On May 21 2010 12:33 sev1 wrote: Holy Overseer buffs. Every race will need to completely turret up their entire base vs. zerg, even if the zerg has zero air otherwise That is, if they intend to have any production capabilities at all. I realize they want to make the unit more interesting, but for something so cheap and widely used already, it seems pretty ridiculous.
Overreaction. Overseers still cost 100 gas. No zerg is gonna mass overseers just to have some infested terran in the mid-late phase. I'd rather have 10 mutas than 10 overseers.
make 2-3 overseers, cycle them in to continuously and indefinitely stop any and all production from the robo facility. Toss either puts all his AA in his main base (unless this spell is channeled, no way in hell you can run your army back to stop/kill the overseer afterwards) and leave front door open, or split army 1/2 and 1/2 (bad if/when he attacks you), or just let him shut your robo bay down the entire game. 300 gas for no more robo fac units? good trade for zerg imo. plus its free scouting. Zerg are probably making them anyways, dont see why they wouldnt do this, other than apm requirements.
im seeing corruption or whatever being ridiculously multi task consuming but insane rewarding if you can do it perfectly
I really dont see balance being acheived unless marauder hp is nerfed a bit (or they take more stim damage) and tank damage is reduced (after splash mechanic buff its too much)
On May 21 2010 12:56 Zeke50100 wrote: If I'm doing the math right, you only need 4 Overseers coming in every once in a while (read: Not as dangerous as you think) to completely shut down any one production building. That's 400 gas to screw over a Protoss player. Nice trade off.
probably less than whatever it would cost the protoss to make another building though
But that takes time, which is just perfect for you to run in with your Ultras after you render the Protoss without any Immortals ^_^
Still thinking it over. Worst patch so far, I don't think anyone can really argue that. I like the addition of a league above Platinum and under Pro but I don't see why they had to remove Copper too.
On May 21 2010 12:56 Playguuu wrote: So zerg is where it was a few months ago. I was totally expecting a size decrease like the thor got. I really don't want to play vs terran now, cheaper upgrades and cost efficient units is really crazy. That first MMM push is going to be horrible for zerg with the roach nerf.
Wow, just wow.
Hey look, what does that remind us of? Oh right, SC1.
On May 21 2010 12:48 cartoon]x wrote: Ultras now do 40 massive splash against marauders and you think players are going to be going marauders against them? And Ultras can't be slowed by concussive shells when Frenzied, AND get plus 25 percent attack? So what is that - 50 splash damage against marauders? And you are whining over 150 HPs? LoL.
ultras couldnt be slowed by them anyways because you cant slow massive units since the begining. Didn't stop them from getting melted by marauder balls though. Now they have less HP :/ I like the buffs for ultras vs P though
Alright, so make sure you have the armor upgrades and speed upgrades. Get more Ultras than you used to have. Now, after you've done that, realize this: Each ultralisk, if frenzied, will be doing 50 splash damage against the marauders assumine you have no melee upgrades. Before it was doing 18, and then 25. Now it's 50. Do you realize how much damage that is? Marauders will be the only things melting in this fight.. But if you're so worried about the life of the Ultras, bring your queens into the battle. Use some transfusions at the start. Ultras are going to devour Terrans. Infact, they'll probably be useful against all races now.
On May 21 2010 12:58 Xxio wrote: Still thinking it over. Worst patch so far, I don't think anyone can really argue that. I like the addition of a league above Platinum and under Pro but I don't see why they had to remove Copper too.
Probably because there was a lot of similarity between High Copper\Low Bronze, and then huge spikes in ability beyond that.
I can see it making more sense to consolidate the lower end of the player base in this scenario. The difference between a 1200 Copper and a 1500 Bronze is probably much less than that of a 1500 Plat vs. 1800 Plat.
I think their idea of making Diamond and removing copper was that too little people were in copper and too many people were in platinum, thus now we have a better spread of the skill level.
Well.... Frenzy is still viable in the midgame when you're switching to ultras. It only costs 25 energy, so with 4-5 infestors, you can frenzy 8-10 hydras fairly quickly before a big engagement. But really, would +3 damage make that much of a different in a big battle? Or does it just take valuable sp away from FG? Probably the latter.
By far the best change in the patch is... Zerg Set Worker Rally Point changed from R to G! I was sooo sick of accidentally setting my worker rally to random places while trying to make roaches.