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Blizzard explains patch 11 - Page 10

Forum Index > SC2 General
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cartoon]x
Profile Joined March 2010
United States606 Posts
May 07 2010 08:58 GMT
#181
Wouldn't it be easier to give the ultralisk some kind of spell immunity?
It is not enough to conquer; one must learn to seduce.
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
Last Edited: 2010-05-07 09:23:08
May 07 2010 09:05 GMT
#182
More ultralisk changes... hmm

I would love this to be true, even just for one patch with a hotfix the next day:

Ultralisk ability: Stampede (long cooldown/energy cost/researchable maybe). The ultra charges the enemy, using its great bulk and power to smash them backwards. Small units struck by the ultra are stunned. Units struck by those units as they fly backwards are knocked back less and stunned briefly.

EDIT:

I also sometimes wonder what it would be like if infestors could target friendly units, altering their characteristics slightly. So an infested ultra moves more quickly, maybe, at the expense of some HP. Nothing too drastic, just to add flavour.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Uriah
Profile Joined May 2010
France54 Posts
May 07 2010 09:18 GMT
#183
Well, I'm wondering if the sentry damage nerf will be as efficient as expected...
But Ultralisk's changes look kinda great
mamelouk
Profile Joined April 2010
France135 Posts
May 07 2010 09:20 GMT
#184
On May 07 2010 10:07 lololol wrote:
As it looks like they are balancing the game, so Marauders, Protoss and Zerg have a 50% win chance.


:DDDDDDDDD
...Uniden
rally_point
Profile Joined April 2009
Canada458 Posts
May 07 2010 09:25 GMT
#185
I can't wait to see what happens to the ultra
DanteStyle
Profile Joined July 2008
Belgium73 Posts
May 07 2010 09:27 GMT
#186
On May 07 2010 10:07 lololol wrote:
As it looks like they are balancing the game, so Marauders, Protoss and Zerg have a 50% win chance.


hahaha
i hate vgl-rage
Lighioana
Profile Joined March 2010
Norway466 Posts
May 07 2010 09:28 GMT
#187
There's really no other fighting unit then Mutalisk as light. So why don't they just say it that they want Thor as hard counter to Mutalisk? Why do they have to hide behind the words?
And forgive me nothing for I truly meant it all
FuryX
Profile Joined April 2010
Australia495 Posts
May 07 2010 09:35 GMT
#188
srsly wtf are some of the reasoning behind the changes...

infestor - parasite...research because it pwns ultralisk....(wtf?)
infestor - parasite can hit air because of void..........(this doesnt make sense much either...there is no way to get infestor out/research and have evnergy in time for a void cheese)
Raislin
Profile Blog Joined April 2010
United States144 Posts
Last Edited: 2010-05-07 09:40:17
May 07 2010 09:39 GMT
#189
On May 07 2010 07:21 zomgzergrush wrote:
Show nested quote +
The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily.


Yes, because you see ULTRALISKS in bloody ZvZ!!!

Seriously, what league/games are these guys looking at?


I think you may have made your own point. Edit: As in supporting Blizzard's reasoning.
FuryX
Profile Joined April 2010
Australia495 Posts
May 07 2010 09:45 GMT
#190
On May 07 2010 10:47 mOnion wrote:
Show nested quote +
On May 07 2010 10:45 Windmonk wrote:
On May 07 2010 10:42 Zhou wrote:
I kinda wish they would look at immortals and marauders a little bit... But oh well. This is a good start.



They somewhat nerfed the immortals, by increasing the thors attack speed. But godamn, they still hurt like a truck.


yeh, thats why they are as expensive AS a truck.

you cant make a unit 250/100 and make it not hurt a lot. theyre gonna do damage. get used to it. make more units. dont make a THOR to kill immortals T_T



what does that make ultralisk ><
lololol
Profile Joined February 2006
5198 Posts
May 07 2010 11:08 GMT
#191
On May 07 2010 12:34 0neder wrote:
Blizzard, aside from Balance there is one MAJOR thing you need to tweak so that the game is more FUN to play. NERF MARAUDERS. THEY ARE TOO GOOD IN TOO MANY SITUATIONS!


I know a better fix that would make them even more fun, and they will top such polls with even bigger %. Make them attack air.
I'll call Nada.
lololol
Profile Joined February 2006
5198 Posts
May 07 2010 11:25 GMT
#192
On May 07 2010 12:56 arb wrote:
Show nested quote +
On May 07 2010 12:55 RogerChillingworth wrote:
On May 07 2010 12:07 Knutzi wrote:
how do they justify archons sucking even when merged from two dark templars?


When you merge 2 dark templars, the archon should have permanent cloaking

didnt the old twilight archon cast storm or some shit too?


They had +20 damage for a short period after they merged and feedback(in different revisions, not at the same time).

On May 07 2010 11:28 DeCoup wrote:
Show nested quote +
On May 07 2010 11:24 lololol wrote:
On May 07 2010 11:24 Fraud wrote:
<sarcasm>Maybe the mass Ultralisk strategy is why Korean Zerg are doing so much better than NA and EU Zerg</sarcasm>


Yeah, their ZvZ win rate is insane!

-.-"
Their ZvZ winrate is exactly 50%
Clearly. Because every time a Z wins in ZvZ a Z looses in ZvZ...


Thank you, captain obvious, we couldn't have managed it without you.
I'll call Nada.
Yeld
Profile Joined April 2010
Austria106 Posts
May 07 2010 11:35 GMT
#193
How come low tier units like Marauder are good against 80% of everything your enemy can throw your way, while high tier lategame units like the Ultralisk get countered by 80% of the things they have to face?

o Reduce the "+damage against armored" madness!
o Change the armor type of buildings to NOT be armored! (What where they thinking...?)
o Do something about the Phoenix!
In PvZ you got them to snipe Overlords, snipe Queens, to counter Mutalisks and to nullify Infestors neural parasite. Isn't that enough incentive to use them? Making them beat Mutalisks without ever taking damage and without requiring any micro to do so just pushed them over the edge.

My 2 cents.
Rabiator
Profile Joined March 2010
Germany3948 Posts
May 07 2010 13:54 GMT
#194
On May 07 2010 07:54 yomi wrote:
Show nested quote +
Thors are no longer as effective against Roaches (for example) without fire support from Marauders.

This is not true, they used to take 2 hits to kill roaches and now take 3 which is the same amount of time.
They are, however, much weaker against Hydralisks as even with +3 attack they will never kill them as fast as they do now. I have run the time-to-kill numbers on this change and it seems almost across the board to be a nerf.

Thors dont one-shot Zerglings either anymore, so they have become even weaker against these little critters which already killed them easily.
If you cant say what you're meaning, you can never mean what you're saying.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2010-05-07 14:01:03
May 07 2010 13:57 GMT
#195
hmm, if im getting this right pre patch 11 phoenixes were almost useless against mutas in pvz. in order to fix that blizz made mutas completely and utterly useless against phoenixes in patch 11 for pvz.


thats not fixing it blizz, its just reversing the roles. i like the idea of needing micro for a weak unit or a small group of units to take down a strong/big group of units but the way they went about doing it was pretty stupid.

i like that they are trying to buff up the ultra tho. more then likely they will increase ultras atk rate or something in patch 12 or increase its cleave splash radius. i also like they made 250MM cannons and neural parasite upgrades. i found it strange that such strong abilities weren't upgrades.


im curious about one thing tho.

The changes to Neural Parasite are there to try to protect the Ultralisk from being mind controlled too easily


dont they know that fungal growth and roaches pwn ultras in the same fashion?
gavss
Profile Joined February 2010
Turkey94 Posts
May 07 2010 13:58 GMT
#196
don't whine and start learning 1 hatch, late hatch openings. who says zerg needs two hatches to fight protoss or terran?

we have seen some zerg players (like idra) macro like crazy with 14 larva production. protoss and terran players couldn't even get a 3rd base after 30-40 minutes. games were so one sided that most of the time they ended with zergs having 3-4 bases, p and t having 2 bases.
KinosJourney2
Profile Blog Joined July 2009
Sweden1811 Posts
Last Edited: 2010-05-07 14:08:06
May 07 2010 14:05 GMT
#197
I really, REALLY liked this patch. Made alot of units more fun to use (on paper atleast).

Only thing i didn't like was the Raven nerf and the Spine Crawler nerf, Spine Crawlers really wasnt that imba to mass in my view point. Also, i didn't remember they gave Archons splash back....
+ Show Spoiler +
FUCK YEAAAHHHHHH


EDIT: The Neutral parasite on Ultralisk thing was really silly, i've never-ever seen them in a high level SC2 game (and can't imagine them being used in a ZvZ)

But making it useable on air units really was enough to make it worth a seperate upgrade IMO.
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
michiko
Profile Joined April 2010
United States75 Posts
May 07 2010 14:07 GMT
#198
I'm really confused on why people are not going absolutely ape poop over the Phoenix thing - I think most of the changes they did were fine - I would feel it takes the game in a different direction, but it certainly is not my game and I have no where close to the recognition of what this game really needs.

But the Phoenix thing? I had to play Toss last night and test that, just to see it with my own eyes...

I can't believe people don't have pitch forks and torches on that one...Do people really not see that as a completely unrealistic, dumb and newb change? From every aspect possible I see that change being another "Wow, so when i cancel my eggs they turn back into larva?!!?"
TheDna
Profile Joined March 2010
Germany577 Posts
May 07 2010 14:25 GMT
#199
We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.

I really dont see the neutral parasit countering early void rays. You will never have that upgrade in time and you wont have 100 energy on the infestor either.
Does it make any sense like at all ?
I mean you would only need them to defend early voidrays because voidrays arent that big of a problem mid/lategame.
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 07 2010 14:38 GMT
#200
On May 07 2010 23:25 TheDna wrote:
We have also buffed the ability to allow it to target air units so you can use it as a defense against Void Rays.

I really dont see the neutral parasit countering early void rays. You will never have that upgrade in time and you wont have 100 energy on the infestor either.
Does it make any sense like at all ?
I mean you would only need them to defend early voidrays because voidrays arent that big of a problem mid/lategame.


Void Rays also are very strong against Infestors which are armored. Sure, Infestors are good against Void Rays, both early and late in the game. But only because of Fungal Growth, which allows your Hydras to approach and kill the Void Rays easily.
If you have a good reason to disagree with the above, please tell me. Thank you.
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