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Blizzard explains patch 11 - Page 4

Forum Index > SC2 General
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semantics
Profile Blog Joined November 2009
10040 Posts
May 07 2010 00:13 GMT
#61
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.

sweet ultra ling could be back and i could build late game shit that isn't broodlord hydralisk mass hatch and overlords.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
May 07 2010 00:14 GMT
#62
You guys realize that the only reason Ultralisks were even mentioned in the report is because they most likely (actually, 100%) have incoming changes to Ultras? You have to have soil in the pot before you can plant something ^_^
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 07 2010 00:15 GMT
#63
I hate how Blizzard is saying "makes ultralisk more viable ZvZ" as the reason for the infestor nerf because if the game ever gets to that point, infestors will still hard counter ultralisks the same as before. All the stupid modifications to neural parasite do is make it harder to incorporate infestors into early game timings, like as defense against thor drops. That being said, I agree that neural parasite is too strong of a spell to only cost 50 energy, but if sentries can have a spell like force-field be non-researchable, why can't neural parasite be non-researchable for the same defensive reasons (FF vs fast lings, NP vs fast thors)?
arb
Profile Blog Joined April 2008
Noobville17922 Posts
May 07 2010 00:17 GMT
#64
On May 07 2010 09:07 Lollersauce wrote:
Show nested quote +
On May 07 2010 09:06 zomgzergrush wrote:
I don't think blizzard has figured out the main point yet that with their TERRIBLE terrible damage system, armor is more of a liability than an advantage.

Who cares if an ultra has 100 armor if armor counters do +99999 to armored units?


You just don't get it, it's part of their new casual-friendly RTS model...

/yeahright

to keep marauders imbalanced to the point where playing the games not fun anymore..
Artillery spawned from the forges of Hell
Agenda42
Profile Joined October 2009
United States112 Posts
May 07 2010 00:32 GMT
#65
It looks to me like the protoss and terran forces are ready to roll, but team zerg is in "waiting until next patch" mode. Infestors will get a spell to replace infested terrans, while ultralisks will get a buff and maybe not suck.

A damage buff for ultras is just the strangest idea ever to me. The problem isn't that they don't hit hard enough, it's that they die way too quickly against any of the pile of +armor damage units.
HalfAmazing
Profile Joined May 2008
Netherlands402 Posts
May 07 2010 00:44 GMT
#66
Guys, they're not seeing enough MARAUDERS. They made the Thor weaker so you have to build more MARAUDERS to support them. Take a hint guys, build some MARAUDERS. We're not seeing enough MARAUDERS. I think we need to build more MARAUDERS to support our Thors, make some MARAUDERS. Dustin isn't seeing enough MARAUDERS guys, we need to get some of those MARAUDERS.

Does Browder even play this game? Seriously.
You can figure out the other half.
SturmAddict
Profile Joined October 2009
Malaysia176 Posts
May 07 2010 01:01 GMT
#67
Um. it was stated some while ago , that
zergs main stream unit is roaches
terrans mainstream units are marauders
protoss mainstream units are stalkers

So no, because they designed almost all of their units to be used with the "mainstream" units, marauders will never never ever be replaced. ever.

EVER.
Playguuu
Profile Joined April 2010
United States926 Posts
May 07 2010 01:04 GMT
#68
It takes way too long to tech to ultras. They die to fast and are about useless even with the upgrades. I really wish they did away with "bonus damage, this unit counters that unit", especially +armored. Oh, all these marauders counter all your roaches, oh and it looks as if your spine crawlers didn't get to your expansion in time. Stimmed marauders, forcefield, and voidrays are a huge problem. Unless they plan on letting ultras attack air, there really is no point in making them STILL.

So between patches with nerfed NP and crawlers, zerg early game suffers. And now that Broodlords get nerfed, zerg late games isn't as good. I really seems as if they're setting up zerg to fail and calling it an ultra buff.

If they want to make Ultras viable, they need to cut the cost and/or buildtime, get rid of those silly upgrades for speed and armor, tone down the +armor bonuses vs them, or let them attack air.
I used to be just like you, then I took a sweetroll to the knee.
Smikis
Profile Joined April 2010
Lithuania117 Posts
Last Edited: 2010-05-07 01:04:59
May 07 2010 01:04 GMT
#69
On May 07 2010 09:44 HalfAmazing wrote:
Guys, they're not seeing enough MARAUDERS. They made the Thor weaker so you have to build more MARAUDERS to support them. Take a hint guys, build some MARAUDERS. We're not seeing enough MARAUDERS. I think we need to build more MARAUDERS to support our Thors, make some MARAUDERS. Dustin isn't seeing enough MARAUDERS guys, we need to get some of those MARAUDERS.

Does Browder even play this game? Seriously.



amen.. im so sick of marauders.. and seriously, whats with terrans complaing about broolords? broolord is only way zerg even have chance at beat terran ground army..

how is broodlord different from carrier.. oh ye hes much weaker.. maybe bit cheaper..
i saw carriers only once, in my 60+ games, but i lost that game so badly.. 2 cariers + ground army.. ran me over so easy, i couldnt believe.. carriers had 15 and 16 kills.. i barely had 30 units at that point.. as i was loosing.. but that battle was such massacre that i couldnt believe..

only reason protos doesnt build them.. well why would they.. every ground unit protos have, is hard counter to zerg unit.. pretty much same to terran..

why we see broodlords.. um, cuz zerg got weakest army.. and just 9 combat units.. vs 12 and 13 for terran and protos..

oh and it takes just 5 marauders, to stop all in lings + roaches rush.. while teching to banshees.. oh and i thought early rush/ timing attack is supposed to counter a god damn teching.. oh look wallup.. with couple of marauders infront.. so i wont get in without banelings.. and even then, marauders can just stand on gap.. and wtf pwn you , makes me sick

why doesnt hydras got + armored attack.. they spit a cid.. which should melt armor.. and burn shit inside.. but no.. a rocket.. which blast should be absorbed by armor.. supposedly deals more dmg.. than if rocke hits you naked.. and blows you to peaces, awesomesauce logic..
lololol
Profile Joined February 2006
5198 Posts
May 07 2010 01:07 GMT
#70
As it looks like they are balancing the game, so Marauders, Protoss and Zerg have a 50% win chance.
I'll call Nada.
Housemd
Profile Joined March 2010
United States1407 Posts
May 07 2010 01:09 GMT
#71
Poll: Do You Like The New Patch

Yes (101)
 
69%

No (46)
 
31%

147 total votes

Your vote: Do You Like The New Patch

(Vote): No
(Vote): Yes



adding a poll to see what people think of the new patch.

wow...Thors just got weakened hard! So sad.

Overall, i think this is a good patch...BroodLords often killed me, so its good to see that they have gotten weaker.

I don't think that the use of sentries will be lessened. There still a good unit, and many people just use them for the force fields.

I hope that ultralisks are used more often, they were so helpful in Brood War.
Fantasy is a beast
Z3kk
Profile Blog Joined December 2009
4099 Posts
Last Edited: 2010-05-07 01:23:15
May 07 2010 01:22 GMT
#72
Very, very nice changes, but I'll have to get used to the sentry and colossus nerfs....especially the sentry nerf. I was just starting to get used to used sentries to defend against mutas, and now stalkers+sentries will have a harder time holding off mutas, and I'm not likely to begin making mass archons just yet.....

Um, can anyone explain to me how moving and firing at the same time is accomplished? Do you use patrol towards enemies and then move away after the shot?
Failure is not falling down over and over again. Failure is refusing to get back up.
ShaperofDreams
Profile Blog Joined December 2008
Canada2492 Posts
May 07 2010 01:28 GMT
#73
On May 07 2010 09:44 HalfAmazing wrote:
Guys, they're not seeing enough MARAUDERS. They made the Thor weaker so you have to build more MARAUDERS to support them. Take a hint guys, build some MARAUDERS. We're not seeing enough MARAUDERS. I think we need to build more MARAUDERS to support our Thors, make some MARAUDERS. Dustin isn't seeing enough MARAUDERS guys, we need to get some of those MARAUDERS.

Does Browder even play this game? Seriously.

This made me rofl quite thoroughly.

...But I think its important to note that because of how banelings/colossi/ exist in SC2, marauders are the only "medium" armored tier one unit Terran can viably build.

Really the only time you see a Terran get marines vs Zerg is if he gets mutalisks out.
Bitches don't know about my overlord. FUCK OFF ALDARIS I HAVE ENOUGH PYLONS. My Balls are as smooth as Eggs.
lololol
Profile Joined February 2006
5198 Posts
May 07 2010 01:29 GMT
#74
On May 07 2010 10:22 Z3kk wrote:
Very, very nice changes, but I'll have to get used to the sentry and colossus nerfs....especially the sentry nerf. I was just starting to get used to used sentries to defend against mutas, and now stalkers+sentries will have a harder time holding off mutas, and I'm not likely to begin making mass archons just yet.....

Um, can anyone explain to me how moving and firing at the same time is accomplished? Do you use patrol towards enemies and then move away after the shot?


It's completely automatic. If a unit is in range, the Phoenix will fire at it, even if given a move command.
I'll call Nada.
Z3kk
Profile Blog Joined December 2009
4099 Posts
Last Edited: 2010-05-07 01:35:03
May 07 2010 01:31 GMT
#75
On May 07 2010 10:29 lololol wrote:
Show nested quote +
On May 07 2010 10:22 Z3kk wrote:
Very, very nice changes, but I'll have to get used to the sentry and colossus nerfs....especially the sentry nerf. I was just starting to get used to used sentries to defend against mutas, and now stalkers+sentries will have a harder time holding off mutas, and I'm not likely to begin making mass archons just yet.....

Um, can anyone explain to me how moving and firing at the same time is accomplished? Do you use patrol towards enemies and then move away after the shot?


It's completely automatic. If a unit is in range, the Phoenix will fire at it, even if given a move command.


Whoa, thanks. So I can just move-click and my phoenixes will fire automatically, even while moving? If I move-click rapidly, will the shots get interrupted?

I might actually contemplate using phoenixes now especially after that SENTRY NERF (%^$#%!).

EDIT: And can we just move-click, or must we attack-move?
Failure is not falling down over and over again. Failure is refusing to get back up.
Windmonk
Profile Joined May 2009
Canada93 Posts
May 07 2010 01:35 GMT
#76
I don't get it, they want to see more people use battlecruisers, wich are easily countered by corrupters. And they give corrupters an ability to kill them faster.
~Watch and Learn~
pyr0ma5ta
Profile Joined May 2010
United States458 Posts
May 07 2010 01:37 GMT
#77
On May 07 2010 09:44 HalfAmazing wrote:
Guys, they're not seeing enough MARAUDERS. They made the Thor weaker so you have to build more MARAUDERS to support them. Take a hint guys, build some MARAUDERS. We're not seeing enough MARAUDERS. I think we need to build more MARAUDERS to support our Thors, make some MARAUDERS. Dustin isn't seeing enough MARAUDERS guys, we need to get some of those MARAUDERS.

Does Browder even play this game? Seriously.


I rofl'd.
"I made you a zergling, but I eated it." - Defiler
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 07 2010 01:37 GMT
#78
battlecruisers are actually cost effective vs corruptors, thanks to yamato gun lol
Zhou
Profile Joined February 2009
United States832 Posts
May 07 2010 01:42 GMT
#79
I kinda wish they would look at immortals and marauders a little bit... But oh well. This is a good start.
newbcake
Profile Joined March 2010
United States57 Posts
May 07 2010 01:45 GMT
#80
I'm pissed if the bulk of their rationale for changing infestors and thors was because of ultralisks. The changes to thors make them substantially less useful as a harass / map control unit, and their reduced initial damage makes them just another attack-move unit instead of something you'd actually want to control. And the infestor change was just dumb, having it be 100 mana and require research way more than counteracts its ability to use it on air. If blizzard wanted to make ultras more useful, then buff ultras and make them more useful, not nerf two other units and make them worse against the ~33 other unit vs unit matchups.
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