, its the classic keysetting ^^

zealing
Profile Blog Joined January 2009
Canada806 Posts
May 06 2010 20:28 GMT
#35
big patch, only thing i even care about is the fact that ultras are now usable and the changing of the zerg hotkey.
Think you got lag? It took Jesus 3 days to respawn.
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
May 06 2010 20:29 GMT
#36
can some1 expalin the splash changes to me?
i type teamliquid into the url subconsciously... all...the...time...
Butcherski
Profile Joined April 2010
Poland446 Posts
May 06 2010 20:29 GMT
#37
On May 07 2010 05:24 Icx wrote:
can't wait for the "blizzard is out to destroy Zerg, i'm quitting, or changing race"



fixed


Seriously how can zerg defend now vs 4 gate push on maps with a back door ??? Blizzard is fucking stupid. Buff for the phoenix, buff for colossus and a 2 dmg reduction for map editor ... its a joke and bad one.


"Well Tasteless, i once met a three-toed sloth with good marauder control " - Artosis
ironchef
Profile Blog Joined August 2004
Canada1350 Posts
May 06 2010 20:29 GMT
#38
interesting, good to see balance changes still coming. Some got scared that it was more or less finalized, bc of the relatively close release date hehe. Some of the hotkey stuff gonna mess me up for a bit, but o well
“Because your own strength is unequal to the task, do not assume that it is beyond the powers of man; but if anything is within the powers and province of man, believe that it is within your own compass also.” - Marcus Aurelius
MapleLeafSirup
Profile Joined July 2009
Germany950 Posts
May 06 2010 20:29 GMT
#39
hellion range increased .. why the hell ??
FiBsTeR
Profile Blog Joined February 2008
United States415 Posts
Last Edited: 2010-05-06 20:37:10
May 06 2010 20:30 GMT
#40
On May 07 2010 05:18 theqat wrote:

Phoenix
-Can now attack while moving.


Don't worry guys, they've fixed everything now! Just like BW! We're saved! :D

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
Necrosjef
Profile Joined March 2010
United Kingdom530 Posts
May 06 2010 20:30 GMT
#41
Good patch but Hellion buffs seems a bit extreme, already insanely powerful harass unit vs zerg and now buffed....

Would have liked to have seen Marauder/Roach/Immortal sorted out also, esp. Marauder.
Europe Server Diamond Player: ID=Necrosjef Code=957
Wi)nD
Profile Joined April 2010
Canada719 Posts
May 06 2010 20:30 GMT
#42
hmm really gave it to those infestors... and with the Colossus changes, is it stronger overall or weaker? b/c attacks much faster but does less dmg

another thing, why sprore/spine take so long to burrow...?
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
May 06 2010 20:31 GMT
#43
why no void ray change?! =(
i type teamliquid into the url subconsciously... all...the...time...
Beardfish
Profile Blog Joined January 2006
United States525 Posts
May 06 2010 20:31 GMT
#44
Can't wait for patch 12
- Fixed an issue where a previous patch fucked shit up
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
May 06 2010 20:31 GMT
#45
Kind of surprised about the addition of move fire for just the phoenix, and not anything else like the hellion. And lack of price reduction on the siege tank (Note to blizz- the reason it is not used alot is cuz it costs too much).
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Asta
Profile Joined October 2002
Germany3491 Posts
May 06 2010 20:31 GMT
#46
This patch is a joke.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
May 06 2010 20:31 GMT
#47
Now all that needs to happen is Marauder hitpoints need to drop to 60 (cost changed to 75/50), and Roach hitpoints need to drop to 90.
REEBUH!!!
malloc84
Profile Joined February 2010
Croatia7 Posts
May 06 2010 20:31 GMT
#48
Corruption is even more useless o_o

Single Target 20% increased damage over 30 seconds, no structures... Lemme find a unit that lasts more than 5-10 seconds in battle...

Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 20:31 GMT
#49
Did anybody else have the problem of having their keyboard TURNED OFF when they played a game? I lost my first placement match because my hotkeys were off, and my Menu Bar was conveniently unclickable. Never happened before the patch (before the reset) >.>
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
May 06 2010 20:32 GMT
#50
wtf when i click on the link it show me patch 10
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
May 06 2010 20:32 GMT
#51
Guess I will have to rethink my Broodlord build I was practicing. Oh well the changes seem harsh to most but if you just got the beta it really wouldn't hurt you. "Oh thor's could 1 shot hydras?"

These changes make sense damage wise.
Brood War forever!
Bosu
Profile Blog Joined June 2008
United States3247 Posts
May 06 2010 20:32 GMT
#52
Colossus

"-The rate of fire has been improved from 2.2 to 1.65. "

What
#1 Kwanro Fan
Spail
Profile Joined March 2010
Russian Federation6 Posts
May 06 2010 20:32 GMT
#53
This is the worst Blizzard's game in terms of balance. Just buff terrans every freaking patch until there is no zerg/toss players left.
Coffee
Profile Joined March 2008
United Kingdom347 Posts
May 06 2010 20:33 GMT
#54
increase ultra speed, even by a little bit blizzard, fk the damage >_<
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 20:33 GMT
#55
Colossus DPS is identical--25% firing rate increase and 25% damage decrease = 0% DPS change
Raislin
Profile Blog Joined April 2010
United States144 Posts
May 06 2010 20:33 GMT
#56
This is...a completely different game. Wow. The Phoenix thing alone would make a significant impact on PvZ. The rest...just woah. Trying to make heads or tails of this is just beyond possible. Time to see how things develop (aka time for me to go play with Phoenix again :D)
fevax
Profile Joined February 2010
Turkey143 Posts
May 06 2010 20:33 GMT
#57
gratz blizz replacing a useless ability with another useless ability. am I the only one or can anyone see any use for the new corruptor ability ?? I actually used the old one from time to time, but this one seems completely useless. you could use it against heavy units but why bother when you have neural parasite ?
malloc84
Profile Joined February 2010
Croatia7 Posts
May 06 2010 20:34 GMT
#58
On May 07 2010 05:32 Bosu wrote:
Colossus

"-The rate of fire has been improved from 2.2 to 1.65. "

What


It LAZERZ people faster.
Orome
Profile Blog Joined June 2004
Switzerland11984 Posts
May 06 2010 20:34 GMT
#59
hahahaah wow

Improving the Thor's fire rate and decreasing its damage should make it feel a bit less undynamic I guess but it will definitely make dropship thor harass weaker.

I'm not sure I like the corruptor's new ability. Seems like they took an cool ability with the potential to be used in interesting ways (if they'd just made it a bit stronger, or once people had found out how to use it effectively), and replaced it with a bland ability that can only be used in obvious ways (mostly on Colossi I guess).
On a purely personal note, I'd like to show Yellow the beauty of infinitely repeating Starcraft 2 bunkers. -Boxer
red_b
Profile Joined April 2010
United States1267 Posts
May 06 2010 20:34 GMT
#60
On May 07 2010 05:32 Bosu wrote:
Colossus

"-The rate of fire has been improved from 2.2 to 1.65. "

What


collosus got a 25% damage nerf and a 25% attack speed buff.

ie no real change.
Those small maps were like a boxing match in a phone booth.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
May 06 2010 20:34 GMT
#61
OMG MORE SPLASH FOR ARCHON
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 06 2010 20:34 GMT
#62
hellion's attack animation is improved and also they dont switch targets anymore or something, according to qxc
ModeratorBlame yourself or God
crate
Profile Blog Joined May 2009
United States2474 Posts
May 06 2010 20:35 GMT
#63
I love playing random during beta.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
paper
Profile Blog Joined September 2004
13196 Posts
May 06 2010 20:35 GMT
#64
On May 07 2010 05:33 theqat wrote:
Colossus DPS is identical--25% firing rate increase and 25% damage decrease = 0% DPS change


until you factor in armor... :<
Hates Fun🤔
Scrangos
Profile Joined April 2009
United States21 Posts
May 06 2010 20:35 GMT
#65
On May 07 2010 05:32 Bosu wrote:
Colossus

"-The rate of fire has been improved from 2.2 to 1.65. "

What


The numbers are the delay between attacks afaik.
Foreplay
Profile Joined May 2008
United States1154 Posts
May 06 2010 20:36 GMT
#66
the problem with ultras is not their damage output. Still gonna be a useless unit.
Better than Pokebunny
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 06 2010 20:36 GMT
#67
Corruptor
-Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive).
-Corruptor speed increased from 2.75 to 2.9531
-Corruption ability redesigned:
-Single target.
-Increases damage taken by 20%.
-Lasts 30 seconds.
-Costs 100 energy.
-Range 6.
-Cannot target structures.


So now corrupters do 20 damage instead of 22 to massive. 24 with corruption. They changed all that so corrupters can do +4 per hit for 30seconds to something that won't even last 30seconds under focus fire from any zerg unit?

if there's something i'm missing, tell me, otherwise this appears to be ridiculously useless.
starleague forever
Intropy
Profile Joined July 2009
Canada92 Posts
Last Edited: 2010-05-06 20:37:35
May 06 2010 20:36 GMT
#68
On May 07 2010 05:29 Butcherski wrote:
Show nested quote +
On May 07 2010 05:24 Icx wrote:
can't wait for the "blizzard is out to destroy Zerg, i'm quitting, or changing race"



fixed


Seriously how can zerg defend now vs 4 gate push on maps with a back door ??? Blizzard is fucking stupid. Buff for the phoenix, buff for colossus and a 2 dmg reduction for map editor ... its a joke and bad one.




LoL map editor, haven't heard that before, good one!
Intropy.469
Sprajt
Profile Joined March 2010
Sweden24 Posts
May 06 2010 20:37 GMT
#69
I still amazes me that people can hate on a patch that has been out for no more than a few hours. Go play a few games, come back and then feel free to whine when you have a little bit more data to back up your statements with.
stay a while and listen
Artisan
Profile Joined February 2010
United States336 Posts
May 06 2010 20:37 GMT
#70
The computers expand now =D
DrGabriel
Profile Joined January 2010
United States80 Posts
May 06 2010 20:37 GMT
#71
OMG double time for crawlers to root.... it takes so long already
You cannot just 1a2a3a your way into the vajayjay.
bountyface
Profile Joined February 2010
United States95 Posts
May 06 2010 20:37 GMT
#72
On May 07 2010 05:33 theqat wrote:
Colossus DPS is identical--25% firing rate increase and 25% damage decrease = 0% DPS change

they cant kite as effectively
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 06 2010 20:38 GMT
#73
omg this patch is so amazing, i wont whine at a single thing for 1 month. i promise !!!!!!!!!!
Progamerpls no copy pasterino
mroletta
Profile Joined April 2010
United States4 Posts
May 06 2010 20:38 GMT
#74
Colossus change is semi nerf. Because it attacks twice now in the same time frame, it sees extra bonus from Forge upgrades, however it's a nerf because it's much more difficult to kite with them as you can no longer run away to "recharge" your 1 powerful shot.
Shizuru~
Profile Blog Joined April 2009
Malaysia1676 Posts
May 06 2010 20:38 GMT
#75
the overall dps on the collosus should be the same, they lowered the damage so that they don't one shot weak asses like zergling, marines, workers etc etc easily...

patch is up on the EU yet?
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2010-05-06 20:40:02
May 06 2010 20:38 GMT
#76
so many weird changes.


thors 250 mm cannon huge nerf? how often were they used? once evry 30 games? so who cares
tank 10 more hp? who cares.
HSM change without reducing energy cost is weird too imho.
thor anti air still as superbbqgood vs light but sucks even more vs evrything else? why?

ultra dmg buff instead of size/speed/upgrade tweaks?

sentry dmg nerfed instead of FF/guardian shield tweaks?



the whole patch looks to me like they had the right idea (buff /nerf the right units) but just didnt know what to do with em so they change random stuff. blizzard getting confused?

but i like that they are still willing to throw out rather big changes.

/edit no voidray changes might still make me switch to toss. can barely convince me to ladder anymore. dont wanna argue about OP bla but i literally have nightmares about them.
life of lively to live to life of full life thx to shield battery
rackdude
Profile Blog Joined January 2010
United States882 Posts
May 06 2010 20:38 GMT
#77
On May 07 2010 05:34 red_b wrote:
Show nested quote +
On May 07 2010 05:32 Bosu wrote:
Colossus

"-The rate of fire has been improved from 2.2 to 1.65. "

What


collosus got a 25% damage nerf and a 25% attack speed buff.

ie no real change.


No, it's a nerf. Take a second to think about it. Since it no longer one shots zerglings, you take a shot, and then take another. The math you're doing does not take into account the series of events. By one shotting zerglings, they would never get a hit on the collosus. By two shotting them but shooting faster, the zerglings now can get a hit and then the second shot goes off. The end result is the same DPS but not the same dynamic, and the way it plays out is a nerf against certain units.
Sweet.
Captain Peabody
Profile Blog Joined May 2009
United States3099 Posts
May 06 2010 20:38 GMT
#78
After a second glance, these changes really aren't that extreme. But they sure are going to drastically change some matchups...

I for one can't WAIT to see a PvZ with Phoenix...:D
Dies Irae venit. youtube.com/SnobbinsFilms
LunarDestiny
Profile Blog Joined August 2008
United States4177 Posts
May 06 2010 20:39 GMT
#79
Phoenix (MIRCOOOOOO!!!!)
-Can now attack while moving.

LOL broodlord got owned.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
May 06 2010 20:39 GMT
#80
On May 07 2010 05:38 MorroW wrote:
omg this patch is so amazing, i wont whine at a single thing for 1 month. i promise !!!!!!!!!!

I can't wait for everyone to scream "Phoenix imbalanced as fuck! Takes no skill!" *player has left*
gogogadgetflow
Profile Joined March 2010
United States2583 Posts
May 06 2010 20:39 GMT
#81
this is fake?
ZerglingSoup
Profile Joined June 2009
United States346 Posts
May 06 2010 20:39 GMT
#82
Does the corruptor thing stack if you cast it more than once?
Stream plz
Nilaus
Profile Joined March 2010
Denmark159 Posts
May 06 2010 20:40 GMT
#83
Interesting patch to say the least.

I think we are going to see a lot of Stargate plays from Protoss. Phoenix buffed and Void Ray as powerful as ever. I am a bit puzzled on how Terran is supposed to counter that. Void Rays were hard enough and now we can add Phoenixes to the mix. I guess Marine + Ghost will be necessary, though it seems rather vulnerable to sniping Ghosts.

Will be fun to play and learn the subtle consequences of the changes.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
May 06 2010 20:40 GMT
#84
Could Colossi ever kite? I'd have preferred that they increased attack by 25% and decreased firing rate by 25%. Plus a faster attack animation.
REEBUH!!!
Creationism
Profile Blog Joined November 2008
China505 Posts
May 06 2010 20:40 GMT
#85
We need some dps calculators for some of these changes... the tank life buff is fucking useless, making ppl research 250mm cannon? really? Was that skill really used all that much? Which fucking unit in sc2 would u snipe with that skill that is WITHIN RANGE. You cant even target air with that, fucking bullshit.

Range on hellions instead of attack speed? and moving shot? Are they jus being assholes here?

Good phoenix upgrade and sentry dmg nerf, making it more like a caster unit. faster attack speed, does that include faster initiated attack animation? so warp prism/collossus might actually work?

Nice broodlord nerf, but corruptor skill nerf... once again... a skill used much, to any great effect? making 1 unit take 20% more dmg for 100 nrg.... There aren't big enuf units for they way then want to use some of these skills.
The hoi polloi is the plague upon the world.
Mentat
Profile Joined April 2010
Canada74 Posts
Last Edited: 2010-05-06 20:41:07
May 06 2010 20:40 GMT
#86
Sentry
-The damage has been decreased from 8 to 6.

THAT'LL FIX EM

AHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHA
HAHAHAHAHAHAHAAHAHAHAHAHAHAHAHAHAHAHAHAH
AAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAH
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 20:41 GMT
#87
On May 07 2010 05:40 LunarC wrote:
Could Colossi ever kite? I'd have preferred that they increased attack by 25% and decreased firing rate by 25%. Plus a faster attack animation.


Some people are saying that if you tried to animation cancel (same as "kiting") with Colos in the past, it would play the animation but not deal the damage. Personally I can't verify that
Plutoed
Profile Joined April 2010
United States6 Posts
Last Edited: 2010-05-06 20:45:03
May 06 2010 20:41 GMT
#88
The first non toss nerf patch. Pretty sure the Colossus attack speed thing was to nerf them against hydras?
Bibdy
Profile Joined March 2010
United States3481 Posts
May 06 2010 20:41 GMT
#89
Looks like Phoenix and Void Ray openings in T2 are going to be the norm, now. This patch is madness.

inb4 "madness?"
Lefnui
Profile Joined November 2008
United States753 Posts
May 06 2010 20:41 GMT
#90
Standard
-To prevent the accidental research of Ventral Sacs when trying to train an Overlord with no Larva -available, the hotkey has been changed from V to E.


Oh thank fucking god.
goswser
Profile Blog Joined May 2009
United States3519 Posts
May 06 2010 20:41 GMT
#91
thors just got raped so hard i think ... someone correct me if I'm wrong.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
aLka.
Profile Joined April 2010
United States6 Posts
May 06 2010 20:41 GMT
#92
On May 07 2010 05:31 Zeke50100 wrote:
Did anybody else have the problem of having their keyboard TURNED OFF when they played a game? I lost my first placement match because my hotkeys were off, and my Menu Bar was conveniently unclickable. Never happened before the patch (before the reset) >.>


The same thing happened to me during one of my placements and I was put into gold because of it. I accused him of hacking after I played a custom game and my keyboard worked. His response was "It's not my fault your keyboard doesn't work >."
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21242 Posts
May 06 2010 20:41 GMT
#93
On May 07 2010 05:39 LunarDestiny wrote:
Phoenix (MIRCOOOOOO!!!!)
-Can now attack while moving.

LOL broodlord got owned.


This is not micro rofl.
TranslatorBaa!
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
May 06 2010 20:41 GMT
#94
On May 07 2010 05:41 theqat wrote:
Show nested quote +
On May 07 2010 05:40 LunarC wrote:
Could Colossi ever kite? I'd have preferred that they increased attack by 25% and decreased firing rate by 25%. Plus a faster attack animation.


Some people are saying that if you tried to animation cancel (same as "kiting") with Colos in the past, it would play the animation but not deal the damage. Personally I can't verify that

I can confirm this. My roommate does this alot.
NightOne
Profile Joined March 2010
Canada215 Posts
May 06 2010 20:41 GMT
#95
someone posted phoenix moving shot on youtube... ... ultra hilarious...
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 06 2010 20:41 GMT
#96
i hope they reset cus im not playing toss with this bullshit

still no marauder nerf? are you serious
Artillery spawned from the forges of Hell
LunarC
Profile Blog Joined October 2009
United States1186 Posts
May 06 2010 20:42 GMT
#97
On May 07 2010 05:41 theqat wrote:
Show nested quote +
On May 07 2010 05:40 LunarC wrote:
Could Colossi ever kite? I'd have preferred that they increased attack by 25% and decreased firing rate by 25%. Plus a faster attack animation.


Some people are saying that if you tried to animation cancel (same as "kiting") with Colos in the past, it would play the animation but not deal the damage. Personally I can't verify that

Yeah, this is exactly the case. I've tried it using map editor test mode. So they really could never kite in the first place.
REEBUH!!!
Folca
Profile Blog Joined October 2006
2235 Posts
May 06 2010 20:42 GMT
#98
I'm confused about the splash for the Planetary Fortress and Siege tanks..
What was it like before?
Dea : one time when he was playing vs the comps he asked me "how do I make that flying unit that makes the other stuff invisible" and I reply "ur playing terran zomg"
0neder
Profile Joined July 2009
United States3733 Posts
May 06 2010 20:43 GMT
#99
Can anyone deny that Blizzard has our concerns at heart? Moving shot for phoenix? Wow, I'm surprised at how each patch does something VERY right.
InRaged
Profile Joined February 2007
1047 Posts
May 06 2010 20:43 GMT
#100
On May 07 2010 05:30 FiBsTeR wrote:
Show nested quote +
On May 07 2010 05:18 theqat wrote:

Phoenix
-Can now attack while moving.


Don't worry guys, they've fixed everything now! Just like BW! We're saved! :D

Oh dear god. That's not like BW AT ALL. Units in BW were NOT attacking while moving. They were attacking before decelerating. That's why it required players control to make 'em both Attack AND move. There is a fucking serious failure in communication it seems.
ironchef
Profile Blog Joined August 2004
Canada1350 Posts
May 06 2010 20:43 GMT
#101
On May 07 2010 05:26 LunarC wrote:
.....I like the new changes. Can't wait to see more Hunter Seeker usage, and I'm dying to see somebody pull off a reverse HSM with an Infestor.


hmm

Seems like they nerfed it,but made it a bit easier tech to.
Range 6 puts your raven in danger, so gas costs and research time being the same and the spell being a bit weaker idk if it'd get more popular.

I do agree I'd like to see some creative uses of it though! We'll have to see.
“Because your own strength is unequal to the task, do not assume that it is beyond the powers of man; but if anything is within the powers and province of man, believe that it is within your own compass also.” - Marcus Aurelius
GoDannY
Profile Joined August 2006
Germany442 Posts
May 06 2010 20:43 GMT
#102
Seriously, I NEVER would have predicted that changes to be done... wow. I dont reall quite get it for now... really have to see in a few games what the results are. What confuses me most is the zerg changes... where did zerg needed a buff huh?

However as Protoss-Player my first impression is... hm.. sentires do less damage against muta now, and phoenix is now a more enforced "option"... totally dont know if this is not worse at all...

All I have to say for the Ultralisk Buff:



Congrats it can now hit 1k zerglings lmao
Team LifeStyle - it's more than a game
Tippany
Profile Blog Joined March 2010
United States765 Posts
May 06 2010 20:44 GMT
#103
On May 07 2010 05:30 FiBsTeR wrote:


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

2.9532 was OP, obviously.
Real action, my dream.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 06 2010 20:44 GMT
#104
phoenix change is so stupid
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Angrim
Profile Joined April 2010
Germany24 Posts
May 06 2010 20:44 GMT
#105
I am confused! Colossus did 22/23 a shot and not 20, right?

20 to 15 with the attack speed buff would be the same dps, but 22/23 to 15 would actually be a nerf.
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-05-06 20:45:43
May 06 2010 20:44 GMT
#106
did they fix they replay issue? man id hate it if they didnt

On May 07 2010 05:44 Angrim wrote:
I am confused! Colossus did 22/23 a shot and not 20, right?

20 to 15 with the attack speed buff would be the same dps, but 22/23 to 15 would actually be a nerf.

the colosuss is for sure a nerf because kiting and hunt while attacking plus the armor reduction has all been weaken now for the colosus side
Progamerpls no copy pasterino
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 20:44 GMT
#107
The Tank life buff is not totally ineffective--they take one more hit from Immortals if the Immortals have one weapon upgrade and the Tanks have one armor upgrade. How often that will come into play is another question
wolfe
Profile Joined March 2010
United States761 Posts
May 06 2010 20:44 GMT
#108
So... anyone mind editing the OP with all the confirmed and unconfirmed undocumented changes?

ie. ?

DT/HT/Carrier Speed?
Hellion moving shot?
Muta control?
Swift as the wind, felt before noticed.
Coulthard
Profile Joined September 2005
Greece3359 Posts
May 06 2010 20:44 GMT
#109
wow protoss nerf..finally the game gets playable,although I would like a voidray nerf as well
shindigs
Profile Blog Joined May 2009
United States4795 Posts
May 06 2010 20:44 GMT
#110
On May 07 2010 05:43 GoDannY wrote:
Seriously, I NEVER would have predicted that changes to be done... wow. I dont reall quite get it for now... really have to see in a few games what the results are. What confuses me most is the zerg changes... where did zerg needed a buff huh?

However as Protoss-Player my first impression is... hm.. sentires do less damage against muta now, and phoenix is now a more enforced "option"... totally dont know if this is not worse at all...

All I have to say for the Ultralisk Buff:

http://www.youtube.com/watch?v=wucEINuw5gg

Congrats it can now hit 1k zerglings lmao


Thats a 3/3 ultralisk against 0/0 zerglings...
Photographer@shindags || twitch.tv/shindigs
Shouryu
Profile Joined April 2010
Norway132 Posts
May 06 2010 20:44 GMT
#111

Phoenix move and shoot?
</post>
green.at
Profile Blog Joined January 2010
Austria1459 Posts
May 06 2010 20:45 GMT
#112
On May 07 2010 05:41 NightOne wrote:
someone posted phoenix moving shot on youtube... ... ultra hilarious...


link pls. i cant find it... all i get is an old one with pheonix vs corsair
Inputting special characters into chat should no longer cause the game to crash.
Slunk
Profile Blog Joined February 2010
Germany768 Posts
May 06 2010 20:45 GMT
#113
Hmm, I don't like how tech units get nerfed more and more or suck allready. the strongest unit composition tend to be mass lowtech units which is crappy obviously.
Disastorm
Profile Joined January 2008
United States922 Posts
May 06 2010 20:45 GMT
#114
Has anyone calculated if Thors and Collosus were nerfed or buffed since their dmg was decreased but attack speed was increased?
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
rackdude
Profile Blog Joined January 2010
United States882 Posts
May 06 2010 20:46 GMT
#115
Phoenixes were already too good. I used them every game for basically autowins... now I'm going to have a blast
Sweet.
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 20:46 GMT
#116
On May 07 2010 05:45 Disastorm wrote:
Has anyone calculated if Thors and Collosus were nerfed or buffed since their dmg was decreased but attack speed was increased?


Their overall DPS is identical, but it's effectively a nerf since their shots will be impacted by armor more frequently
LunarC
Profile Blog Joined October 2009
United States1186 Posts
May 06 2010 20:46 GMT
#117
http://www.youtube.com/watch?v=31kSA0Guqpo

AHAHAHAHA OMG that's just RIDICULOUS.

..Stuff like this makes me wonder if Blizzard really understands what we are talking about at all.

Moving shot =/= ability to attack while moving.

Moving shot = ability to cut short the deceleration that occurs after attacking and accelerate in the opposite direction to move out of enemy firing range.
REEBUH!!!
Slunk
Profile Blog Joined February 2010
Germany768 Posts
Last Edited: 2010-05-06 20:47:38
May 06 2010 20:46 GMT
#118
On May 07 2010 05:44 Shouryu wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Phoenix move and shoot?


OH MY GOD FUCK COLOSSI NERF THIS IS AWESOME!

Yes, this was caps worthy.

Nony could be OP now.
RoboFerret
Profile Joined March 2010
United States70 Posts
May 06 2010 20:47 GMT
#119
Hell yes, now no matter how many upgrades I try to get colossus can't instagib any units! :D......

Not saying it's a major nerf, but it means that it's harder to micro colossus to instagib units like hydras. (2 colossus with +1 upgrade instagib a hydra pre patch) Also burst fire micro is obviously less effective.

Thankfully immortals might not be terrible now that neural parasite isn't just instantly available as a GG to them.

Thankfully I've already stopped using colossus in the majority of my games
Shouryu
Profile Joined April 2010
Norway132 Posts
May 06 2010 20:47 GMT
#120
Here's the patch notes;
http://us.starcraft2.com/launcher/patch-notes.htm
</post>
chocoed
Profile Joined June 2007
United States398 Posts
May 06 2010 20:47 GMT
#121
Holy shit they listened!
My life for Aiur!
HydroXy
Profile Joined May 2010
United States513 Posts
May 06 2010 20:47 GMT
#122
On May 07 2010 05:44 Shouryu wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Phoenix move and shoot?


omfg
Raislin
Profile Blog Joined April 2010
United States144 Posts
May 06 2010 20:47 GMT
#123
Yeah, I just finished playing with the Phoenix and wtf. If that's not the most awesome thing ever, I really don't know what is.
Angrim
Profile Joined April 2010
Germany24 Posts
May 06 2010 20:47 GMT
#124
On May 07 2010 05:44 MorroW wrote:
did they fix they replay issue? man id hate it if they didnt

Show nested quote +
On May 07 2010 05:44 Angrim wrote:
I am confused! Colossus did 22/23 a shot and not 20, right?

20 to 15 with the attack speed buff would be the same dps, but 22/23 to 15 would actually be a nerf.

the colosuss is for sure a nerf because kiting and hunt while attacking plus the armor reduction has all been weaken now for the colosus side


You are right of course, but 22/23 to 15 and 20 to 15 is still a pretty significant difference.

And i am kinda sure they did NOT do only 20 per shot. (Still could be wrong though)
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 06 2010 20:47 GMT
#125
On May 07 2010 05:24 Megaman703 wrote:
Show nested quote +
On May 07 2010 05:18 theqat wrote:

Classic
-Train Thor hotkey has been changed from O to G.
-Train Viking hotkey has been changed from Y to W



Do these mappings not make sense to anybody else?

probably already been answered but im guessing
O->G = Goliath
viking Y - W = Wraith

since its classic mapping it makes sense
Artillery spawned from the forges of Hell
matko5
Profile Joined April 2010
Croatia385 Posts
May 06 2010 20:47 GMT
#126
in a one quick patch, protoss went from worst aa air to the best in game
Disi gazda
Gaxton
Profile Joined April 2010
Sweden2328 Posts
May 06 2010 20:48 GMT
#127
On May 07 2010 05:44 Shouryu wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Phoenix move and shoot?


Lol, Backpaddle animation.
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
May 06 2010 20:48 GMT
#128
On May 07 2010 05:44 Shouryu wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Phoenix move and shoot?

HAHAHAHAHAH-
o wow.. that might be worse then the larva accident xD
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
BabaBlackSheep
Profile Joined April 2010
United States29 Posts
May 06 2010 20:48 GMT
#129
Except for that lols phoenix bs, I quite like this patch.
What does this field mean?
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-05-06 20:52:11
May 06 2010 20:48 GMT
#130
On that note though, while moving shot is cool, notice how the OP suggesting moving shot was suggesting it in conjunction with a nerf to phoenixes



Moving shot = ability to cut short the deceleration that occurs after attacking and accelerate in the opposite direction to move out of enemy firing range.



/agree

The point isn't that pheonixes can attack while moving, its that they are extremely responsive so you can quickly attack and run away.

Too Busy to Troll!
goswser
Profile Blog Joined May 2009
United States3519 Posts
May 06 2010 20:48 GMT
#131
They still haven't fixed this bug I'm having. Has anyone else encountered an issue where they can't log in, and when they try to the game just freezes and you have to go to task manager to end the process?
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
AdahnSC
Profile Joined March 2010
United States376 Posts
May 06 2010 20:48 GMT
#132
looks like its time for some phoenix micro UMS maps.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
Last Edited: 2010-05-06 20:50:50
May 06 2010 20:48 GMT
#133
Good patch for me.

Bad patch for other zergs I guess - playing a completely different style that everyone else pays off.


Ok, phoenixes CAN do that... Sorry but it has to be done.

[image loading]
If you have a good reason to disagree with the above, please tell me. Thank you.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 06 2010 20:48 GMT
#134
To prevent the accidental research of Ventral Sacs when trying to train an Overlord with no Larva available, the hotkey has been changed from V to E.

FINALLLLYYYYYYYYYYYYYYY
fishyjoes
Profile Blog Joined October 2007
Germany644 Posts
Last Edited: 2010-05-06 20:51:00
May 06 2010 20:49 GMT
#135
Edit: omg that video cant be real!
infinite fun: http://dagobah.biz/flash/loituma.swf
Crissaegrim
Profile Blog Joined June 2009
2947 Posts
May 06 2010 20:49 GMT
#136
Lol, I bet Nony must be having a good laugh now since he loves phoenixes.
anotherone
Profile Joined October 2009
90 Posts
May 06 2010 20:49 GMT
#137
Immortal god dammit!!!
deadalnix
Profile Joined May 2010
France120 Posts
May 06 2010 20:49 GMT
#138
They change helion. The wrong way :/
GoDannY
Profile Joined August 2006
Germany442 Posts
May 06 2010 20:49 GMT
#139
On May 07 2010 05:44 Shouryu wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Phoenix move and shoot?


lol this looks so hilarious... I'm not quite sure if this is real or just a joke of blizz
Team LifeStyle - it's more than a game
Captain Peabody
Profile Blog Joined May 2009
United States3099 Posts
Last Edited: 2010-05-06 20:50:28
May 06 2010 20:50 GMT
#140
The Phoenix is now my favorite unit.

Shine on, you crazy diamond!
Dies Irae venit. youtube.com/SnobbinsFilms
Sentient
Profile Joined April 2010
United States437 Posts
May 06 2010 20:50 GMT
#141
I think the Thor cannon upgrade was implemented as a nerf against Ultralisks, now that Zerg might actually build that unit.
Maggeus
Profile Joined April 2010
France277 Posts
May 06 2010 20:50 GMT
#142
Am I the only one who's concerned about the spine crawlers and spore crawlers ?

... In fact, I don't care if I'm the only one. Hmm. This patch seems totally "metagameownage".
But yeah, that's a huge improvement, clearly for the phoenix. Moving shot. MOVING SHOT ? OH DEAR, YES ! Even if I'm a zerg player, that's an improvement we wanted. Fuck yes.

I, for once, don't think Blizzard is on the wrong side. And even if they were, the beta isn't over. Fact is : they are listening to us. A little. Perhaps. Maybe.

Personnally, the nerf from the 250mm cannon is for the zerg. They now won't be able to NP Thor and kill another one easily if the upgrade isn't there. You will now have to reasearch the upgrade if you have a plan, which seems correct in my opinion. What to say about the NP nerf indeed ? This... Is a HUGE blow. Even if the Thor doesn't 2 shots a queen, drop thor will maybe be more and more common. We'll see about that.
Diaspora
Profile Joined April 2010
United States140 Posts
May 06 2010 20:50 GMT
#143
I dont understand why hellions cannot attack move WITH Micro and they gave Phoenix attack move WITHOUT Micro. Ugh...
JreL209
Profile Joined April 2010
United States78 Posts
May 06 2010 20:50 GMT
#144
On May 07 2010 05:48 tnud wrote:
Show nested quote +
On May 07 2010 05:44 Shouryu wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Phoenix move and shoot?

HAHAHAHAHAH-
o wow.. that might be worse then the larva accident xD



Oh god, that's insane,

Also why decrease Thor damage, it's the only real defense versus the super happy void ray rushers in PVT now heh.
Chriamon
Profile Joined April 2010
United States886 Posts
May 06 2010 20:50 GMT
#145
Am I missing something? Today is May 06, not April 1st, right?
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
Angrim
Profile Joined April 2010
Germany24 Posts
May 06 2010 20:51 GMT
#146
On May 07 2010 05:45 Disastorm wrote:
Has anyone calculated if Thors and Collosus were nerfed or buffed since their dmg was decreased but attack speed was increased?


Thor is a slight buff dps wise (if you ignore the effects of armor etc.) and colossus should have about the same dps if the patch notes are right.
stalife
Profile Blog Joined June 2006
Canada1222 Posts
May 06 2010 20:51 GMT
#147
wow i think this patch was GREAT! especially the infestor upgrades... I really didn't understand how you didn't ave to research the neural parasite..
www.memoryexpress.com
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 06 2010 20:51 GMT
#148
no, thor dps is exactly same, like colossi
ModeratorBlame yourself or God
Infiltrator
Profile Joined February 2010
Montenegro80 Posts
May 06 2010 20:51 GMT
#149
On May 07 2010 05:26 Zaqwert wrote:
I thought carriers and HT/DT got movement speed improvements? Confirm/deny?


yeah.. plz test..
Infiltrator out.
Mutaahh
Profile Joined June 2007
Netherlands859 Posts
May 06 2010 20:52 GMT
#150
please make muta be able to do the same. more micro. yes
I want to fly
HydroXy
Profile Joined May 2010
United States513 Posts
May 06 2010 20:52 GMT
#151
On May 07 2010 05:50 Maggeus wrote:
Am I the only one who's concerned about the spine crawlers and spore crawlers ?


12 seconds to root is not okay.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
May 06 2010 20:52 GMT
#152
On May 07 2010 05:47 HydroXy wrote:
Show nested quote +
On May 07 2010 05:44 Shouryu wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Phoenix move and shoot?


omfg


rofl. i seriously bursted out in laughter when i saw this.

this patch seems more like a aprils foolpatch then anything.


totally over/missdo the moveshot thing(and only for 1 unit)
totally random changes(250mm cannon?)
totally weird changes to the right units (ultralisk dmg?tank hp?sentry dmg?)

its like they tried to listen to us, do a good patch and halfway just called it "fuckit, just throw random stuff in and see what happens"
life of lively to live to life of full life thx to shield battery
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 20:52 GMT
#153
Btw, don't get me wrong, moving shot is great, but not if it only requires 1 APM.
If you have a good reason to disagree with the above, please tell me. Thank you.
Bear4188
Profile Joined March 2010
United States1797 Posts
May 06 2010 20:53 GMT
#154
While Thors technically get a tiny DPS buff vs ground they lose their ability to one shot things like hydras, so really it may end up playing out as a huge nerf.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
ItsBigfoot
Profile Blog Joined December 2009
United States432 Posts
Last Edited: 2010-05-06 20:55:04
May 06 2010 20:53 GMT
#155
On May 07 2010 05:46 theqat wrote:
Show nested quote +
On May 07 2010 05:45 Disastorm wrote:
Has anyone calculated if Thors and Collosus were nerfed or buffed since their dmg was decreased but attack speed was increased?


Their overall DPS is identical, but it's effectively a nerf since their shots will be impacted by armor more frequently


you realize that you can upgrade your own attacks right? it's not just the other guy who gets the upgrades. +3 thors if they kept their damage bonus will rip through everything. seriously, if it's still +5 per upgrade with the new fire-rate the damage will be ridiculous
Kal Fighting!
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
May 06 2010 20:53 GMT
#156
On May 07 2010 05:34 red_b wrote:
Show nested quote +
On May 07 2010 05:32 Bosu wrote:
Colossus

"-The rate of fire has been improved from 2.2 to 1.65. "

What


collosus got a 25% damage nerf and a 25% attack speed buff.

ie no real change.


No, no real change over time.

A single Colossus can no longer 1-shot Zerglings. This is significant.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Gont
Profile Joined March 2010
Germany239 Posts
May 06 2010 20:53 GMT
#157
On May 07 2010 05:48 spinesheath wrote:
Good patch for me.

Bad patch for other zergs I guess - playing a completely different style that everyone else pays off.


Ok, phoenixes CAN do that... Sorry but it has to be done.


what was your style?

kinda like the changes also i think infestor may got overnerfed just a little...

But seriously whats up with these phoenix? That cant be true :D But i guess its a lot of fun until it will get fixed...
FreshVegetables
Profile Blog Joined January 2010
Finland513 Posts
May 06 2010 20:54 GMT
#158
On May 07 2010 05:44 Coulthard wrote:
wow protoss nerf..finally the game gets playable,although I would like a voidray nerf as well


You don't make any sense? Did you even read the patch notes? It's a protoss buff for gods sake
yummy tomatoes
Holden Caulfield
Profile Joined March 2010
102 Posts
May 06 2010 20:54 GMT
#159
Good thing they took the time to fix a simple problem with replays.... NOT!.
TossFloss *
Profile Blog Joined February 2010
Canada606 Posts
May 06 2010 20:55 GMT
#160
Phoenix
-Can now attack while moving.


I literally yelled out WHAT! to the confusion of everyone in my house.
TL Android App Open Source http://www.teamliquid.net/forum/viewmessage.php?topic_id=265090
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 06 2010 20:55 GMT
#161
sorta wish there was a reset..
Artillery spawned from the forges of Hell
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 06 2010 20:55 GMT
#162
On May 07 2010 05:24 Megaman703 wrote:
Show nested quote +
On May 07 2010 05:18 theqat wrote:

Classic
-Train Thor hotkey has been changed from O to G.
-Train Viking hotkey has been changed from Y to W



Do these mappings not make sense to anybody else?


Thor = Goliath
Viking = Wraith

Now do you get it?
"I made you a zergling, but I eated it." - Defiler
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
Last Edited: 2010-05-06 20:56:18
May 06 2010 20:55 GMT
#163
On May 07 2010 05:52 spinesheath wrote:
Btw, don't get me wrong, moving shot is great, but not if it only requires 1 APM.

Yeah. 12 Phoenixes totally decimated 24 Mutas just by moving past by.
moopie
Profile Joined July 2009
12605 Posts
Last Edited: 2010-05-06 21:01:01
May 06 2010 20:55 GMT
#164
edit: phoenixes needed an upgrade, but on second thought (watching that vid) this might be rather imba.
I'm going to sleep, let me get some of that carpet.
Maggeus
Profile Joined April 2010
France277 Posts
May 06 2010 20:55 GMT
#165
Oh god. Just saw the video. That is now insane.
You can completely OWN mutalisks with like, 4 or 5 phoenixes ? That is a joke.
A complete and utterly uncomprehensible joke.

I want a real moving shot. Not a 1 apm ownage moving shot.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
May 06 2010 20:56 GMT
#166
On May 07 2010 05:47 HydroXy wrote:
Show nested quote +
On May 07 2010 05:44 Shouryu wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Phoenix move and shoot?


omfg

nony just came.
When they see MC Probe, all the ladies disrobe.
junemermaid
Profile Joined September 2006
United States981 Posts
May 06 2010 20:56 GMT
#167
People, realize the DPS on the colossus hasn't changed
the UMP says YER OUT
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 20:56 GMT
#168
Another patch with T and P buffs and Z nerfs. What else is new?

The new Corruptor ability looks like the most useless ability I've ever seen in any game. And the Phoenix is just ridiculous. Now it's no use to build another air unit vs P ever again.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
May 06 2010 20:57 GMT
#169
On May 07 2010 05:52 spinesheath wrote:
Btw, don't get me wrong, moving shot is great, but not if it only requires 1 APM.


If you want Blizzard to put obscure controls into SC2, you're going to be waiting a long time. Move and shoot means move and shoot. Not move, patrol, attack, move, patrol, etc.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
zul
Profile Blog Joined February 2010
Germany5427 Posts
May 06 2010 20:57 GMT
#170
the weekend and lots of tournaments are close. this should give some interesting matches i wanna see more ultras
keep it deep! @zulison
Polygamy
Profile Joined January 2010
Austria1114 Posts
May 06 2010 20:57 GMT
#171
Enjoy the new Muta SC2 style
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Aurdon
Profile Blog Joined April 2010
United States2007 Posts
May 06 2010 20:57 GMT
#172
The phoenix attack/moving animations look absolutely ridiculous now. Scoot around backwards and sideways. I wonder if they'll redo that.
rackdude
Profile Blog Joined January 2010
United States882 Posts
May 06 2010 20:57 GMT
#173
On May 07 2010 05:55 moopie wrote:
Phoenix being able to attack while moving is exactly what they needed.


they needed moving attack, not attacking while moving.
Sweet.
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 20:57 GMT
#174
On May 07 2010 05:56 junemermaid wrote:
People, realize the DPS on the colossus hasn't changed


It's an overall nerf because most units they shoot at will have 1 or more armor
Angrim
Profile Joined April 2010
Germany24 Posts
May 06 2010 20:57 GMT
#175
On May 07 2010 05:51 Zelniq wrote:
no, thor dps is exactly same, like colossi


If my calculations are right, it should be a very slight buff for the thor. It is too small to be really noticeable though.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
May 06 2010 20:57 GMT
#176
On May 07 2010 05:54 Holden Caulfield wrote:
Good thing they took the time to fix a simple problem with replays.... NOT!.

did you get the offline crack bfr the key ? if yes this is that your problem you may have to re instal you sc2
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
NightOne
Profile Joined March 2010
Canada215 Posts
May 06 2010 20:57 GMT
#177
so the only thing that phoenix are better at killing now are mutalisks... who teh fuk cares? they still die to vikings and get wtfpwned by corruptors (the true z anti-air unit) and have the same dps...
mikejer
Profile Joined April 2010
United States34 Posts
May 06 2010 20:57 GMT
#178
Wow, these patch release threads are hilarious. So many people making over-dramatic gestures and only looking at one specific change or just their own race. Take a step back, think about the changes taken as a whole, and give the patch some play time before making all these snap judgments.

This patch should makes thinks interesting, that much is for sure. I can't wait to see what some of the very top players do with some of these changes. :D
Remember, always be yourself. Unless you suck.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
May 06 2010 20:58 GMT
#179
I don't understand how blizz could've misinterpreted moving shot so badly.

moving shot =/= shoot while moving.
next week on Everybody Loves HypnoToad:
Skeksis
Profile Joined December 2009
United States45 Posts
May 06 2010 20:58 GMT
#180
I think that they should make a moving shot unit for each race, I believe that would be more fair, but I like the idea.
Macro Macro Macro
ItsBigfoot
Profile Blog Joined December 2009
United States432 Posts
Last Edited: 2010-05-06 20:58:17
May 06 2010 20:58 GMT
#181
On May 07 2010 05:53 NicolBolas wrote:
Show nested quote +
On May 07 2010 05:34 red_b wrote:
On May 07 2010 05:32 Bosu wrote:
Colossus

"-The rate of fire has been improved from 2.2 to 1.65. "

What


collosus got a 25% damage nerf and a 25% attack speed buff.

ie no real change.


No, no real change over time.

A single Colossus can no longer 1-shot Zerglings. This is significant.



right off the bat, yes, but +2 colossi one shot +0 or +1 lings a lot faster though, and +3 colossi one shot all lings, and shoot much faster.

I'll miss one shotting workers though
Kal Fighting!
Dr.Frost
Profile Joined April 2009
United States389 Posts
May 06 2010 20:58 GMT
#182
They need to fix the hockey for roaches and rally points......
They are here to right our fall, they have heard someones troubled call???
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 20:58 GMT
#183
On May 07 2010 05:57 rackdude wrote:
Show nested quote +
On May 07 2010 05:55 moopie wrote:
Phoenix being able to attack while moving is exactly what they needed.


they needed moving attack, not attacking while moving.


No, what they need (and what Hellion/Muta/others need) is animation canceling. I think we need to stop referring to what they need as any combination of the words "moving attack" because it clearly has Blizzard very confused.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 06 2010 20:58 GMT
#184
On May 07 2010 05:57 NicolBolas wrote:
Show nested quote +
On May 07 2010 05:52 spinesheath wrote:
Btw, don't get me wrong, moving shot is great, but not if it only requires 1 APM.


If you want Blizzard to put obscure controls into SC2, you're going to be waiting a long time. Move and shoot means move and shoot. Not move, patrol, attack, move, patrol, etc.

Animation cancelling isn't an obscure control. God, this is incredibly lame.

I still remember the first time I saw a pro do the moving shot and spent a bunch of time in micro maps trying to copy it So sad to see this travesty.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
mav451
Profile Joined May 2010
United States1596 Posts
May 06 2010 20:58 GMT
#185
Not really liking the Thor AA change...it just got even more specialized for Banshee/Muta. Not that they were useful in TvT before, but it's like Blizz wants a BC fest.
With no power comes no responsibility?
Maggeus
Profile Joined April 2010
France277 Posts
May 06 2010 20:58 GMT
#186
I bet we won't see many mutalisks harass in ZvP right now...

Meh. I loved using those little things against a protoss. é_è
SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
May 06 2010 20:58 GMT
#187
so now siege tanks aren't completely useless i guess.
♞ Your soul will forever be lost in the void of a horse. ♞
LunarC
Profile Blog Joined October 2009
United States1186 Posts
May 06 2010 20:58 GMT
#188
On May 07 2010 05:57 mikejer wrote:
Wow, these patch release threads are hilarious. So many people making over-dramatic gestures and only looking at one specific change or just their own race. Take a step back, think about the changes taken as a whole, and give the patch some play time before making all these snap judgments.

This patch should makes thinks interesting, that much is for sure. I can't wait to see what some of the very top players do with some of these changes. :D

How the hell can you NOT look at Phoenix moving shot in isolation.
REEBUH!!!
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
May 06 2010 20:58 GMT
#189
Sentries nerfed and maradeurs not - hello infantry rushes once again.
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
May 06 2010 20:59 GMT
#190
On May 07 2010 05:56 HeyheyLBJ wrote:
Another patch with T and P buffs and Z nerfs. What else is new?

The new Corruptor ability looks like the most useless ability I've ever seen in any game. And the Phoenix is just ridiculous. Now it's no use to build another air unit vs P ever again.


yes the sentry got really buffed.
after 2 years i reached it = marine icon
rei
Profile Blog Joined October 2002
United States3594 Posts
May 06 2010 20:59 GMT
#191
LOL i just watch a pheonix moonwalking on LZgamer stream
GET OUT OF MY BASE CHILL
moopie
Profile Joined July 2009
12605 Posts
May 06 2010 20:59 GMT
#192
On May 07 2010 05:57 Polygamy wrote:
Enjoy the new Muta SC2 style
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded


oh wow, indeed. zerg players are going to rage hard.
I'm going to sleep, let me get some of that carpet.
Liquid`TLO
Profile Blog Joined March 2010
Germany767 Posts
May 06 2010 20:59 GMT
#193
I am confused.
Team Liquidalea iacta est
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-05-06 21:00:20
May 06 2010 20:59 GMT
#194
hoping for some awesome phonix action in zvp now
theoretically they should be pretty damn untouchable

btw can anyone tell what the root time did for the spore and sunken?
Progamerpls no copy pasterino
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-05-06 21:00:56
May 06 2010 20:59 GMT
#195
but nice they fix the splash i don't know what was the idea to make more dps to the unit next of you target

i'm kind of suprise that no 1 talk about the buff arcon, now if you go temps they will be more usefull
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Nerdrage
Profile Joined December 2009
United States55 Posts
Last Edited: 2010-05-06 21:00:20
May 06 2010 20:59 GMT
#196
Nooooooo why can Neural Parasite now target air! nooo, now Zergs can neural the Raven and Seeker missile my troops!
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
May 06 2010 20:59 GMT
#197
I really like this patch..the only things i am not sure is the hellion powering..pheraps they want to incentivate t mech?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Jubuntu
Profile Joined July 2009
United States15 Posts
May 06 2010 20:59 GMT
#198
rofl at the Phoenix change, that is awesome.
ScytheMan01
Profile Blog Joined March 2010
United States114 Posts
May 06 2010 20:59 GMT
#199
On May 07 2010 05:57 Angrim wrote:
Show nested quote +
On May 07 2010 05:51 Zelniq wrote:
no, thor dps is exactly same, like colossi


If my calculations are right, it should be a very slight buff for the thor. It is too small to be really noticeable though.


You are right, just did some calculations myself. Thor does 90 damage 0.02 seconds faster now, and Colossus over time has the same DPS.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 06 2010 21:00 GMT
#200
On May 07 2010 05:57 KhAlleB wrote:
Show nested quote +
On May 07 2010 05:54 Holden Caulfield wrote:
Good thing they took the time to fix a simple problem with replays.... NOT!.

did you get the offline crack bfr the key ? if yes this is that your problem you may have to re instal you sc2

Assuming he's talking about the Mod Data error, here's how to fix it, for most people anyway:

http://forums.battle.net/thread.html?topicId=24401614828&sid=5010

Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Slunk
Profile Blog Joined February 2010
Germany768 Posts
May 06 2010 21:00 GMT
#201
Haha, I hope they leave the phoenix like this until tomorrow, I look forward to raping zerg face with like a phoenix.
Evilruler
Profile Joined May 2010
Brazil116 Posts
May 06 2010 21:00 GMT
#202
Seems pretty good. They changed the attacks to be more often and less powerfull in quite a few units, I wonder if the dps changed much with that. On the other side, the hotkeys don't make much sense... Let's see how this work out.
LazyScout
Profile Joined February 2010
United States223 Posts
May 06 2010 21:00 GMT
#203
Did they change the roach and rally point hotkeys yet?
Nyovne
Profile Joined March 2006
Netherlands19135 Posts
May 06 2010 21:00 GMT
#204
EU patching right now.
ModeratorFor remember, that in the end, some are born to live, others born to die. I belong to those last, born to burn, born to cry. For I shall remain alone... forsaken.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 21:01 GMT
#205
On May 07 2010 05:57 NicolBolas wrote:
Show nested quote +
On May 07 2010 05:52 spinesheath wrote:
Btw, don't get me wrong, moving shot is great, but not if it only requires 1 APM.


If you want Blizzard to put obscure controls into SC2, you're going to be waiting a long time. Move and shoot means move and shoot. Not move, patrol, attack, move, patrol, etc.


How is moving-attacking-moving obscure? It does what it says, move, attack, move. And because of acceleration/deceleration the unit keeps moving.

However, if you tell a unit to MOVE and it ATTACKS, in the direction opposite of the movement direction then THAT is weird.
If you have a good reason to disagree with the above, please tell me. Thank you.
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
May 06 2010 21:01 GMT
#206
I think the new phoenix is sorta fine, and we should see how it plays out before asking for a change. After all, it have a narrow role of anti-muta and isn't exactly imba with this.
Smikis
Profile Joined April 2010
Lithuania117 Posts
May 06 2010 21:01 GMT
#207
when i started reading those players gathered patch notes, i was happy about protos nerf.. just to find out.. all this patch did was nerf zerg. and buff everyone else.. seriously? while zerg might be strongest race in korea, its weakst in europe.. and probably same in usa..

12s to root? are you kidding me?

neural parasite research + 100 energy?

i might just stick with going mass mutas ( just like 90% of koreans do ) , but heck.. voids + phoenix already raped mutas.. and then proceeds liftoff + omg i deal 500 dmg void ray rape things.. and now phoenix can shoot from his ass? corruptors still useless.

its not like you get them vs small air units.. you get them vs colosus.. and such.. and it got nerfed vs massive too..
Glaven
Profile Blog Joined April 2010
Canada554 Posts
May 06 2010 21:01 GMT
#208
Time to practice ghost marine openings vs. P D:
Special Tactics
pencilcase
Profile Joined September 2007
United States330 Posts
May 06 2010 21:01 GMT
#209
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.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:02 GMT
#210
On May 07 2010 05:59 MorroW wrote:
hoping for some awesome phonix action in zvp now
theoretically they should be pretty damn untouchable

btw can anyone tell what the root time did for the spore and sunken?


Not gonna happen since no Z will ever build mutas against P ever again.

It did so that Incineration Zone and Blistering Sand now is even more tough on Z against the expo breaking timing attack.
Snausages
Profile Blog Joined June 2009
United States529 Posts
May 06 2010 21:02 GMT
#211
On May 07 2010 05:47 Shouryu wrote:
Here's the patch notes;
http://us.starcraft2.com/launcher/patch-notes.htm

already in OP

that phoenix update is really hilarious, though, and the zerg nerfs seem pretty reasonable, maybe korean zergs won't be too dominant now?
teaaaaaaaa
MidKnight
Profile Joined December 2008
Lithuania884 Posts
May 06 2010 21:02 GMT
#212
On May 07 2010 05:31 malloc84 wrote:
Corruption is even more useless o_o

Single Target 20% increased damage over 30 seconds, no structures... Lemme find a unit that lasts more than 5-10 seconds in battle...



I guess the idea behind that is to help corruptors with their original role of taking down massive units, like Collosi, BCs and Carriers/Motherships.



Also, I HATE the fact that they redesigned how 'big' units like Collosi and Thors do damage.
The fact that they lowered initial damage means that they are less micro'able...
This change just means that they become even more of a A-move unit than they were before..
InRaged
Profile Joined February 2007
1047 Posts
Last Edited: 2010-05-06 21:03:30
May 06 2010 21:03 GMT
#213
On May 07 2010 05:57 NicolBolas wrote:
Show nested quote +
On May 07 2010 05:52 spinesheath wrote:
Btw, don't get me wrong, moving shot is great, but not if it only requires 1 APM.


If you want Blizzard to put obscure controls into SC2, you're going to be waiting a long time. Move and shoot means move and shoot. Not move, patrol, attack, move, patrol, etc.

They have obscure control NOW. Because now you can't properly focus fire with them, since they attack automatically closest target wherever their cooldown is over.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 21:03 GMT
#214
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?
If you have a good reason to disagree with the above, please tell me. Thank you.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
May 06 2010 21:04 GMT
#215
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.
Meatloaf
Profile Blog Joined May 2010
Spain664 Posts
May 06 2010 21:04 GMT
#216
well that moving attack does look silly...

on the other hand , the patch looks good in general lines.
Spell_Crafted
Profile Blog Joined April 2010
United States192 Posts
May 06 2010 21:04 GMT
#217
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.
이드라 화이팅
fuzzehbunneh
Profile Joined May 2010
United States66 Posts
May 06 2010 21:05 GMT
#218
On May 07 2010 06:03 spinesheath wrote:
Show nested quote +
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.
Never do today what you can put off until tomorrow
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:05 GMT
#219
On May 07 2010 06:01 Smikis wrote:
when i started reading those players gathered patch notes, i was happy about protos nerf.. just to find out.. all this patch did was nerf zerg. and buff everyone else.. seriously? while zerg might be strongest race in korea, its weakst in europe.. and probably same in usa..

12s to root? are you kidding me?

neural parasite research + 100 energy?

i might just stick with going mass mutas ( just like 90% of koreans do ) , but heck.. voids + phoenix already raped mutas.. and then proceeds liftoff + omg i deal 500 dmg void ray rape things.. and now phoenix can shoot from his ass? corruptors still useless.

its not like you get them vs small air units.. you get them vs colosus.. and such.. and it got nerfed vs massive too..


Yeah. Now mutas aren't even an option vs protoss, so it's even less units for Z that already has fewer units. Yay!

Why couldn't they have buffed corruptors at least?
ironchef
Profile Blog Joined August 2004
Canada1350 Posts
Last Edited: 2010-05-06 21:14:05
May 06 2010 21:05 GMT
#220
On May 07 2010 05:44 Shouryu wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
Phoenix move and shoot?


Ouch.. not what had in mind.

-its still an interesting thing, curious to see how it pans out, but I suspect not well...
-definitely prefer the corsair version , or something similar that requires you to micro it more than that..

Watching that made me think:
[image loading]

:D
“Because your own strength is unequal to the task, do not assume that it is beyond the powers of man; but if anything is within the powers and province of man, believe that it is within your own compass also.” - Marcus Aurelius
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-05-06 21:12:58
May 06 2010 21:05 GMT
#221
On May 07 2010 05:58 FrozenArbiter wrote:
Show nested quote +
On May 07 2010 05:57 NicolBolas wrote:
On May 07 2010 05:52 spinesheath wrote:
Btw, don't get me wrong, moving shot is great, but not if it only requires 1 APM.


If you want Blizzard to put obscure controls into SC2, you're going to be waiting a long time. Move and shoot means move and shoot. Not move, patrol, attack, move, patrol, etc.

Animation cancelling isn't an obscure control. God, this is incredibly lame.

I still remember the first time I saw a pro do the moving shot and spent a bunch of time in micro maps trying to copy it So sad to see this travesty.

oh that shit has sailed jinro

maybe u didnt notice but everything about sc2 is about 5 times easier than sc1

i still think the game is becoming more and more fun for each patch tho (less massing 1 unit and camping in front of natural)

they should have made so phonix has 0 cast time (not having to slow down before attack) rather than being able to fly backwards twice as fast as any other air unit lol )
Progamerpls no copy pasterino
FusionCutter
Profile Joined October 2004
Canada974 Posts
May 06 2010 21:05 GMT
#222
Blizz took the 'moving' in 'moving shot' too literally. It's all LaLush's fault! JK JK!!
Mob
Profile Joined April 2010
Austria152 Posts
May 06 2010 21:05 GMT
#223
EU patching now
yadda!
GogoKodo
Profile Blog Joined April 2003
Canada1785 Posts
Last Edited: 2010-05-06 21:06:23
May 06 2010 21:06 GMT
#224
I posted this on reddit where the Phoenix youtube video was posted but I think it has it's place here as well.

+ Show Spoiler +

I think it's interesting and I'll wait to see if it's "broken" as people like to yell immediately at any new change.

And before the "auto micro" crowd gets going. It's not auto micro, you still need to control the unit. Yes it's less micro than the mutalisk required in SC1 for a moving shot but that doesn't mean your phoenixes are darting in and out against enemy units all on their own.
Some people say it's not adding any micro but this adds micro in battles that previously were just attack move fights. You would see this often in larger battles, attack move pheonixes into attack move mutas/whatever. Now the phoenix player can make a difference with micro by possibly darting in and out.

The possible broken situation is with phoenix chasing other units down. This might not be broken though if the other player can split up the units that are being chased, so the phoenixes will need to split targets or they will only get the chance to kill a smaller portion of the enemy army or even a single unit. This is added micro.
If you were shown a nuke for the very first time out of context you might think it was broken too. Just wait a little bit and see how it works out in a real game before you go insane screaming that the sky is falling and Blizzard is going with it.
twitter: @terrancem
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
May 06 2010 21:06 GMT
#225
On May 07 2010 05:59 moopie wrote:
Show nested quote +
On May 07 2010 05:57 Polygamy wrote:
Enjoy the new Muta SC2 style
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded


oh wow, indeed. zerg players are going to rage hard.

omg that is crazy. How can you kill that with muta?
Snet *
Profile Blog Joined September 2006
United States3573 Posts
May 06 2010 21:06 GMT
#226
Damn, the infestor nerf sucks ;(
ItsBigfoot
Profile Blog Joined December 2009
United States432 Posts
May 06 2010 21:06 GMT
#227
On May 07 2010 06:03 spinesheath wrote:
Show nested quote +
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 if the mutas are smart enough not to chase after them just outside their attack range.
Kal Fighting!
wolfe
Profile Joined March 2010
United States761 Posts
May 06 2010 21:06 GMT
#228
Any pathing changes to hellions, ultras, carriers, dt/ht, thors?
Swift as the wind, felt before noticed.
Bear4188
Profile Joined March 2010
United States1797 Posts
May 06 2010 21:07 GMT
#229
On May 07 2010 05:53 ItsBigfoot wrote:
Show nested quote +
On May 07 2010 05:46 theqat wrote:
On May 07 2010 05:45 Disastorm wrote:
Has anyone calculated if Thors and Collosus were nerfed or buffed since their dmg was decreased but attack speed was increased?


Their overall DPS is identical, but it's effectively a nerf since their shots will be impacted by armor more frequently


you realize that you can upgrade your own attacks right? it's not just the other guy who gets the upgrades. +3 thors if they kept their damage bonus will rip through everything


Thors aren't useful for their DPS, they're useful for their enormous burst damage. At the beginning of a battle Thors (and similar units like siege tanks and roaches) deal a enormous initial burst of damage before it tempers off due to long cool down. For instance they would kill a hydralisk in a single attack cycle, with zero cool down coming into play, now they will take 2 full attack cycles (I think with +3 weapons Thors can once again "one-shot" hydras, though 3 caraspace may negate that ability entirely). Ditto for EMP'ed stalkers, roaches from 2 to 3 attack cycles (1.92s vs 2.56s). The overall effect of this change is that Thors are less effective vs. armor (though still very strong against it overall due to their high damage), less effective against units in the 60-180 HP range, and stronger against things like marines and zerglings which I imagine will still rape them anyway. On top of that they've been weakened against air, buildings, and are still clumsy.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
May 06 2010 21:07 GMT
#230
Lalush, it's your fault phoenixes are baby easy to micro
Sprajt
Profile Joined March 2010
Sweden24 Posts
May 06 2010 21:07 GMT
#231
On May 07 2010 06:02 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 05:59 MorroW wrote:
hoping for some awesome phonix action in zvp now
theoretically they should be pretty damn untouchable

btw can anyone tell what the root time did for the spore and sunken?


Not gonna happen since no Z will ever build mutas against P ever again.


Spot on, mutas won't do any good agains a protoss that goes for a stargate-less build, e.g. fast robo. And even if the toss goes for a stargate I will bet my life on that a spire still will be viable depending on the state of the match.
stay a while and listen
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:07 GMT
#232
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.
NeVeR
Profile Blog Joined January 2009
1352 Posts
May 06 2010 21:07 GMT
#233
wow protoss got raped
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 21:07 GMT
#234
On May 07 2010 06:05 fuzzehbunneh wrote:
Show nested quote +
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.
If you have a good reason to disagree with the above, please tell me. Thank you.
rei
Profile Blog Joined October 2002
United States3594 Posts
May 06 2010 21:07 GMT
#235
now they just need to make mutalisks do what the pheonix do. All will then be good!
GET OUT OF MY BASE CHILL
Gaxton
Profile Joined April 2010
Sweden2328 Posts
May 06 2010 21:08 GMT
#236
Think the Phoenix change is a step in the right direction. Maby a bit to far.
Gonna need some tweaking.
BlackHat
Profile Joined April 2010
United States264 Posts
May 06 2010 21:08 GMT
#237
Very curious to see how this patch will change the HDH tourney. Players have already played their Bo8 and now it's a different game for the semi-finals.

The phoenix thing is laughable, but it at least shows they are listening, maybe they will get it right next patch, hopefully also fixing mutas to have moving shot as well.
Borsalino for life.
Benkas
Profile Joined March 2010
Sweden23 Posts
May 06 2010 21:08 GMT
#238
blizzard is out to destroy race X, i'm quitting, or changing race
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 21:08 GMT
#239
Am I the only one who thinks that the new Phoenix actually looks natural when it does it? The thing's a paper-thin air-superiority fighter, piloted by a psionic being. I'd like to think the Protoss figured out how to use their rear-view mirror to pilot >.>

You guys complained about no moving shot and said the lack of it meant you can never overtake an enemy who pre-emptively took air superiority. Now you do. Simple as that.

Oh, and if you can perfectly measure your movements to not get hit, then you would be able to do SC1-style moving shot anyway. Phoenixes DO move faster than Mutas, you know >.> You actually have to think, unlike some people seem to believe (LOLOL 1 APM = INVINCIBLE PHOENIXES, YOU DON'T NEED TO THINK AT ALL!)
link0
Profile Joined March 2010
United States1071 Posts
May 06 2010 21:08 GMT
#240
LOL at the phoenix buff. GODLY. You won't even be able to run away before they cut down everything.

Power overwhelming phoenix.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
Half
Profile Joined March 2010
United States2554 Posts
Last Edited: 2010-05-06 21:10:14
May 06 2010 21:08 GMT
#241
Put the not instant travel version of fungal growth onto infestors with ~5 range.

Pheonix's are now balanced and you have epic air micro.
Too Busy to Troll!
Maggeus
Profile Joined April 2010
France277 Posts
May 06 2010 21:08 GMT
#242
On May 07 2010 06:07 FortuneSyn wrote:
Lalush, it's your fault phoenixes are baby easy to micro


I quote this for the total and evident truth that lies behind it.
Even if I laughed. But only a little... xD
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 06 2010 21:08 GMT
#243
On May 07 2010 05:57 mikejer wrote:
Wow, these patch release threads are hilarious. So many people making over-dramatic gestures and only looking at one specific change or just their own race. Take a step back, think about the changes taken as a whole, and give the patch some play time before making all these snap judgments.

This patch should makes thinks interesting, that much is for sure. I can't wait to see what some of the very top players do with some of these changes. :D

i took a step back, realised protoss got nerfed while marauders still stay s strong as ever, then promptly decided not to play protoss anymore
Artillery spawned from the forges of Hell
Rickilicious
Profile Joined July 2009
United States220 Posts
May 06 2010 21:09 GMT
#244
Guess they want T's to start making more BCs and ravens.. /shrug

Idk why every is mad about the NP nerf, its kind of a gross ability imo, and it needed the researched. When I read it, I didn't think nerf, it can target air, so I thought it was a buff heh..

But I honestly don't understand the spine/spore crawler stuff.. It must've been abused by asians or soemthing.

Glad to see sentry's damage toned down, but those phoenix's... wtf did Blizzard do??! more auto micro = lame imo
Doug Righteous
NeVeR
Profile Blog Joined January 2009
1352 Posts
May 06 2010 21:09 GMT
#245
On May 07 2010 06:08 BlackHat wrote:
The phoenix thing is laughable, but it at least shows they are listening, maybe they will get it right next patch, hopefully also fixing mutas to have moving shot as well.


Don't forget about helions.
NightOne
Profile Joined March 2010
Canada215 Posts
May 06 2010 21:09 GMT
#246
On May 07 2010 06:07 spinesheath wrote:
Show nested quote +
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..
Gont
Profile Joined March 2010
Germany239 Posts
May 06 2010 21:09 GMT
#247
On May 07 2010 06:06 GogoKodo wrote:
I posted this on reddit where the Phoenix youtube video was posted but I think it has it's place here as well.

+ Show Spoiler +

I think it's interesting and I'll wait to see if it's "broken" as people like to yell immediately at any new change.

And before the "auto micro" crowd gets going. It's not auto micro, you still need to control the unit. Yes it's less micro than the mutalisk required in SC1 for a moving shot but that doesn't mean your phoenixes are darting in and out against enemy units all on their own.
Some people say it's not adding any micro but this adds micro in battles that previously were just attack move fights. You would see this often in larger battles, attack move pheonixes into attack move mutas/whatever. Now the phoenix player can make a difference with micro by possibly darting in and out.

The possible broken situation is with phoenix chasing other units down. This might not be broken though if the other player can split up the units that are being chased, so the phoenixes will need to split targets or they will only get the chance to kill a smaller portion of the enemy army or even a single unit. This is added micro.
If you were shown a nuke for the very first time out of context you might think it was broken too. Just wait a little bit and see how it works out in a real game before you go insane screaming that the sky is falling and Blizzard is going with it.

not sure about that but how u wanna kill phoenix with mutas now? since the phoenix are much faster its impossible against a good player unless u have like 4 times more mutas...

but i wont whine until i played with and against it =)

MidKnight
Profile Joined December 2008
Lithuania884 Posts
May 06 2010 21:09 GMT
#248
WOWOWOWOWOWOWOWOW, that Phoenix change is just LOOOOOL..
I guess Blizzard didn't realise that what players were refering to was ANIMATION CANCELING.

The way Phoenix attacks now is just ridiculous xD
TheAlba
Profile Joined April 2010
Canada7 Posts
May 06 2010 21:09 GMT
#249
oh god phoenixes are scary as hell now

I might just be doing it wrong but I want to see an infestor buff that allows the infestor and the MC'd unit to move together instead of having them stuck to where the infestor is

The new corruption ability seems really bad to me, like someone else said there probably isn't going to be anything that stays around for that full 30 seconds
I think it would be better if it kinda was an aoe thing like fungal but that seems kinda overpowered, or if the corruption shuts down that unit even without the damage boost
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 06 2010 21:10 GMT
#250
On May 07 2010 06:04 Wr3k wrote:
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.

You realize that NP with range 9 makes thors 100% useless, and now that they can steal air units, also makes ravens useless (especially with the HSM nerf to 6 range) ?
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Fts
Profile Joined March 2010
Sweden369 Posts
May 06 2010 21:10 GMT
#251
interesting, cant wait to test it out
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
May 06 2010 21:11 GMT
#252
On May 07 2010 05:57 Polygamy wrote:
Enjoy the new Muta SC2 style
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded

What is this map? Created to test units in minicombats? Where can one find it?
ymirheim
Profile Joined April 2010
Sweden300 Posts
Last Edited: 2010-05-06 21:14:57
May 06 2010 21:11 GMT
#253
Interesting but I dread that the Thor is now going to be even harder to integrate smoothly into a build..
The only thing you should feel when you shoot someone... is the recoil
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 21:11 GMT
#254
On May 07 2010 06:10 FrozenArbiter wrote:
Show nested quote +
On May 07 2010 06:04 Wr3k wrote:
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.

You realize that NP with range 9 makes thors 100% useless, and now that they can steal air units, also makes ravens useless (especially with the HSM nerf to 6 range) ?


Too bad Ghosts and Ravens together cost a ton of gas Otherwise, you'd be golden.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:11 GMT
#255
On May 07 2010 06:08 Zeke50100 wrote:
Am I the only one who thinks that the new Phoenix actually looks natural when it does it? The thing's a paper-thin air-superiority fighter, piloted by a psionic being. I'd like to think the Protoss figured out how to use their rear-view mirror to pilot >.>

You guys complained about no moving shot and said the lack of it meant you can never overtake an enemy who pre-emptively took air superiority. Now you do. Simple as that.

Oh, and if you can perfectly measure your movements to not get hit, then you would be able to do SC1-style moving shot anyway. Phoenixes DO move faster than Mutas, you know >.> You actually have to think, unlike some people seem to believe (LOLOL 1 APM = INVINCIBLE PHOENIXES, YOU DON'T NEED TO THINK AT ALL!)


No. Protoss players whined that they weren't as overpowered in the air as they were on the ground. Now they are so they cheer. The rest of us facepalm ourselves.
yoshi_yoshi
Profile Joined January 2010
United States440 Posts
May 06 2010 21:12 GMT
#256
Lots of interesting changes.

The corruption one is the only one I think is LOLWTF. The original building corruption really seemed to have some interesting potential. Now, think about using unit corruption on a big unit (200-300 hp). 20% of that is basically decreasing it's HP by 40-60. People will use it because there's no other way to spend the energy, but it's totally not interesting or exciting.
leejas
Profile Blog Joined August 2007
United States440 Posts
May 06 2010 21:12 GMT
#257
oh man...I didn't even see all this...when I updated it was just saying i was reapplying patch 10...no wonder corruption didn't work lol...
Niten
Profile Blog Joined October 2009
United States598 Posts
May 06 2010 21:12 GMT
#258
Pheonix range 4 vs. Muta range 3

Mutas are such a bad idea now it seems PvZ if P goes for pheonixes with their moving shot. Corruptor's range (6) + its new ability seems to be the only way to take care of them apart from hydras.

On the other hand, T seems relatively unaffected as their AA fighter range doesn't allow the pheonix to exploit its moving shot as much.
Viking - 9 & Battlecruiser - 6
Korra: "Ok, I know that I'm not good at emotions, but that's what Tenzin's gonna teach me, right? He's gonna teach me to be happy and gentle and spiritual, and the rest of that bullsh**t."
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
May 06 2010 21:13 GMT
#259
On May 07 2010 05:59 moopie wrote:
Show nested quote +
On May 07 2010 05:57 Polygamy wrote:
Enjoy the new Muta SC2 style
http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded


oh wow, indeed. zerg players are going to rage hard.



now zerg will be too weak...
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Maggeus
Profile Joined April 2010
France277 Posts
May 06 2010 21:13 GMT
#260
WOW, NP can target AIR UNITS ?
Oh. My. God. I didn't see that !

Infestors will now be so awesome in late game, but less in mid. I can't wait to try them now, even with the changes ! AIR UNITS !
That means... We can NP phoenixes and moonwalk as Zerg ! This is insane ! :D
Bear4188
Profile Joined March 2010
United States1797 Posts
May 06 2010 21:13 GMT
#261
On May 07 2010 06:11 ymirheim wrote:
Ehm, so now how am I going to beat a voidray push when its backed up by phoenixes? I guess vikings are done in TvP.


Lol, nobody is going to be able to kite against a viking. The whole point is to get outside of the range of the other unit, when the viking is involved notgunnahappen.
"I learned very early the difference between knowing the name of something and knowing something." - R. Feynman
OPSavioR
Profile Joined March 2010
Sweden1465 Posts
May 06 2010 21:13 GMT
#262
On May 07 2010 05:18 theqat wrote:

Infestor
-Neural Parasite is now an upgrade at the Infestation Pit.
-Neural Parasite research costs 150/150 and 110 seconds.
-Neural Parasite can now target Air units.
-Neural Parasite energy cost increased from 50 to 100.


Corrected the Broodling weapon icon.

i dont like this
i dunno lol
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
May 06 2010 21:13 GMT
#263
On May 07 2010 06:10 FrozenArbiter wrote:
Show nested quote +
On May 07 2010 06:04 Wr3k wrote:
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.

You realize that NP with range 9 makes thors 100% useless, and now that they can steal air units, also makes ravens useless (especially with the HSM nerf to 6 range) ?


Well, the energy cost + research change seem to be a considerable nerf to the NP. Maybe this will promote ghost usage TvZ ?
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
May 06 2010 21:13 GMT
#264
Neural parasite on air units? FUCKKKK
HalfAmazing
Profile Joined May 2008
Netherlands402 Posts
May 06 2010 21:14 GMT
#265
Most clueless patch of all time. Blizzard's losing the plot big time.
You can figure out the other half.
Mob
Profile Joined April 2010
Austria152 Posts
May 06 2010 21:14 GMT
#266
if any one was wondering:

DPS for colossus is exactly the same
DPS for thor is a teeeny tiny bit higher now
yadda!
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
May 06 2010 21:14 GMT
#267
On May 07 2010 06:10 FrozenArbiter wrote:
Show nested quote +
On May 07 2010 06:04 Wr3k wrote:
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.

You realize that NP with range 9 makes thors 100% useless, and now that they can steal air units, also makes ravens useless (especially with the HSM nerf to 6 range) ?


yeah NP already makes this new corruption redundant, I don't understand it. Corruptor might have been underused but it was way better then way it was. The NP "nerf" is actually a massive buff

Some of the things in this patch are just dumb
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-05-06 21:15:17
May 06 2010 21:14 GMT
#268

http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded




HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

Seriously?
https://soundcloud.com/thesamplethief
Ganondorf
Profile Joined April 2010
Italy600 Posts
Last Edited: 2010-05-06 21:17:07
May 06 2010 21:14 GMT
#269
The spine crawler nerfs were for korean zergs, we didn't much of that in EU/US. I saw it in some replays, they had pretty crazy ideas like canceling a hatchery and then building a spine crawler on top of the creep from the canceled hatchery, or queen rushes with creep tumors and spine crawlers.

The thor nerf is against thor-heavy unit compositions, now it no longer 1-shots hydras or 2-shots roaches. So 1 thor vs 1 hydra without any support now takes 2 shots, that 's 2.56s vs the former 1 shot which was 1.93s. In general, reducing damage and increasing rof makes upgrades more important, and mixed unit compositions superior.

Nice change to the phoenix i think animation canceling was just a way to overcome the game engine, the apm should be spent somewhere else. I don't care if bw pros learned it and now can't use it anymore, this is a different game so there are new things to learn and master, not just the old bw tricks.

Good change to infestors although i was expecting a range nerf, 7 was too short, 9 is too long, doesn't take a genius to set it to 8. I was just trying with some success a build that used banshees to counter infestors (after failing with ghosts), i guess the only options left now for us poor terrans are use tanks or train ghost micro.
errol1001
Profile Joined April 2008
454 Posts
May 06 2010 21:14 GMT
#270
Phoenix change sucks. Everyone everywhere does attack - move - attack - move anyway, so there's no reason to do this.. I was afraid something like this would happen because of the mothership and voidray behaving this way.

Now you won't have those occasions where people are moving their units and lack the awareness to snipe something. You won't see players move their phoenixes past some mutas and overlords without killing them because they're macroing in their base. They'll just kill them. And as a result, there will be one less thing for you to notice a player being good at.

Grrrr!
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:14 GMT
#271
On May 07 2010 06:10 FrozenArbiter wrote:
Show nested quote +
On May 07 2010 06:04 Wr3k wrote:
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.

You realize that NP with range 9 makes thors 100% useless, and now that they can steal air units, also makes ravens useless (especially with the HSM nerf to 6 range) ?


You realize Infestors can actually be killed? Very easily, at that.

Infestors are a nerfed versions of Dark Archons, the least used unit in bw ever.
Rodiel
Profile Joined August 2006
France573 Posts
May 06 2010 21:14 GMT
#272
There some very nice change on this patch, very happy that blizzard listen to players so fast.
Seltsam
Profile Blog Joined April 2010
United States343 Posts
May 06 2010 21:14 GMT
#273
Ummmm can you imagine a NP on a mothership? -.-
Team Limited ftw! www.teamltd.net
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
Last Edited: 2010-05-06 21:16:32
May 06 2010 21:15 GMT
#274
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
Angrim
Profile Joined April 2010
Germany24 Posts
May 06 2010 21:15 GMT
#275
On May 07 2010 06:11 ymirheim wrote:
Ehm, so now how am I going to beat a voidray push when its backed up by phoenixes? I guess vikings are done in TvP.


Don't forget they got range 9. They should be fine.
Kambo_Rambo
Profile Joined May 2010
Australia79 Posts
May 06 2010 21:15 GMT
#276
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.


Corrupt skill is single target.
You require more vespene minerals?
BlackHat
Profile Joined April 2010
United States264 Posts
May 06 2010 21:16 GMT
#277
On May 07 2010 06:09 NeVeR wrote:
Show nested quote +
On May 07 2010 06:08 BlackHat wrote:
The phoenix thing is laughable, but it at least shows they are listening, maybe they will get it right next patch, hopefully also fixing mutas to have moving shot as well.


Don't forget about helions.


Yeah I can't forget about them. I even made a thread about hellion micro, got some good replies but ultimately they are still clunky as hell to micro.
Borsalino for life.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 06 2010 21:16 GMT
#278
On May 07 2010 06:05 Liquid_Turbo wrote:
Blizz took the 'moving' in 'moving shot' too literally. It's all LaLush's fault! JK JK!!


wait... so how exactly have they changed it?
is it now that you just right click on a fleeting mutalisk and the phoenix will automatically fly and shoot without you doing anything but one click??that would be freakin retarded.
Maybe they completely misunderstood what LaLush was saying.....I was actually so happy when I read that but ... ugh somebody please tell me I misunderstood what theyve done (cant play EU is being patched)

T_T at sentry nerf... might have been the right balance change, I dont know, but sucks for someone like me who goes zealot sentry nearly every game ^^
beep boop
Nerdrage
Profile Joined December 2009
United States55 Posts
May 06 2010 21:16 GMT
#279
On May 07 2010 06:13 Pulimuli wrote:
Neural parasite on air units? FUCKKKK


I know right, now the Ravens will be NPed and they'll seeker missile, pdd your own units. lol
selboN
Profile Blog Joined January 2008
United States2523 Posts
May 06 2010 21:16 GMT
#280
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?
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 06 2010 21:17 GMT
#281
On May 07 2010 06:13 OPSavioR wrote:
Show nested quote +
On May 07 2010 05:18 theqat wrote:

Infestor
-Neural Parasite is now an upgrade at the Infestation Pit.
-Neural Parasite research costs 150/150 and 110 seconds.
-Neural Parasite can now target Air units.
-Neural Parasite energy cost increased from 50 to 100.


Corrected the Broodling weapon icon.

i dont like this


Yeah, that's because you have a Drone icon.
"I made you a zergling, but I eated it." - Defiler
quinnydinny
Profile Joined February 2010
United States38 Posts
May 06 2010 21:17 GMT
#282
I have a feeling overlords will be dying all over the place.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
May 06 2010 21:17 GMT
#283
On May 07 2010 06:14 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 06:10 FrozenArbiter wrote:
On May 07 2010 06:04 Wr3k wrote:
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.

You realize that NP with range 9 makes thors 100% useless, and now that they can steal air units, also makes ravens useless (especially with the HSM nerf to 6 range) ?


You realize Infestors can actually be killed? Very easily, at that.

Infestors are a nerfed versions of Dark Archons, the least used unit in bw ever.


clearly not a good player. disregard this comment.

MOVING ON

gonna have to work on my clairvoyance when I'm positioning my crawlers now T_T
☆★☆ 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
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 21:17 GMT
#284
On May 07 2010 06:09 NightOne wrote:
Show nested quote +
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.
If you have a good reason to disagree with the above, please tell me. Thank you.
Kambo_Rambo
Profile Joined May 2010
Australia79 Posts
Last Edited: 2010-05-06 21:18:11
May 06 2010 21:17 GMT
#285
On May 07 2010 06:14 Ganondorf wrote:
The spine crawler nerfs were for korean zergs, we didn't much of that in EU/US. I saw it in some replays, they had pretty crazy ideas like canceling a hatchery and then building a spine crawler on top of the creep from the canceled hatchery, or queen rushes with creep tumors and spine crawlers.



How does this work? Creep isnt generated until the hatchery is completed.

Or is there actually creep UNDER the hatchery?
You require more vespene minerals?
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
May 06 2010 21:17 GMT
#286
On May 07 2010 06:12 yoshi_yoshi wrote:
Lots of interesting changes.

The corruption one is the only one I think is LOLWTF. The original building corruption really seemed to have some interesting potential. Now, think about using unit corruption on a big unit (200-300 hp). 20% of that is basically decreasing it's HP by 40-60. People will use it because there's no other way to spend the energy, but it's totally not interesting or exciting.


corruption doesn't reduce a units health by 20%.

It causes all damage against it to be increased by 20%
next week on Everybody Loves HypnoToad:
Uhh Negative
Profile Joined May 2010
United States1090 Posts
May 06 2010 21:18 GMT
#287
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

The important thing about the thor though, is that they will be better able to take down large groups of small units. Bad news for a zerg player like me.
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 06 2010 21:18 GMT
#288
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!
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
May 06 2010 21:18 GMT
#289
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?
"trash micro but win - its marine" MC commentary during HSC 4
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
Last Edited: 2010-05-06 21:21:05
May 06 2010 21:19 GMT
#290
Jesus Christ, relax people.
Every patch the same embarrassing outrages :/

Overall the game has become more balanced. Now there are some ups and downs but hell, let them figure it out.
You can post your opinions with less capslock and needn't repost the Phoenix video 5 times per page -.-

That being said there are quite some interesting changes and even the Phoenix mechanic swap is nice, as it is something new. However it could indeed be too strong right now and may need some more tweaking.
The Ultralisk buff is pretty pointless as his biggest weakness is still the high tech cost and the hard counter and pathing issues. Though I think his damage was indeed too little before patch. I mean even if you do splash damage it still took 8-9 attack to kill an upgraded Marauder. And though his attack speed is pretty high that still took about 5 seconds... and now take meds into consideration >.<
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
bongjwa
Profile Blog Joined August 2009
United States199 Posts
May 06 2010 21:19 GMT
#291
the phoenix thing to me is the only huge change. i think that it is so cool they should leave it in the game, but make mutas be able to do the same but only to air. that way we have these crazy looking micro air battles above a ground battle how sick
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123578 <--- my tournament. sign up!
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
May 06 2010 21:19 GMT
#292
to burrow i suppose
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Nerdrage
Profile Joined December 2009
United States55 Posts
May 06 2010 21:19 GMT
#293
On May 07 2010 06:18 Senx wrote:
Show nested quote +
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?


You can move spine crawlers but when you do it takes time before it "roots" in place and can start being functional
Random()
Profile Blog Joined August 2004
Kyrgyz Republic1462 Posts
May 06 2010 21:19 GMT
#294
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


They are trolling you for calling them names in that post
deadalnix
Profile Joined May 2010
France120 Posts
May 06 2010 21:19 GMT
#295
On May 07 2010 06:18 Senx wrote:
Show nested quote +
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?


I guess this is the time they need to install themsleves into the creep.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
May 06 2010 21:20 GMT
#296
On May 07 2010 06:18 Senx wrote:
Show nested quote +
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.
next week on Everybody Loves HypnoToad:
InToTheWannaB
Profile Joined September 2002
United States4770 Posts
Last Edited: 2010-05-06 21:21:00
May 06 2010 21:20 GMT
#297
Watching Idra vs Huk last night shows to me that at the highest levels. Colossus were just fine, and should not have been nerfed. Hell they maybe even needed a buff lol. Huk went a fast expo colossus build twice and by the most razer thin margin won the first time he tryed it. The second time Idra massive numbers shut it down. Seemed pretty even after watching those two games. With this Nerf I'm not sure Huk would have held Idra off that first game.
When the spirit is not altogether slain, great loss teaches men and women to desire greatly, both for themselves and for others.
Kambo_Rambo
Profile Joined May 2010
Australia79 Posts
May 06 2010 21:20 GMT
#298
On May 07 2010 06:18 Senx wrote:
Show nested quote +
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?


Uproot, walk, root back. Now takes 12 seconds.

BIG nerf and kind of a problem for zerg players
You require more vespene minerals?
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 06 2010 21:20 GMT
#299
On May 07 2010 06:17 spinesheath wrote:
Show nested quote +
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
beep boop
Sentient
Profile Joined April 2010
United States437 Posts
May 06 2010 21:20 GMT
#300
Someone needs to make a Michael Jackson map where you are a Phoenix.
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 http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded
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
Canada10005 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
Ryuu314
Profile Joined October 2009
United States12679 Posts
May 06 2010 21:24 GMT
#321
On May 07 2010 06:20 InToTheWannaB wrote:
Watching Idra vs Huk last night shows to me that at the highest levels. Colossus were just fine, and should not have been nerfed. Hell they maybe even needed a buff lol. Huk went a fast expo colossus build twice and by the most razer thin margin won the first time he tryed it. The second time Idra massive numbers shut it down. Seemed pretty even after watching those two games. With this Nerf I'm not sure Huk would have held Idra off that first game.

Yea...iunno why they nerfed colossus. DPS is the same sure, but when u include armor it's actually a pretty big nerf.

Now there's no way colossus can 2-shot hydras and lings will always have to be 2-shotted except when u have +3 weapons...
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 21:24 GMT
#322
On May 07 2010 06:20 lolaloc wrote:
Show nested quote +
On May 07 2010 06:20 7mk wrote:
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.


Except the situation is only replicated if you're fighting 20 Mutalisks with 1 Phoenix >.>
MostDifferent
Profile Blog Joined March 2010
Norway124 Posts
May 06 2010 21:24 GMT
#323
On May 07 2010 06:14 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 06:10 FrozenArbiter wrote:
On May 07 2010 06:04 Wr3k wrote:
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.

You realize that NP with range 9 makes thors 100% useless, and now that they can steal air units, also makes ravens useless (especially with the HSM nerf to 6 range) ?


You realize Infestors can actually be killed? Very easily, at that.

Infestors are a nerfed versions of Dark Archons, the least used unit in bw ever.


Just because they're low hp doesnt mean they're easy to kill. 9 range is sick, and with a wall of hydreas/roaches infront they seem untouchable at times
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 06 2010 21:24 GMT
#324
Wow...

honestly I really find it nice and awesome how blizzard obviously listens to stuff like Lalush's guide, if only they hadn't screwed it up like this...
wow this is like....lololol
beep boop
TrueIsAwesome
Profile Joined April 2010
Finland160 Posts
May 06 2010 21:24 GMT
#325
On May 07 2010 06:10 FrozenArbiter wrote:
Show nested quote +
On May 07 2010 06:04 Wr3k wrote:
WTF at infestor and corruption changes. NP is now going to be used even less, and corruption can't stop a planetary fortress from raping you... what the fuck blizzard?

Also now it takes twice as long to burrow a spine crawler? Why the fuck would they even change that.

All the other changes make sense, but the zerg nerfs just blow my mind.

You realize that NP with range 9 makes thors 100% useless, and now that they can steal air units, also makes ravens useless (especially with the HSM nerf to 6 range) ?


I totally agree NP needed a nerf, but this is just too much. The change removes NP from midgame, and quite effectively removes any carrier/battlecruiser/mothership usage versus zerg from the game. (Note; I know you already didn't see this in the games, but IMHO it was at least fairly viable, from my expirience as top platinum random, especially PvZ. This change kills my one base mothership builds :D).

A 100/100 research with 75 energy and no air-capturing would've been enough, combined with a corruptor fix for lategame zerg anti-air.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-05-06 21:24:52
May 06 2010 21:24 GMT
#326
People seem to value dps over shots to kill.

People.

DPS is only valuable in games with HIGH hitpoint units. Like WoW.

In a game like Starcraft, with large numbers of units with relatively low hitpoints (not so much after the Marauder and Roach came along, however), what is important is how many shots it takes to KILL a unit.

Blizzard needs to realize this too.
REEBUH!!!
Ganondorf
Profile Joined April 2010
Italy600 Posts
May 06 2010 21:24 GMT
#327
Burrow is underused but i've seen a few zergs using it to counter force fields, you can move below a force field you know. This is a huge patch so near to release, well i guess 3 months isn't that near so we'll see quite a few more patches. According to some dev interview, iirc, they said cheese builds were overnerfed just for beta, that way they can get ppl to play with all units and actually beta-test the game. Once beta is over i expect they will undo some of those changes. A good patch overall, there's still alot to be done but they're working rally hard at it.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:24 GMT
#328
On May 07 2010 06:23 Captain Peabody wrote:
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?


I also would like to hear what the splash damage change actually did.
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
May 06 2010 21:24 GMT
#329
omg that pheonix video is crazzzzzzzzzzzzyyyyyyyy gg mutas
www.root-gaming.com
TheDna
Profile Joined March 2010
Germany577 Posts
May 06 2010 21:24 GMT
#330
wonder if you can release maps now
Snowfield
Profile Blog Joined April 2010
1289 Posts
May 06 2010 21:25 GMT
#331
wtf with the phoenixes, reverse flying ftw

Why "remove" thors hardly used ability?
BlackHat
Profile Joined April 2010
United States264 Posts
May 06 2010 21:25 GMT
#332
On May 07 2010 06:17 Kambo_Rambo wrote:
Show nested quote +
On May 07 2010 06:14 Ganondorf wrote:
The spine crawler nerfs were for korean zergs, we didn't much of that in EU/US. I saw it in some replays, they had pretty crazy ideas like canceling a hatchery and then building a spine crawler on top of the creep from the canceled hatchery, or queen rushes with creep tumors and spine crawlers.



How does this work? Creep isnt generated until the hatchery is completed.

Or is there actually creep UNDER the hatchery?


There is actually a bit of creep under a hatchery while it is building. You could build a hatchery, then cancel (cost something like 75 min) and plop a tumor on it to get creep anywhere. then you put spines on it and voila! Contain!
Borsalino for life.
Darow
Profile Joined May 2010
United Kingdom36 Posts
May 06 2010 21:25 GMT
#333
Was there always a "Social" tab in options below hotkeys?
Win
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:25 GMT
#334
On May 07 2010 06:24 LunarC wrote:
People seem to value dps over shots to kill.

People.

DPS is only valuable in games with HIGH hitpoint units. Like WoW.

In a game like Starcraft, with large numbers of units with relatively low hitpoints (not so much after the Marauder and Roach came along, however), what is important is how many shots it takes to KILL a unit.

Blizzard needs to realize this too.


You know, it's kinda important how fast the unit will fire those shots as well... That's what DPS is.

Geez.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 06 2010 21:25 GMT
#335
omggggggg im watching Lz vs Louder Muta vs Phoenix right now looool it looks so hilarious
beep boop
ReachTheSky
Profile Joined April 2010
United States3294 Posts
May 06 2010 21:25 GMT
#336
phoenix are the only unit that attack on their own when u issue a move command. what if i just wanted to move them and not attack anything? this is imba. talk about dumbing down the game. who ever suggested this is a REEEETARRRDDDDD
TL+ Member
TT1
Profile Blog Joined December 2008
Canada10005 Posts
May 06 2010 21:26 GMT
#337
sentrys do 4 damage to sunks now weeeeeeee
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
iounas
Profile Joined July 2008
409 Posts
May 06 2010 21:26 GMT
#338
Phoenix change = awesome.. Im glad im playing protoss with their fun interesting units
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
Cheezy
Profile Joined May 2009
Sweden112 Posts
May 06 2010 21:27 GMT
#339
inb4 "Units now automatically retreat when low on health."
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 06 2010 21:27 GMT
#340
can someone explain to me the usefulness of the corruptor ability?
vvvVec
Profile Joined March 2010
Norway85 Posts
May 06 2010 21:27 GMT
#341
Are the changes live on US servers? (EU is down atm) - if so, how does the phoenix feel after patch?
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-05-06 21:27:55
May 06 2010 21:27 GMT
#342
Looks like instead of 1a with phoenix it's just...1
next week on Everybody Loves HypnoToad:
selboN
Profile Blog Joined January 2008
United States2523 Posts
May 06 2010 21:27 GMT
#343
Wow... That video... Who the fuck would think that'd be a good idea to make phoenixes work like that? You could already shoot while moving, like you could in BW when chasing down mutas with corsairs or other mutas..
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
Destro
Profile Joined September 2009
Netherlands1206 Posts
May 06 2010 21:27 GMT
#344
lol blizzard

bunch of silly kids.


bring back weapon of choice for hots!
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 06 2010 21:28 GMT
#345
On May 07 2010 06:26 iamtt1 wrote:
sentrys do 4 damage to sunks now weeeeeeee


:'(((((
beep boop
vvvVec
Profile Joined March 2010
Norway85 Posts
May 06 2010 21:28 GMT
#346
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.
Obstikal
Profile Blog Joined April 2010
616 Posts
May 06 2010 21:28 GMT
#347
this patch seems very good and fair i like it its going to create some interesting changes, adding strats but not taking away any.Im very interested in seeing how the phoenix will be played now
Rodiel
Profile Joined August 2006
France573 Posts
May 06 2010 21:28 GMT
#348
On May 07 2010 06:21 theqat wrote:
Show nested quote +
On May 07 2010 06:20 7mk wrote:
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 http://www.youtube.com/watch?v=31kSA0Guqpo&feature=player_embedded


damn sexy !
Sublimis
Profile Joined May 2009
Sweden70 Posts
Last Edited: 2010-05-06 21:29:35
May 06 2010 21:28 GMT
#349


"du... praktikant-jonas, kan du fixa det här med moving shot på phoenix? ska vara klart om en timme, ah grymt tack tja"
woowoo
Profile Joined May 2010
France164 Posts
May 06 2010 21:28 GMT
#350
I'd like to see moving shots for every ranged unit, just for the laugh, imagine the mess, melee units would be totally useless, I hope this kind of thing cand me modified in the editor.
wooooo
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
May 06 2010 21:29 GMT
#351
from i terrans perspective i think its a step ahead for tvz. thor drop less powerful (2 hitting queens was really mad) and metal more reliable because of the infestor nerf.

tvp is still a catastrophe. what the hell is up with blizzard?

its so obvious what has to be changed imho, and that is give vikings light armor. think about it a second. it would fix everything from metal being hardcountered singlehandedly by immortals to the much discussed 3 wargate+void ray strat.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 06 2010 21:29 GMT
#352
On May 07 2010 06:28 vvvVec wrote:
Show nested quote +
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.


my question is what the point of using the single target ability is when any given target is going to die in jsut about the same amount of time regardless of if u use it

a unit dying 20% faster is NOTHING. it's the same as the spell doing damage for 20% of the unit's health. would u use a spell on a unit if it did 20% of it's health in damage? no one would, because that would be a massive waste of time/efficiency.
Jdanzi
Profile Joined March 2010
England78 Posts
May 06 2010 21:30 GMT
#353
On May 07 2010 06 begin_of_the_skype_highlighting              07 2010 06      end_of_the_skype_highlighting:27 Cheezy wrote:
inb4 "Units now automatically retreat when low on health."


rofl and nexus automatically produces workers and workers automatically expand when needed lol.
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 06 2010 21:30 GMT
#354
pheonixes doing moving shots killing overlords looks like ice skaters doing pirouettes
beep boop
Holden Caulfield
Profile Joined March 2010
102 Posts
Last Edited: 2010-05-06 21:31:11
May 06 2010 21:30 GMT
#355
On May 07 2010 06:00 FrozenArbiter wrote:
Show nested quote +
On May 07 2010 05:57 KhAlleB wrote:
On May 07 2010 05:54 Holden Caulfield wrote:
Good thing they took the time to fix a simple problem with replays.... NOT!.

did you get the offline crack bfr the key ? if yes this is that your problem you may have to re instal you sc2

Assuming he's talking about the Mod Data error, here's how to fix it, for most people anyway:

http://forums.battle.net/thread.html?topicId=24401614828&sid=5010




yes that's the problem and I was actually able to fix it, but that's not my job...it's not my fault my language have some weird characters.

I mean how hard can it be for them to fix it their error, because this error only started after patch 9
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2010-05-06 21:31:46
May 06 2010 21:30 GMT
#356
Infestor
-Neural Parasite can now target Air units.

Didnt we have enough of Neural Parasite on Motherships already? Sure its balanced by the fact that no one builds the Mothership, but IMO its ridiculous to have a tier 2 unit take over a much more expensive tier 3 unit. The mind control spell in BW was on a rarely used and expensive unit, but Infestors have one of the best spells in the game already.

Phoenix
-Can now attack while moving.

If it makes the micro-junkies shut up about not having anything to do ... but other units could work with this "skill" and I wonder why they didnt add it to them and how long it will take to start the whining for Mutalisk moving shot (which will make the slow-turning Thor even more useless than it has become with this patch).

Thor
-Air damage changed from 8 (+4 Light) to 6 (+6 Light).
-250mm Strike Cannons energy cost increased from 100 to 150.

So now the Thor is supposed to suck against Brood Lords and other non-light air units? Bad decision.
Increasing the energy for the 250 mm ability to 150 means that Thors get really vulnerable to Feedback now, since they cant really spend the energy well. Reducing the max energy to 150 might have done the same while not increasing the vulnerability.
If you cant say what you're meaning, you can never mean what you're saying.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-05-06 21:31:57
May 06 2010 21:30 GMT
#357
On May 07 2010 06:28 Sublimis wrote:
"du... praktikant-jonas, kan du fixa det här med moving shot på phoenix? ska vara klart om en timme, ah grymt tack tja"

Lol
;P

Translation for non-swedes:

"Oi, intern-Joe, could you fix this moving shot issue we've been hearing so much about? Need it in an hour. Wicked, bye".

On May 07 2010 06:30 Holden Caulfield wrote:
Show nested quote +
On May 07 2010 06:00 FrozenArbiter wrote:
On May 07 2010 05:57 KhAlleB wrote:
On May 07 2010 05:54 Holden Caulfield wrote:
Good thing they took the time to fix a simple problem with replays.... NOT!.

did you get the offline crack bfr the key ? if yes this is that your problem you may have to re instal you sc2

Assuming he's talking about the Mod Data error, here's how to fix it, for most people anyway:

http://forums.battle.net/thread.html?topicId=24401614828&sid=5010




yes that's the problem and I was actually able to fix it, but that's not my job...it's not my fault my language have some weird characters.

I mean how hard can it be for them to fix it :S


Especially when it was fine before the patch Changing the registry was annoying.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
May 06 2010 21:31 GMT
#358
eh... did i miss something ?

all ppl say that toss got nerf alot but its only sentry who get really nerf. The collossus get the same amound of DPS ok it can't 1 shot ling but... you will probably got some zealots to hurt ling so colossus will kill faster with zealot in the mix
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 21:32 GMT
#359
Btw, patch 12 note:

Fixed a bug that allowed phoenixes to shoot while moving.

Yep, they also claimed that the larva exploit was a bug when it clearly was 100% intentional.
If you have a good reason to disagree with the above, please tell me. Thank you.
yoshi_yoshi
Profile Joined January 2010
United States440 Posts
May 06 2010 21:32 GMT
#360
On May 07 2010 06:17 BlasiuS wrote:
Show nested quote +
On May 07 2010 06:12 yoshi_yoshi wrote:
Lots of interesting changes.

The corruption one is the only one I think is LOLWTF. The original building corruption really seemed to have some interesting potential. Now, think about using unit corruption on a big unit (200-300 hp). 20% of that is basically decreasing it's HP by 40-60. People will use it because there's no other way to spend the energy, but it's totally not interesting or exciting.


corruption doesn't reduce a units health by 20%.

It causes all damage against it to be increased by 20%


I know, I'm just trying to say that the effect of the corruption ability is like decreasing the HP of a big unit by 40-60 HP. Which is quite a lame ability with pretty much no potential for interesting use.
eNoq
Profile Joined June 2009
Netherlands502 Posts
May 06 2010 21:32 GMT
#361
Meh i don't like this patch.
Hellion range is going to hurt bad.
Corruptor nerf hurts.
Excited to see ultra usage though, finally a reason to tech up to hive.
Proburu
Kantuva
Profile Joined April 2010
Uruguay206 Posts
May 06 2010 21:32 GMT
#362
On May 07 2010 06:28 Sublimis wrote:
http://www.youtube.com/watch?v=UpMQ4_ZSJQw&feature=player_embedded

EPIC LOL!!!!
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
Cheezy
Profile Joined May 2009
Sweden112 Posts
May 06 2010 21:32 GMT
#363
I agree. The corruptors new spell is pretty useless, and it even costs 100 energy (?)
I see no reason to use it over NP.

At least the old spell was interesting.
Slunk
Profile Blog Joined February 2010
Germany768 Posts
May 06 2010 21:33 GMT
#364
On May 07 2010 06:29 travis wrote:
Show nested quote +
On May 07 2010 06:28 vvvVec wrote:
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.


my question is what the point of using the single target ability is when any given target is going to die in jsut about the same amount of time regardless of if u use it

a unit dying 20% faster is NOTHING. it's the same as the spell doing damage for 20% of the unit's health. would u use a spell on a unit if it did 20% of it's health in damage? no one would, because that would be a massive waste of time/efficiency.


Actually, this way curruptors would rape colossi even harder.
Sprajt
Profile Joined March 2010
Sweden24 Posts
May 06 2010 21:33 GMT
#365
On May 07 2010 06:29 travis wrote:
Show nested quote +
On May 07 2010 06:28 vvvVec wrote:
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.


my question is what the point of using the single target ability is when any given target is going to die in jsut about the same amount of time regardless of if u use it

a unit dying 20% faster is NOTHING. it's the same as the spell doing damage for 20% of the unit's health. would u use a spell on a unit if it did 20% of it's health in damage? no one would, because that would be a massive waste of time/efficiency.


Actually it's the same as roughly 15% of the units total health in damage when cast on a unit with full HP. Yep. fairly useless on low-tech units.
stay a while and listen
da_head
Profile Blog Joined November 2008
Canada3350 Posts
May 06 2010 21:33 GMT
#366
the second phoenix vid, the guy said "i clicked a total of 5 times" um so this new moving shot requires no micro...? seriously blizz? T_T
When they see MC Probe, all the ladies disrobe.
mgl0x9
Profile Blog Joined April 2010
United States256 Posts
May 06 2010 21:34 GMT
#367
and why is there no forcefield fix... this is really irking me that needs to be nerfed SOMEhow...
Zerg Ownz your face off
iounas
Profile Joined July 2008
409 Posts
May 06 2010 21:34 GMT
#368
On May 07 2010 06:08 Zeke50100 wrote:
Am I the only one who thinks that the new Phoenix actually looks natural when it does it? The thing's a paper-thin air-superiority fighter, piloted by a psionic being. I'd like to think the Protoss figured out how to use their rear-view mirror to pilot >.>

Yes, and it has anti gravity thing so it all makes sense that it can do all of that..
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
mgl0x9
Profile Blog Joined April 2010
United States256 Posts
May 06 2010 21:34 GMT
#369
and might as well make crawlers not able to move 6 to 12? that is redunkulous
Zerg Ownz your face off
TBO
Profile Joined September 2009
Germany1350 Posts
May 06 2010 21:34 GMT
#370
the previous corrupter ability, while totally underused by most players, was pretty creative and useful, this new spell is totally boring and most likely useless vs anything other than Thor/Colossus/Ultra and Mothership/Carrier/BC.
RAUS
Profile Blog Joined February 2010
210 Posts
May 06 2010 21:34 GMT
#371
can someone list the unlisted changes in the OP?
recognize me?
vvvVec
Profile Joined March 2010
Norway85 Posts
May 06 2010 21:34 GMT
#372
On May 07 2010 06:29 travis wrote:
Show nested quote +
On May 07 2010 06:28 vvvVec wrote:
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.


my question is what the point of using the single target ability is when any given target is going to die in jsut about the same amount of time regardless of if u use it

a unit dying 20% faster is NOTHING. it's the same as the spell doing damage for 20% of the unit's health. would u use a spell on a unit if it did 20% of it's health in damage? no one would, because that would be a massive waste of time/efficiency.


If the 20% will have any meaningfull usage remains to be seen, i'd assume it would be usefull if you do not have a critical mass of units to burst down the focused target instantly.

Other than that, the 20% bonus for sniping collosi will be usefull, as its not like they die instantly if you only have around 4 corruptors.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:35 GMT
#373
On May 07 2010 06:33 Sprajt wrote:
Show nested quote +
On May 07 2010 06:29 travis wrote:
On May 07 2010 06:28 vvvVec wrote:
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.


my question is what the point of using the single target ability is when any given target is going to die in jsut about the same amount of time regardless of if u use it

a unit dying 20% faster is NOTHING. it's the same as the spell doing damage for 20% of the unit's health. would u use a spell on a unit if it did 20% of it's health in damage? no one would, because that would be a massive waste of time/efficiency.


Actually it's the same as roughly 15% of the units total health in damage when cast on a unit with full HP. Yep. completely useless on any units.


FYP
DreamOen
Profile Joined March 2010
Spain1400 Posts
May 06 2010 21:35 GMT
#374
In conclusion, they did a hugenerf to toss, thats what hurts me more. I think it could be ok with 17 of attack or like that, with the same speed.
Tester | MC | Crank | Flash | Jaedong | MVP
yoshi_yoshi
Profile Joined January 2010
United States440 Posts
May 06 2010 21:35 GMT
#375
Well, people will still use the corruptor ability because there's nothing else to spend the energy on. It's effectively like a secondary attack where the corruptor can do 50 damage or so every minute. Completely bleh.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 06 2010 21:35 GMT
#376
On May 07 2010 06:33 Slunk wrote:
Show nested quote +
On May 07 2010 06:29 travis wrote:
On May 07 2010 06:28 vvvVec wrote:
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.


my question is what the point of using the single target ability is when any given target is going to die in jsut about the same amount of time regardless of if u use it

a unit dying 20% faster is NOTHING. it's the same as the spell doing damage for 20% of the unit's health. would u use a spell on a unit if it did 20% of it's health in damage? no one would, because that would be a massive waste of time/efficiency.


Actually, this way curruptors would rape colossi even harder.


yeah, 20% harder, meaning u kill ONE UNIT 20% faster. this is absolutely nothing. this is the worst ability ever in sc1 or sc2.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 06 2010 21:35 GMT
#377
I just used HSM TvT and it sucks ass lol, it doesn't even one shot marines, this is utterly useless
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 06 2010 21:35 GMT
#378
On May 07 2010 06:35 yoshi_yoshi wrote:
Well, people will still use the corruptor ability because there's nothing else to spend the energy on. It's effectively like a secondary attack where the corruptor can do 50 damage or so every minute. Completely bleh.


i won't use it because it will be a waste of my time to click it
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
May 06 2010 21:35 GMT
#379
On May 07 2010 06:32 yoshi_yoshi wrote:
Show nested quote +
On May 07 2010 06:17 BlasiuS wrote:
On May 07 2010 06:12 yoshi_yoshi wrote:
Lots of interesting changes.

The corruption one is the only one I think is LOLWTF. The original building corruption really seemed to have some interesting potential. Now, think about using unit corruption on a big unit (200-300 hp). 20% of that is basically decreasing it's HP by 40-60. People will use it because there's no other way to spend the energy, but it's totally not interesting or exciting.


corruption doesn't reduce a units health by 20%.

It causes all damage against it to be increased by 20%


I know, I'm just trying to say that the effect of the corruption ability is like decreasing the HP of a big unit by 40-60 HP. Which is quite a lame ability with pretty much no potential for interesting use.


No it's effect isn't like that at all. They are totally different.

I.E. a zergling attacking a corrupted unit does 1 extra damage per hit. But an ultralisk attacking a corrupted unit does 5 extra damage per hit. It depends on the damage of the attacking units, not on the health of the corrupted unit.
next week on Everybody Loves HypnoToad:
Sprajt
Profile Joined March 2010
Sweden24 Posts
May 06 2010 21:36 GMT
#380
On May 07 2010 06:33 Sprajt wrote:
Show nested quote +
On May 07 2010 06:29 travis wrote:
On May 07 2010 06:28 vvvVec wrote:
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.


my question is what the point of using the single target ability is when any given target is going to die in jsut about the same amount of time regardless of if u use it

a unit dying 20% faster is NOTHING. it's the same as the spell doing damage for 20% of the unit's health. would u use a spell on a unit if it did 20% of it's health in damage? no one would, because that would be a massive waste of time/efficiency.


Actually it's the same as roughly 15% of the units total health in damage when cast on a unit with full HP. Yep. fairly useless on low-tech units.


And to quote myself, wonder if the damage boost is before or after armor? If it is before the armor damage reduction the damage increase from the spell will actually be larger than 20%
stay a while and listen
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 21:36 GMT
#381
On May 07 2010 06:32 Kantuva wrote:
Show nested quote +
On May 07 2010 06:28 Sublimis wrote:
http://www.youtube.com/watch?v=UpMQ4_ZSJQw&feature=player_embedded

EPIC LOL!!!!


How is that epic? The video only shows the WEAKNESS of auto-move. It makes you THINK you have invincible Phoenixes, but look at how low those Phoenixes became. If you want to actually efficiently micro, you have to...well, micro.


Also, people should test Corruption in-game. For Example: Does the damage calculation come before or after the Hardened Shields?
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
May 06 2010 21:36 GMT
#382
Phoenix drivers are so frigging pro xD
Revolutionist fan
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:36 GMT
#383
On May 07 2010 06:35 travis wrote:
Show nested quote +
On May 07 2010 06:35 yoshi_yoshi wrote:
Well, people will still use the corruptor ability because there's nothing else to spend the energy on. It's effectively like a secondary attack where the corruptor can do 50 damage or so every minute. Completely bleh.


i won't use it because it will be a waste of my time to click it


or to build the corruptor in the first place
Ryuu314
Profile Joined October 2009
United States12679 Posts
May 06 2010 21:36 GMT
#384
On May 07 2010 06:35 travis wrote:
Show nested quote +
On May 07 2010 06:35 yoshi_yoshi wrote:
Well, people will still use the corruptor ability because there's nothing else to spend the energy on. It's effectively like a secondary attack where the corruptor can do 50 damage or so every minute. Completely bleh.


i won't use it because it will be a waste of my time to click it

It's pretty much the devourer's acid spores ability from BW except without attack speed slow and single target and cost energy.

aka. It sucks.
Captain Peabody
Profile Blog Joined May 2009
United States3099 Posts
May 06 2010 21:37 GMT
#385
The micro in the second video above is terrible. Running the Phoenix past the Mutas repeatedly just lets the Mutas constantly pound on them.
There's pretty much no difference between what the guy in the video does, and what would happen if you just attack-moved...except you can't focus fire at all, so it's actually worse.

The proper way to Phoenix micro is to run the Phoenix around just out of range of the Mutas, so that the Phoenix can attack them without being attacked themselves. THIS way, the Phoenix are quite deadly.

Really, the fact that Phoenix can now destroy Mutas is really not a problem in my book, since it's specifically designed to counter them. Now, if we hear that the Phoenix is way too powerful against Corruptors, then I'll be worried...
Dies Irae venit. youtube.com/SnobbinsFilms
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 06 2010 21:37 GMT
#386
On May 07 2010 06:35 BlasiuS wrote:
Show nested quote +
On May 07 2010 06:32 yoshi_yoshi wrote:
On May 07 2010 06:17 BlasiuS wrote:
On May 07 2010 06:12 yoshi_yoshi wrote:
Lots of interesting changes.

The corruption one is the only one I think is LOLWTF. The original building corruption really seemed to have some interesting potential. Now, think about using unit corruption on a big unit (200-300 hp). 20% of that is basically decreasing it's HP by 40-60. People will use it because there's no other way to spend the energy, but it's totally not interesting or exciting.


corruption doesn't reduce a units health by 20%.

It causes all damage against it to be increased by 20%


I know, I'm just trying to say that the effect of the corruption ability is like decreasing the HP of a big unit by 40-60 HP. Which is quite a lame ability with pretty much no potential for interesting use.


No it's effect isn't like that at all. They are totally different.

I.E. a zergling attacking a corrupted unit does 1 extra damage per hit. But an ultralisk attacking a corrupted unit does 5 extra damage per hit. It depends on the damage of the attacking units, not on the health of the corrupted unit.


what both of u are saying is the same thing. doing 40hp to a 200hp unit all at once, or doing the 40 in extra damage via ur attacking units - is 40 damage either way.
On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2010-05-06 21:55:47
May 06 2010 21:37 GMT
#387
My god... no cost decrease on seige and they nerfed dmg QQ.
iounas
Profile Joined July 2008
409 Posts
May 06 2010 21:37 GMT
#388
On May 07 2010 06:09 Gont wrote:
Show nested quote +
On May 07 2010 06:06 GogoKodo wrote:
I posted this on reddit where the Phoenix youtube video was posted but I think it has it's place here as well.

+ Show Spoiler +

I think it's interesting and I'll wait to see if it's "broken" as people like to yell immediately at any new change.

And before the "auto micro" crowd gets going. It's not auto micro, you still need to control the unit. Yes it's less micro than the mutalisk required in SC1 for a moving shot but that doesn't mean your phoenixes are darting in and out against enemy units all on their own.
Some people say it's not adding any micro but this adds micro in battles that previously were just attack move fights. You would see this often in larger battles, attack move pheonixes into attack move mutas/whatever. Now the phoenix player can make a difference with micro by possibly darting in and out.

The possible broken situation is with phoenix chasing other units down. This might not be broken though if the other player can split up the units that are being chased, so the phoenixes will need to split targets or they will only get the chance to kill a smaller portion of the enemy army or even a single unit. This is added micro.
If you were shown a nuke for the very first time out of context you might think it was broken too. Just wait a little bit and see how it works out in a real game before you go insane screaming that the sky is falling and Blizzard is going with it.

not sure about that but how u wanna kill phoenix with mutas now? since the phoenix are much faster its impossible against a good player unless u have like 4 times more mutas...

but i wont whine until i played with and against it =)


Phoenix is supposed to be hard counter to mutas..Corsair group could rape infinite mutas.. This moving thing wont work against anything else..and phoenix itself isnt good against non light air
IdrA: stalkers actually do negative damage. when you shoot a marine with a stalker it gains health.
k!llua
Profile Blog Joined March 2010
Australia895 Posts
May 06 2010 21:38 GMT
#389
So basically Thor's just got even more useless against Battlecruisers. Hooray.



my hair is a wookie, your argument is invalid
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:39 GMT
#390
On May 07 2010 06:37 iounas wrote:
Show nested quote +
On May 07 2010 06:09 Gont wrote:
On May 07 2010 06:06 GogoKodo wrote:
I posted this on reddit where the Phoenix youtube video was posted but I think it has it's place here as well.

+ Show Spoiler +

I think it's interesting and I'll wait to see if it's "broken" as people like to yell immediately at any new change.

And before the "auto micro" crowd gets going. It's not auto micro, you still need to control the unit. Yes it's less micro than the mutalisk required in SC1 for a moving shot but that doesn't mean your phoenixes are darting in and out against enemy units all on their own.
Some people say it's not adding any micro but this adds micro in battles that previously were just attack move fights. You would see this often in larger battles, attack move pheonixes into attack move mutas/whatever. Now the phoenix player can make a difference with micro by possibly darting in and out.

The possible broken situation is with phoenix chasing other units down. This might not be broken though if the other player can split up the units that are being chased, so the phoenixes will need to split targets or they will only get the chance to kill a smaller portion of the enemy army or even a single unit. This is added micro.
If you were shown a nuke for the very first time out of context you might think it was broken too. Just wait a little bit and see how it works out in a real game before you go insane screaming that the sky is falling and Blizzard is going with it.

not sure about that but how u wanna kill phoenix with mutas now? since the phoenix are much faster its impossible against a good player unless u have like 4 times more mutas...

but i wont whine until i played with and against it =)


Phoenix is supposed to be hard counter to mutas..Corsair group could rape infinite mutas.. This moving thing wont work against anything else..and phoenix itself isnt good against non light air


You could micro (spread out) against corsairs. Nothing you can do vs phoenixes, man.

This is the case with a lot of things in this game.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 21:39 GMT
#391
On May 07 2010 06:35 yoshi_yoshi wrote:
Well, people will still use the corruptor ability because there's nothing else to spend the energy on. It's effectively like a secondary attack where the corruptor can do 50 damage or so every minute. Completely bleh.


Together with the reduced damage to massive units, the corruptor now kills corrupted Colossi around 5% faster than before. It's not worth the effort. The only thing it is good for is getting rid of that energy to prevent HTs from feedbacking you for 200 damage.
If you have a good reason to disagree with the above, please tell me. Thank you.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-05-06 21:40:59
May 06 2010 21:39 GMT
#392
On May 07 2010 06:28 Sublimis wrote:
http://www.youtube.com/watch?v=UpMQ4_ZSJQw&feature=player_embedded

"du... praktikant-jonas, kan du fixa det här med moving shot på phoenix? ska vara klart om en timme, ah grymt tack tja"


rofl awesome, someone make a vid where group of phoenix kill a group of muta with just one move-command click.
next week on Everybody Loves HypnoToad:
Kurr
Profile Blog Joined April 2010
Canada2338 Posts
May 06 2010 21:39 GMT
#393
I think Ultralisks are more viable now. Eager to see if people will start using them a bit more. They are already extremely tough so I think the damage increase will be enough.
(╯°□°)╯︵ ┻━┻ | ┻━┻ ︵╰(°□°)╯︵ ┻━┻
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-05-06 21:46:51
May 06 2010 21:40 GMT
#394
On May 07 2010 06:37 travis wrote:
Show nested quote +
On May 07 2010 06:35 BlasiuS wrote:
On May 07 2010 06:32 yoshi_yoshi wrote:
On May 07 2010 06:17 BlasiuS wrote:
On May 07 2010 06:12 yoshi_yoshi wrote:
Lots of interesting changes.

The corruption one is the only one I think is LOLWTF. The original building corruption really seemed to have some interesting potential. Now, think about using unit corruption on a big unit (200-300 hp). 20% of that is basically decreasing it's HP by 40-60. People will use it because there's no other way to spend the energy, but it's totally not interesting or exciting.


corruption doesn't reduce a units health by 20%.

It causes all damage against it to be increased by 20%


I know, I'm just trying to say that the effect of the corruption ability is like decreasing the HP of a big unit by 40-60 HP. Which is quite a lame ability with pretty much no potential for interesting use.


No it's effect isn't like that at all. They are totally different.

I.E. a zergling attacking a corrupted unit does 1 extra damage per hit. But an ultralisk attacking a corrupted unit does 5 extra damage per hit. It depends on the damage of the attacking units, not on the health of the corrupted unit.


what both of u are saying is the same thing. doing 40hp to a 200hp unit all at once, or doing the 40 in extra damage via ur attacking units - is 40 damage either way.


No, 40 damage instantly happens instantly. 40 damage via attacking units...doesn't. time is a factor here obviously.

A different example:

25 hydras attack a thor once. They do 300 damage.
25 hydras attack a corrupted thor once. They do 360 damage. That's 60 additional damage.

60 > 40, do you see the difference?
next week on Everybody Loves HypnoToad:
7mk
Profile Blog Joined January 2009
Germany10157 Posts
May 06 2010 21:40 GMT
#395
On May 07 2010 06:37 iounas wrote:
Show nested quote +
On May 07 2010 06:09 Gont wrote:
On May 07 2010 06:06 GogoKodo wrote:
I posted this on reddit where the Phoenix youtube video was posted but I think it has it's place here as well.

+ Show Spoiler +

I think it's interesting and I'll wait to see if it's "broken" as people like to yell immediately at any new change.

And before the "auto micro" crowd gets going. It's not auto micro, you still need to control the unit. Yes it's less micro than the mutalisk required in SC1 for a moving shot but that doesn't mean your phoenixes are darting in and out against enemy units all on their own.
Some people say it's not adding any micro but this adds micro in battles that previously were just attack move fights. You would see this often in larger battles, attack move pheonixes into attack move mutas/whatever. Now the phoenix player can make a difference with micro by possibly darting in and out.

The possible broken situation is with phoenix chasing other units down. This might not be broken though if the other player can split up the units that are being chased, so the phoenixes will need to split targets or they will only get the chance to kill a smaller portion of the enemy army or even a single unit. This is added micro.
If you were shown a nuke for the very first time out of context you might think it was broken too. Just wait a little bit and see how it works out in a real game before you go insane screaming that the sky is falling and Blizzard is going with it.

not sure about that but how u wanna kill phoenix with mutas now? since the phoenix are much faster its impossible against a good player unless u have like 4 times more mutas...

but i wont whine until i played with and against it =)


Phoenix is supposed to be hard counter to mutas..Corsair group could rape infinite mutas.. This moving thing wont work against anything else..and phoenix itself isnt good against non light air


corsair doesnt exactly rape infinite mutas at all if were talking about muta scourge here.

mass corsair vs mass muta scourge, zerg can win if he microes it well. (look at some of the games on outsider for example)
beep boop
Three
Profile Joined April 2010
Japan278 Posts
May 06 2010 21:40 GMT
#396
Excellent changes

The only things I disagreed with were HOW they made ultras stronger and brood lords weaker, but everything else was very good. Reducing sentry dmg is the smartest choice to nerfing force field effectiveness.

Archons could probably be buffed a touch more..
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:41 GMT
#397
On May 07 2010 06:39 spinesheath wrote:
Show nested quote +
On May 07 2010 06:35 yoshi_yoshi wrote:
Well, people will still use the corruptor ability because there's nothing else to spend the energy on. It's effectively like a secondary attack where the corruptor can do 50 damage or so every minute. Completely bleh.


Together with the reduced damage to massive units, the corruptor now kills corrupted Colossi around 5% faster than before. It's not worth the effort. The only thing it is good for is getting rid of that energy to prevent HTs from feedbacking you for 200 damage.


It'd be fun to see Zergs actually use the ability on their own units just to get rid of energy. That should be a hint to Blizz that nobody wants this shitty ability.
DuneBug
Profile Joined April 2010
United States668 Posts
May 06 2010 21:41 GMT
#398
Corruptor ability is pretty boring and feels like a WC3 kind of ability. The old one at least had some uniqueness to it.

I don't see why corruptors really need an ability when they already have one: morph to brood lord. Brood lords are good enough against any enemy.
TIME TO SAY GOODNIGHT BRO!
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 21:41 GMT
#399
On May 07 2010 06:39 Kurr wrote:
I think Ultralisks are more viable now. Eager to see if people will start using them a bit more. They are already extremely tough so I think the damage increase will be enough.


How are they more viable when their biggest issue was that they simply didn't get to attack at all because they couldn't catch up with the enemy?
If you have a good reason to disagree with the above, please tell me. Thank you.
vvvVec
Profile Joined March 2010
Norway85 Posts
May 06 2010 21:41 GMT
#400
This is definitivly not the way to go with Phoenixes. Make them counter muta, but make it require good CONTROL and SKILL to do so, not the ability to use a move command.
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 06 2010 21:41 GMT
#401
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

in a battle u can throw it on significant units like thor and they will die faster

i doubt anyone will make this unit for this spell tho, sounds really lame lol (but so was corruption too xd)
Progamerpls no copy pasterino
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 06 2010 21:42 GMT
#402
reduce energy cost of HSM to 75 plz
NightOne
Profile Joined March 2010
Canada215 Posts
May 06 2010 21:42 GMT
#403
On May 07 2010 06:35 travis wrote:
Show nested quote +
On May 07 2010 06:33 Slunk wrote:
On May 07 2010 06:29 travis wrote:
On May 07 2010 06:28 vvvVec wrote:
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.


my question is what the point of using the single target ability is when any given target is going to die in jsut about the same amount of time regardless of if u use it

a unit dying 20% faster is NOTHING. it's the same as the spell doing damage for 20% of the unit's health. would u use a spell on a unit if it did 20% of it's health in damage? no one would, because that would be a massive waste of time/efficiency.


Actually, this way curruptors would rape colossi even harder.


yeah, 20% harder, meaning u kill ONE UNIT 20% faster. this is absolutely nothing. this is the worst ability ever in sc1 or sc2.


wait till they put auto-cast (fairie fire) like wc3.. lol..
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 06 2010 21:42 GMT
#404
it's not even nearly as good as storm is
ymirheim
Profile Joined April 2010
Sweden300 Posts
Last Edited: 2010-05-06 21:45:26
May 06 2010 21:42 GMT
#405
So the next time someone gets the brilliant idea to make a huge thread about some mechanic they want introduced make sure that you think carefully about what mechanic it actually is that makes what you were looking for possible. Just so you oh I don't know accidentally ask for a unit to shoot while moving when you were actually looking for the unit to handle its transition between moving and shooting states differently.
The only thing you should feel when you shoot someone... is the recoil
DrakanSilva
Profile Blog Joined March 2010
Chile932 Posts
May 06 2010 21:42 GMT
#406
http://www.youtube.com/watch?v=31kSA0Guqpo

LOL i don't know if blizz really understood what moving shot was, but is funny anyhow.
In the beginning there was nothing... and then exploded
Rabiator
Profile Joined March 2010
Germany3948 Posts
May 06 2010 21:43 GMT
#407
On May 07 2010 05:25 Aurdon wrote:
With the buff to Ultras and the nerf to Broodlords, will we see Ultralisk use in late game now?

Unlikely, since Ultralisks are still huge and will get stuck in tight chokes if you have several of them. Broodlords can ignore the silly ground terrain and still fire their awesome Broodling attacks and they have the "ranged attack" benefit as well.
If you cant say what you're meaning, you can never mean what you're saying.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 21:44 GMT
#408
On May 07 2010 06:42 ymirheim wrote:
So the next time someone gets the brilliant idea to make a huge thread about some mechanic they want introduced make sure that you think carefully about what mechanic it actually is that makes what you were looking for possible. Just so you oh I don't know accidentally ask for a unit to shoot while moving when you were actually looking for the unit to handle its transition between moving and shooting states differently.


Haha it's so funny, it's like looking at blizz like an autistic child that really has to be told EXACTLY what needs to be done so they don't misunderstand something.
NightOne
Profile Joined March 2010
Canada215 Posts
May 06 2010 21:44 GMT
#409
should edit the OP to include some ninja changes that may or may not have been real (from other thread that is now closed)
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 06 2010 21:44 GMT
#410
What have you done Lalush?!
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 06 2010 21:44 GMT
#411
actually people should try using ultralisks, 18 to 25 dmg is a pretty damn huge buff
Foreplay
Profile Joined May 2008
United States1154 Posts
May 06 2010 21:44 GMT
#412
On May 07 2010 06:41 MorroW wrote:
Show nested quote +
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

in a battle u can throw it on significant units like thor and they will die faster

i doubt anyone will make this unit for this spell tho, sounds really lame lol (but so was corruption too xd)

i really liked corruption for attacking planetary fortresses T_T
Better than Pokebunny
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
May 06 2010 21:44 GMT
#413
On May 07 2010 06:42 Drakan wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo

LOL i don't know if blizz really understood what moving shot was, but is funny anyhow.

GRATS MAN YOU'RE THE 100 PERSON TO LINK THIS VIDEO!!!!!!!!!!!!!!!!!!!!!!!!!!
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
RageOverdose
Profile Blog Joined December 2009
United States690 Posts
May 06 2010 21:45 GMT
#414
On May 07 2010 06:35 travis wrote:
Show nested quote +
On May 07 2010 06:33 Slunk wrote:
On May 07 2010 06:29 travis wrote:
On May 07 2010 06:28 vvvVec wrote:
On May 07 2010 06:27 travis wrote:
can someone explain to me the usefulness of the corruptor ability?

Target affected die faster to focus fire. But you understood that already. So i dont get ur question.


my question is what the point of using the single target ability is when any given target is going to die in jsut about the same amount of time regardless of if u use it

a unit dying 20% faster is NOTHING. it's the same as the spell doing damage for 20% of the unit's health. would u use a spell on a unit if it did 20% of it's health in damage? no one would, because that would be a massive waste of time/efficiency.


Actually, this way curruptors would rape colossi even harder.


yeah, 20% harder, meaning u kill ONE UNIT 20% faster. this is absolutely nothing. this is the worst ability ever in sc1 or sc2.


What if there are Colossi and you hit each one with it.

Does this ability increase the damage taken by the unit or increase the damage dealt by a Corruptor to that unit, because the patch description implies the former.

It's like in Brood War, when you could get +1 to Zealot attack, it made them far more useful against Zerglings because they killed them in 2 shots, reducing the time that they are doing damage (of course until they matched with +1 armor). This could potentially get Colossus off the field faster, although we'd really have to see it in action to see what the end results can be.

Although, if it only helps the Corruptor, then it kinda sucks.
Ovi
Profile Joined April 2010
164 Posts
May 06 2010 21:46 GMT
#415
Thats great that they fixed alot of hotkey issues. However they missed to fix the hotkey conflict with roaches and "set worker rallypoint", both on "R". This can cause a Zerg to unintentionally select the worker rallypoint when trying to build a Roach when there is no larva (just like with ventral sacs and overlords before this patch). Having drones sent out to randomly located rallypoints all over the map obviously isnt a good thing.

As far as I know noone even uses the "set worker rallypoint" hotkey since one can simply rightclick with mouse on minerals/gas to set the rallypoint, but if they insist on keeping a hotkey for it they should atleast change it to some key that isnt also a key for a unit.
Ryuu314
Profile Joined October 2009
United States12679 Posts
May 06 2010 21:46 GMT
#416
On May 07 2010 06:42 Drakan wrote:
http://www.youtube.com/watch?v=31kSA0Guqpo

LOL i don't know if blizz really understood what moving shot was, but is funny anyhow.

i just find this so hilarious x]]]

it can fly backwards!!! these pilots are so freaking pro.
Vei
Profile Joined March 2010
United States2845 Posts
May 06 2010 21:46 GMT
#417
jesus christ
I play Zerg and I obviously really dislike these changes. Neural parasite 100 energy...REALLY? jesus fucking christ, not to mention phoenix moving attack is going to rape the **** out of overlords and shit now

god damn it oh well, at least ultras do 7 more damage now i'll totally make them -_- oh wait pathing

also WHAT THE FLYING fuck at the corrupter spell -- 20% increased damage to one unit for one HUNDRED energy when they spawn with 50? .........
www.justin.tv/veisc2 ~ 720p + commentary
Snowfield
Profile Blog Joined April 2010
1289 Posts
May 06 2010 21:46 GMT
#418
maybe we should all rush BC's
shinosai
Profile Blog Joined April 2010
United States1577 Posts
May 06 2010 21:46 GMT
#419
I just tried out the thor and it's actually a huge buff in my opinion. No it doesn't one shot hydras anymore, but what situation in the game has you making only thors and nothing else? Anytime your other units do damage and reduce a hydras hp to 60 or below, the thors damage has been increased. This is only a nerf to the thor drop, but a buff in army vs army.... I welcome the change.

The hellion is also quite amazing now. You can kite queens and roaches very easily now. They feel much more responsive as well... this might just be intuition but it feels like they decelerate and attack more quickly than they did before. Not a moving shot but it feels more responsive.
Be versatile, know when to retreat, and carry a big gun.
MidKnight
Profile Joined December 2008
Lithuania884 Posts
May 06 2010 21:46 GMT
#420
On May 07 2010 06:44 Jyvblamo wrote:
What have you done Lalush?!


Yep xD
Anyhow, it's sad if Blizzard really did miss the whole point in his topic..
It's possible they just didn't want to add that "outdated buggy" animation cancelling back cause "it requires too much micro" or something, but at least that's a reason.
I would be really worried if they just didn't get what Lalush wanted to say..

The way phoenix works now is just a joke
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
May 06 2010 21:47 GMT
#421
well at least the 4 gate push is weaker
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 06 2010 21:47 GMT
#422
On May 07 2010 06:46 Snowfield wrote:
maybe we should all rush BC's

I just did, twice, 2-0

lolol
Brucy
Profile Joined April 2010
United States51 Posts
May 06 2010 21:48 GMT
#423
Idk why they didnt make curruptors able to attack and move also, makes perfect sense to have all units that can only attack air able to attack and move.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 06 2010 21:48 GMT
#424
On May 07 2010 06:46 Vei wrote:
jesus christ
I play Zerg and I obviously really dislike these changes. Neural parasite 100 energy...REALLY? jesus fucking christ, not to mention phoenix moving attack is going to rape the **** out of overlords and shit now

god damn it oh well, at least ultras do 7 more damage now i'll totally make them -_- oh wait pathing

also WHAT THE FLYING fuck at the corrupter spell -- 20% increased damage to one unit for one HUNDRED energy when they spawn with 50? .........

the neural parasite nerf was really needed, infestors were beyond ridiculous, they're still really damn strong....
ItsBigfoot
Profile Blog Joined December 2009
United States432 Posts
May 06 2010 21:48 GMT
#425
On May 07 2010 06:39 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 06:37 iounas wrote:
On May 07 2010 06:09 Gont wrote:
On May 07 2010 06:06 GogoKodo wrote:
I posted this on reddit where the Phoenix youtube video was posted but I think it has it's place here as well.

+ Show Spoiler +

I think it's interesting and I'll wait to see if it's "broken" as people like to yell immediately at any new change.

And before the "auto micro" crowd gets going. It's not auto micro, you still need to control the unit. Yes it's less micro than the mutalisk required in SC1 for a moving shot but that doesn't mean your phoenixes are darting in and out against enemy units all on their own.
Some people say it's not adding any micro but this adds micro in battles that previously were just attack move fights. You would see this often in larger battles, attack move pheonixes into attack move mutas/whatever. Now the phoenix player can make a difference with micro by possibly darting in and out.

The possible broken situation is with phoenix chasing other units down. This might not be broken though if the other player can split up the units that are being chased, so the phoenixes will need to split targets or they will only get the chance to kill a smaller portion of the enemy army or even a single unit. This is added micro.
If you were shown a nuke for the very first time out of context you might think it was broken too. Just wait a little bit and see how it works out in a real game before you go insane screaming that the sky is falling and Blizzard is going with it.

not sure about that but how u wanna kill phoenix with mutas now? since the phoenix are much faster its impossible against a good player unless u have like 4 times more mutas...

but i wont whine until i played with and against it =)


Phoenix is supposed to be hard counter to mutas..Corsair group could rape infinite mutas.. This moving thing wont work against anything else..and phoenix itself isnt good against non light air


You could micro (spread out) against corsairs. Nothing you can do vs phoenixes, man.

This is the case with a lot of things in this game.


it's actually pretty simple. don't chase after the phoenix, if he has to move towards you, then you can shoot it before he micros away. the move-shot thing is only really good when the mutas chase the phoenix, and also helps against ovis/lifted units, though it really just makes it easier to use instead of more effective.
Kal Fighting!
sosn
Profile Joined April 2010
Canada31 Posts
Last Edited: 2010-05-06 21:50:37
May 06 2010 21:49 GMT
#426
Okay since no one seems to actually THINK and just cry and scream OP... IN essence, the way the Phoenix works as of this patch actually is a weakness.

Do none of you actually micro your units according to health? If your muta leading the pack takes a couple shots while chasing what do you do?! Why, you move him to the back of the pack, he can't be focused down due to the way this mechanic works.

Ever think about more than one control group? Split your muta's into two groups and apply basic tactics with terms such as "Flank".

It's honestly not that big of an issue unless he somehow has equal or more phoenixes and ground units then your muta's and ground units, in which case you're doing it wrong as a zerg player as you should tech switch out of muta's at that point!
I like chicken so much I eat it.
numberThirtyOne
Profile Joined March 2008
United States294 Posts
May 06 2010 21:50 GMT
#427
On May 07 2010 05:31 Zeke50100 wrote:
Did anybody else have the problem of having their keyboard TURNED OFF when they played a game? I lost my first placement match because my hotkeys were off, and my Menu Bar was conveniently unclickable. Never happened before the patch (before the reset) >.>


I had one game where no hotkeys worked at first. Alt-tabbed out and back in and everything worked again. Didn't coincide with a patch though.
voIDRAys are the most bm unit in SC2
Cheezy
Profile Joined May 2009
Sweden112 Posts
Last Edited: 2010-05-06 21:54:54
May 06 2010 21:51 GMT
#428
On May 07 2010 06:37 Captain Peabody wrote:
The micro in the second video above is terrible. Running the Phoenix past the Mutas repeatedly just lets the Mutas constantly pound on them.
There's pretty much no difference between what the guy in the video does, and what would happen if you just attack-moved...except you can't focus fire at all, so it's actually worse.

The proper way to Phoenix micro is to run the Phoenix around just out of range of the Mutas, so that the Phoenix can attack them without being attacked themselves. THIS way, the Phoenix are quite deadly.

Really, the fact that Phoenix can now destroy Mutas is really not a problem in my book, since it's specifically designed to counter them. Now, if we hear that the Phoenix is way too powerful against Corruptors, then I'll be worried...


You're a Protoss player aren't you?

In SC1, corsairs are regarded as anti-muta and anti-scourge units, but with decent micro the Zerg player can win a battle vs Corsairs. Phoenix vs muta however, is impossible to win for the muta side unless he flanks and has a lot more mutas.
Phoenixes are very effective at killing mutas but they also are faster AND have longer range than mutas. This screams OP.

Don't you see? This effectively makes mutas completely useless in ZvP
PanzerDragoon
Profile Joined March 2010
United States822 Posts
May 06 2010 21:51 GMT
#429
On May 07 2010 06:37 Captain Peabody wrote:
The micro in the second video above is terrible. Running the Phoenix past the Mutas repeatedly just lets the Mutas constantly pound on them.
There's pretty much no difference between what the guy in the video does, and what would happen if you just attack-moved...except you can't focus fire at all, so it's actually worse.

The proper way to Phoenix micro is to run the Phoenix around just out of range of the Mutas, so that the Phoenix can attack them without being attacked themselves. THIS way, the Phoenix are quite deadly.

Really, the fact that Phoenix can now destroy Mutas is really not a problem in my book, since it's specifically designed to counter them. Now, if we hear that the Phoenix is way too powerful against Corruptors, then I'll be worried...

Corruptors do like 14 to phoenixes and phoenixes do 10, and corruptors aren't as slow anymore.

I really doubt this is going to make them very useful against any armored air.
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
May 06 2010 21:51 GMT
#430
So is mech viable now?
神は乗り越えられる試練しか与えない
go4it
Profile Joined March 2010
Croatia91 Posts
May 06 2010 21:51 GMT
#431
Sentry dmg nerf.

ROFL

They needed to nerf ff not dmg, ffs.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
Last Edited: 2010-05-06 21:52:54
May 06 2010 21:52 GMT
#432
On May 07 2010 06:39 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 06:37 iounas wrote:
On May 07 2010 06:09 Gont wrote:
On May 07 2010 06:06 GogoKodo wrote:
I posted this on reddit where the Phoenix youtube video was posted but I think it has it's place here as well.

+ Show Spoiler +

I think it's interesting and I'll wait to see if it's "broken" as people like to yell immediately at any new change.

And before the "auto micro" crowd gets going. It's not auto micro, you still need to control the unit. Yes it's less micro than the mutalisk required in SC1 for a moving shot but that doesn't mean your phoenixes are darting in and out against enemy units all on their own.
Some people say it's not adding any micro but this adds micro in battles that previously were just attack move fights. You would see this often in larger battles, attack move pheonixes into attack move mutas/whatever. Now the phoenix player can make a difference with micro by possibly darting in and out.

The possible broken situation is with phoenix chasing other units down. This might not be broken though if the other player can split up the units that are being chased, so the phoenixes will need to split targets or they will only get the chance to kill a smaller portion of the enemy army or even a single unit. This is added micro.
If you were shown a nuke for the very first time out of context you might think it was broken too. Just wait a little bit and see how it works out in a real game before you go insane screaming that the sky is falling and Blizzard is going with it.

not sure about that but how u wanna kill phoenix with mutas now? since the phoenix are much faster its impossible against a good player unless u have like 4 times more mutas...

but i wont whine until i played with and against it =)


Phoenix is supposed to be hard counter to mutas..Corsair group could rape infinite mutas.. This moving thing wont work against anything else..and phoenix itself isnt good against non light air


You could micro (spread out) against corsairs. Nothing you can do vs phoenixes, man.

This is the case with a lot of things in this game.


Even if you spread out against corsairs, that only prolonged their eventual death. Same thing here: Even if you split up, it will only prolong their death. However, because Phoenixes don't do splash, you can flank them without sacrificing an entire group of Mutas.


On May 07 2010 06:51 Cheezy wrote:
Show nested quote +
On May 07 2010 06:37 Captain Peabody wrote:
The micro in the second video above is terrible. Running the Phoenix past the Mutas repeatedly just lets the Mutas constantly pound on them.
There's pretty much no difference between what the guy in the video does, and what would happen if you just attack-moved...except you can't focus fire at all, so it's actually worse.

The proper way to Phoenix micro is to run the Phoenix around just out of range of the Mutas, so that the Phoenix can attack them without being attacked themselves. THIS way, the Phoenix are quite deadly.

Really, the fact that Phoenix can now destroy Mutas is really not a problem in my book, since it's specifically designed to counter them. Now, if we hear that the Phoenix is way too powerful against Corruptors, then I'll be worried...


You're a Protoss player aren't you?

In SC1, corsairs are regarded as anti-muta and anti-scourge units, but with decent micro the Zerg player can with a battle vs Corsairs. Phoenix vs muta however, is impossible to win for the muta side unless he flanks and has a lot more mutas.

Don't you see? This effectively makes mutas completely useless in ZvP


It's called hard-counters. I don't see you complaining about how Siege Tanks are auto-raped by Immortals?
Vei
Profile Joined March 2010
United States2845 Posts
May 06 2010 21:52 GMT
#433
not to rage any more than I already have but now I can't even take on planetary fortresses any more =| thx corrupter nerf! now i'll never make you again except to deal with colossus and in 2v2, carriers/bc's.

have fun free expanding terran :D :D :D :D
www.justin.tv/veisc2 ~ 720p + commentary
Axonn
Profile Joined April 2010
Croatia287 Posts
May 06 2010 21:52 GMT
#434
Europe is down currently...
protoss an infestor nerf..... omg collosus is way 2 nefred we will see if improved speed helps anyhow
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 06 2010 21:53 GMT
#435
On May 07 2010 06:51 AsianEcksDragon wrote:
So is mech viable now?

lol +10hp tanks won't change much at all
Garrl
Profile Blog Joined February 2010
Scotland1972 Posts
Last Edited: 2010-05-06 21:55:22
May 06 2010 21:54 GMT
#436
http://www.youtube.com/watch?v=UpMQ4_ZSJQw&feature=player_embedded#!

... Honestly, does Blizzard even understand what the community wants? :\ Jesus christ, I never thought it was possible to turn SC2 into an EVEN MORE easy mode 1a game. Edit: oops, wrong video
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
May 06 2010 21:55 GMT
#437
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)
神は乗り越えられる試練しか与えない
ManiacTheZealot
Profile Joined December 2009
United States490 Posts
May 06 2010 21:55 GMT
#438
The infestor nerfs were very noticeable. Not getting them early enough to save up energy for that first neural parasite can get you killed. Ultralisks are still suffering from the same problems I almost died using them just like before.
shinosai
Profile Blog Joined April 2010
United States1577 Posts
Last Edited: 2010-05-06 21:56:58
May 06 2010 21:56 GMT
#439
On May 07 2010 06:51 AsianEcksDragon wrote:
So is mech viable now?


Extremely viable vs zerg now. Thors unable to be mc'd (til late game and they get the upgrade), overall dps increase in a mixed army of marauders and hellions. Yes, they used to 1 shot hydras, but now if they are missing anymore than 20 hp it is a damage increase. Mech has always been viable in ran mirror.... and now probably moreso as the thor is far more effective vs marauders now (always took 2 shots to kill them, now those 2 shots come faster).

Versus toss I'd say mech is less viable. No cannon means immortals will be better vs them.
Be versatile, know when to retreat, and carry a big gun.
Xenocide_Knight
Profile Blog Joined January 2008
Korea (South)2625 Posts
May 06 2010 21:56 GMT
#440
On May 07 2010 06:52 Zeke50100 wrote:
Show nested quote +
On May 07 2010 06:39 HeyheyLBJ wrote:
On May 07 2010 06:37 iounas wrote:
On May 07 2010 06:09 Gont wrote:
On May 07 2010 06:06 GogoKodo wrote:
I posted this on reddit where the Phoenix youtube video was posted but I think it has it's place here as well.

+ Show Spoiler +

I think it's interesting and I'll wait to see if it's "broken" as people like to yell immediately at any new change.

And before the "auto micro" crowd gets going. It's not auto micro, you still need to control the unit. Yes it's less micro than the mutalisk required in SC1 for a moving shot but that doesn't mean your phoenixes are darting in and out against enemy units all on their own.
Some people say it's not adding any micro but this adds micro in battles that previously were just attack move fights. You would see this often in larger battles, attack move pheonixes into attack move mutas/whatever. Now the phoenix player can make a difference with micro by possibly darting in and out.

The possible broken situation is with phoenix chasing other units down. This might not be broken though if the other player can split up the units that are being chased, so the phoenixes will need to split targets or they will only get the chance to kill a smaller portion of the enemy army or even a single unit. This is added micro.
If you were shown a nuke for the very first time out of context you might think it was broken too. Just wait a little bit and see how it works out in a real game before you go insane screaming that the sky is falling and Blizzard is going with it.

not sure about that but how u wanna kill phoenix with mutas now? since the phoenix are much faster its impossible against a good player unless u have like 4 times more mutas...

but i wont whine until i played with and against it =)


Phoenix is supposed to be hard counter to mutas..Corsair group could rape infinite mutas.. This moving thing wont work against anything else..and phoenix itself isnt good against non light air


You could micro (spread out) against corsairs. Nothing you can do vs phoenixes, man.

This is the case with a lot of things in this game.


Even if you spread out against corsairs, that only prolonged their eventual death. Same thing here: Even if you split up, it will only prolong their death. However, because Phoenixes don't do splash, you can flank them without sacrificing an entire group of Mutas.


http://www.teamliquid.net/tlpd/games/9692_Jaedong_vs_Much/vod

and



I see you're still trying to spread your ignorance to every thread possible
Shine[Kal] #1 fan
Vimsey
Profile Joined May 2010
United Kingdom2235 Posts
May 06 2010 21:56 GMT
#441
On May 07 2010 06:46 Ovi wrote:
Thats great that they fixed alot of hotkey issues. However they missed to fix the hotkey conflict with roaches and "set worker rallypoint", both on "R". This can cause a Zerg to unintentionally select the worker rallypoint when trying to build a Roach when there is no larva (just like with ventral sacs and overlords before this patch). Having drones sent out to randomly located rallypoints all over the map obviously isnt a good thing.

As far as I know noone even uses the "set worker rallypoint" hotkey since one can simply rightclick with mouse on minerals/gas to set the rallypoint, but if they insist on keeping a hotkey for it they should atleast change it to some key that isnt also a key for a unit.

Or alternatively they could just let us set whatever keys we want to whatever command and then we can only blame ourselves if there are problems with it. Took them ages to finally allow it in warcraft via text file probably because everyone was using warkeys for dota and wc3.

Beggars belief that a modern game cant handle assigning extra mouse buttons and keys.
bountyface
Profile Joined February 2010
United States95 Posts
May 06 2010 21:56 GMT
#442
On May 07 2010 06:51 go4it wrote:
Sentry dmg nerf.

ROFL

They needed to nerf ff not dmg, ffs.



it punishes you for massing sentries. think ffs.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
May 06 2010 21:57 GMT
#443
On May 07 2010 06:51 go4it wrote:
Sentry dmg nerf.

ROFL

They needed to nerf ff not dmg, ffs.


you retard, they nerf ff use by nerfing sentry dmg
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 21:58 GMT
#444
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.
If you have a good reason to disagree with the above, please tell me. Thank you.
SirGlinG
Profile Blog Joined January 2008
Sweden933 Posts
Last Edited: 2010-05-06 22:01:59
May 06 2010 22:00 GMT
#445
I'd suggest that all Protoss users abuse the phoenix until Blizzard hopefully adds a "a move" or patrol move to the attack micro. All in all it's a step in the right direction!

Another point:
I've been wondering wether the new players( Browders talk of mothers being able to sit down and play the game) care about these micro details we want to be added.

If they'd have a difficult micro function for every unit to separate the s-class gamers skillwise and even added the high ground advantage from sc1 would it make a difference to the mothers?
It would to most of us here on TL but would it destroy the gaming experience for the new players who are gathered together in the lower divisions?

We want the game to be more difficult and have the same thrill that broodwar could give us with the endless skill ceiling. In my opinion there would be no harm to the new players in adding difficulty. It is what gave broodwar it's long life, it can do the same for starcraft 2.

There's a genuine challenge in choosing the most difficult of strategical games and not the easier ones. I think we can find a common motivation among the Starcraft players here. The quest for the deepest and most difficult challenge. Anything else might feel like cheating yourself and choosing the easy way out and not the most rewarding one.
Not my chair. Not my problem. That's what I say
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
Last Edited: 2010-05-06 22:01:05
May 06 2010 22:00 GMT
#446
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.

Thanks. I suspected that it was the hotkey changing. I did the bw layout for location saving and recalling. Blizzard really hates bw players -.-
神は乗り越えられる試練しか与えない
Badjez.
Profile Joined April 2010
Sweden56 Posts
May 06 2010 22:02 GMT
#447
On May 07 2010 06:28 Sublimis wrote:
"du... praktikant-jonas, kan du fixa det här med moving shot på phoenix? ska vara klart om en timme, ah grymt tack tja"

Damnit I've been loling at this for 5 min now. I guess I'm easily entertained. Imagine Dustin Browder with his huge bald head uttering these words, i have no idea why he would be fluent in swedish, but still.
D-Lite
Profile Blog Joined May 2010
United Kingdom223 Posts
May 06 2010 22:03 GMT
#448
On May 07 2010 05:24 Megaman703 wrote:
Show nested quote +
On May 07 2010 05:18 theqat wrote:

Classic
-Train Thor hotkey has been changed from O to G.
-Train Viking hotkey has been changed from Y to W



Do these mappings not make sense to anybody else?



These are left handed mappings...
Real men proxygate
Re-Play-
Profile Blog Joined September 2007
Dominican Republic825 Posts
May 06 2010 22:03 GMT
#449
THIS IS THE BEST PATCH EVER
P1: Best rank? P2:1st time iccup, P1:really? P1 looks at the account of P2 WOW B+ last season ^^
shinosai
Profile Blog Joined April 2010
United States1577 Posts
May 06 2010 22:04 GMT
#450
http://forums.battle.net/thread.html?topicId=24702391969&sid=5000

Situation report. Blizzard explains why they made the changes that they did.
Be versatile, know when to retreat, and carry a big gun.
On_Slaught
Profile Joined August 2008
United States12190 Posts
May 06 2010 22:04 GMT
#451
Holy shit people STOP SAYING EVERYTHING IS THE SAME FOR COLLOSI AND THOR. Even if the dmg ratio is the same IT NOW TAKES TWO SHOTS TO KILL UNITS THAT USED TO TAKE ONE. That is very significant.
Half
Profile Joined March 2010
United States2554 Posts
May 06 2010 22:04 GMT
#452
The solution is to give Corruptors a projectile version of fungal growth as there ability and give infestors something else

Perfect...fit.
Too Busy to Troll!
PanzerDragoon
Profile Joined March 2010
United States822 Posts
May 06 2010 22:04 GMT
#453
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
gaizka
Profile Blog Joined August 2008
United States991 Posts
May 06 2010 22:06 GMT
#454
Downloading the new patch, I love the zerg changes, specially the fact that the broodlord damage did not got nerfed, buffed ultras, new corruptors, with the survey 3 data I thought the overseer change would be in this patch but oh well. Can't wait to play :D
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 06 2010 22:07 GMT
#455
bc buff makes tvp easier, but hardcore thor nerf makes tvz weird. Basically any money that used to go into thors now goes into ravens instead, no point in making thors with them being this useless (can't 1-shot hydras, spell attack basically unuseable).

I don't like the new corruption, the old one was a lot more interesting and viable imo. The unit's attack buff is odd to me though. Sentries are weaker, which makes fighting zerg air as protoss a lot harder imo.

I wonder if the infestor/corruptor change is for zerg to deal with the ravens terran now has to make instead of thors?
Seems like tvz is now identical to bw tvz: mass mnm + ravens ~ mass mnm + sv.

Colos nerf seems weird to me, seems like it makes pvz a lot harder. Basically no reason to use them vs terran at all now, and basically stalkers/immortal are the superior unit in pvp as well. I don't know why you'd make any colos anymore.

Thors seem useless across the board as well too now. I used them a lot in tvz and sometimes in tvt, but they weren't that useful in tvt. They're now useless for tvz, and their weaker attack and uselessness of their spell makes them useless in tvt. They were already useless in tvp.

The raven buff seems like it makes tvt completely focused on excusively air now. It'll be so easy to mass rape large quantities of tanks or especially bio now with seeker.

I don't understand the nerf on sunks/spores at all. I mean, I don't see what problem existed with them that this change fixes at all.

Neural seems useless now. Fungal was generally always better before, but now it seems always better, unless they expect terran to go pure bc vs z for some reason.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
shinosai
Profile Blog Joined April 2010
United States1577 Posts
May 06 2010 22:07 GMT
#456
On May 07 2010 07:04 On_Slaught wrote:
Holy shit people STOP SAYING EVERYTHING IS THE SAME FOR COLLOSI AND THOR. Even if the dmg ratio is the same IT NOW TAKES TWO SHOTS TO KILL UNITS THAT USED TO TAKE ONE. That is very significant.


It's also significant that anytime you mix the thor with other units the thors damage increases. Overkill has been significantly reduced when the thor is in a balanced army.
Be versatile, know when to retreat, and carry a big gun.
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
May 06 2010 22:08 GMT
#457
On May 07 2010 07:04 PanzerDragoon wrote:
Show nested quote +
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
Bibdy
Profile Joined March 2010
United States3481 Posts
May 06 2010 22:08 GMT
#458
On May 07 2010 07:04 shinosai wrote:
http://forums.battle.net/thread.html?topicId=24702391969&sid=5000

Situation report. Blizzard explains why they made the changes that they did.


OH SMACK! This is going to get interesting.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 22:09 GMT
#459
On May 07 2010 07:07 Nightmarjoo wrote:
I don't understand the nerf on sunks/spores at all. I mean, I don't see what problem existed with them that this change fixes at all.


fe with mass spine crawler defense zvp is now probably next to impossible on maps with backdoors.
I like that btw
If you have a good reason to disagree with the above, please tell me. Thank you.
Darien
Profile Joined May 2010
1 Post
May 06 2010 22:09 GMT
#460
To add one of my observations: Thor and Collossus are now more effective against Immortal because of their firing speed. Less of their damage is reduced by hardened shield.
And one note for the Phoenix. I presume, it's gonna be a lot stronger against Mutalisks, on the other hand, against Terran, there is really no change, since Viking has superior range.
zomgzergrush
Profile Joined August 2008
United States923 Posts
May 06 2010 22:10 GMT
#461
"splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage."

A.K.A. Blizz completely botched it and simply won't admit it.
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 22:11 GMT
#462
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.


Please give them burrow move o.0
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
Last Edited: 2010-05-06 22:13:40
May 06 2010 22:11 GMT
#463
On May 07 2010 07:04 On_Slaught wrote:
Holy shit people STOP SAYING EVERYTHING IS THE SAME FOR COLLOSI AND THOR. Even if the dmg ratio is the same IT NOW TAKES TWO SHOTS TO KILL UNITS THAT USED TO TAKE ONE. That is very significant.


And it takes less time to kill marines with colossus than it used to.

It's not the same but it's not all bad.

Not sure about colossus but I would definitely say that it's a nerf to the thor. Thor drop used to be very, very strong against zerg because hydras did so poorly against it and roaches or lings couldn't take out the medivac. Hydras should do a good job against that threat now.
I
AdahnSC
Profile Joined March 2010
United States376 Posts
May 06 2010 22:11 GMT
#464
"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."

Herm, exciting.
IrVeNoJu
Profile Joined April 2010
Poland61 Posts
May 06 2010 22:11 GMT
#465
they lowered hp and armor of Broodlord but didn't touched it's cost , strange....
W.A.M
Jadix
Profile Joined September 2004
United States134 Posts
May 06 2010 22:12 GMT
#466
Ultralisks dont suck because their damage was low...they suck because they're T3, huge, slow, but mostly because they're late-game melee. Thors are so much better in comparison (great Anti air, ranged attack, and a high damage devastating ability).

To make Ultras useful, they need an ability, like some kind of war elephant-type charge that damages and pushes units (imagine using it to split up an MMM ball).
roemy
Profile Joined April 2010
Germany432 Posts
May 06 2010 22:13 GMT
#467
On May 07 2010 06:48 Fayth wrote:
the neural parasite nerf was really needed, infestors were beyond ridiculous, they're still really damn strong....
i challenge that statement... an (immobile) 90 HP unit with the shitty armored attribute [while getting the same attack prio as any unit with a weapon] wasn't that much of a threat.
it's also easy to spot (easier than e.g. a ghost anyways) yet despite all this quite expensive.

these upgrades might just have killed NP and made corruptors the new weapon against big, juicy targets.
rock is fine.. paper could need a buff, but scissors have to be nerfed
Bibdy
Profile Joined March 2010
United States3481 Posts
May 06 2010 22:14 GMT
#468
In an effort to better explain changes being made within the StarCraft II beta, we wanted to establish the Situation Report in which we take the time to share a little more insight into the balance choices we make and how we believe these changes will play out. We are incredibly dedicated to bringing you the quality and high standards that you expect of a Blizzard game and StarCraft II, and hope that by sharing more of our thoughts with you, that we can continue to both receive great feedback, but continue to see great matches within the game.

We have been working hard over the last many weeks to try to make the races as fun as possible to play. We are seeing win/loss ratios (when you factor in skill) of as little as 6% between each of the races. This is a great place for us to be during a beta, when players are still learning the races and we are still making a lot of changes. In general we believe that Terrans are still a little weak against Protoss. The other match ups are too close to call and (according to our current numbers) are within 1% win/loss. We are also getting more and more excited about what we are seeing in our mirror matches. Terran vs. Terran is a very diverse match for example and we are starting to see some really nice diversity in Zerg vs. Zerg which is a huge win for us and the community considering how stale that match was when we started the Beta.

We’ve made a significant amount of changes within the latest beta patch 11 and wanted to give a brief overview on these changes.

Splash- Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

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.

Battlecruiser -The build time has been decreased from 110 to 90.

We are trying to make this ship a little more useful. In reality this unit is easily countered by Corruptor, Void Ray, or Viking which may already be in play by the time it arrives, but we think it might see a little more play if it’s just easier to build.

Hellion- The range has been increased from 5 to 6.

This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.

Raven- Seeker Missile range has been decreased from 9 to 6.- Splash radius has been decreased from 2.4 to 2.- upgrade no longer requires Fusion Core.

We are hoping to see some more Seeker missiles without unbalancing the unit. At the same time we want to reduce the effectiveness of Seeker missile in 2v2 games where mass Ravens have (on occasion) been a problem.

Siege Tank- Life increased from 150 to 160.

Siege Tanks are seeing good use in several match-ups but we still think they could be a little tougher so they can maybe get in one more shot during big fights.

Thor- Ground damage decreased from 45 to 30- Ground rate of fire improved from 1.93 to 1.28.- Air damage changed from 8 (+4 Light) to 6 (+6 Light).- 250mm Strike Cannons are now an upgrade at the Factory Tech Lab; research now costs 150/150 and 110 seconds; energy cost increased from 100 to 150.

The damage change reduces the Thor’s opening burst, which will mean that some units will be able to shoot a little longer before being destroyed. The increase in rate of fire means the damage-per-second remains the same, but it does change a few relationships. Thors are no longer as effective against Roaches (for example) without fire support from Marauders.

The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg. This is (of course) not enough to really change that relationship, but we have some more plans for the Ultralisk in the next patch.

The anti-air changes make Thors a little more clear in their role as an anti-light AA weapon which gives more value to Vikings and Marines.

Archon- The splash radius has been increased from 0.8 to 1.

This minor buff to the Archon makes it a little bit more useful but doesn’t really change a lot of its core relationships. We still view the Archon as a recycle for a High Templar who is out of mana and not a core unit that you will build unless you are facing very specific opposition (like mass Mutalisks for example).

Colossus- The damage has been decreased from 20 to 15. The rate of fire has been improved from 2.2 to 1.65.

The changes to the Colossus damage and rate of fire are similar to the changes to the Thor. They reduce the burst damage from the Colossus so fewer units will die in the initial blast and get to shoot a little bit longer before they are hit by more blasts. The damage is lower, but the damage per second is DPS is the same.

Phoenix - Can now attack while moving.

This is a huge change that allows a Phoenix to dance around Mutalisks and other air units and attack them while moving. Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks so long as they are willing to attack and move away. Use your Phoenix to keep out of the Mutalisk attack range while firing yourself and you can do a lot of damage to a pack of Mutalisks.

Sentry- The damage has been decreased from 8 to 6.

We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields, but we do want to see a higher cost for those Force Fields. By reducing Sentry damage we believe that Protoss players will have to be more careful about the number of Sentry they make.

Broodlord- Life has been decreased from 275 to 225. Armor has been decreased from 2 to 1.

Broodlords are awesome. They needed to be a little weaker. They should still be pretty scary.

Corruptor- Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive), speed increased from 2.75 to 2.9531, Corruption ability redesigned: Single target. Increases damage taken by 20%. Lasts 30 seconds. Costs 100 energy. Range 6. Cannot target structures.

All of these changes are a buff to the Corruptor. You will pay less gas for a similar level of Corruptor fire power. The Corruptor is faster and more able to keep up with your Mutalisks. In addition its special ability has changed. You no longer use Corruptors just to stun important enemy buildings but you can weaken important enemy units on the battlefield to make them more vulnerable to attack by both your air and ground units.

Infestor- Neural Parasite is now an upgrade at the Infestation Pit, research costs 150/150 and 110 seconds, can now target Air units, energy cost increased from 50 to 100.

The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily. It is also consistent with what we think the power level of the ability is against Thor and other units. We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.

Spine Crawler- The root time has been increased from 6 to 12.

At some levels of play we are seeing spine crawlers used to protect a Zerg player until he can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.”

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.

What’s Next?

We are working hard on a few issues for the next patch. Obviously we are going to be playing this patch with the community to see what we broke with all of these changes. We are also going to continue to evaluate the Ultralisk and the Zerg in general to make sure they have enough choices and options on all of their units.


http://forums.battle.net/thread.html?topicId=24702391969&sid=5000

For those who may have missed it.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
May 06 2010 22:14 GMT
#469
Nice patch. Big buffs to the Thor, now that it doesn't overkill as much against lings.

I approve of the direction of the changes to the Brood Lord and Ultralisk. We'll have to see if the magnitude of the changes proves to be adequate.

There's only one thing I don't quite agree with, and that's the Corruption spell 'redesign'- they might as well have said Corruption spell removed. In fact, that would've been a big buff for Corruptors, because instead of having an energy bar that does nothing, they would lose their energy bar and become immune to feedback.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Hellhammer
Profile Blog Joined March 2010
Canada144 Posts
May 06 2010 22:15 GMT
#470
I don't see anything wrong with the patch guys! Zerg got owned this patch because at pro level, zerg was dominating. Look at the korean servers; if you know how to play this is balanced so far. I want to see replays of pvz at pro level when protoss uses phoenix. Otherwise, what is everyone crying about?

You actually think Blizzard looks at anything lower than 10plat -if that- when trying to debate nerfs and buffs? x.x

I am surprised they didn't touch on the vortex, surround glitch with colisus.
If Jesus comes, kill him again.
rackdude
Profile Blog Joined January 2010
United States882 Posts
May 06 2010 22:16 GMT
#471
On May 07 2010 07:14 Bibdy wrote:
Show nested quote +
In an effort to better explain changes being made within the StarCraft II beta, we wanted to establish the Situation Report in which we take the time to share a little more insight into the balance choices we make and how we believe these changes will play out. We are incredibly dedicated to bringing you the quality and high standards that you expect of a Blizzard game and StarCraft II, and hope that by sharing more of our thoughts with you, that we can continue to both receive great feedback, but continue to see great matches within the game.

We have been working hard over the last many weeks to try to make the races as fun as possible to play. We are seeing win/loss ratios (when you factor in skill) of as little as 6% between each of the races. This is a great place for us to be during a beta, when players are still learning the races and we are still making a lot of changes. In general we believe that Terrans are still a little weak against Protoss. The other match ups are too close to call and (according to our current numbers) are within 1% win/loss. We are also getting more and more excited about what we are seeing in our mirror matches. Terran vs. Terran is a very diverse match for example and we are starting to see some really nice diversity in Zerg vs. Zerg which is a huge win for us and the community considering how stale that match was when we started the Beta.

We’ve made a significant amount of changes within the latest beta patch 11 and wanted to give a brief overview on these changes.

Splash- Splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.

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.

Battlecruiser -The build time has been decreased from 110 to 90.

We are trying to make this ship a little more useful. In reality this unit is easily countered by Corruptor, Void Ray, or Viking which may already be in play by the time it arrives, but we think it might see a little more play if it’s just easier to build.

Hellion- The range has been increased from 5 to 6.

This is not an actual change to the area effect of the weapon. The weapon was always range 6, but it would only acquire targets at range 5 so it would get a little bit of splash that would hit enemies behind its initial target. By making the weapon range 6 it is easier to shoot and run from enemy units. It does make the splash a little less useful if you are just using the “attack move” command.

Raven- Seeker Missile range has been decreased from 9 to 6.- Splash radius has been decreased from 2.4 to 2.- upgrade no longer requires Fusion Core.

We are hoping to see some more Seeker missiles without unbalancing the unit. At the same time we want to reduce the effectiveness of Seeker missile in 2v2 games where mass Ravens have (on occasion) been a problem.

Siege Tank- Life increased from 150 to 160.

Siege Tanks are seeing good use in several match-ups but we still think they could be a little tougher so they can maybe get in one more shot during big fights.

Thor- Ground damage decreased from 45 to 30- Ground rate of fire improved from 1.93 to 1.28.- Air damage changed from 8 (+4 Light) to 6 (+6 Light).- 250mm Strike Cannons are now an upgrade at the Factory Tech Lab; research now costs 150/150 and 110 seconds; energy cost increased from 100 to 150.

The damage change reduces the Thor’s opening burst, which will mean that some units will be able to shoot a little longer before being destroyed. The increase in rate of fire means the damage-per-second remains the same, but it does change a few relationships. Thors are no longer as effective against Roaches (for example) without fire support from Marauders.

The Thor Strike Cannons have become an upgrade to try to help out the Ultralisk, who is countered so hard by this attack that we see very few Ultralisks in Terran vs. Zerg. This is (of course) not enough to really change that relationship, but we have some more plans for the Ultralisk in the next patch.

The anti-air changes make Thors a little more clear in their role as an anti-light AA weapon which gives more value to Vikings and Marines.

Archon- The splash radius has been increased from 0.8 to 1.

This minor buff to the Archon makes it a little bit more useful but doesn’t really change a lot of its core relationships. We still view the Archon as a recycle for a High Templar who is out of mana and not a core unit that you will build unless you are facing very specific opposition (like mass Mutalisks for example).

Colossus- The damage has been decreased from 20 to 15. The rate of fire has been improved from 2.2 to 1.65.

The changes to the Colossus damage and rate of fire are similar to the changes to the Thor. They reduce the burst damage from the Colossus so fewer units will die in the initial blast and get to shoot a little bit longer before they are hit by more blasts. The damage is lower, but the damage per second is DPS is the same.

Phoenix - Can now attack while moving.

This is a huge change that allows a Phoenix to dance around Mutalisks and other air units and attack them while moving. Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks so long as they are willing to attack and move away. Use your Phoenix to keep out of the Mutalisk attack range while firing yourself and you can do a lot of damage to a pack of Mutalisks.

Sentry- The damage has been decreased from 8 to 6.

We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields, but we do want to see a higher cost for those Force Fields. By reducing Sentry damage we believe that Protoss players will have to be more careful about the number of Sentry they make.

Broodlord- Life has been decreased from 275 to 225. Armor has been decreased from 2 to 1.

Broodlords are awesome. They needed to be a little weaker. They should still be pretty scary.

Corruptor- Corruptor damage changed from 12 (+10 Massive) to 14 (+6 Massive), speed increased from 2.75 to 2.9531, Corruption ability redesigned: Single target. Increases damage taken by 20%. Lasts 30 seconds. Costs 100 energy. Range 6. Cannot target structures.

All of these changes are a buff to the Corruptor. You will pay less gas for a similar level of Corruptor fire power. The Corruptor is faster and more able to keep up with your Mutalisks. In addition its special ability has changed. You no longer use Corruptors just to stun important enemy buildings but you can weaken important enemy units on the battlefield to make them more vulnerable to attack by both your air and ground units.

Infestor- Neural Parasite is now an upgrade at the Infestation Pit, research costs 150/150 and 110 seconds, can now target Air units, energy cost increased from 50 to 100.

The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily. It is also consistent with what we think the power level of the ability is against Thor and other units. We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.

Spine Crawler- The root time has been increased from 6 to 12.

At some levels of play we are seeing spine crawlers used to protect a Zerg player until he can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.”

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.

What’s Next?

We are working hard on a few issues for the next patch. Obviously we are going to be playing this patch with the community to see what we broke with all of these changes. We are also going to continue to evaluate the Ultralisk and the Zerg in general to make sure they have enough choices and options on all of their units.


http://forums.battle.net/thread.html?topicId=24702391969&sid=5000

For those who may have missed it.


I made a post of this and it got closed... can I ask the mods why?
Sweet.
Twitchzor
Profile Joined April 2010
Sweden33 Posts
Last Edited: 2010-05-06 22:38:04
May 06 2010 22:16 GMT
#472
The corrupt ability
One way to make it a bit more useful would be if it could be used against any unit and buildings. That way if you wanted to snipe an expo you'd be able to do it 20% faster if you bring a corruptor with your army, which is not bad. Not to mention should it ever come to a base race and you have a few corruptors they would actually be useful and not just idle around while your ground units are doing all the damage. That way it would be pretty good to make a one or two corruptors just for this ability if you happen to have a spire up and not only use it as an AA-unit.
You are now breathing manually
SteeJanS
Profile Joined March 2010
Canada111 Posts
May 06 2010 22:19 GMT
#473
On May 07 2010 07:16 Twitchzor wrote:
-Corruptor speed increased from 2.75 to 2.9531

Don't be fooled by the 'speed increased'. They mean that the time between attacks has been increased.


Move speed not attack speed...
Icx
Profile Blog Joined November 2009
Belgium853 Posts
May 06 2010 22:19 GMT
#474
On May 07 2010 07:16 Twitchzor wrote:
So let's go a bit into detail about the Corruptor.



Don't be fooled by the 'speed increased'. They mean that the time between attacks has been increased.



your wrong, it's an actual movement speed increase, not attack cooldown, read the patch11 report a bit above your post.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 06 2010 22:19 GMT
#475
The movement speed was increased, they didn't touch the attack speed...
If you have a good reason to disagree with the above, please tell me. Thank you.
Cheezy
Profile Joined May 2009
Sweden112 Posts
May 06 2010 22:19 GMT
#476
NP might have needed a nerf, but I think Blizzard has overdone it. It requires a long, costly research AND got an energy raise.

also,
Slightly offtopic but why can't I post in the battle.net SC2 forums?

I login with my account attached to my SC2 key but,
"The account you are logged in with is not able to post on this forum. Please log out and select a different account if you want to post. "
Seltsam
Profile Blog Joined April 2010
United States343 Posts
May 06 2010 22:19 GMT
#477
Just did some really quick math. It takes a Colossus longer to kill Zerglings now, but they kill Marines and Marauders faster. 30 damager per attack around = 5 rounds to kill a Marauder = 8.25 seconds. Before today, it was 40 damage per attack round = 4 rounds to kill a Marauder = 8.8 seconds. It seems as though the Colossus is buffed against some units, nerfed against others. So, as seems to be the general consensus, the Colossus is more or less the same as it was before, but more of a well-rounded high-tier unit. Which I think is cool.
Team Limited ftw! www.teamltd.net
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
May 06 2010 22:22 GMT
#478
On May 07 2010 07:08 Bibdy wrote:
Show nested quote +
On May 07 2010 07:04 shinosai wrote:
http://forums.battle.net/thread.html?topicId=24702391969&sid=5000

Situation report. Blizzard explains why they made the changes that they did.


OH SMACK! This is going to get interesting.

Oh, this was interesting. I disagree with them about the changes to the thor and colos though, I feel like the changes are more radical than they suggest. And I definitely think the corruptor's new ability is a lot less useful than its original one still. I haven't tried out phoenixes, but I don't think the small change they made is really that significant off-hand.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
May 06 2010 22:23 GMT
#479
Phoenix is microable.
pretty good patch. i would play if i had a better computer
Nada's body is South Korea's greatest weapon.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 06 2010 22:23 GMT
#480
On May 07 2010 07:19 Seltsam wrote:
Just did some really quick math. It takes a Colossus longer to kill Zerglings now, but they kill Marines and Marauders faster. 30 damager per attack around = 5 rounds to kill a Marauder = 8.25 seconds. Before today, it was 40 damage per attack round = 4 rounds to kill a Marauder = 8.8 seconds. It seems as though the Colossus is buffed against some units, nerfed against others. So, as seems to be the general consensus, the Colossus is more or less the same as it was before, but more of a well-rounded high-tier unit. Which I think is cool.

i think it's a good trade off at least you have the chance to micro around the 5th shot and it requires more colossus before reaching that critical mass where it just obliterates tons of units in the first volley.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Red[Dr]
Profile Joined April 2010
Canada17 Posts
May 06 2010 22:25 GMT
#481
On May 07 2010 06:53 Fayth wrote:
Show nested quote +
On May 07 2010 06:51 AsianEcksDragon wrote:
So is mech viable now?

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.
-
Re-Play-
Profile Blog Joined September 2007
Dominican Republic825 Posts
May 06 2010 22:26 GMT
#482
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
P1: Best rank? P2:1st time iccup, P1:really? P1 looks at the account of P2 WOW B+ last season ^^
EnderSC
Profile Blog Joined May 2010
62 Posts
Last Edited: 2010-05-06 22:29:11
May 06 2010 22:26 GMT
#483
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)
Any man who knows a thing, knows he knows not a damn thing at all
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 22:27 GMT
#484
@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"
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
May 06 2010 22:27 GMT
#485
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?
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
May 06 2010 22:27 GMT
#486
"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!
@DBWiggin, SC2 ref
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2010-05-06 22:29:21
May 06 2010 22:28 GMT
#487
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.
:)
Neosta2
Profile Joined March 2010
China117 Posts
May 06 2010 22:28 GMT
#488
After installing the patch my hot key for overload is still "v" anyone else have this problem?
My country is the world and my religion is to do good. - Thomas Paine
PanzerDragoon
Profile Joined March 2010
United States822 Posts
May 06 2010 22:29 GMT
#489
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?
Deathfate
Profile Joined November 2008
Spain555 Posts
May 06 2010 22:29 GMT
#490
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.
Feel the power of the zerg swarm.
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
May 06 2010 22:29 GMT
#491
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.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Severedevil
Profile Blog Joined April 2009
United States4838 Posts
May 06 2010 22:34 GMT
#492
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?
My strategy is to fork people.
EnderSC
Profile Blog Joined May 2010
62 Posts
May 06 2010 22:34 GMT
#493
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
Any man who knows a thing, knows he knows not a damn thing at all
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 22:35 GMT
#494
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 >.>
Cheezy
Profile Joined May 2009
Sweden112 Posts
Last Edited: 2010-05-06 22:37:29
May 06 2010 22:36 GMT
#495
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.
lololol
Profile Joined February 2006
5198 Posts
May 06 2010 22:37 GMT
#496
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.
I'll call Nada.
shieldbreak
Profile Joined February 2010
United States406 Posts
May 06 2010 22:38 GMT
#497
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.
Many a sleepless nights were spent doing absolutely nothing.
roemy
Profile Joined April 2010
Germany432 Posts
May 06 2010 22:38 GMT
#498
...
imagine this kind of "moving shot" for reapers or hellions
rock is fine.. paper could need a buff, but scissors have to be nerfed
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
May 06 2010 22:39 GMT
#499
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..?
@DBWiggin, SC2 ref
Mr.Eternity
Profile Joined May 2010
United States143 Posts
May 06 2010 22:39 GMT
#500
Can't wait for HD and Husky's take on this one
"Because nobody can make it alone"
Choo
Profile Joined February 2010
United States126 Posts
Last Edited: 2010-05-06 22:46:37
May 06 2010 22:40 GMT
#501
Q: Do you think you will add any new units (or take any out) before release or is the current unit roster definite?
A: I doubt we will cut units but I expect that we will make some changes to current units. The Phoenix and Corruptor are currently being evaluated and may see some changes in the next few weeks.


When I read this last week on the dev chat. I was hoping the changes aimed at the Phoenix would be more geared at making them more viable in a variety of MU's, not just making them better against Mutas :\
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 06 2010 22:40 GMT
#502
maybe it was just weird or just me, however playing a game against the new ultralisk made me see something shocking, a gap a 2lings couldnt fit through side by side the ultralisk fit through on kulas, i then get army surrounded naturally deciding to spam FF on one side, except the ultras seemed to ignore that it was there and keep going through

is this just me or is something fucking wrong here?
Artillery spawned from the forges of Hell
Twitchzor
Profile Joined April 2010
Sweden33 Posts
May 06 2010 22:41 GMT
#503
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.

You just got an actual moving attack and you're still whining. Considering your nick i will just take it you're a Trololololol.
You are now breathing manually
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2010-05-06 22:44:26
May 06 2010 22:42 GMT
#504
On May 07 2010 07:36 Cheezy wrote:
Show nested quote +
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.


Lol? Because people always open up Phoenix?

The problem was that Phoenix sucked against air. Critical mass of mutas? Too bad. Now an intelligent player will be able to deal with air much better, as opposed to just dealing with the crappy anti air we've had for ages.

Vikings and Corruptors kick ass. Phoenix needed loving. They were more useful against ground units (LOL)

Solid change, imo.
TT1
Profile Blog Joined December 2008
Canada10005 Posts
May 06 2010 22:42 GMT
#505
wow hellion + tanks are so strong now tvp, hellions do so much damage
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Deathfate
Profile Joined November 2008
Spain555 Posts
May 06 2010 22:42 GMT
#506
Yes, lets make 8 corruptors to kill his phoenix!! Then what the hell are you doing with them (unless you P opponent is retarded and goes colossi instead of storm). Also the NP need to mind control the unit X seconds whether the infestor is killed or not. Unless if you spent 300 gas and 200 seconds you are garantize some type of usefulness
Feel the power of the zerg swarm.
Bibdy
Profile Joined March 2010
United States3481 Posts
May 06 2010 22:42 GMT
#507
Hmm...Corruptors/Vikings to get back air-superiority from Phoenixes. Very interesting. This patch is going to be fun.
PkP
Profile Joined April 2010
Sweden54 Posts
May 06 2010 22:43 GMT
#508
On May 07 2010 07:35 Zeke50100 wrote:
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 >.>


Are you a troll? I think so. Or you are plain dumb. One or the other.
Growing old is mandatory, growing up is volunteery!
junemermaid
Profile Joined September 2006
United States981 Posts
May 06 2010 22:43 GMT
#509
On May 07 2010 06:08 Zeke50100 wrote:
Am I the only one who thinks that the new Phoenix actually looks natural when it does it? The thing's a paper-thin air-superiority fighter, piloted by a psionic being. I'd like to think the Protoss figured out how to use their rear-view mirror to pilot >.>

You guys complained about no moving shot and said the lack of it meant you can never overtake an enemy who pre-emptively took air superiority. Now you do. Simple as that.

Oh, and if you can perfectly measure your movements to not get hit, then you would be able to do SC1-style moving shot anyway. Phoenixes DO move faster than Mutas, you know >.> You actually have to think, unlike some people seem to believe (LOLOL 1 APM = INVINCIBLE PHOENIXES, YOU DON'T NEED TO THINK AT ALL!)



i love this post.

i think all the changes are pretty awesome except for the zerg up/rooting. whats up with that? they already took an hour to settle in.
the UMP says YER OUT
EnderSC
Profile Blog Joined May 2010
62 Posts
May 06 2010 22:43 GMT
#510
On May 07 2010 07:29 Battle 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.

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.


Ok. I need a beta key :D

From what i have seen, SC2 armies can be very diverse and you don't need to mass a type of unit to be effective. For exemple, instead of having 12mutas, couldn't you have 5mutas, 5hydras, 2infestors? (if gas is the problem) As there is less APM spent on macro, you can focus a lot more on army composition & micro, don't you?

But I could be sooo wrong! A lot of players complained about the mass roach mass hydra boring zerg so...
Any man who knows a thing, knows he knows not a damn thing at all
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
May 06 2010 22:44 GMT
#511
I'm wondering how much the colossus dps has improved vs multiple targets. Its going to be extremely difficult to kill zerg who've turtled islands! There air is stronger and they can take yours from long range.
:)
Soulous
Profile Joined April 2010
United States133 Posts
May 06 2010 22:44 GMT
#512
So thors can't one hit hydras anymore?
lololol
Profile Joined February 2006
5198 Posts
May 06 2010 22:44 GMT
#513
On May 07 2010 07:41 Twitchzor wrote:
Show nested quote +
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.

You just got an actual moving attack and you're still whining. Considering your nick i will just take it you're a Trololololol.


Considering your post i will just take it you're an idiot.
I'll call Nada.
Pika Chu
Profile Blog Joined August 2005
Romania2510 Posts
May 06 2010 22:45 GMT
#514
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.
They first ignore you. After they laugh at you. Next they will fight you. In the end you will win.
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
May 06 2010 22:45 GMT
#515
On May 07 2010 07:43 EnderSC wrote:
Show nested quote +
On May 07 2010 07:29 Battle wrote:
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.


Ok. I need a beta key :D

From what i have seen, SC2 armies can be very diverse and you don't need to mass a type of unit to be effective. For exemple, instead of having 12mutas, couldn't you have 5mutas, 5hydras, 2infestors? (if gas is the problem) As there is less APM spent on macro, you can focus a lot more on army composition & micro, don't you?

But I could be sooo wrong! A lot of players complained about the mass roach mass hydra boring zerg so...


Wait till you get in the BETA and meet Mr. Marauder
Cheezy
Profile Joined May 2009
Sweden112 Posts
May 06 2010 22:46 GMT
#516
This thread is hilarious.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 22:47 GMT
#517
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


I feel with you, man. You have to decide whether to build stalkers to own the mutas, or a few phoenixes. Man, what a pickle!
Mr.Eternity
Profile Joined May 2010
United States143 Posts
May 06 2010 22:48 GMT
#518
Yes, lets make 8 corruptors to kill his phoenix!! Then what the hell are you doing with them


I only wish that there was some way to evolve them into something much more useful, like a brood lord...
"Because nobody can make it alone"
Deux
Profile Blog Joined August 2009
United States159 Posts
May 06 2010 22:48 GMT
#519
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers responding properly.


Two ways to describe the same thing
InRaged
Profile Joined February 2007
1047 Posts
May 06 2010 22:48 GMT
#520
I still can't watch replays. Are they still unwatchable or what? Outstanding
CCGaunt
Profile Blog Joined April 2010
United States417 Posts
May 06 2010 22:48 GMT
#521
Archon
-The splash radius has been increased from 0.8 to 1.

YES
Take me to Korea
TyranoS_NiveK
Profile Joined April 2010
United States177 Posts
May 06 2010 22:49 GMT
#522
This looks pretty interesting... PvZ might see a lot more Pheonix usage. Now 1 Pheonix into 1-void ray might seem rather viable. The sentry nerf is annoying, but I've always seen FF and GS as the main reasons for the unit.

Maybe I've being overly optimistic, but I think more mech play is going to possible. Or some sort of bio-mech: mass marines and tanks. Think that PvT will become more interesting now.
The best has yet to come.
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
May 06 2010 22:49 GMT
#523
oh my, protoss actually got buffs ;D

anyways, it will be interesting to see how this plays out in the higher levels. Personally i think the game should be a little more interesting, especially because phoenixes can now fire while moving (ah hah, Nony will have fun with this ;D).
I like haikus and / I can not lie. You other / brothers can't deny
leveller
Profile Blog Joined April 2010
Sweden1840 Posts
May 06 2010 22:50 GMT
#524
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


toss still has dare I say the best and most versatile early/mid aa. especially with the one lacking unit phoenix getting a buff like this. Void rays and stalkers do the job as always and sentries can at least contribute.
blue.devils
Profile Joined March 2010
United States8 Posts
Last Edited: 2010-05-06 22:51:35
May 06 2010 22:51 GMT
#525
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


Wtf?

You're complaining that you need to actually counter units?

News flash:
If your opponent goes for a particular strategy, that means you need to counter it. So if that means going air or mass stalkers, then do it.
Cheezy
Profile Joined May 2009
Sweden112 Posts
Last Edited: 2010-05-06 22:51:42
May 06 2010 22:51 GMT
#526
On May 07 2010 07:49 TyranoS_NiveK wrote:
This looks pretty interesting... PvZ might see a lot more Pheonix usage. Now 1 Pheonix into 1-void ray might seem rather viable. The sentry nerf is annoying, but I've always seen FF and GS as the main reasons for the unit.

Maybe I've being overly optimistic, but I think more mech play is going to possible. Or some sort of bio-mech: mass marines and tanks. Think that PvT will become more interesting now.


Mech and bio-mech has always been viable. In all matchups.
Kantuva
Profile Joined April 2010
Uruguay206 Posts
Last Edited: 2010-05-06 22:53:20
May 06 2010 22:52 GMT
#527

Bug Fixes

Corrected an issue that was causing the Polish language client to crash when receiving the "player is no longer being revealed” message.

Corrected incorrect battle.net links on multiple language clients pages.

Corrected an issue where the Zealot was using an US English voice over in the Korean language client.

Corrected an issue where a player is unable to build any structures that require pylon power when their protoss ally leaves.

Units can no longer be healed or repaired while in transports.

Corrected an issue where the Creep Tumor targeting circle was visible to opponents through Fog of War.

Corrected an issue in which selecting a Starport under construction and a completed Starport would display the select builder command in the Viking slot.

Corrected the Broodling weapon icon.

they do not fixed the problem of not being able to see replays!
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
cloudJR
Profile Blog Joined April 2010
United States266 Posts
May 06 2010 22:52 GMT
#528
Is anyone else having an issue with SC2 freezing when you quit the game? I've yet to have a problem with the program, but now I have to ctrl+alt+delete my way out of it.
All I can hear are thousands of children screaming imbalance.......
Ghardo
Profile Blog Joined September 2004
Germany1685 Posts
May 06 2010 22:52 GMT
#529
hahahaha Lalush being trolled by Blizz with this moving shot - hilarious!
Attica
Profile Joined February 2010
United States277 Posts
May 06 2010 22:52 GMT
#530
Tell me how you stop a planetary fortress now without the old corruption?
Cheezy
Profile Joined May 2009
Sweden112 Posts
May 06 2010 22:53 GMT
#531
For replay-watching: I had the same problem but when I put my replays in the "Recent" folder instead of the replay folder itself, they started working.
Kantuva
Profile Joined April 2010
Uruguay206 Posts
May 06 2010 22:53 GMT
#532
On May 07 2010 07:52 cloudJR wrote:
Is anyone else having an issue with SC2 freezing when you quit the game? I've yet to have a problem with the program, but now I have to ctrl+alt+delete my way out of it.

i have!!!
@Kantuva | Mapmaker | TLMC Volunteer Admin | Join us on: https://mapcave.net/discord
sux2bme
Profile Joined August 2003
Canada390 Posts
May 06 2010 22:53 GMT
#533
Infestor - since you can Neural Parasite air units now, what happens if you take control of a dropship with units inside?
wolfe
Profile Joined March 2010
United States761 Posts
May 06 2010 22:54 GMT
#534
On May 07 2010 07:52 Attica wrote:
Tell me how you stop a planetary fortress now without the old corruption?


run. far far away.
Swift as the wind, felt before noticed.
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 06 2010 22:54 GMT
#535
On May 07 2010 07:50 leveller wrote:
Show nested quote +
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


toss still has dare I say the best and most versatile early/mid aa. especially with the one lacking unit phoenix getting a buff like this. Void rays and stalkers do the job as always and sentries can at least contribute.


Lol, are you kidding? Toss's AA was awful. At least now thye might be able to compete with mass Banshee.
"I made you a zergling, but I eated it." - Defiler
Sentient66
Profile Joined July 2009
United States651 Posts
May 06 2010 22:54 GMT
#536
Woah, the corruptor mechanic seems pretty awesome now!
seNsiX.421
Ghardo
Profile Blog Joined September 2004
Germany1685 Posts
May 06 2010 22:54 GMT
#537
somehow blizz doesn't get that we want micro and moving shot is only an example on the path to it.
poor newb
Profile Joined April 2004
United States1879 Posts
Last Edited: 2010-05-06 22:57:00
May 06 2010 22:55 GMT
#538
great, now you have to pay 150/150 and 110 seconds to upgrade and wait for 100 energy just to have your infestors out-ranged and 1 shotted by colossus and tanks when it tries to neural parasite something
How do you mine minerals?
TyranoS_NiveK
Profile Joined April 2010
United States177 Posts
May 06 2010 22:56 GMT
#539
@ Cheezy,

I've only played about 15 PvTs, and it seems that the majority have gone bio. Every now and then there was a player who transitioned into tanks (or ghosts). However I haven't run into anyone using pure mech (in that sense). But then again, I play P... unless people have been using them in TvZ or TvT? But I do stand corrected on Biomech, mass marines and tanks are pretty deadly.
The best has yet to come.
InRaged
Profile Joined February 2007
1047 Posts
May 06 2010 22:56 GMT
#540
On May 07 2010 07:52 Kantuva wrote:
Show nested quote +

Bug Fixes

Corrected an issue that was causing the Polish language client to crash when receiving the "player is no longer being revealed” message.

Corrected incorrect battle.net links on multiple language clients pages.

Corrected an issue where the Zealot was using an US English voice over in the Korean language client.

Corrected an issue where a player is unable to build any structures that require pylon power when their protoss ally leaves.

Units can no longer be healed or repaired while in transports.

Corrected an issue where the Creep Tumor targeting circle was visible to opponents through Fog of War.

Corrected an issue in which selecting a Starport under construction and a completed Starport would display the select builder command in the Viking slot.

Corrected the Broodling weapon icon.

they do not fixed the problem of not being able to see replays!

Seriously, what the fuck? One of their mods even said in their tech support forum quite some time ago that they have this issue resolved in their bug tracker. Unbelievable.
numberThirtyOne
Profile Joined March 2008
United States294 Posts
May 06 2010 22:56 GMT
#541
On May 07 2010 07:28 Neosta2 wrote:
After installing the patch my hot key for overload is still "v" anyone else have this problem?


They left Overlord on 'v' but moved ventral sacks to another key ('e' I think).
voIDRAys are the most bm unit in SC2
Wintermute
Profile Joined March 2010
United States427 Posts
May 06 2010 22:56 GMT
#542
On May 07 2010 07:52 Attica wrote:
Tell me how you stop a planetary fortress now without the old corruption?


Get broodlords, or over run it with roaches.

Yet another role that T2 lurkers would be able to fill!

Don't let me say this, but you're no worse than me; it's crazy.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
May 06 2010 22:57 GMT
#543
Phoenix still sucks unfortunately if only because it will only ever be anti air unit.
Soulish
Profile Joined April 2010
Canada1403 Posts
May 06 2010 22:58 GMT
#544
On May 07 2010 05:29 ironchef wrote:
interesting, good to see balance changes still coming. Some got scared that it was more or less finalized, bc of the relatively close release date hehe. Some of the hotkey stuff gonna mess me up for a bit, but o well


I'm going to assume that they have already designed their final product with the cd and everything. To get the most recent additions you would have to patch right after you install sc2
me all in, he drone drone drone, me win
Angra
Profile Blog Joined May 2009
United States2652 Posts
May 06 2010 22:59 GMT
#545
On May 07 2010 05:22 kickinhead wrote:
only positive thing is fire on the move for Phoenix, but why only for phoenix and not all the other Air-Units and stuff like Hellions? I mean - it's possible as we see now, so why not for every Unit?

btw: Nope - no patch for EU as of yet....


Nony has to make everyone love vikings/mutas first to make 5 million threads on them before blizzard decides to make them good I guess lolollol
rei
Profile Blog Joined October 2002
United States3594 Posts
May 06 2010 23:00 GMT
#546
oh muta baby!!
GET OUT OF MY BASE CHILL
Chronopolis
Profile Joined April 2009
Canada1484 Posts
May 06 2010 23:01 GMT
#547
YEA !!!! Archon splash!! Pheonix moving SHOT!!! THOR 250mm UPGRADE!! CORRUPTION!! SIEGE TANK BUFF!! ULTRALISK BUFF!!! Wow this is the best patch ever!!
UnderWorld_Dream
Profile Joined September 2009
Canada219 Posts
May 06 2010 23:02 GMT
#548
I have the feeling Blizzard has been lurking these forums quite a lot.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 06 2010 23:02 GMT
#549
On May 07 2010 08:00 rei wrote:
oh muta baby!!
http://www.youtube.com/watch?v=de2vaTJ1Bpc


Ok? Maybe play it in normal speed so we can actually conclude there's no difference at all.
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 06 2010 23:03 GMT
#550
On May 07 2010 08:00 rei wrote:
oh muta baby!!
http://www.youtube.com/watch?v=de2vaTJ1Bpc

lol
how is that any different from before?
they still spread out when attack and its not at all effective to go back and forth like that vs turrets like it was in sc1 xd
Progamerpls no copy pasterino
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
May 06 2010 23:03 GMT
#551
On May 07 2010 06:08 Zeke50100 wrote:
Am I the only one who thinks that the new Phoenix actually looks natural when it does it? The thing's a paper-thin air-superiority fighter, piloted by a psionic being. I'd like to think the Protoss figured out how to use their rear-view mirror to pilot >.>

You guys complained about no moving shot and said the lack of it meant you can never overtake an enemy who pre-emptively took air superiority. Now you do. Simple as that.

Oh, and if you can perfectly measure your movements to not get hit, then you would be able to do SC1-style moving shot anyway. Phoenixes DO move faster than Mutas, you know >.> You actually have to think, unlike some people seem to believe (LOLOL 1 APM = INVINCIBLE PHOENIXES, YOU DON'T NEED TO THINK AT ALL!)


In regards to the point of "looking natural". The reason it looks retarded is it complete throws momentem out the window. thats why it looks retaded. its just spinning and adjusting without slwoing down even 1 bit
i type teamliquid into the url subconsciously... all...the...time...
Aiu
Profile Joined April 2010
Canada29 Posts
Last Edited: 2010-05-06 23:03:49
May 06 2010 23:03 GMT
#552
On May 07 2010 08:00 rei wrote:
oh muta baby!!
http://www.youtube.com/watch?v=de2vaTJ1Bpc


Nice

(It's the same)
Chen
Profile Joined June 2009
United States6344 Posts
May 06 2010 23:04 GMT
#553
On May 07 2010 07:51 blue.devils wrote:
Show nested quote +
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


Wtf?

You're complaining that you need to actually counter units?

News flash:
If your opponent goes for a particular strategy, that means you need to counter it. So if that means going air or mass stalkers, then do it.

He's complaining that there is now only 1 ground unit that can fight mutas, and that ground unit is pretty mediocre or terrible vs anything the zerg has. with sentries pre-patch at they were useful in the army so you weren't too screwed over.

although from what i see from the phoenix change its now possible to survive with smaller numbers, ala corsair in BW.
[image loading]
chocoed
Profile Joined June 2007
United States398 Posts
May 06 2010 23:04 GMT
#554
On May 07 2010 08:02 UnderWorld_Dream wrote:
I have the feeling Blizzard has been lurking these forums quite a lot.


And yup that's fact. Blizz has been checking out TL for quite some time.
My life for Aiur!
Re-Play-
Profile Blog Joined September 2007
Dominican Republic825 Posts
May 06 2010 23:04 GMT
#555
On May 07 2010 06:21 iamtt1 wrote:
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


lol
P1: Best rank? P2:1st time iccup, P1:really? P1 looks at the account of P2 WOW B+ last season ^^
Roffles *
Profile Blog Joined April 2007
Pitcairn19291 Posts
May 06 2010 23:05 GMT
#556
Damn, huge ultralisk buff. Dead Harems everywhere. Muhahahahahhahaha. Death to zerglings!
God Bless
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
Last Edited: 2010-05-06 23:06:50
May 06 2010 23:05 GMT
#557
On May 07 2010 08:04 Chen wrote:
Show nested quote +
On May 07 2010 07:51 blue.devils wrote:
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


Wtf?

You're complaining that you need to actually counter units?

News flash:
If your opponent goes for a particular strategy, that means you need to counter it. So if that means going air or mass stalkers, then do it.

He's complaining that there is now only 1 ground unit that can fight mutas, and that ground unit is pretty mediocre or terrible vs anything the zerg has. with sentries pre-patch at they were useful in the army so you weren't too screwed over.

although from what i see from the phoenix change its now possible to survive with smaller numbers, ala corsair in BW.


Umm, stalkers are great vs anything z has, even lings. Have you actually played this game at all?
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-05-06 23:06:13
May 06 2010 23:05 GMT
#558
On May 07 2010 07:39 w_Ender_w wrote:
Show nested quote +
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..?


A Phoenix doesn't need to fight any Zerg unit. You're not making a point.
I'll call Nada.
wintergt
Profile Joined February 2010
Belgium1335 Posts
May 06 2010 23:06 GMT
#559
I like a lot of these changes but what?
- crappy thor ability noone uses, now has to be researched?
- seeker missile who noone was using anymore, big nerf.. why?
- ultras gonna be yummy!
here i am
mynameisbean
Profile Joined April 2010
Australia82 Posts
May 06 2010 23:07 GMT
#560

Hm.

Toss didn't get much of a buff huh.

and LOL at zerg nerfs.

I think Blizzard's looking at Korea more than anywhere to see what to improve on.
You aint worth a Bean. - Poke.
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
May 06 2010 23:08 GMT
#561
On May 07 2010 08:06 wintergt wrote:
I like a lot of these changes but what?
- crappy thor ability noone uses, now has to be researched?
- seeker missile who noone was using anymore, big nerf.. why?
- ultras gonna be yummy!

I assume you're nowhere near top 20 platinum...

Everyone's using it there.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 06 2010 23:08 GMT
#562
Is it just in my head, or is the Raven slightly faster (maybe just faster acceleration)?

Also, I just played a test game on US servers without battleping, and got WAY better lag than I normally do, like barely noticeable.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
dangots0ul
Profile Blog Joined January 2009
United States919 Posts
May 06 2010 23:09 GMT
#563
On May 07 2010 07:44 lololol wrote:
Show nested quote +
On May 07 2010 07:41 Twitchzor wrote:
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.

You just got an actual moving attack and you're still whining. Considering your nick i will just take it you're a Trololololol.


Considering your post i will just take it you're an idiot.


i lololol-ed
i type teamliquid into the url subconsciously... all...the...time...
Bibdy
Profile Joined March 2010
United States3481 Posts
May 06 2010 23:09 GMT
#564
On May 07 2010 07:52 Attica wrote:
Tell me how you stop a planetary fortress now without the old corruption?


SQUISHTRALISKS!

Why not? They say exploding AOE centered on them isn't going to hit any other units nearby, so sounds like a good unit to put up front while you batter it down.
Attica
Profile Joined February 2010
United States277 Posts
May 06 2010 23:10 GMT
#565
At least we know more changes are coming to Ultralisks. I'm hoping for some charge in ability that pushes your units aside and does aoe dmg + goes through forcefields.
Bibdy
Profile Joined March 2010
United States3481 Posts
May 06 2010 23:10 GMT
#566
On May 07 2010 08:00 rei wrote:
oh muta baby!!
http://www.youtube.com/watch?v=de2vaTJ1Bpc


WHY IS BENNY HILL NOT PLAYING!?

Looks the same to me.
Erucious
Profile Joined March 2010
Norway393 Posts
May 06 2010 23:11 GMT
#567
So..they nerfed neural parasite because ultralisks were being mind controlled to easily.

wtf?!?!... Am I playing the same game they are?
I'm Norwegian/Dutch. Just the awesome parts of them though :D
Mylin
Profile Blog Joined April 2010
Sweden177 Posts
May 06 2010 23:11 GMT
#568
Anyone else been growing an immense dislike for the word 'imbalance' lately?

no
Erucious
Profile Joined March 2010
Norway393 Posts
May 06 2010 23:11 GMT
#569
On May 07 2010 08:08 FrozenArbiter wrote:
Is it just in my head, or is the Raven slightly faster (maybe just faster acceleration)?

Also, I just played a test game on US servers without battleping, and got WAY better lag than I normally do, like barely noticeable.


what is better lag?

more lag? or better ping?

:D
I'm Norwegian/Dutch. Just the awesome parts of them though :D
chocoed
Profile Joined June 2007
United States398 Posts
May 06 2010 23:12 GMT
#570
On May 07 2010 08:06 wintergt wrote:
I like a lot of these changes but what?
- crappy thor ability noone uses, now has to be researched?
- seeker missile who noone was using anymore, big nerf.. why?
- ultras gonna be yummy!


Crappy Thor ability? You haven't even seen its potential.
My life for Aiur!
Attica
Profile Joined February 2010
United States277 Posts
May 06 2010 23:13 GMT
#571
On May 07 2010 08:09 Bibdy wrote:
Show nested quote +
On May 07 2010 07:52 Attica wrote:
Tell me how you stop a planetary fortress now without the old corruption?


SQUISHTRALISKS!

Why not? They say exploding AOE centered on them isn't going to hit any other units nearby, so sounds like a good unit to put up front while you batter it down.


Except you're going to have to fight the terran army first and then kill it while it gets repaired. Every suggestion so far has been a tier 3 one. Pretty much sounds like if you miss a small timing window to take it out before it's done upgrading you're screwed in destroying that expo.
z]Benny
Profile Joined April 2006
Romania253 Posts
May 06 2010 23:14 GMT
#572
On May 07 2010 08:11 Erucious wrote:
Show nested quote +
On May 07 2010 08:08 FrozenArbiter wrote:
Is it just in my head, or is the Raven slightly faster (maybe just faster acceleration)?

Also, I just played a test game on US servers without battleping, and got WAY better lag than I normally do, like barely noticeable.


what is better lag?

more lag? or better ping?

:D


Lower latency when controlling units.
ELA
Profile Joined April 2010
Denmark4608 Posts
May 06 2010 23:14 GMT
#573
On May 07 2010 08:03 dangots0ul wrote:
Show nested quote +
On May 07 2010 06:08 Zeke50100 wrote:
Am I the only one who thinks that the new Phoenix actually looks natural when it does it? The thing's a paper-thin air-superiority fighter, piloted by a psionic being. I'd like to think the Protoss figured out how to use their rear-view mirror to pilot >.>

You guys complained about no moving shot and said the lack of it meant you can never overtake an enemy who pre-emptively took air superiority. Now you do. Simple as that.

Oh, and if you can perfectly measure your movements to not get hit, then you would be able to do SC1-style moving shot anyway. Phoenixes DO move faster than Mutas, you know >.> You actually have to think, unlike some people seem to believe (LOLOL 1 APM = INVINCIBLE PHOENIXES, YOU DON'T NEED TO THINK AT ALL!)


In regards to the point of "looking natural". The reason it looks retarded is it complete throws momentem out the window. thats why it looks retaded. its just spinning and adjusting without slwoing down even 1 bit


Am I the only one thinking of this scene when seeing the Phoenix flying backwards?

The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 06 2010 23:14 GMT
#574
On May 07 2010 08:11 Erucious wrote:
Show nested quote +
On May 07 2010 08:08 FrozenArbiter wrote:
Is it just in my head, or is the Raven slightly faster (maybe just faster acceleration)?

Also, I just played a test game on US servers without battleping, and got WAY better lag than I normally do, like barely noticeable.


what is better lag?

more lag? or better ping?

:D

Fine - less lag, better ping.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
UnderWorld_Dream
Profile Joined September 2009
Canada219 Posts
May 06 2010 23:15 GMT
#575
On May 07 2010 08:04 chocoed wrote:
Show nested quote +
On May 07 2010 08:02 UnderWorld_Dream wrote:
I have the feeling Blizzard has been lurking these forums quite a lot.


And yup that's fact. Blizz has been checking out TL for quite some time.


I knew they were looking but they are also adressing changes. Seems obvious to me that the Pheonix change is sort of response to LaLush's thread.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
Last Edited: 2010-05-06 23:17:43
May 06 2010 23:15 GMT
#576
On May 07 2010 08:11 Erucious wrote:
So..they nerfed neural parasite because ultralisks were being mind controlled to easily.

wtf?!?!... Am I playing the same game they are?


I also don't understand how an upgrade will stop that. It's not like you will have ultras before the upgrade is finished...

edit: Also, if I don't care about my ultras getting parasited can I have the old NP back the way it were plz?
Tribulation
Profile Joined January 2009
Norway86 Posts
May 06 2010 23:16 GMT
#577
Is europe down?
Just reinstalled the beta and have problems connecting to the server when I create games.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
Last Edited: 2010-05-06 23:19:18
May 06 2010 23:17 GMT
#578
On May 07 2010 08:04 Chen wrote:
Show nested quote +
On May 07 2010 07:51 blue.devils wrote:
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


Wtf?

You're complaining that you need to actually counter units?

News flash:
If your opponent goes for a particular strategy, that means you need to counter it. So if that means going air or mass stalkers, then do it.

He's complaining that there is now only 1 ground unit that can fight mutas, and that ground unit is pretty mediocre or terrible vs anything the zerg has. with sentries pre-patch at they were useful in the army so you weren't too screwed over.

although from what i see from the phoenix change its now possible to survive with smaller numbers, ala corsair in BW.
[image loading]


What the hell ? Are the phoenixes flying forward while turning/shooting backwards? Maybe they made it a little bit too easy to do the moving shot?

You should be forced to fly TOWARDS the units you want to be able to hit imo
"trash micro but win - its marine" MC commentary during HSC 4
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 23:17 GMT
#579
On May 07 2010 08:13 Attica wrote:
Show nested quote +
On May 07 2010 08:09 Bibdy wrote:
On May 07 2010 07:52 Attica wrote:
Tell me how you stop a planetary fortress now without the old corruption?


SQUISHTRALISKS!

Why not? They say exploding AOE centered on them isn't going to hit any other units nearby, so sounds like a good unit to put up front while you batter it down.


Except you're going to have to fight the terran army first and then kill it while it gets repaired. Every suggestion so far has been a tier 3 one. Pretty much sounds like if you miss a small timing window to take it out before it's done upgrading you're screwed in destroying that expo.


Banelings, Baneling Drop, Burrowed Roaches (easier to get optimal amount of Roaches in range), Mutas...

It's not like Toss has it much easier >.> Zealots are slow until Charge, Stalkers are pretty good, Sentries are lol, High Templar suck, Dark Templar tech is too costly, Immortals are great, but expensive, Colossi is lol vs buildings...

Really, the Immortal is the only thing that Toss has above Zerg against PFs, and even then, Banelings are much cheaper and more powerful >.>
Froadac
Profile Blog Joined July 2009
United States6733 Posts
May 06 2010 23:18 GMT
#580
Ew @ infestor nerf, even though I"m primarily terran. It seems OP against ultras, but still.... storm seems OP in BW.
Angra
Profile Blog Joined May 2009
United States2652 Posts
May 06 2010 23:19 GMT
#581
On May 07 2010 08:06 wintergt wrote:
I like a lot of these changes but what?
- crappy thor ability noone uses, now has to be researched?
- seeker missile who noone was using anymore, big nerf.. why?
- ultras gonna be yummy!


Hunter seeker missile no longer requires a fusion core to research. That's a huge buff, even with the reduced damage and range.
Twitchzor
Profile Joined April 2010
Sweden33 Posts
May 06 2010 23:20 GMT
#582
On May 07 2010 08:16 Tribulation wrote:
Is europe down?
Just reinstalled the beta and have problems connecting to the server when I create games.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=121265
You are now breathing manually
lololol
Profile Joined February 2006
5198 Posts
May 06 2010 23:22 GMT
#583
On May 07 2010 08:15 UnderWorld_Dream wrote:
Show nested quote +
On May 07 2010 08:04 chocoed wrote:
On May 07 2010 08:02 UnderWorld_Dream wrote:
I have the feeling Blizzard has been lurking these forums quite a lot.


And yup that's fact. Blizz has been checking out TL for quite some time.


I knew they were looking but they are also adressing changes. Seems obvious to me that the Pheonix change is sort of response to LaLush's thread.


There are Blizzard employees that are posting here.
I'll call Nada.
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
May 06 2010 23:27 GMT
#584
i feel like the ultralisk buff is huge
and omg archons had splash? i did a test and i saw absolutely no splash whatsoever... i'll have to see how powerful archons are now..
"So I turned the lights off at night and practiced by myself"
Evilruler
Profile Joined May 2010
Brazil116 Posts
May 06 2010 23:28 GMT
#585
On May 07 2010 08:06 wintergt wrote:
I like a lot of these changes but what?
- crappy thor ability noone uses, now has to be researched?
- seeker missile who noone was using anymore, big nerf.. why?
- ultras gonna be yummy!


-I'm not playing beta but thor's ability is really helpfull from what you can see in the VODs.
-Not exactly a nerf. They turned it less powerfull but easier to get.
-Not sure since the damage wasn't exactly what made ppl prefer broodlords over them.

But blizz intention seems clear with these changes - if the ability is good and ppl is surely gonna use them, make them research them (why is that I can't figure out. I'd like to see roachs naturaly move burrowed). Make terran's t3 more easy to get, like cheaper BCs and ravens skills (not sure if the BC buff is gonna make any difference) and they're trying to bring ultras back. I just hope they don't nerf too much the broodlord in order to make the ultra usefull over it.
lololol
Profile Joined February 2006
5198 Posts
May 06 2010 23:28 GMT
#586
On May 07 2010 08:27 Sephy69 wrote:
i feel like the ultralisk buff is huge
and omg archons had splash? i did a test and i saw absolutely no splash whatsoever... i'll have to see how powerful archons are now..


They don't deal splash damage on units you or your allies own. You probably tried to attack a bunch of your own units.
I'll call Nada.
Frost.stropheum
Profile Joined April 2010
United States71 Posts
May 06 2010 23:30 GMT
#587
So glad they fixed the timing for hellion/thor. And now I can Neural parasite useful units again! Yay!!!! Totally worth paying to research it.
My lips are sealed
Vip3ra
Profile Joined May 2010
Norway13 Posts
May 06 2010 23:31 GMT
#588
Anyone checked if Neural parasite now can take over a protoss mothership? That would be gay
Evilruler
Profile Joined May 2010
Brazil116 Posts
May 06 2010 23:32 GMT
#589
Good patch overall. Wish I could play. T__T
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 06 2010 23:32 GMT
#590
On May 07 2010 08:17 Senx wrote:
Show nested quote +
On May 07 2010 08:04 Chen wrote:
On May 07 2010 07:51 blue.devils wrote:
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


Wtf?

You're complaining that you need to actually counter units?

News flash:
If your opponent goes for a particular strategy, that means you need to counter it. So if that means going air or mass stalkers, then do it.

He's complaining that there is now only 1 ground unit that can fight mutas, and that ground unit is pretty mediocre or terrible vs anything the zerg has. with sentries pre-patch at they were useful in the army so you weren't too screwed over.

although from what i see from the phoenix change its now possible to survive with smaller numbers, ala corsair in BW.
[image loading]


What the hell ? Are the phoenixes flying forward while turning/shooting backwards? Maybe they made it a little bit too easy to do the moving shot?

You should be forced to fly TOWARDS the units you want to be able to hit imo


That's like saying shooting a gun forward while in a car that's in reverse doesn't make sense >.>
Attica
Profile Joined February 2010
United States277 Posts
May 06 2010 23:34 GMT
#591
On May 07 2010 08:17 Zeke50100 wrote:
Show nested quote +
On May 07 2010 08:13 Attica wrote:
On May 07 2010 08:09 Bibdy wrote:
On May 07 2010 07:52 Attica wrote:
Tell me how you stop a planetary fortress now without the old corruption?


SQUISHTRALISKS!

Why not? They say exploding AOE centered on them isn't going to hit any other units nearby, so sounds like a good unit to put up front while you batter it down.


Except you're going to have to fight the terran army first and then kill it while it gets repaired. Every suggestion so far has been a tier 3 one. Pretty much sounds like if you miss a small timing window to take it out before it's done upgrading you're screwed in destroying that expo.


Banelings, Baneling Drop, Burrowed Roaches (easier to get optimal amount of Roaches in range), Mutas...

It's not like Toss has it much easier >.> Zealots are slow until Charge, Stalkers are pretty good, Sentries are lol, High Templar suck, Dark Templar tech is too costly, Immortals are great, but expensive, Colossi is lol vs buildings...

Really, the Immortal is the only thing that Toss has above Zerg against PFs, and even then, Banelings are much cheaper and more powerful >.>


I dunno...Two commonly used toss units counter it easily. Colossus with range upgrade and voidrays.
deth
Profile Blog Joined August 2009
Australia1757 Posts
May 06 2010 23:36 GMT
#592
THIS PATCH IS AWESOME
cloudJR
Profile Blog Joined April 2010
United States266 Posts
May 06 2010 23:38 GMT
#593
On May 07 2010 08:04 Chen wrote:
Show nested quote +
On May 07 2010 07:51 blue.devils wrote:
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


Wtf?

You're complaining that you need to actually counter units?

News flash:
If your opponent goes for a particular strategy, that means you need to counter it. So if that means going air or mass stalkers, then do it.

He's complaining that there is now only 1 ground unit that can fight mutas, and that ground unit is pretty mediocre or terrible vs anything the zerg has. with sentries pre-patch at they were useful in the army so you weren't too screwed over.

although from what i see from the phoenix change its now possible to survive with smaller numbers, ala corsair in BW.
[image loading]


Damn I don't know how I feel about that........
All I can hear are thousands of children screaming imbalance.......
Hamtaro
Profile Joined May 2010
United States3 Posts
May 06 2010 23:39 GMT
#594
So what the the spine crawler and spore crawler change mean? roots 6 to 12? Does that mean it has a longer range attack
Disastorm
Profile Joined January 2008
United States922 Posts
May 06 2010 23:39 GMT
#595
I think infestor to counter Void Rays (which is why they added NP to air) is a good idea, but im not sure if its viable due to the long research time of NP.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
May 06 2010 23:39 GMT
#596
Best patch yet.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
May 06 2010 23:40 GMT
#597
On May 07 2010 08:39 Hamtaro wrote:
So what the the spine crawler and spore crawler change mean? roots 6 to 12? Does that mean it has a longer range attack


They used to take 6 seconds to root into the ground before they could attack if you moved them. They take 12 now. It's going to be really annoying as a zerg player for banshee rushes.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
Last Edited: 2010-05-06 23:41:38
May 06 2010 23:41 GMT
#598
On May 07 2010 08:39 Hamtaro wrote:
So what the the spine crawler and spore crawler change mean? roots 6 to 12? Does that mean it has a longer range attack


Spine & Spore crawlers take 12 seconds to root in place if you have moved them to a different location, makes the toss timing pushes on backdoor maps vs expo so hard to defend
Syro
Profile Joined April 2010
Germany113 Posts
May 06 2010 23:41 GMT
#599
On May 07 2010 08:39 Disastorm wrote:
I think infestor to counter Void Rays (which is why they added NP to air) is a good idea, but im not sure if its viable due to the long research time of NP.


I have practiced that auf Desert Oasis. You can't play infestor vs. Voids.. I don't know what blizzard thinking..
Thaiming
Profile Joined March 2010
Sweden18 Posts
May 06 2010 23:42 GMT
#600
The new pheonix seems almost too good judging from the video posted:O.
And this from a protoss player
NO!
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-05-06 23:42:58
May 06 2010 23:42 GMT
#601
On May 07 2010 08:41 Syro wrote:
Show nested quote +
On May 07 2010 08:39 Disastorm wrote:
I think infestor to counter Void Rays (which is why they added NP to air) is a good idea, but im not sure if its viable due to the long research time of NP.


I have practiced that auf Desert Oasis. You can't play infestor vs. Voids.. I don't know what blizzard thinking..

u mean u practiced it just now post patch? (since u couldn't do that prepatch)
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
May 06 2010 23:43 GMT
#602
On May 07 2010 08:28 Evilruler wrote:
Show nested quote +
On May 07 2010 08:06 wintergt wrote:
I like a lot of these changes but what?
- crappy thor ability noone uses, now has to be researched?
- seeker missile who noone was using anymore, big nerf.. why?
- ultras gonna be yummy!


-I'm not playing beta but thor's ability is really helpfull from what you can see in the VODs.
-Not exactly a nerf. They turned it less powerfull but easier to get.
-Not sure since the damage wasn't exactly what made ppl prefer broodlords over them.

But blizz intention seems clear with these changes - if the ability is good and ppl is surely gonna use them, make them research them (why is that I can't figure out. I'd like to see roachs naturaly move burrowed). Make terran's t3 more easy to get, like cheaper BCs and ravens skills (not sure if the BC buff is gonna make any difference) and they're trying to bring ultras back. I just hope they don't nerf too much the broodlord in order to make the ultra usefull over it.


Actually the more I think about it the more having the Thor 250MM cannon as an upgrade makes sense. Pre-patch in TvZ if a Terran went heavy Thors to counter heavy Hydras, the Zerg could NP only half of the Thors and immediately 250 MM cannon down the other Thors, effectively having the bulk of T's army disappear 6 seconds. With this change a T can use Thors to counter Hydras without having to be nearly as worried about getting on NPed and having the NP one 250MM another Thor, tank etc. to oblivion.
i-bonjwa
KungKras
Profile Joined August 2008
Sweden484 Posts
May 06 2010 23:43 GMT
#603
Has anyone tried hellions yet. Now that you have to move up to your enemies to get splash, micro should matter more.
"When life gives me lemons, I go look for oranges"
Disastorm
Profile Joined January 2008
United States922 Posts
May 06 2010 23:44 GMT
#604
With all these splash damage changes, has anyone checked to see if the Plantary Fortress damage has been fixed yet or if it still does 150% damage in splash?
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
Bibdy
Profile Joined March 2010
United States3481 Posts
May 06 2010 23:44 GMT
#605
On May 07 2010 08:34 Attica wrote:
Show nested quote +
On May 07 2010 08:17 Zeke50100 wrote:
On May 07 2010 08:13 Attica wrote:
On May 07 2010 08:09 Bibdy wrote:
On May 07 2010 07:52 Attica wrote:
Tell me how you stop a planetary fortress now without the old corruption?


SQUISHTRALISKS!

Why not? They say exploding AOE centered on them isn't going to hit any other units nearby, so sounds like a good unit to put up front while you batter it down.


Except you're going to have to fight the terran army first and then kill it while it gets repaired. Every suggestion so far has been a tier 3 one. Pretty much sounds like if you miss a small timing window to take it out before it's done upgrading you're screwed in destroying that expo.


Banelings, Baneling Drop, Burrowed Roaches (easier to get optimal amount of Roaches in range), Mutas...

It's not like Toss has it much easier >.> Zealots are slow until Charge, Stalkers are pretty good, Sentries are lol, High Templar suck, Dark Templar tech is too costly, Immortals are great, but expensive, Colossi is lol vs buildings...

Really, the Immortal is the only thing that Toss has above Zerg against PFs, and even then, Banelings are much cheaper and more powerful >.>


I dunno...Two commonly used toss units counter it easily. Colossus with range upgrade and voidrays.


Well, you said the problem was having to beat the Terran's army to have the time to get rid of it. How is that different to Protoss? Its not like sending Void Rays or Collossi out alone isn't suicide if there's Vikings around or anything.
_EmIL_
Profile Joined March 2010
Sweden138 Posts
May 06 2010 23:50 GMT
#606
anyone know if they fixed the replay bug ??????
Losing is winning
Twinweapon
Profile Joined April 2010
United States90 Posts
May 06 2010 23:52 GMT
#607
Well I guess it was only time until the protoss designed a full speed hovercraft that is really a spacecraft. It makes as much sense as my sentence above YEAH. FYI viking>phoenix.
Kratisto
Profile Joined June 2008
United States199 Posts
May 06 2010 23:53 GMT
#608
hahahahaha I'm totally making pheonixes every time (against Zerg).
lololol
Profile Joined February 2006
5198 Posts
May 06 2010 23:55 GMT
#609
On May 07 2010 08:44 Disastorm wrote:
With all these splash damage changes, has anyone checked to see if the Plantary Fortress damage has been fixed yet or if it still does 150% damage in splash?


It was fixed in the previous patch already.
I'll call Nada.
NeoScout
Profile Joined April 2010
United States103 Posts
May 06 2010 23:56 GMT
#610
mind blown
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
May 06 2010 23:56 GMT
#611
On May 07 2010 08:28 lololol wrote:
Show nested quote +
On May 07 2010 08:27 Sephy69 wrote:
i feel like the ultralisk buff is huge
and omg archons had splash? i did a test and i saw absolutely no splash whatsoever... i'll have to see how powerful archons are now..


They don't deal splash damage on units you or your allies own. You probably tried to attack a bunch of your own units.

yup i did exactly that -.- my bad i should've known it wouldn't splash my own army rofl
"So I turned the lights off at night and practiced by myself"
space_yes
Profile Joined April 2010
United States548 Posts
Last Edited: 2010-05-07 00:05:58
May 06 2010 23:56 GMT
#612
FINALLY:

Phoenix
-Can now attack while moving.

EDIT: Ok I watched the video clip of the new phoenix attack...I'm not sure how I feel about the new mechanic having the phoenixs turn around and shoot backwards while still moving forwards. Graphically it looks fine but how it will play out is the real question...
SuperXlax
Profile Joined March 2010
United States197 Posts
May 06 2010 23:57 GMT
#613
On May 07 2010 08:56 space_yes wrote:
FINALLY:

Phoenix
-Can now attack while moving.

But why just the phoenix? Come on blizz we want more units that can move and attack.

Srsly, just give it to viking/corruptor too. :[
Good patch though.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
May 06 2010 23:57 GMT
#614
On May 07 2010 08:56 space_yes wrote:
FINALLY:

Phoenix
-Can now attack while moving.

But why just the phoenix? Come on blizz we want more units that can move and attack.



That was last week. Now we want to complain about move and attack!
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
konadora *
Profile Blog Joined February 2009
Singapore66158 Posts
May 06 2010 23:57 GMT
#615
Nice patch, especially loving

-Terran Infantry Weapon researches have been changed from E to W.
-Terran Vehicle Weapon researches have been changed from E to W.


YEAHHHHHHHH
POGGERS
Storm[PT]
Profile Joined March 2010
120 Posts
May 06 2010 23:59 GMT
#616
Great Patch Blizz, Much Love to you!
Toss ftw; For the Revolutionist!
iPlod
Profile Joined June 2009
United States46 Posts
May 07 2010 00:00 GMT
#617
Not liking the infestor's patch. Oh well, no more stealing units at will
Give idra a thousand hugs.
ilovejonn
Profile Blog Joined August 2007
Canada2548 Posts
May 07 2010 00:01 GMT
#618
Ravennnnnn
Snowflakes in January, Heart warm like February, I wouldn't ordinarily..
RoarMan
Profile Blog Joined January 2010
Canada745 Posts
May 07 2010 00:01 GMT
#619
I can't believe this is a patch.

Phoenixes have move shot? I just came.
All the pros got dat Ichie.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 07 2010 00:02 GMT
#620
is there any way to change our own hotkeys, I'm prob the only player with this problem, but I always have trouble clicking "Y" lolol, it'd help me to have it on another key, i could use yamato gun without having to check my keyboard lol
Syro
Profile Joined April 2010
Germany113 Posts
May 07 2010 00:02 GMT
#621
On May 07 2010 08:42 Disastorm wrote:
Show nested quote +
On May 07 2010 08:41 Syro wrote:
On May 07 2010 08:39 Disastorm wrote:
I think infestor to counter Void Rays (which is why they added NP to air) is a good idea, but im not sure if its viable due to the long research time of NP.


I have practiced that auf Desert Oasis. You can't play infestor vs. Voids.. I don't know what blizzard thinking..

u mean u practiced it just now post patch? (since u couldn't do that prepatch)


Yes i practiced that with Patch 11 but Z can't win.. The Upgrade for the Infestors need so much time that you can't counter the void rays with infestors..
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 07 2010 00:02 GMT
#622
On May 07 2010 09:01 ilovejonn wrote:
Ravennnnnn

suck
Archaic
Profile Blog Joined March 2008
United States4024 Posts
May 07 2010 00:05 GMT
#623
Phoenix
-Can now attack while moving.

OH MY GOODNESS!!!
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 07 2010 00:05 GMT
#624
Funny how most people hardly manage the sentry nerf. That by far the biggest nerf this entire patch. Damage from 8 to 6 is a huge nerf and immediately stops 4 warpgate pushes etc. Especially against armored units like roaches it's just huge.
Strange how they keep throwing HUGE changes at the infestor patch after patch, just seems silly.

Alot of the changes make sense though, slight phoenix buff, huge sentry nerf, slight mech buff, ultralisk buff etc were things you could see coming. It's probably back to robotics play for toss instead of 4 gating...
Lovedrop
Profile Joined April 2010
2629 Posts
May 07 2010 00:07 GMT
#625
f10-s to surrender doesn't work
Writerundefeated thunderdome champion 。゚+.(o´・ω・`o)+.゚。イィ!! :+:+: @lubdrop
knyttym
Profile Blog Joined December 2006
United States5797 Posts
Last Edited: 2010-05-07 00:14:08
May 07 2010 00:08 GMT
#626
Not sure when that corruter ability is useful but I guess we'll see. Only purpose I can think of is stopping an attack right before greater spire pops but that's the only situation I've thought of. Don't get them because of high spire cost. O wait doesn't this encourage the Korean style zvt (muta bane zergling) that has them dominating Asia server terrans. The us/eu response to spire was Thor but now it does less damage and can be weakened with corrupt. Definitely going to give that strategy a go now.

Edit: oh no damage change still the corrupt makes the strategy sound fun.
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
May 07 2010 00:09 GMT
#627
On May 07 2010 08:32 Zeke50100 wrote:
Show nested quote +
On May 07 2010 08:17 Senx wrote:
On May 07 2010 08:04 Chen wrote:
On May 07 2010 07:51 blue.devils wrote:
On May 07 2010 07:45 Pika Chu wrote:
I think the nerf of sentry's damage just made zvp a bit more imba. It's almost impossible now to counter a muta rush without going air or mass stalkers.


Wtf?

You're complaining that you need to actually counter units?

News flash:
If your opponent goes for a particular strategy, that means you need to counter it. So if that means going air or mass stalkers, then do it.

He's complaining that there is now only 1 ground unit that can fight mutas, and that ground unit is pretty mediocre or terrible vs anything the zerg has. with sentries pre-patch at they were useful in the army so you weren't too screwed over.

although from what i see from the phoenix change its now possible to survive with smaller numbers, ala corsair in BW.
[image loading]


What the hell ? Are the phoenixes flying forward while turning/shooting backwards? Maybe they made it a little bit too easy to do the moving shot?

You should be forced to fly TOWARDS the units you want to be able to hit imo


That's like saying shooting a gun forward while in a car that's in reverse doesn't make sense >.>


I dont give a shit about what makes sense in reality, this is a videogame - its supposed to make sense there and be skillbased .. this doesn't feel like either one.
"trash micro but win - its marine" MC commentary during HSC 4
Dalmation
Profile Joined September 2009
21 Posts
May 07 2010 00:10 GMT
#628
Men, I still think it's a little too early to release the game in July, HUGE change in this patch!
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
Last Edited: 2010-05-07 00:11:19
May 07 2010 00:10 GMT
#629
@SuperXlax: Vikings and Corruptors wouldn't be able to make as much use out of it, as they are much slower.

@Markwerf: The Phoenix change was actually a giant buff against Mutas. Against anything else, it just looks cool :D

Although, to be honest, the Sentry nerf isn't that huge. The biggest imbalances with the Sentry were with FF, and this nerf makes the Sentry just bad enough so that it can't make up 90% of your army with you still expecting to deal excellent damage :D

@Senx: So you'd rather have Phoenixes that can't fight Mutas at all until you grab a critical amount of them?
De4ngus
Profile Blog Joined November 2008
United States6533 Posts
Last Edited: 2010-05-07 00:22:13
May 07 2010 00:10 GMT
#630
WHOAAAAAA shit. Looks like a good patch. Probably the best one yet.

EDIT: Wait lol I just saw the phoenix video..... LOOOOOOOOOOOOL
GANDHISAUCE
Lao Xuin
Profile Joined March 2010
United States24 Posts
May 07 2010 00:11 GMT
#631
The phoenix buff is insane! Also, I don't know what to think of the Thor changes...
Evilruler
Profile Joined May 2010
Brazil116 Posts
May 07 2010 00:11 GMT
#632
On May 07 2010 08:57 SuperXlax wrote:
Show nested quote +
On May 07 2010 08:56 space_yes wrote:
FINALLY:

Phoenix
-Can now attack while moving.

But why just the phoenix? Come on blizz we want more units that can move and attack.

Srsly, just give it to viking/corruptor too. :[
Good patch though.


Blizz is problably just testing this move and attack thing to see the feedback. Since ppl seems to be really liking it they'll put it in more units later on. Started with toss because they were really screwed air to air wise (I guess, I'm not playing beta so I may be totally wrong here).

It's really a good thing, I mean, c'mon, were improving, getting somewhere. If every air unit moved like the valkyries in BW it would just be no fun at all.

I'm just worried that they aren't concerned with improving it. I mean, my brother liked the thing because it's easy for a casual player to use, it's fun, but ppl over here are worried with micro options. Guess who's blizz gonna hear. But since SCII is supposed to be an Esport it wouldn't hurt to put a little more efford in making the air move attack more micro-intensive. C'mon it isn't that hard, and it's fun too. Hope they hear our calls.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 07 2010 00:15 GMT
#633
On May 07 2010 09:07 kino.heezy wrote:
f10-s to surrender doesn't work


snap
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 07 2010 00:18 GMT
#634
On May 07 2010 09:15 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 09:07 kino.heezy wrote:
f10-s to surrender doesn't work


snap

Some guy mentioned this in a game I played as well...
NeoScout
Profile Joined April 2010
United States103 Posts
May 07 2010 00:19 GMT
#635
no force field nerf :/
lololol
Profile Joined February 2006
5198 Posts
May 07 2010 00:19 GMT
#636
Archon splash:
100% damage - 50% damage - 25% damage
Old radius - 0.093 - 0.4 - 0.8
New radius - 0.250 - 0.5 - 1.0
Quite a buff to the 100% splash area, 270% of the old radius(722% of the old area). Coupled with hitting the middle of units, instead of the forwardmost point, they will deal a lot more splash damage in general.
I'll call Nada.
Bibdy
Profile Joined March 2010
United States3481 Posts
May 07 2010 00:19 GMT
#637
Probably removed it to prevent a lot of 'accidental click of menu button -> press S to stop -> Oops I just surrendered' moments.
Sephy90
Profile Blog Joined January 2010
United States1785 Posts
May 07 2010 00:20 GMT
#638
On May 07 2010 09:11 Evilruler wrote:
Show nested quote +
On May 07 2010 08:57 SuperXlax wrote:
On May 07 2010 08:56 space_yes wrote:
FINALLY:

Phoenix
-Can now attack while moving.

But why just the phoenix? Come on blizz we want more units that can move and attack.

Srsly, just give it to viking/corruptor too. :[
Good patch though.


Blizz is problably just testing this move and attack thing to see the feedback. Since ppl seems to be really liking it they'll put it in more units later on. Started with toss because they were really screwed air to air wise (I guess, I'm not playing beta so I may be totally wrong here).

It's really a good thing, I mean, c'mon, were improving, getting somewhere. If every air unit moved like the valkyries in BW it would just be no fun at all.

I'm just worried that they aren't concerned with improving it. I mean, my brother liked the thing because it's easy for a casual player to use, it's fun, but ppl over here are worried with micro options. Guess who's blizz gonna hear. But since SCII is supposed to be an Esport it wouldn't hurt to put a little more efford in making the air move attack more micro-intensive. C'mon it isn't that hard, and it's fun too. Hope they hear our calls.

the reason why valkyries were like that was because once they started to attack, their attack acted as a channeled ability, therefore their mobility was screwed. sigh, to be honest that "attack move" blizzard implemented is just ridiculous, you just get close to enemy units and right click spam? LOL fuck sake SC2 is just getting dumbed down more and more
"So I turned the lights off at night and practiced by myself"
Disastorm
Profile Joined January 2008
United States922 Posts
May 07 2010 00:21 GMT
#639
Now that we can parasite air what happens if u get dropships? I never tried it back when it was possible, do you get all the units inside ? Also it would be pretty epic to have a zerg army healed by medivacs.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
Playguuu
Profile Joined April 2010
United States926 Posts
May 07 2010 00:21 GMT
#640
Did they really need to give phoenix shoot on move? Now even less incentive to go muta vs protoss.

Seems like they are really putting the hurting on zerg. Crawlers take twice as long to burrow now? Geeze. I already almost couldn't get them down in time against a big marauder push or void rays, gl doing anything with them in battle that's for sure.

Not a big fan of the infestor nerf either. My guess is because people never bothered to get the starting energy upgrade for them. Looks like hydras over mutalisk build instead.
I used to be just like you, then I took a sweetroll to the knee.
Shenron
Profile Joined May 2010
United States105 Posts
May 07 2010 00:23 GMT
#641
This is ridiculous. Why does Zerg get smashed so frikin hard. Corrupter? More useless. Infestor? Nerf'd our last hope. Broodlord? Wth was wrong with that 50 extra hp?

God damn. This is a joke.
Death is nothing to us, since when we are, death has not come, and when death has come, we are not. ~Epicurus
Vip3ra
Profile Joined May 2010
Norway13 Posts
May 07 2010 00:23 GMT
#642
So apparently someone tested if an infestor could take over a mothership and it could. You can use all its abilitys and it cloaks zerg units
semantics
Profile Blog Joined November 2009
10040 Posts
May 07 2010 00:25 GMT
#643
On May 07 2010 09:19 lololol wrote:
Archon splash:
100% damage - 50% damage - 25% damage
Old radius - 0.093 - 0.4 - 0.8
New radius - 0.250 - 0.5 - 1.0
Quite a buff to the 100% splash area, 270% of the old radius(722% of the old area). Coupled with hitting the middle of units, instead of the forwardmost point, they will deal a lot more splash damage in general.

But with gas the way it is and the newer regen speeds are you going to trade 2 hts for an archon unlikly unless you're going for a finishing push or scaping back to defend your base.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-05-07 00:35:55
May 07 2010 00:27 GMT
#644
Interesting note. If you look closely the phoenix's engine "horns" give off flames even in reverse

[image loading]


Its kind of funny that the unit designed years ago just happens to be aerodynamic backwards and have broad stabilizing wings and backward facing engine. Crazy!
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 07 2010 00:30 GMT
#645
On May 07 2010 09:27 Archerofaiur wrote:
Interesting note. If you look closely the phoenix's engine "horns" give off flames even in reverse

[image loading]


Its kind of funny that the unit designed years ago just happens to be aerodynamic backwards and have stabilizing wings and backward facing engine. Crazy!


The thing is paper thin. Pretty easy to be aerodynamic both ways >.> Also, the engines are nothing like ours on real life. We have no idea how it works XD

Maybe the pilots are just better.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 07 2010 00:31 GMT
#646
yeah dude the pilots prob use their mind to control their ship, PROTOSSES!
oneThing
Profile Joined April 2010
United States5 Posts
May 07 2010 00:32 GMT
#647
PvZ will probably change most. I see pheonix being more applicable using micro, but Mutas (which were nearly impossible to defend against without early scout) are going to be even harder to stop. Sentry/Stalker now even weaker against mutas, will be forced to tech pheonix PvZ vs mutas. Really limits options in many cases imo.
Only one thing I desire
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 07 2010 00:32 GMT
#648
On May 07 2010 09:30 Zeke50100 wrote:
Show nested quote +
On May 07 2010 09:27 Archerofaiur wrote:
Interesting note. If you look closely the phoenix's engine "horns" give off flames even in reverse



Its kind of funny that the unit designed years ago just happens to be aerodynamic backwards and have stabilizing wings and backward facing engine. Crazy!


The thing is paper thin. Pretty easy to be aerodynamic both ways >.> Also, the engines are nothing like ours on real life. We have no idea how it works XD

Maybe the pilots are just better.


He actually said it's a coincidence (OR IS IT?) that the unit looks designed to be aerodynamically possible to fly backwards.
RabidCicada
Profile Joined April 2010
United States2 Posts
May 07 2010 00:33 GMT
#649
In case no-one realised what they did for collossus...

What they actually did was make armor more-important/more-effective against it. Same raw damage over same amount of time using more shots. This translates into armor preventing more of the damage because armor affects per-shot.
Gonna Bite You
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-05-07 00:34:10
May 07 2010 00:33 GMT
#650
double post
I'll call Nada.
lololol
Profile Joined February 2006
5198 Posts
May 07 2010 00:33 GMT
#651
On May 07 2010 09:27 Archerofaiur wrote:
Interesting note. If you look closely the phoenix's engine "horns" give off flames even in reverse

[image loading]


Its kind of funny that the unit designed years ago just happens to be aerodynamic backwards and have stabilizing wings and backward facing engine. Crazy!


I always thought they would look much better if they moved in reverse, it would fit the space fighter look a lot more. I don't really like the wide front.
I'll call Nada.
DeCoup
Profile Joined September 2006
Australia1933 Posts
May 07 2010 00:34 GMT
#652
Hmm. Roach vs Hellion micro anyone? :D.
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 07 2010 00:34 GMT
#653
On May 07 2010 09:32 oneThing wrote:
PvZ will probably change most. I see pheonix being more applicable using micro, but Mutas (which were nearly impossible to defend against without early scout) are going to be even harder to stop. Sentry/Stalker now even weaker against mutas, will be forced to tech pheonix PvZ vs mutas. Really limits options in many cases imo.


But... but mutas are incredibly easy to defend against only with stalkers. And sentries still do GOOD damage and have guardian shield. Only when there are like 16-20 mutas they begin to challenge stalkers/sentries. And by then you could easily have two phoenixes that take them all out...
Forlorn
Profile Joined April 2010
Korea (South)69 Posts
May 07 2010 00:34 GMT
#654
Why did they have to nerf the infester?? That was really all I had against terran, especially when terran does a hellion rush into thors sometimes with a dropship. I have seen one game where the entire thor was surrounded by SCV's repairing it and my zerglings couldn't even do anything because A-move targets the thor over the SCV's. Trying to individually kill off the SCV's took too much time and my zerglings died. Who cares about the 250mm cannon nerf. Thors were hardly nerfed at all and now infesters take too much time and energy for NP to be effective.

I already had a hard enough time dealing with the 4 gate early push from protoss. Now I don't know what to do against an early thor push.

Infesters=worthless now. =(
Hi
c.Deadly
Profile Joined March 2010
United States545 Posts
May 07 2010 00:35 GMT
#655
Did anyone notice the stealth change to the Tel'Darim Standard (50 Protoss 2v2 wins decal)? The "swastika" now has 3 prongs instead of 4. Any other UI changes that weren't mentioned in the patch notes?
Siffer
Profile Blog Joined August 2007
United States467 Posts
May 07 2010 00:36 GMT
#656
On May 07 2010 09:02 Fayth wrote:
is there any way to change our own hotkeys, I'm prob the only player with this problem, but I always have trouble clicking "Y" lolol, it'd help me to have it on another key, i could use yamato gun without having to check my keyboard lol


http://en.wikipedia.org/wiki/Mavis_Beacon_Teaches_Typing
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 07 2010 00:36 GMT
#657
On May 07 2010 09:32 HeyheyLBJ wrote:
Show nested quote +
On May 07 2010 09:30 Zeke50100 wrote:
On May 07 2010 09:27 Archerofaiur wrote:
Interesting note. If you look closely the phoenix's engine "horns" give off flames even in reverse



Its kind of funny that the unit designed years ago just happens to be aerodynamic backwards and have stabilizing wings and backward facing engine. Crazy!


The thing is paper thin. Pretty easy to be aerodynamic both ways >.> Also, the engines are nothing like ours on real life. We have no idea how it works XD

Maybe the pilots are just better.


He actually said it's a coincidence (OR IS IT?) that the unit looks designed to be aerodynamically possible to fly backwards.


Ah, I took it as a sarcastic way to point out how this wouldn't have made sense lore-wise at all o.0

Phoenix was, after all, designed to be a mobile air fighter. Why shouldn't it have a reverse mode? XD
Archerofaiur
Profile Joined August 2008
United States4101 Posts
May 07 2010 00:40 GMT
#658
On May 07 2010 09:36 Zeke50100 wrote:
Show nested quote +
On May 07 2010 09:32 HeyheyLBJ wrote:
On May 07 2010 09:30 Zeke50100 wrote:
On May 07 2010 09:27 Archerofaiur wrote:
Interesting note. If you look closely the phoenix's engine "horns" give off flames even in reverse



Its kind of funny that the unit designed years ago just happens to be aerodynamic backwards and have stabilizing wings and backward facing engine. Crazy!


The thing is paper thin. Pretty easy to be aerodynamic both ways >.> Also, the engines are nothing like ours on real life. We have no idea how it works XD

Maybe the pilots are just better.


He actually said it's a coincidence (OR IS IT?) that the unit looks designed to be aerodynamically possible to fly backwards.


Ah, I took it as a sarcastic way to point out how this wouldn't have made sense lore-wise at all o.0

Phoenix was, after all, designed to be a mobile air fighter. Why shouldn't it have a reverse mode? XD


Zeke wanted to pick a fight without actually contradicting anything i said. He probably had a bad day.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Synwave
Profile Joined July 2009
United States2803 Posts
May 07 2010 00:41 GMT
#659
So ultras are actually useful against splash heavy armies now and a terran can't panick and pump out a thor to stop one if he didn't think ahead and research 250mm cannons. The path finding is still the main issue and depending on the map broodlords are still the blatantly obvious choice. I am glad to see blizzard is trying to address this issue and I hope to see more about it.

Pheonix is just stupid, they gave one of the coolest and most difficult skills in sc1 to noobs with this patch. This doesn't increase skill in anyway it just gives awesome mobile death to a-movers. Im not even slightly happy about this.

It's cool to see the BC's being brought into it but it remains to see if their faster build + ravens will mix into the current game without tipping the balance too hard.

I like the changes to thor and colossus, they are still wicked powerful but they aren't this 1-shotting army of death if critical mass is reached. Ive played some but its still way to early to figure out how this effects balance.

Corrupters are just...wat? The unit has always been a "wat" unit and now its just more "wat" They can keep up with my mutas better? Umm ok, is this supposed to make me feel better when the pheonixes rape both the mutas and corruptors because they can hang out and be pals now? Should I be busting out the uber-micro and splitting them using my mutas to harass while my corruptors run flank on the pheonix with the skills of a korean pro gamer and my opponent just...a-clicks to deal with it?

So ups and downs this patch for me. Mostly though Im glad to see blizzard mixing it up and I think as long as they keep at it balance and skilled play shall be found. July 27th makes me nervous though.
♞Nerdrage is the cause of global warming♞
Papillon
Profile Joined February 2010
Germany131 Posts
May 07 2010 00:42 GMT
#660
seems like blizzard reads tl
very nice patch and especially thanks for the explanations for your changes

http://forums.battle.net/thread.html?topicId=24702391969&sid=5000
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 07 2010 00:48 GMT
#661
On May 07 2010 09:40 Archerofaiur wrote:
Show nested quote +
On May 07 2010 09:36 Zeke50100 wrote:
On May 07 2010 09:32 HeyheyLBJ wrote:
On May 07 2010 09:30 Zeke50100 wrote:
On May 07 2010 09:27 Archerofaiur wrote:
Interesting note. If you look closely the phoenix's engine "horns" give off flames even in reverse



Its kind of funny that the unit designed years ago just happens to be aerodynamic backwards and have stabilizing wings and backward facing engine. Crazy!


The thing is paper thin. Pretty easy to be aerodynamic both ways >.> Also, the engines are nothing like ours on real life. We have no idea how it works XD

Maybe the pilots are just better.


He actually said it's a coincidence (OR IS IT?) that the unit looks designed to be aerodynamically possible to fly backwards.


Ah, I took it as a sarcastic way to point out how this wouldn't have made sense lore-wise at all o.0

Phoenix was, after all, designed to be a mobile air fighter. Why shouldn't it have a reverse mode? XD


Zeke wanted to pick a fight without actually contradicting anything i said. He probably had a bad day.


I'm actually being serious; I thought you were making a "How will Blizzard explain this with Lore this time" statement, which is why I talked about how the Protoss could have better technology (well, they for sure do), and also how maybe the pilots suddenly gained the ability to maneuver the current way when they couldn't a day ago.
Innovation
Profile Joined February 2010
United States284 Posts
May 07 2010 00:49 GMT
#662
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.
About ChoyafOu "if he wants games decided by random chance he could just play the way he always does" Idra
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
May 07 2010 00:49 GMT
#663
phoenix&archon - good change
sentry - why??? (but maybe it won't be too bad)

BL - I am toss, I like that nerf, but maybe it is too much
corruptor - fine, but corruption used to be the only effective thing against planetary fortress in the whole game
infestor - too much of a nerf

does the tank splash explanation mean that tanks don't miss moving targets like they did in bw?

Well, the whole patch promises that the gameplay will change => very excited


why did they have to move assimilator/pylon and supply/rafinery -.-
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
Last Edited: 2010-05-07 00:55:55
May 07 2010 00:53 GMT
#664
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.
Syro
Profile Joined April 2010
Germany113 Posts
May 07 2010 00:56 GMT
#665
I hope Blizzard can say me how i counter rofl rays with Infestor of Desert Oasis
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-05-07 00:58:40
May 07 2010 00:57 GMT
#666
On May 07 2010 09:49 ggrrg wrote:
phoenix&archon - good change
sentry - why??? (but maybe it won't be too bad)

BL - I am toss, I like that nerf, but maybe it is too much
corruptor - fine, but corruption used to be the only effective thing against planetary fortress in the whole game
infestor - too much of a nerf

does the tank splash explanation mean that tanks don't miss moving targets like they did in bw?

Well, the whole patch promises that the gameplay will change => very excited


why did they have to move assimilator/pylon and supply/rafinery -.-


Sentry change is an indirect nerf to forcefield.
Tanks don't miss moving targets in both BW and SC2 and they never did.
I'll call Nada.
Evilruler
Profile Joined May 2010
Brazil116 Posts
May 07 2010 00:58 GMT
#667
+ Show Spoiler +
"Phoenix - Can now attack while moving.

This is a huge change that allows a Phoenix to dance around Mutalisks and other air units and attack them while moving. Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks so long as they are willing to attack and move away. Use your Phoenix to keep out of the Mutalisk attack range while firing yourself and you can do a lot of damage to a pack of Mutalisks. " - http://forums.battle.net/thread.html?topicId=24702391969&sid=5000


Well, if that's what they want then making the mutas move around better too surely isn't gonna ruin their day. Range is what matters, and if other air units had more mobility the game surely would be more sexy. Or am I missing a point?
shalafi
Profile Joined July 2008
394 Posts
May 07 2010 00:59 GMT
#668
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.


The devourer!

Well, it was splash, increased damage dealt by mutalisks a 20%, and was stackable, and autocast...

But THAT's why the devourer was so used an OP. This 'slightly' worse ability will be abused for sure.

-.-
Syro
Profile Joined April 2010
Germany113 Posts
May 07 2010 01:05 GMT
#669
On May 07 2010 09:57 lololol wrote:
Show nested quote +
On May 07 2010 09:49 ggrrg wrote:
phoenix&archon - good change
sentry - why??? (but maybe it won't be too bad)

BL - I am toss, I like that nerf, but maybe it is too much
corruptor - fine, but corruption used to be the only effective thing against planetary fortress in the whole game
infestor - too much of a nerf

does the tank splash explanation mean that tanks don't miss moving targets like they did in bw?

Well, the whole patch promises that the gameplay will change => very excited


why did they have to move assimilator/pylon and supply/rafinery -.-


Sentry change is an indirect nerf to forcefield.
Tanks don't miss moving targets in both BW and SC2 and they never did.


Yes now we haven't 500 Forcefields, but i think the Forcefield takes still to much time. But i think they solved the "4 Gate Problem" with mass Zealots and Sentrys.
wishbones
Profile Blog Joined April 2009
Canada2600 Posts
May 07 2010 01:07 GMT
#670
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.
joined TL.net in 2006 (aka GMer) - http://www.teamliquid.net/forum/viewmessage.php?topic_id=41944#2
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
May 07 2010 01:17 GMT
#671
oh wow it's going to be hard to comprehend all the changes in-game. Overall I think it's a good patch though
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
iCCup.Nove
Profile Joined March 2010
United States260 Posts
May 07 2010 01:19 GMT
#672
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.


It's like this with me too but i'm on a mac.
goswser
Profile Blog Joined May 2009
United States3519 Posts
May 07 2010 01:19 GMT
#673
Gah I still can't play beta, the stupid system hasn't been letting me login in days, ever since I tryed installing both gateways, even deletion of every sc2 file on my computer and reinstalling only the EU servers didn't help...whenever I try to login my sc2 freezes completely, which is weird, since I can still login to my battle.net account online.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
newbcake
Profile Joined March 2010
United States57 Posts
May 07 2010 01:20 GMT
#674
They really cut the balls off the thor. All it's good for is scaring away mutas now. What's the point of reducing the initial damage but keeping dps the same? Blizzard wants it to be an attack-move unit you throw in with your marine control group instead of microing it to kill full hp hydralisks? The only people that benefit from this change are people that blindly attack-move.
Kafkaesk
Profile Joined April 2010
Germany140 Posts
May 07 2010 01:20 GMT
#675
"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.
cartoon]x
Profile Joined March 2010
United States606 Posts
May 07 2010 01:30 GMT
#676
This patch is great. many very needed changes.. Hellion range - hmmm, I wonder how my zerglings will fair in holding off a hellion marauder attack now
It is not enough to conquer; one must learn to seduce.
Innovation
Profile Joined February 2010
United States284 Posts
May 07 2010 01:53 GMT
#677
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.


The key here is that you are comparing it to a unit in Broodwar. When you actually look at the ability in context of the other races and abilities in SC2 it is a very powerfull ability.

Remember: This is not BW, and Corrupters are not Devourer's.
About ChoyafOu "if he wants games decided by random chance he could just play the way he always does" Idra
Bull-Demon
Profile Joined January 2003
United States582 Posts
May 07 2010 01:56 GMT
#678
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.
~_~
Evilruler
Profile Joined May 2010
Brazil116 Posts
Last Edited: 2010-05-07 02:00:27
May 07 2010 01:56 GMT
#679
On May 07 2010 10:20 Kafkaesk wrote:
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.


Well, if that's the case they should make sumthing that leads to sick micro and is intended to be used with the "awesome can make anything perfected over 9000 engine". These mechanic abuses made the game fun because it made the game work in ways it wasn't intended to. Back then it was necessary, but today we know how we want this game to work, shouldn't the engine suport that, instead of being perfectly awesome in deniying ppl to play the way it's FUN to play? in the game we learned to love, the flying units had enormous mobility, stack, shoot one way run another, many things that added, and this fast paced and intuitive battle was a good thing. Ppl abused mechanics to get what their wanted. Shouldn't this be a lesson to learn from?

Since it's another game it may be fair to just give it a try to this new way of attack and move. I think it's a good change what they made to the phoenix and more should be on our way. Sure, we can't abuse, but if we don't HAVE TO and nevertheless we get to do what we want with our units then its a good deal. The fun isn't about abusing the engine after all, the fun is in flying with those mutas freely, to feel the freedon and the cold air around while we blazed through mineral lines and mains alike, with those crazy marines trying to catch, and failing miserably. The fun is the crazy micro, as mentioned, the fun is the show, the skillz, the control. That's what air superiority is about anyway.
crms
Profile Joined February 2010
United States11933 Posts
May 07 2010 01:58 GMT
#680
I don't mind most of these changes after reading blizzards response and acknowledgement that they are still going to change ultras.

I do however wish to see a new corrupter change, I feel this didn't really do anything, and I think the cast spell isn't that great, but will have to play test.

also I feel infestor nerf a little hard, I like the upgrade but maybe upgrade time a little less?

my 2c. on patch
http://i.imgur.com/fAUOr2c.png | Fighting games are great
Falling
Profile Blog Joined June 2009
Canada11349 Posts
May 07 2010 02:00 GMT
#681
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.
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
Rorschach
Profile Joined May 2010
United States623 Posts
May 07 2010 02:04 GMT
#682
Could someone please post the unlisted changes for this patch? thx
En Taro Adun, Executor!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2010-05-07 02:11:26
May 07 2010 02:07 GMT
#683
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".
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
sk`
Profile Joined November 2008
Japan442 Posts
May 07 2010 02:15 GMT
#684
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...

www.pureesports.com
Kafkaesk
Profile Joined April 2010
Germany140 Posts
May 07 2010 02:18 GMT
#685
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.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 07 2010 02:18 GMT
#686
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_jumping

Especially the bit about Team Fortress 2, which mentions how it's now an "intended feature".


Strafe jumping would be an ideal comparison.
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
May 07 2010 02:24 GMT
#687
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
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-05-07 02:27:50
May 07 2010 02:27 GMT
#688
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.

Kratisto
Profile Joined June 2008
United States199 Posts
May 07 2010 02:33 GMT
#689
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.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 07 2010 02:33 GMT
#690
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.
TheTuna
Profile Joined August 2009
United States286 Posts
May 07 2010 02:34 GMT
#691
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.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-05-07 02:35:50
May 07 2010 02:34 GMT
#692
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.
..and then I would, ya know, check em'. (Aka SpoR)
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
Last Edited: 2010-05-07 02:37:26
May 07 2010 02:36 GMT
#693
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.
Synwave
Profile Joined July 2009
United States2803 Posts
May 07 2010 02:53 GMT
#694
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.
♞Nerdrage is the cause of global warming♞
mucker
Profile Blog Joined May 2009
United States1120 Posts
May 07 2010 02:54 GMT
#695
P fort = planetary fortress. Yeah, those are gonna be fun to try to take down as zerg now.
It's supposed to be automatic but actually you have to press this button.
Chen
Profile Joined June 2009
United States6344 Posts
Last Edited: 2010-05-07 03:25:09
May 07 2010 03:23 GMT
#696
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 >.>
Bibdy
Profile Joined March 2010
United States3481 Posts
May 07 2010 03:30 GMT
#697
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?
Wings
Profile Joined January 2010
United States999 Posts
May 07 2010 03:32 GMT
#698
I personally think that there are just some unfixable/unbalanceable units in SC2. E.g. Void Ray, Thor, Mothership.
The probability of Kim Carrier getting all those predictions wrong is similar to the probability Flash loses a TvT. Kim Carrier MUST BE a genius. His only big mistake... STORK.
DeCoup
Profile Joined September 2006
Australia1933 Posts
May 07 2010 03:51 GMT
#699
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
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
SC2Phoenix
Profile Blog Joined June 2009
Canada2814 Posts
May 07 2010 04:32 GMT
#700
Lets make more units micro themselves Yay.... T_T
Who the fuck has a family of fucking trees? This song is so god damn stupid. Fuck you song, fuck you and your stupid trees. -itmeJP
icesolo
Profile Joined April 2010
Australia34 Posts
May 07 2010 04:42 GMT
#701
I'd like some opinions on this reasoning and thoughts from more experienced posters and players:

Patch 11 Phoenix
http://www.youtube.com/watch?v=31kSA0Guqpo

Theorycraft

This is a simplified example - I understand that a lot of this is game-situational. I'll look into the build time to get Air technology, along with how the units stack up themselves, and the cost and time effectiveness of the Mutalisk vs Phoenix.

Mutalisk
Cost: 100/100
Supply: 2
Build Time for unit: 33s
Path for Technology*: Spawning Pool, Lair, Spire
Cost for Technology: 200/0, 150/100, 200/200 = 550/300
Time for Technology: 65s, 80s, 100s = 245s = 4min 5sec


Phoenix
Cost: 150/100
Supply: 2
Build time for unit: 45s
Path for Technology: Pylon, Gateway, Cybernetics core, Stargate
Cost for Technology: 0/0* 150/0, 150/0, 150/150 = 450/150
Time for Technology: 25s 65s, 50s, 60s = 200s = 3min 20sec

*Pylon cost is 0/0 because both Overlords and Pylons provide supply, and is the same cost for both races. With the Larva mechanic, producing overlords does not add linear/technology build time to Zergs technology tree, hence why its not added into the build time. The pylon IS added to the Protoss' build time, because you can't actually build buildings without the Pylon, whereas you can build buildings without Overlords.

If both players rush/bee-line for Air units with discounting times to actually place buildings
Protoss can get a Stargate at about 200sec into the game, and start producing units, which take 45s each. Protoss can get a Phoenix out within 245 seconds, which is about 4min 5 sec.

Zerg can finish a Spire at about 245 seconds, and finish (X-number of) Mutalisks within 4min 38 sec.

Clearly Zerg has it more resource and time expensive to tech to Air technology, however the strength of Zerg is the build multiple Mutalisks at once. More on this later.

Protoss have a window of TOTAL air superiority for about the build time of the Mutalisks, which is 35s. Considering how fast Phoenix's are, this is significant Overlord hunting time, especially on the smaller maps. There is absolutely nothing that Zerg can do against this - Zerg is unable to build the technology quick enough. Keep in mind that this is a single Stargate build, you can add on another Stargate at 150/150 cost, which will bring the total technology costs in line with Zerg, with (in this example) no time increase to the build. This time-advantage is extended when Protoss use the Chronoboost ability to produce Phoenix's quicker!

One for One, the Phoenix is more expensive than the Mutalisk to produce - coming at an extra 50 minerals.

Now onto the situational stuff:
Obviously this patch has made the Phoenix is more micro-intensive than before. From the youtube video, its easy to see that Phoenix is a fantastic unit against Mutalisks with proper micro. There would be a critical number of Phoenix's that can snipe Mutalisks with nothing the Zerg player can do apart from "Not go mutalisk".

Conclusion
Obviously this is a huge buff to the Phoenix. The Protoss player is able to tech quicker, produce quicker and have air superiority before Zerg. Even if Zerg were able mass Mutalisk, the Phoenix has one production cycle advantage, which with 2 Stargate play, would mean that 4 Phoenix are out in the same time as Zerg's Mutalisk group, typically between 6 - 8 Mutalisks.
Zerg not only lose in the air tech, but with the latest change, Zerg lose with unit control and if Zerg wants to pursue the Mutalisk tech tree against Protoss, Zerg must put early pressure to delay the Phoenix.

All in all, I think this change limits Zergs scope and versatility against Protoss, especially if Phoenix's are used in skilled hands.
Archerofaiur
Profile Joined August 2008
United States4101 Posts
Last Edited: 2010-05-07 04:48:32
May 07 2010 04:43 GMT
#702
Can we at least wait one day before complaining about changes Blizzard put in specifically because we complained?


At least pretend to try them out first.
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
May 07 2010 04:49 GMT
#703
Not gonna read all 36 pages, but up till page 6 people are wondering why about the hellion buff.

It isnt really a buff perse. They already did damage out to range 6 (that was the "splash"). However previously hellions only acquired targets within range of 5.

SO, that means hellion AI is smarter and better when attack moved, but not as good when microed. Well, that isnt necessarily true either. It just means micro will be a little bit trickier with them.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
Chen
Profile Joined June 2009
United States6344 Posts
May 07 2010 04:58 GMT
#704
On May 07 2010 11:15 sk` wrote:
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...


overreact much?
Infestors still have a very strong fungal growth, and 50 energy no-research mind control at 9 range was beyond OP and needed to be fixed.

Corrupters are counters to massive air units, they are NOT supposed to be able to beat vikings and phoenix in a straight up even-cost fight.

broodlords needed a small nerf, they are still very strong

just position your spines better so you dont have to move them around as much. seriously soo spoiled, the other races actually have static defenses, and you get one that can move. seriously if beta started today and blizzard told you that you can move your static defense but it takes 6 seconds to root, you would've been ecstatic. Now theres a penalty for moving around your static defense, as their should be.
Hyperion2010
Profile Joined April 2010
United States122 Posts
May 07 2010 05:08 GMT
#705
Has anyone else noticed that some hotkeys no longer work while watching replays? (specifically P and E, though maybe more), after the patch?
My waifu for aiur!
Drimacus
Profile Joined May 2010
Germany92 Posts
May 07 2010 05:12 GMT
#706
The Sentry nerf is perfectly placed, P has do decide to give up ~25% dmg or some forcefields.
I like it.
I don't like the phoenix change, since zerg should have at least one air unit which is able to counter phoenix. May give corrupters same range as phoenix would resolve the thingy.


2 cent
vesicular
Profile Blog Joined March 2010
United States1310 Posts
May 07 2010 05:15 GMT
#707
On May 07 2010 05:30 FiBsTeR wrote:

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


2 61/64 = 2.9531

All those "weird numbers" are usually just fractions on some power of 2.
STX Fighting!
Hamtaro
Profile Joined May 2010
United States3 Posts
May 07 2010 05:22 GMT
#708
Wow the increase time on the spine crawlers and spores crawlers really suck
Ruthless
Profile Joined August 2008
United States492 Posts
May 07 2010 05:26 GMT
#709
its fine for spines i guess. It sucks because now i cant sunk push as easily which is what it was trying to fix.

But for spore it sucks because the only way spores were even viable to stop nonsense like voidrays was becuase they could be rooted easily
JreL209
Profile Joined April 2010
United States78 Posts
Last Edited: 2010-05-07 05:41:28
May 07 2010 05:38 GMT
#710
People complaining about spores movement make no sense....

Last I checked Turrents and Cannons didn't move around everywhere lol and are more expensive. If terran and toss have to learn where to put ATA defense, so should zerg. Besides, queens are surprisingly really good ATA dense for rushes if used properly.
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-05-07 05:45:29
May 07 2010 05:42 GMT
#711
Well, I don't have definitive numbers, obviously, but it feels like PvZ is pretty one-dimensional for the Zerg. Any attempt at going Mutas get soundly crushed by a reactive Stargate and Phoenix pumping. Before you had to sit around, getting your Probes gibbed and running Stalkers/Sentries around like headless chickens while you slowly build up Phoenixes to reach that magic 3:5 ratio. Now you can just run in with Phoenixes as they spawn and kick some serious ass. Pretty sure the Muta openers are going to phase out entirely before long.

Now you know its either going to be Hydras with possibly some Infestors...and High Templar and an assload of Speedlots and Sentries can handle both, so...yeah. PvZ is pretty much gonna suck for Zerg for a while.

Unless, of course, Zerg start getting smart and use Corruptors to handle the Phoenixes (trying not to get them killed by Stalkers). That'll switch things up a bit.
sk`
Profile Joined November 2008
Japan442 Posts
May 07 2010 06:27 GMT
#712
On May 07 2010 13:58 Chen wrote:
overreact much?
Infestors still have a very strong fungal growth, and 50 energy no-research mind control at 9 range was beyond OP and needed to be fixed.
This is not that fix however... this just makes it happen later, costing more. It doesn't address a balance issue, it just makes it less likely to occur. Lazy balance.

Also, Fungal Growth is trash. Give me PULAAAAAAAAAAAGUUUUUUUUUUUU.

Corrupters are counters to massive air units, they are NOT supposed to be able to beat vikings and phoenix in a straight up even-cost fight.
Know that much... so what does counter? Oh, nothing.

broodlords needed a small nerf, they are still very strong
If you let Z get enough gas to get them you deserve it.

just position your spines better so you dont have to move them around as much. seriously soo spoiled, the other races actually have static defenses, and you get one that can move. seriously if beta started today and blizzard told you that you can move your static defense but it takes 6 seconds to root, you would've been ecstatic. Now theres a penalty for moving around your static defense, as their should be.
K... see, the reason Z was gifted Spines was because unlike other races we don't get shit at T1 or T1.5. Lings or Roaches that both lost badly to all good early all-ins. Stopping this so we could actually access our units was thanks to the Crawlers and being able to move them as the need arised. Now... ? Great, if your base has a back door you're fucked.
www.pureesports.com
nodule
Profile Joined February 2008
Canada931 Posts
Last Edited: 2010-05-07 06:52:51
May 07 2010 06:41 GMT
#713
Interesting patch, but reading the explanations makes me lose confidence in them "the changes to NP are to help protect the ultralisk from being mind-controlled too easily" ?????

EDIT: had a few #'s wrong
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
May 07 2010 06:45 GMT
#714
Holy crap that's a big patch!

Kind of sad to see the corrupter ability go. I know nobody liked it, but against PF'ed and turrent infested terrans, I liked it. Any chance this new ability will be patched in the future to be able to target buildings, or would that make it OP? I can see this being used against Thor and collosus...

Infestor: It was probably needed, but man I loved me some neural parasite. I have a friend who is a bit Thor-crazy. I'll have to fast tech now.

Fungal Growth trash? Really?
Bankai - Correlation does not imply causation
slowmanrunning
Profile Joined March 2010
Canada285 Posts
May 07 2010 06:54 GMT
#715
On May 07 2010 05:24 kruder wrote:
Show nested quote +
Siege Tank
Life increased from 150 to 160.
Siege Mode splash damage now originates from the center of the target, rather than the impact location near the unit in order to maintain more reliable splash damage.


no cost change wtf is this !@!#@!#!@


well in my experience, in sc2 there is no such thing as a mech terran, I saw it tried but failed, it worked really well when integrated with a decent number of mmm, but pure mech wasn't really viable, now with helion range increased, and slightly stronger seige tanks blizzard is trying to make it more viable.

besides thor took a massive beating in that patch.
I aim to become a hydralisk and then stop posting, cause I don't wanna be a queen...
Kyuki
Profile Joined February 2008
Sweden1867 Posts
May 07 2010 06:56 GMT
#716
Regarding all the balance changes I'm quite content with them, I like how they reduce burst dmg across the board (almost), and the general tweaks. I'm missing a tinkering with Force Field though, I just think it lasts too long and is abit too cheap to cast.

But this patch is all about the phoenix.. W _ T _ F ?!

I can't belive this is what we're seeing, and I hope they come up with something fast to replace this with some sort of real animation canceling. =´(
Mada Mada Dane
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
May 07 2010 07:02 GMT
#717
i dont get this patch...
after 2 years i reached it = marine icon
Chen
Profile Joined June 2009
United States6344 Posts
May 07 2010 07:11 GMT
#718
On May 07 2010 15:27 sk` wrote:
Show nested quote +
On May 07 2010 13:58 Chen wrote:
overreact much?
Infestors still have a very strong fungal growth, and 50 energy no-research mind control at 9 range was beyond OP and needed to be fixed.
This is not that fix however... this just makes it happen later, costing more. It doesn't address a balance issue, it just makes it less likely to occur. Lazy balance.

Also, Fungal Growth is trash. Give me PULAAAAAAAAAAAGUUUUUUUUUUUU.

Show nested quote +
Corrupters are counters to massive air units, they are NOT supposed to be able to beat vikings and phoenix in a straight up even-cost fight.
Know that much... so what does counter? Oh, nothing.

Show nested quote +
broodlords needed a small nerf, they are still very strong
If you let Z get enough gas to get them you deserve it.

Show nested quote +
just position your spines better so you dont have to move them around as much. seriously soo spoiled, the other races actually have static defenses, and you get one that can move. seriously if beta started today and blizzard told you that you can move your static defense but it takes 6 seconds to root, you would've been ecstatic. Now theres a penalty for moving around your static defense, as their should be.
K... see, the reason Z was gifted Spines was because unlike other races we don't get shit at T1 or T1.5. Lings or Roaches that both lost badly to all good early all-ins. Stopping this so we could actually access our units was thanks to the Crawlers and being able to move them as the need arised. Now... ? Great, if your base has a back door you're fucked.

LOL. fungal growth is trash? ok just cause it doesnt do 300 automatic damage doesnt make it suck lol. its one of the strongest spells in the game considering it immobilizes units for 8 seconds and does 36 damage, ie 80% of marine HP after a stim.

oh yeah, lets completely forget the fact that corrupters are extremely good vs colossi, a rather important unit in the PvZ matchup.

on broodlords, so if the game goes late and both players are on 4-5 bases, the toss/terran should automatically get punished for being unable to prevent the zerg from staying on equal/+1 bases? right.

and you still havent made any argument on crawlers lol. all your problems can be solved with scouting (woot 25 mineral lings and overlords flying everywhere) and good foresight. you seem to think that blizzard wants and made it so the only way that zerg can survive to lair is by massing crawlers. you should watch some replays of great zergs like maybe idra and see how many times over the course of 10 games he masses spine crawlers and is forced to shuffle them from main to natural in order to defend his bases.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
May 07 2010 07:17 GMT
#719
I'm almost double posting here, but the bloody phoenix is.. I'm stunned.

You dont even have to attackmove, you just have to move it across or close to something in range and it WILL shot at it. There is absolutly no micro involved in this. I'm terrified =(

*Cries abit*
Mada Mada Dane
Glider
Profile Blog Joined December 2005
United States1353 Posts
May 07 2010 07:27 GMT
#720
My game now hangs after exiting B.net, anyone else have same problem?
johnnybrav0
Profile Joined March 2010
United States61 Posts
May 07 2010 07:28 GMT
#721
On May 07 2010 15:56 Kyuki wrote:I'm missing a tinkering with Force Field though, I just think it lasts too long and is abit too cheap to cast.
I see what you're saying, but I was playing as Toss earlier, and really had to think twice about the number of Sentries I warped in due to the damage reduction. Less Sentries=Less FF.
ChApFoU
Profile Blog Joined July 2004
France2982 Posts
May 07 2010 07:28 GMT
#722
Phoenix and ultra buffs go in the right direction. I don't really understand the broodlord nerf, nobody used them anyway. As a Terran I've never seen one BL in approx 15/20 games vs zerg.
I do not feel strike cannons were overpowered at all, I wonder why there's such a huge nerf.
"I honestly think that whoever invented toilet paper in a genius" Kang Min
Splunge
Profile Joined July 2008
Germany925 Posts
May 07 2010 07:31 GMT
#723
when i click starcraft 2 beta, the patch download screen appears and quickly goes away again.. and nothing happens...
someone the same problem or heard of it?
Kyuki
Profile Joined February 2008
Sweden1867 Posts
May 07 2010 07:33 GMT
#724
On May 07 2010 16:28 johnnybrav0 wrote:
Show nested quote +
On May 07 2010 15:56 Kyuki wrote:I'm missing a tinkering with Force Field though, I just think it lasts too long and is abit too cheap to cast.
I see what you're saying, but I was playing as Toss earlier, and really had to think twice about the number of Sentries I warped in due to the damage reduction. Less Sentries=Less FF.

I dig that, but I really think 4 warpgate pushes will still dump alot of gas into sentries since having the choice to just cut the opponents army in half is way more valuable than getting abit more DPS out on the field.

Regardless it'll be interesting to follow the development from here.
Mada Mada Dane
Karas
Profile Joined March 2010
United States230 Posts
May 07 2010 07:36 GMT
#725
The only change I really question is the neural parasite change...not because I don't necessarily agree with it, but because the 9 range NP has only be around a very short time.

Its getting some solid use right now, but players are only beginning to utilize it fully/counter it. I don't think its been enough time to say it needs a amount of nerfing (and yes while being able to get air units is nice....a big cost and build time and energy cost is overall a nerf to me).
jstar
Profile Joined April 2010
Canada568 Posts
May 07 2010 07:40 GMT
#726
good phoenix buff.

mutas was a pain in the ass for toss, and later in the game just impossible to beat
QueueQueue
Profile Joined July 2009
Canada1000 Posts
May 07 2010 07:41 GMT
#727
I'm curious. Does anyone know what happens if your neural parasite a medivac with units in it?
paper
Profile Blog Joined September 2004
13196 Posts
May 07 2010 07:43 GMT
#728
On May 07 2010 16:27 Glider wrote:
My game now hangs after exiting B.net, anyone else have same problem?


i get it too :<
Hates Fun🤔
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
May 07 2010 07:58 GMT
#729
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.
Bankai - Correlation does not imply causation
PredY
Profile Joined September 2009
Czech Republic1731 Posts
Last Edited: 2010-05-07 08:27:45
May 07 2010 08:27 GMT
#730
is there any list of ninja changes that are not in the official patch notes?
http://www.twitch.tv/czelpredy
griff
Profile Joined April 2010
Netherlands26 Posts
May 07 2010 08:56 GMT
#731
The game is 100% smooth again for me now, after the last patch it sorta felt a bit choppy (not like big freeze lag but just choppy).

I might be imagining things (or this might be related to the choppy part), but the game also feels a little bit faster.
Anyone else noticed this?
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
May 07 2010 08:58 GMT
#732
Root takes way too long. I can understand 6 being too fast, but doubling the time makes it very very slow. Maybe 9 would be better?

I've been having problems with the game crashing when I try to exit the game.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
Esp1noza
Profile Joined September 2003
Russian Federation481 Posts
May 07 2010 09:03 GMT
#733
On May 07 2010 16:43 paper wrote:
Show nested quote +
On May 07 2010 16:27 Glider wrote:
My game now hangs after exiting B.net, anyone else have same problem?


i get it too :<

me too, every single time
and the last time ctrl+alt+del didn't work, had to hardreset my pc. Hoping for hotfix soon.
BroodWar forever
Narf
Profile Joined May 2010
United Kingdom6 Posts
May 07 2010 09:08 GMT
#734
I don't get why people are so outraged by the pheonix change, sure it doesnt take a lot of apm to counter mutas, but they're _supposed_ to counter mutas. Personally I don't think it should require an apm high enough to properly do the "move shot" in order for the unit to perform it's role properly. If both players autoattack mutas still have the advantage. SC2 is not SC1, if people want to use their crazy high apm to it's fullest they'll still find a way to do it, but the average joe still needs their units to perform their roles properly without delving into the more advanced unit control.

And no, it does not mean that mutas are useless now vs phoenix, one infestor with fungal growth and all that "insane kiting" goes out the window. Corruptor range is also 2 greater than that of the phoenix and counts as armoured, but god forbid zerg players would have to use their dedicated air-air unit to gain air superiority against another dedicated air-air unit. All this does is force players to get a more diverse army, rather than mass muta and own the skies vs protoss.

As for the corruption ability, I think it's a great change. The unit gets bonus damage vs massive units and their ability makes them perform their role that much better, instead of a gimmicky ability of dubious usefulness. It'll also make dealing with thors, ultras and colossus that much easier, who cares if it does nothing vs something like mass roach/hydra, if you counter that with corruptors you're doing it wrong anyway.
When in doubt, use more nukes.
Bloodash
Profile Joined April 2010
Netherlands1384 Posts
May 07 2010 09:14 GMT
#735
anyone tested the new ravens yet? how do they fare now, without a mana reduction those mines are still pretty expensive, when does one decide to use them?
I'll bite this hand that feeds me, and take it for my own!
condoriano
Profile Blog Joined April 2010
United States826 Posts
May 07 2010 09:17 GMT
#736
pheonix became ridiculously strong, you can't chase it with mutas? That's a bit too much lol.

I think they are nerfing zerg too early, no one even learned how to properly play tvz/pvz yet. Wait until you see some decent terran mech vs z (it's coming)
Ridentem dicere verum quid vetat?
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
May 07 2010 09:29 GMT
#737
On May 07 2010 09:07 kino.heezy wrote:
f10-s to surrender doesn't work

hotkey is changed to n ... it should read SurreNder lol
www.root-gaming.com
ROOTdrewbie
Profile Blog Joined April 2010
Canada1392 Posts
May 07 2010 09:29 GMT
#738
On May 07 2010 18:17 condoriano wrote:
pheonix became ridiculously strong, you can't chase it with mutas? That's a bit too much lol.

I think they are nerfing zerg too early, no one even learned how to properly play tvz/pvz yet. Wait until you see some decent terran mech vs z (it's coming)


you are wrong, mech just doesnt work vs zerg... all they have to do is mass roaches
www.root-gaming.com
Axonn
Profile Joined April 2010
Croatia287 Posts
Last Edited: 2010-05-07 09:42:26
May 07 2010 09:40 GMT
#739
After patch I can't exit beta normally, it freezes and i have to restart, quite annoying.... Anyone having this problem...?
About patch... I as protoss can't do anything vs terran, 4 marauders 2 marines (with stim) and 2 medivacs kill 10 stalkers and colossus... ridiculous... colossus nerf wasn't necessary all I can do vs M&M now is void ray yeeey
PredY
Profile Joined September 2009
Czech Republic1731 Posts
May 07 2010 09:43 GMT
#740
did they increase the gamespeed?
http://www.twitch.tv/czelpredy
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
51437 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?
Therapist
Profile Joined April 2010
United States97 Posts
May 07 2010 16:27 GMT
#761
First off I play zerg in plat around 1700-1800, I know this post is going to sound biased but honestly I have agreed with all the nerfs to zerg so far. I was downloading this patch and I was shocked at how ridiculous some of the changes looked. I was frustrated so I tested it with a friend.
Phoenix - Can now attack while moving.
Blizzard -
Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks

I destroyed his muta with a few clicks ... this patch has to be some kind of joke. I remember in sc1 a vulture could attack while moving like this, but you would have to manually stop attack and keep going ,,, this requires no micro. So yes corrupters can handle the phoenixes with the new changes, but. the old corruption on the corrupter was replaced with

Corruption ability redesigned:
-Single target.
-Increases damage taken by 20%.
-Lasts 30 seconds.
-Costs 100 energy.
-Range 6.
-Cannot target structures.

I don't see why the old corruption was taken out, I found it very useful for cannons and stopping building production, this new corruption is not effective at all to increase damage taken on invidivdual units especially at 100 energy. I also find it weird how it lasts so long on a unit, like a unit is going to survive that for 30 sec? This just sounds like an ability a group of people who play world of warcraft would use to kill a dragon or something. Compared to corruption, The phoenix's beam ability completely disables a unit, costs 50 energy and allows it to do some damage.
Before this patch many toss players were developing a very strong phoenix strategy against zerg, Nony had really effective phoenix play from what I've seen. This patch just ruined ZvP completly. Playing against my friend's zerg, I was able to fly in and out of his base killing his queen and ovies on the way out. He was holding me off very well with hydra later as any good player would, but it didn't matter because even as I retreated I was doing so much damage to his economy by sniping ovies/queens/drones with ease with ridicules mobility. I was even able to snipe 3-4 lifted hydra as I retreated at times. I don't know what blizzard's thinking, an air unit can harass from so many different angles.. It felt so imbalanced and I am not even a toss player.
Blizzard -
The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily. It is also consistent with what we think the power level of the ability is against Thor and other units. We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.

So they wanted to protect the Ultralisk? A tier 3 unit that will come out way after the infester? Even in ZvT if the terran goes for a thor drop, the infestor still comes a little bit after the thor, after this change it will be very hard to defend with NP.
Blizzard -
At some levels of play we are seeing spine crawlers used to protect a Zerg player until can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.”
he
This change really makes static defense useless against any type of early harassment. I always have to reposition my spine crawlers to adjust to harassment and even then ... some good players react and kill it before I can root it. 6 seconds was very fair. After this patch you are just giving your opponent free spine crawlers if you decide to reposition. Also, they never explained why they nerfed spores... they are now useless to defend against void rays/banshees.

Lollersauce
Profile Joined April 2010
United States357 Posts
Last Edited: 2010-05-07 16:40:57
May 07 2010 16:39 GMT
#762
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
May 07 2010 16:46 GMT
#763
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 07 2010 16:51 GMT
#764
On May 08 2010 01:46 Ghostcom wrote:
Show nested quote +
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".


Everyone else's defense has longer range and costs less.
Powda
Profile Joined February 2010
United States116 Posts
May 07 2010 16:52 GMT
#765
As a Random player, this patch just feels really anti zerg.

Almost every change had a negative effect on Zerg.
1a2a3a4a
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
May 07 2010 16:53 GMT
#766
On May 08 2010 01:46 Ghostcom wrote:
Show nested quote +
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".


Toss got something that hits air and ground and has detection. Spine crawlers dont have detection and cant hit air. Furthermore, the only antiair Z has (and not some lame queen) is the hydra or the spire, both requiring a lot of time to make, while terran has it as t1 unit and toss t1.5 if I say it correctly. Terran got an anti air turret that actually hits for a ton of dmg and also has detection. Did I mention that the spine crawler is the only Z "unit" that actually has +bonus dmg on armored? So do marauder, immortal and stalker. Imo, I rather want them static and be on the same lvl terran/toss got than their current status.
Wut
Slayer91
Profile Joined February 2006
Ireland23335 Posts
May 07 2010 16:54 GMT
#767
On May 08 2010 01:52 Powda wrote:
As a Random player, this patch just feels really anti zerg.

Almost every change had a negative effect on Zerg.


AS a random/zerg player I feel this is a huge buff to zerg. Sentries nerfed, thors nerfed, colossus huge nerf vs lings. The only things you got nerfed were things that were abused like broodlords, and neutral paraisite. I used neutral parasite some but i believe in having more units instead of relying on cute spells to win.
Synwave
Profile Joined July 2009
United States2803 Posts
May 07 2010 16:55 GMT
#768
Just occurred to me, have they fixed the bug where a Raven's PDD pointlessly shoot at roach acid?

Stuck at work and can't check this out but if anyone knows if this has been addressed I would love to hear it because now curiosity is scratching at my brain.
♞Nerdrage is the cause of global warming♞
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
May 07 2010 16:56 GMT
#769
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


That's just dumb, zerg needs mobility on their static defense, especially on maps like blistering sand.
Gnaix
Profile Joined February 2009
United States438 Posts
May 07 2010 16:56 GMT
#770
On May 08 2010 01:46 Ghostcom wrote:
Show nested quote +
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".

Everyone elses defence doesn't cost a drone to build.
one thing that sc2 has over bw is the fact that I can actually manage my hotkeys
StifSokSamurai
Profile Blog Joined December 2009
United States120 Posts
May 07 2010 16:56 GMT
#771
On May 07 2010 21:06 LuDwig- wrote:


Show nested quote +
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 -.-


Oh snap my bad
Powda
Profile Joined February 2010
United States116 Posts
May 07 2010 16:58 GMT
#772
On May 08 2010 01:54 Slayer91 wrote:
Show nested quote +
On May 08 2010 01:52 Powda wrote:
As a Random player, this patch just feels really anti zerg.

Almost every change had a negative effect on Zerg.


AS a random/zerg player I feel this is a huge buff to zerg. Sentries nerfed, thors nerfed, colossus huge nerf vs lings. The only things you got nerfed were things that were abused like broodlords, and neutral paraisite. I used neutral parasite some but i believe in having more units instead of relying on cute spells to win.


You have to be kidding.

Thors got buffed against mutas, hellions got buffed in both speed and range. Thor/hellion was the number 1 strat, platinum level, vs zerg.

Phoenix was already difficult to deal with when mixed with VR and a player who abuses the fact the VR doesn't reset on target change. Now I can easily cite 10 times the amount of mutas vs Phoenix around the map.

Parasite takes longer to get than a it takes a toss to have a VR in your base, which makes no sense as blizzard claims this was to help against VR rushes...

Corruptors got a nice speed boost, but corruption was an extremely nice spell.

As for your "cute spells to win" spin.....Spells are and always have been a HUGE part of starcraft, I just have no other comment for that.
1a2a3a4a
Orpheus
Profile Joined April 2010
United States35 Posts
May 07 2010 17:00 GMT
#773
On May 08 2010 01:27 Therapist wrote:
First off I play zerg in plat around 1700-1800, I know this post is going to sound biased but honestly I have agreed with all the nerfs to zerg so far. I was downloading this patch and I was shocked at how ridiculous some of the changes looked. I was frustrated so I tested it with a friend.
Phoenix - Can now attack while moving.
Blizzard -
Show nested quote +
Phoenix always did hard-counter Mutalisks, but now even a very small number of Phoenix can challenge a very large number of Mutalisks

I destroyed his muta with a few clicks ... this patch has to be some kind of joke. I remember in sc1 a vulture could attack while moving like this, but you would have to manually stop attack and keep going ,,, this requires no micro. So yes corrupters can handle the phoenixes with the new changes, but. the old corruption on the corrupter was replaced with
Show nested quote +

Corruption ability redesigned:
-Single target.
-Increases damage taken by 20%.
-Lasts 30 seconds.
-Costs 100 energy.
-Range 6.
-Cannot target structures.

I don't see why the old corruption was taken out, I found it very useful for cannons and stopping building production, this new corruption is not effective at all to increase damage taken on invidivdual units especially at 100 energy. I also find it weird how it lasts so long on a unit, like a unit is going to survive that for 30 sec? This just sounds like an ability a group of people who play world of warcraft would use to kill a dragon or something. Compared to corruption, The phoenix's beam ability completely disables a unit, costs 50 energy and allows it to do some damage.
Before this patch many toss players were developing a very strong phoenix strategy against zerg, Nony had really effective phoenix play from what I've seen. This patch just ruined ZvP completly. Playing against my friend's zerg, I was able to fly in and out of his base killing his queen and ovies on the way out. He was holding me off very well with hydra later as any good player would, but it didn't matter because even as I retreated I was doing so much damage to his economy by sniping ovies/queens/drones with ease with ridicules mobility. I was even able to snipe 3-4 lifted hydra as I retreated at times. I don't know what blizzard's thinking, an air unit can harass from so many different angles.. It felt so imbalanced and I am not even a toss player.
Blizzard -
Show nested quote +
The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily. It is also consistent with what we think the power level of the ability is against Thor and other units. We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.

So they wanted to protect the Ultralisk? A tier 3 unit that will come out way after the infester? Even in ZvT if the terran goes for a thor drop, the infestor still comes a little bit after the thor, after this change it will be very hard to defend with NP.
Blizzard -
Show nested quote +
At some levels of play we are seeing spine crawlers used to protect a Zerg player until can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.”
he
This change really makes static defense useless against any type of early harassment. I always have to reposition my spine crawlers to adjust to harassment and even then ... some good players react and kill it before I can root it. 6 seconds was very fair. After this patch you are just giving your opponent free spine crawlers if you decide to reposition. Also, they never explained why they nerfed spores... they are now useless to defend against void rays/banshees.



I am in your division with similar ratings (14xx) before I stopped playing due to finals.
I completely agree with you. I said basically the same things as you did about 20 pages back... in nerd rage form lol.
It begins...
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 07 2010 17:01 GMT
#774
thors r alot better now imo
Progamerpls no copy pasterino
NightOfTheDead
Profile Joined August 2009
Lithuania1711 Posts
May 07 2010 17:02 GMT
#775
Give the ultralisk ability

Rampage: Ultralisk enrages grating him 25% speed increase and 15-20% dmg reduction for 8-10 sec on a 30 sec cooldown.

That would effectively bring Ultralisk back in the game as line breaker unit that would be harder to focus fire early in the fight. That what it needs.Last edit: 2010-05-08 01:50:05
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 07 2010 17:03 GMT
#776
On May 08 2010 01:51 HeyheyLBJ wrote:
Show nested quote +
On May 08 2010 01:46 Ghostcom wrote:
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".


Everyone else's defense has longer range and costs less.

Not really true.
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 07 2010 17:05 GMT
#777
On May 08 2010 02:02 NightOfTheDead wrote:
Give the ultralisk ability

Rampage: Ultralisk enrages grating him 25% speed increase and 15-20% dmg reduction for 8-10 sec on a 30 sec cooldown.

That would effectively bring Ultralisk back in the game as line breaker unit that would be harder to focus fire early in the fight. That what it needs.Last edit: 2010-05-08 01:50:05

the reason why ultralisks r bad is not because of their stats
its because they r huge and not many of them can attack at once. their size can be abused so hard
second reason is that force field makes melee units useless
3rd reason is because marauder can kite them and they will never reach terran
and last reason is that zergs melee dmg tech tree is worse than the range tech tree because lings r pretty lame

best ultra buff right now would be to nerf sentry (check), thor nerf (check), only zergling buff and ultralisk resize is left
Progamerpls no copy pasterino
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
May 07 2010 17:07 GMT
#778
On May 08 2010 02:02 NightOfTheDead wrote:
Give the ultralisk ability

Rampage: Ultralisk enrages grating him 25% speed increase and 15-20% dmg reduction for 8-10 sec on a 30 sec cooldown.

That would effectively bring Ultralisk back in the game as line breaker unit that would be harder to focus fire early in the fight. That what it needs.Last edit: 2010-05-08 01:50:05


I smell warcraft

And the corruptor now is a warcraft unit lol
mav451
Profile Joined May 2010
United States1596 Posts
May 07 2010 17:09 GMT
#779
On May 08 2010 01:58 Powda wrote:
Show nested quote +
On May 08 2010 01:54 Slayer91 wrote:
On May 08 2010 01:52 Powda wrote:
As a Random player, this patch just feels really anti zerg.

Almost every change had a negative effect on Zerg.


AS a random/zerg player I feel this is a huge buff to zerg. Sentries nerfed, thors nerfed, colossus huge nerf vs lings. The only things you got nerfed were things that were abused like broodlords, and neutral paraisite. I used neutral parasite some but i believe in having more units instead of relying on cute spells to win.


You have to be kidding.

Thors got buffed against mutas, hellions got buffed in both speed and range. Thor/hellion was the number 1 strat, platinum level, vs zerg.

Phoenix was already difficult to deal with when mixed with VR and a player who abuses the fact the VR doesn't reset on target change. Now I can easily cite 10 times the amount of mutas vs Phoenix around the map.

Parasite takes longer to get than a it takes a toss to have a VR in your base, which makes no sense as blizzard claims this was to help against VR rushes...

Corruptors got a nice speed boost, but corruption was an extremely nice spell.

As for your "cute spells to win" spin.....Spells are and always have been a HUGE part of starcraft, I just have no other comment for that.


I don't see anything in the notes about hellion speed (I'm assuming movement speed). The Thors GTA dmg stayed the same (8+4 to 6+6 = still 12 dmg to light)...
With no power comes no responsibility?
Chen
Profile Joined June 2009
United States6344 Posts
May 07 2010 17:31 GMT
#780
can any1 confirm/deny if carriers can be micro'd now? ie they dont pull back every interceptor when you tell them to edge away from something?
Chen
Profile Joined June 2009
United States6344 Posts
May 07 2010 17:32 GMT
#781
On May 08 2010 01:51 HeyheyLBJ wrote:
Show nested quote +
On May 08 2010 01:46 Ghostcom wrote:
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".


Everyone else's defense has longer range and costs less.

can you seriously stop being so blindly biased for 1/2 a second?
spine crawler =100+drone=150
photon cannon=150

Spore=75+drone=125
Missile turret=100+mining time
Photon cannon=150

spine crawlers and spore crawlers BOTH have a range of 7
Photon cannons have a range of, guess what, 7
Missile turret starting range is, oh my god, 7

you might want to do a little research or play one of the other races before making a bullshit post like that.

On May 08 2010 01:56 Gnaix wrote:
Show nested quote +
On May 08 2010 01:46 Ghostcom wrote:
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".

Everyone elses defence doesn't cost a drone to build.

yeah because its more expensive to build the other defenses, ever thought of that? blizz took into account the cost of a drone.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 07 2010 17:37 GMT
#782
On May 08 2010 02:32 Chen wrote:
Show nested quote +
On May 08 2010 01:51 HeyheyLBJ wrote:
On May 08 2010 01:46 Ghostcom wrote:
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".


Everyone else's defense has longer range and costs less.

can you seriously stop being so blindly biased for 1/2 a second?
spine crawler =100+drone=150
photon cannon=150

Spore=75+drone=125
Missile turret=100+mining time
Photon cannon=150

spine crawlers and spore crawlers BOTH have a range of 7
Photon cannons have a range of, guess what, 7
Missile turret starting range is, oh my god, 7

you might want to do a little research or play one of the other races before making a bullshit post like that.

Show nested quote +
On May 08 2010 01:56 Gnaix wrote:
On May 08 2010 01:46 Ghostcom wrote:
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".

Everyone elses defence doesn't cost a drone to build.

yeah because its more expensive to build the other defenses, ever thought of that? blizz took into account the cost of a drone.


A drone does not equal 50 minerals lost.

A photon cannon shoots both air and ground and has higher dps.

A turret can be upgraded to have longer range, and has higher dps than spores.

Both builds faster and are cheaper.

Have you even tried to defend against void rays or banshees with spores? It's almost impossible at it is, now it will be just that: Impossible.

gankthoven
Profile Joined May 2010
16 Posts
May 07 2010 17:43 GMT
#783
give the ultralisk an ability to temporary reduce range damage so they can get in the fight or give us the lurker. the immortal and the colossus don't have such a problem because they are the backbone of the toss army with lots of range. hydras also have a limited window of opportunity as far as their usefulness goes due to the colossus and templars. if i could turn them into heavy hitters tier 3 i wont feel like i wasted a ton on gas tier2 for a pile of ash. 12 second spore/spine crawlers is way too slow. force field should need to be researched. mauraders shouldn't get stim-pack. the phoenix moves way to fast. the attack move i dont mind but their move speed is abusive to overlords. queens should be able to do more dmg vs air or make hydras 1.5 and roaches tier 2 or make spore burrow faster. this is prolly very biased.
Powda
Profile Joined February 2010
United States116 Posts
May 07 2010 17:47 GMT
#784
On May 08 2010 02:09 mav451 wrote:
Show nested quote +
On May 08 2010 01:58 Powda wrote:
On May 08 2010 01:54 Slayer91 wrote:
On May 08 2010 01:52 Powda wrote:
As a Random player, this patch just feels really anti zerg.

Almost every change had a negative effect on Zerg.


AS a random/zerg player I feel this is a huge buff to zerg. Sentries nerfed, thors nerfed, colossus huge nerf vs lings. The only things you got nerfed were things that were abused like broodlords, and neutral paraisite. I used neutral parasite some but i believe in having more units instead of relying on cute spells to win.


You have to be kidding.

Thors got buffed against mutas, hellions got buffed in both speed and range. Thor/hellion was the number 1 strat, platinum level, vs zerg.

Phoenix was already difficult to deal with when mixed with VR and a player who abuses the fact the VR doesn't reset on target change. Now I can easily cite 10 times the amount of mutas vs Phoenix around the map.

Parasite takes longer to get than a it takes a toss to have a VR in your base, which makes no sense as blizzard claims this was to help against VR rushes...

Corruptors got a nice speed boost, but corruption was an extremely nice spell.

As for your "cute spells to win" spin.....Spells are and always have been a HUGE part of starcraft, I just have no other comment for that.


I don't see anything in the notes about hellion speed (I'm assuming movement speed). The Thors GTA dmg stayed the same (8+4 to 6+6 = still 12 dmg to light)...


Right, but the splash change to center on the unit is what made the difference. Thor's decimate mutas now.
1a2a3a4a
Cloak
Profile Joined October 2009
United States816 Posts
May 07 2010 18:03 GMT
#785
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.


Immortal builds can do well off of just 1 Gas, so I'd consider that a boon that he's wasting minerals on me.
The more you know, the less you understand.
condoriano
Profile Blog Joined April 2010
United States826 Posts
May 07 2010 18:24 GMT
#786
On May 08 2010 02:43 gankthoven wrote:
give the ultralisk an ability to temporary reduce range damage so they can get in the fight


this. Some kind of a meat shield equivalent to protoss shields that lets him live till he enters the battle
Ridentem dicere verum quid vetat?
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
May 07 2010 19:03 GMT
#787
On May 07 2010 05:40 Nilaus wrote:
Interesting patch to say the least.

I think we are going to see a lot of Stargate plays from Protoss. Phoenix buffed and Void Ray as powerful as ever. I am a bit puzzled on how Terran is supposed to counter that. Void Rays were hard enough and now we can add Phoenixes to the mix. I guess Marine + Ghost will be necessary, though it seems rather vulnerable to sniping Ghosts.

Will be fun to play and learn the subtle consequences of the changes.


oh my god, terrans might actually have to build marines???? instead of marauders??????????????????????????????????
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
Last Edited: 2010-05-07 19:21:52
May 07 2010 19:06 GMT
#788
phoenix isn't 'that' bad though.. air superiority but they still can't really do much against ground if you have static defense.

in that video we see 3 phoenix vs 2 mutas, and the 2 mutas are almost able to kill one of the phoenix.... not so bad considering phoenix were intended to counter mutas in the first place.
shinosai
Profile Blog Joined April 2010
United States1577 Posts
May 07 2010 19:09 GMT
#789
On May 08 2010 04:03 hoovehand wrote:
Show nested quote +
On May 07 2010 05:40 Nilaus wrote:
Interesting patch to say the least.

I think we are going to see a lot of Stargate plays from Protoss. Phoenix buffed and Void Ray as powerful as ever. I am a bit puzzled on how Terran is supposed to counter that. Void Rays were hard enough and now we can add Phoenixes to the mix. I guess Marine + Ghost will be necessary, though it seems rather vulnerable to sniping Ghosts.

Will be fun to play and learn the subtle consequences of the changes.


oh my god, terrans might actually have to build marines???? instead of marauders??????????????????????????????????


Quick increase marine build time by 25% again. I hate it when terran players make marines.
Be versatile, know when to retreat, and carry a big gun.
MorroW
Profile Joined August 2008
Sweden3522 Posts
May 07 2010 19:10 GMT
#790
i hope they make emp and storm cost 100 and increase their radius
feels ridiculous how many ghosts and hts running around with infinite spells xd
Progamerpls no copy pasterino
Dragonsven
Profile Joined April 2010
United States145 Posts
Last Edited: 2010-05-07 19:13:42
May 07 2010 19:13 GMT
#791


A drone does not equal 50 minerals lost.

A photon cannon shoots both air and ground and has higher dps.

A turret can be upgraded to have longer range, and has higher dps than spores.

Both builds faster and are cheaper.

Have you even tried to defend against void rays or banshees with spores? It's almost impossible at it is, now it will be just that: Impossible.



I think the thing you're missing is a turrent or a photon cannon can't get up and walk to the middle of the map.
Fair and balanced.
IrT4nkz
Profile Joined May 2010
229 Posts
May 07 2010 19:16 GMT
#792
THOR got a big nerf for its AA capabilities :\
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 07 2010 19:19 GMT
#793
On May 08 2010 04:13 Dragonsven wrote:
Show nested quote +


A drone does not equal 50 minerals lost.

A photon cannon shoots both air and ground and has higher dps.

A turret can be upgraded to have longer range, and has higher dps than spores.

Both builds faster and are cheaper.

Have you even tried to defend against void rays or banshees with spores? It's almost impossible at it is, now it will be just that: Impossible.



I think the thing you're missing is a turrent or a photon cannon can't get up and walk to the middle of the map.


...

...

This is what we were discussing in the first place.

Please shut the fuck up in the future.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
May 07 2010 19:22 GMT
#794
I like a lot of the changes, but did the hellion really need a friggin' BUFF?!?!

I feel like the thor 250 mm cannons were overnerfed.
Same with the infestor ability (might have needed a nerf but a 150/150 tech cost and double energy req is quite steep).

Personally I've always wanted spine crawlers to get a build time buff but now they are getting a root nerf. Build time buff so you can actually start building them 10 seconds before they push out and they'll finish in time, atm you have to build them RIDICULOUSLY early.
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
May 07 2010 19:33 GMT
#795
watched that new phoenix movie a few more times.... it doesn't look so bad, it significantly alters the PvZ mu's but you can still use muta to pressure. being able to mass muta and then walk over the protoss was pretty boring...

a protoss that spams phoenix is pretty vulnerable against zerglings.
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
May 07 2010 20:12 GMT
#796
On May 08 2010 02:37 HeyheyLBJ wrote:
Show nested quote +
On May 08 2010 02:32 Chen wrote:
On May 08 2010 01:51 HeyheyLBJ wrote:
On May 08 2010 01:46 Ghostcom wrote:
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".


Everyone else's defense has longer range and costs less.

can you seriously stop being so blindly biased for 1/2 a second?
spine crawler =100+drone=150
photon cannon=150

Spore=75+drone=125
Missile turret=100+mining time
Photon cannon=150

spine crawlers and spore crawlers BOTH have a range of 7
Photon cannons have a range of, guess what, 7
Missile turret starting range is, oh my god, 7

you might want to do a little research or play one of the other races before making a bullshit post like that.

On May 08 2010 01:56 Gnaix wrote:
On May 08 2010 01:46 Ghostcom wrote:
On May 08 2010 01:39 Lollersauce wrote:
Pretty much what therapist said. ZvP is just stupidly pigeonholed now.
Best part is 12 seconds to reposition spores/spines. One less reason to build them now against early harass and particularly air.


Everyone elses defence is actually static, that you can move it at all is just a big bonus. If it had been 12 seconds always you would be thinking "sweet, sunkes that can actually move?! - Sure I have to make sure I'll have to distract my enemy whilst they root, but now I don't have to morph in sunkens everywhere but can simply move these around".

Everyone elses defence doesn't cost a drone to build.

yeah because its more expensive to build the other defenses, ever thought of that? blizz took into account the cost of a drone.


A drone does not equal 50 minerals lost.

A photon cannon shoots both air and ground and has higher dps.

A turret can be upgraded to have longer range, and has higher dps than spores.

Both builds faster and are cheaper.

Have you even tried to defend against void rays or banshees with spores? It's almost impossible at it is, now it will be just that: Impossible.



True a drone doesn't equal 50 minerals lost, but then again, zerg has the option of getting drones much faster than other races can get their workers, hence I would be surprised if there was a substantial difference in the long run.

Photon canons take 40 seconds, spore crawlers take 30!!!!!!! whilst spine crawlers take 50.

The spore crawler also happens to do more DPS than a photon canon, but granted less than a turret.

You also leave out of the equation that:
A) spine crawlers get +dmg to armored
B) both spines and spores are biological (which is actually pretty huge)
C) both spines and spores got armor 2

Zerg also happens to have a queen which is a VERY good anti-air unit early game.

And yes I have tried to defend with spores, and if you think that something like rooting time will make defending harder you got a horrible sim-city.

The reason for rooting to be nerfed was probably due to people who would spam spines and then as their creeptumors spread they would do a slow push towards the enemy base, together with the army. For defensive purposes it doesn't matter as long as you do a proper sim city.

Would you stop posting BS anytime soon?
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-05-07 21:20:03
May 07 2010 21:09 GMT
#797
Now, I don't want to alarm anyone or anything, but this seemed odd:


Dear Amazon.com Customer,

The Amazon Video Games team thanks you for your pre-order of StarCraft II: Wings of Liberty. Now it's time to get you your pre-order bonus code to participate in the Starcraft II beta.

This code will give you access to the StarCraft II beta. This beta will be available through May 17th.


Now, does that mean the Beta is ending on May 17th, the Beta Key is only valid if you input it before May 17th, pre-order customers get kicked out of the Beta on May 17th and rest of us stay in, or Amazon.com is just spouting gibberish?

Seems rather abrupt given the big wad of changes we just received.

Edit: Gamestop emails apparently say 05/31 for the same thing, so its probably just an expiration of the key itself.
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
May 07 2010 22:11 GMT
#798
It's definatly an expiration of the key - they haven't finished tweaking the ultralisk as they pointed out themselves in their explanation of patch 11.
eNoq
Profile Joined June 2009
Netherlands502 Posts
May 07 2010 23:03 GMT
#799
So anyone using ultra's now?
Proburu
Denarius Jay
Profile Joined May 2010
42 Posts
May 07 2010 23:07 GMT
#800
"And no, it does not mean that mutas are useless now vs phoenix, one infestor with fungal growth and all that "insane kiting" goes out the window. Corruptor range is also 2 greater than that of the phoenix and counts as armoured, but god forbid zerg players would have to use their dedicated air-air unit to gain air superiority against another dedicated air-air unit. All this does is force players to get a more diverse army, rather than mass muta and own the skies vs protoss."

I agree with this. Honestly, I think zerg players are abit spoiled when it came to mutalisk. Granted, I'm not a pro, I placed Gold Leauge (which means my opinion probably holds no weight, but I will state it regardless), but Protoss really had a tough time countering muta harass. The pheonix just wan't cutting it as an air superiority unit. It was difficult to do any timing pushes against mass muta because the second you tried to do any push with sentries/stalkers/zealots the muta would harass your economy line, forcing you to pull back. Every game I played against zerg was becoming like that, I either had to go all in and try and blow out his base while he demolished mine with muta or I had to play very defensely and bounce back between expands and mains to fend off muta harass - all the meanwhile zerg is massing expands and lots of roaches/hydra/lings to supplement the mutas.

I believe dedicated zerg players just became accustomed to owning the skies against protoss that they actually think it was working as intended, when clearly the protoss are suppose to have some decent air units (they did in BW, the corsair was mighty)

I think the changes to the Pheonix are in-line. It gives the protoss a counter to muta harass early in the game. If I remember correctly, the original intentions of the Pheonix was suppose to be a hard counter vs the muta (remember the spell they had in the alpha footage?) I think blizzard is slowly coming around to making the Pheonix what they really wanted to make it: a superior air-to-air unit.

I see alot of people asking about hidden changes, here are some:

Dark Templars movement speed increased
Motherships movement speed increased (when it reaches full acceleration)
Carriers movement speed increased (when reaching full acceleration)
Ultralist movement speed increased (on and off creep)
Pheonix can move while casting spells as well (instead of complete stop)
State thy biding - Stalker
sacrificetheory
Profile Joined September 2004
United States98 Posts
May 09 2010 23:22 GMT
#801
On May 08 2010 02:43 gankthoven wrote:
give the ultralisk an ability to temporary reduce range damage so they can get in the fight or give us the lurker. the immortal and the colossus don't have such a problem because they are the backbone of the toss army with lots of range. hydras also have a limited window of opportunity as far as their usefulness goes due to the colossus and templars. if i could turn them into heavy hitters tier 3 i wont feel like i wasted a ton on gas tier2 for a pile of ash. 12 second spore/spine crawlers is way too slow. force field should need to be researched. mauraders shouldn't get stim-pack. the phoenix moves way to fast. the attack move i dont mind but their move speed is abusive to overlords. queens should be able to do more dmg vs air or make hydras 1.5 and roaches tier 2 or make spore burrow faster. this is prolly very biased.


I like that idea. Give ultra a low energy bar.. that takes the damage first.. a shield really. Then we're golden. Make them smaller and give them charge... then we can use them against other units besides T1 units. i agree spines should build faster. and bring back 6 seconds 12 is ridiculous anyone vs proxy cannons will know this. make them walk faster at least if 12 seconds!! air rush isnt really that hard guys. just get a second queen asap.. spores are useless until the initial harass is over. marauders need just a slight nerf really. its getting boring . maybe less range would do it and then a range upgrade( that doesnt toake 1 millisecond and 0 money like the concossive shells)... doesnt really make sense currently.
HeyheyLBJ
Profile Joined April 2010
Sweden160 Posts
May 09 2010 23:34 GMT
#802
On May 08 2010 08:07 Denarius Jay wrote:


I see alot of people asking about hidden changes, here are some:

Dark Templars movement speed increased
Motherships movement speed increased (when it reaches full acceleration)
Carriers movement speed increased (when reaching full acceleration)
Ultralist movement speed increased (on and off creep)
Pheonix can move while casting spells as well (instead of complete stop)
[/b]

I don't believe any of those except the last one.

Ultras still move as fast as Hydras on and off creep, so if Ultras' speed was buffed, so was Hydras'. And Roaches still move as fast as Hydras on and off creep, so if Hydras' speed was buffed, so was Roaches'.

Maybe someone tested on EU servers where everyone's speed has been buffed, but so have building times.
Evilruler
Profile Joined May 2010
Brazil116 Posts
May 12 2010 21:53 GMT
#803
Was thinking about this patch and I've got some ideas:

-Ultras need more changes - Even blizzard says so. It can't fulfill it's duty as tank and ppl have suggested a few ways to fix this (Cap maximum damage it gets from each source, like hardened shield; make it walk over smaller units; remove armored type of armor). Just a idea, remove the armored type of armor and replace it with "ultra-armored". A new type of armor that (for now) doesn't take extra damage from any source, yet it's still armored (ia real way...).
-Corruptors need a (usefull) spell - I didn't liked this 20%+ damage thing, and I think the major issue with the corruptor right now is giving it a real role, and introducing a remarkable spell is the way to go without causing many combat balance issues. So I had this idea: replace the actual corrupt for a "spawn corruption colony" - costs xx energy/resources or has a set number per corruptor (like the vulture had mines), each use spawns a flying, static, mine that charges foward any flying nearby enemies and cause damage/slows downs or a mix of these effects. Would work nice with the new phoenix and create a new layer of strategy (like mines did in BW, creating defensive perimeters), adding some depth to the unit and solving it's boreness.
-Infestor need a replacement for infested terran - never liked this spell anyway. It's just gross how x infested marines "pop up" from the ground. can't think of a nice solution tough.

And that's it, any comments?
poor newb
Profile Joined April 2004
United States1879 Posts
Last Edited: 2010-05-12 22:22:33
May 12 2010 22:03 GMT
#804
the concept of ultras is just useless in sc2, 4 roaches are cheaper and tank just as well as an ultra. roaches also move faster, have more range, and are available at tier 1 right after zerglings
there is no point of teching all the way up to hive and wait for two more upgrades just to have a unit that is less effective than roaches
they have to make ultras better than just roaches or there would be no point getting them
How do you mine minerals?
Scope
Profile Joined February 2009
Sweden147 Posts
May 12 2010 22:37 GMT
#805
I really like the flying vulture mine idea for corruptors.
I think therefore I win
selboN
Profile Blog Joined January 2008
United States2523 Posts
May 12 2010 22:44 GMT
#806
On May 13 2010 07:37 Scope wrote:
I really like the flying vulture mine idea for corruptors.

Surely that's not because you're a zerg player...
"That's what happens when you're using a mouse made out of glass!" -Tasteless (Referring to ZergBong)
Evilruler
Profile Joined May 2010
Brazil116 Posts
May 13 2010 00:42 GMT
#807
On May 13 2010 07:44 selboN wrote:
+ Show Spoiler +
On May 13 2010 07:37 Scope wrote:
I really like the flying vulture mine idea for corruptors.

Surely that's not because you're a zerg player...


Yes, it's cool for Zerg players, but so it is the warp in for protoss, the terran wall in, etc, etc, etc. What makes this game cool is that each race has it's cool stuff and that's what matters, balance can be done in a number of ways later, for now what matters is what's fun, and the corruptor is just too plain as it is to be definitive.

Each race unique and balanced, thats SC way. If everything were to be equal and just we could play chess, but here style counts. Wish I could get a little more feedback on the "corruption mine", would be the case to open a thread? I'm new to this forum, I don't feel ok doing it... -__-''
Wi)nD
Profile Joined April 2010
Canada719 Posts
May 13 2010 00:53 GMT
#808
it just should be corrupting stuff alltogether,
FlameSworD
Profile Blog Joined December 2009
United States414 Posts
May 13 2010 00:57 GMT
#809
nerfed raven
skyhighftw on iccup
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