Blizzard explains patch 11 - Page 7
| Forum Index > SC2 General |
|
Knutzi
Norway664 Posts
| ||
|
andyrichdale
New Zealand90 Posts
-Neural Parasite is now an upgrade at the Infestation Pit. -Neural Parasite research costs 150/150 and 110 seconds. -Neural Parasite energy cost increased from 50 to 100. | ||
|
Zeke50100
United States2220 Posts
On May 07 2010 12:14 andyrichdale wrote: -Neural Parasite is now an upgrade at the Infestation Pit. -Neural Parasite research costs 150/150 and 110 seconds. -Neural Parasite energy cost increased from 50 to 100. Screw Neural Parasite. Fungal Growth works even better, and is cheaper >.> | ||
|
sob3k
United States7572 Posts
It NEVER HAPPENS. EVER. | ||
|
Lazix
Australia378 Posts
Sentry We are seeing a lot of Force Fields which we really, really like. We don’t want to see fewer Force Fields Jesus... really? : / | ||
|
andyrichdale
New Zealand90 Posts
On May 07 2010 12:17 sob3k wrote: Why are we even DISCUSSING the possibility of of ULTRALISKS IN ZvZ?!!!! It NEVER HAPPENS. EVER. The idea with these patches are to change the way the game is played. Ultralisk buffs and Infestor nerfs just may see the Ultralisk become used in ZvZ. And there's more Ultralisk buffs to come. People need to look past the current into the future of the game, that's what Blizzard are doing - IE: if Ultralisks become a more generally "usable" unit then the NP ability needs to be looked at in the way it interacts with Ultralisks. | ||
|
checo
Mexico1364 Posts
Nerf on colo, very nice, whats the point of making protos had another awsome air unit??? Isn't damn void ray enought??? they didn't even take up energy cost on FF.... Yey buff the damn corruptor like it isn't so damn strong already.... And plz Fungal is to damn much damage and stun efect for so few energy ... god nerf it already On everything else very nice job. | ||
|
0neder
United States3733 Posts
| ||
|
arb
Noobville17922 Posts
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! you spelled "THEY ARE TOO GOOD IN EVERY SITUATION" wrong | ||
|
Chairman Ray
United States11903 Posts
| ||
|
Vei
United States2845 Posts
| ||
|
Pervect
1280 Posts
On May 07 2010 12:32 checo wrote: man... Just nerf the Thor and Raven??? Come on i don't even get them most of the time... now i won't at anytime i think .... Nerf on colo, very nice, whats the point of making protos had another awsome air unit??? Isn't damn void ray enought??? they didn't even take up energy cost on FF.... Yey buff the damn corruptor like it isn't so damn strong already.... And plz Fungal is to damn much damage and stun efect for so few energy ... god nerf it already On everything else very nice job. How fucking retarded are you? Seriously, just shut the fuck up. | ||
|
teekesselchen
Germany886 Posts
Before Patch, Zerg could mind controll Thors and destroy another Thor right away using 250mm Cannon, whereas the cannon sucked in general and was only used against Buildings in situations where this really didn't matter much mostly. Now, just don't research it and Infestors won't own you. I cannot understand how they say this patch would make Thors less effective versus Roaches. Roach old: 3.86s Roach new: 3.84s I guess they ment hydralisks. Hydralisk old: 1.93s Hydralisk new: 2.56s It's impressive how they introduced moving shot and reduce skill usage of it at the same time. Really, that bit of clicking around, it's easier than reapers who really weren't hard to handle (and will remain unused to the end of all times) Well, yes, its only one button to press less but really, it seems like they wanted to confirm everybody who says "too much automatization"... Automated moving shot. Sounds like they didn't smoke too much weed but rather too much motor oil. | ||
|
Zeke50100
United States2220 Posts
On May 07 2010 12:35 arb wrote: you spelled "THEY ARE TOO GOOD IN EVERY SITUATION" wrong Air units and Immortals would like to have a word with you. | ||
|
teekesselchen
Germany886 Posts
On May 07 2010 12:47 Zeke50100 wrote: Air units and Immortals would like to have a word with you. So do Zentry/Sealot. | ||
|
RogerChillingworth
Chad3132 Posts
| ||
|
sk`
Japan442 Posts
On May 07 2010 12:41 Vei wrote: Exactly. What is supposed to be a slow unit with marginal DPS becomes godly for minimal HP loss (which can be regained anyway). Oh and it auto casts slow constantly for free... k... good balance.I honestly think that the biggest problem with marauders is stim is a tiny cost to their HP, compared to SC1 stim cost for a marine HP. The fact that they list the Ultralisk as the reason for raping the Infestor means Bliz doesn't likely play this game. Ultra in ZvZ... yes, you see that all the time and not never because it would be the stupiest thing of all time. Yes... this is what is troubling ZvZ. The Crawler rape is the biggest issue. The only means you really had to control early all-ins is gone. What does Z do now? If you read every Immortal timing all-in or Marauder timing all-in bitch thread the constant solution people spout is "crawler up dawg". K, that's been raped. Next solution? | ||
|
arb
Noobville17922 Posts
On May 07 2010 12:47 Zeke50100 wrote: Air units and Immortals would like to have a word with you. Immortals get raped by large numbers of marauders, and i swear ive seen then turn on rocket boosters too, these aret he ambitious ones not satisfyed with being imba on the ground | ||
|
RogerChillingworth
Chad3132 Posts
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 ![]() | ||
|
arb
Noobville17922 Posts
On May 07 2010 12:55 RogerChillingworth wrote: When you merge 2 dark templars, the archon should have permanent cloaking ![]() didnt the old twilight archon cast storm or some shit too? | ||
| ||
