|
On May 21 2010 13:13 Salv wrote: Can someone tell me how the old contaminate spell from the corruptor used to work? Was it a channeling spell, or did you have to be near the building? i think you casted it on the building and it stopped working, then you could fly off, was very useful on PF
|
Not sure if someone's mentioned this, but didn't the "State of the Beta Podcast 5" go through a majority of these changes? Most specifically the "massive runs over Force Fields" they were joking about?
~dPoon
|
the problem with the OS is he don't take any supply I know why but... with the new spells i can see a zerg when maxx out makeing 200+ OS then make fun to corrupt every building possible
|
On May 21 2010 13:13 Salv wrote: Can someone tell me how the old contaminate spell from the corruptor used to work? Was it a channeling spell, or did you have to be near the building? u just spit something at the building (not sure of the range) and its useless for 30 seconds. not channeled as you can run away immediately after casting
|
|
Strange patch... I don't see a chance for Ultras with the lifedecrease but wait and see.. The other Zerg changes kick ass, and they aren't that game changing for most the matchups. Still could be a lot of fun... especially delaying the voidray cheese while getting infestors to frenzy my hydras AND the voidray has to get closer to my hydras MUHAHAHAH Thanks for that...i was getting annoyed with that cheese -.-
Personally i was hoping for a slight maraudernerf... now Bio gets a buff? Guess I'm doying fine with ling/bling/hydra but the real problem is MECH darnit! >.<
As for Protoss every nerf is a good thing...there will be future nerfs...there will be crying in the future...Protoss just begs for it. And 1 base allins and cheesing won't help against it -.-
|
I like how they solved some of the fundamental mechanical problems with the Ultra like NP / Fungal / FF problems, but yeah I'm not convinced about the stats.. I'm going to have to play some games to see how the stats pan out.
|
for Ultralisk, noone use burrow or overlord drop? which make them really useful for flank attack or just pure bomb with other forces together.
|
I wonder how it feels to be a terran player. Its like being mommy's favorite son and every patch day is like Christmas ...
|
OMFG is Blizzard fucking retarded? Zerg is going to be so broken right now with the new Overseer and it doesn't take an "theory-crafting" to figure that out...
You can now get the same ability that the corruptor originally had without a spire from a unit that you probably were going to make anyways for scouting and detection..available from the start of lair tech! In PvZ, Robo tech will no longer be viable because they can just constantly delay units be sending in Overseers and corrupting the building. Thirty seconds is a LONG time in SC terms and 75 energy is NOT a lot of energy requirement to cast such a ridiculously power spell. Hell, if I was Z I would make three overseers if I saw the zerg going 2 robo colossi and just constantly corrupt the robotics so the protoss can do nothing. It's basically instant win right there... Seeing how it also works against upgrades, I'd probably cast in on their archives to delay storm or even weapon upgrades, which already take so damn long to finish in the first place. What is P going to do against hydra now without colossi?
I don't play T but I can see zergs getting fancy and pooping on factories to delay thors while mutas rip terrans to shreds. WTF
And wtf buff to terran infantry upgrades? What is blizzard thinking? I can live with the void ray nerf and sentry nerf (neither bug me that much) but I question where Blizzard is getting their figures from.
|
They still haven't fixed ZvT mech whatsoever. Zerg has no good counter to tank + thor + hellion or tank + thor + rines fast push.
|
On May 21 2010 13:13 Salv wrote: Can someone tell me how the old contaminate spell from the corruptor used to work? Was it a channeling spell, or did you have to be near the building?
first off you had to make a corruptor when your opponent probably had about 0 air units
|
On May 21 2010 13:14 Chen wrote:Show nested quote +On May 21 2010 13:13 Salv wrote: Can someone tell me how the old contaminate spell from the corruptor used to work? Was it a channeling spell, or did you have to be near the building? u just spit something at the building (not sure of the range) and its useless for 30 seconds. not channeled as you can run away immediately after casting
On May 21 2010 13:14 arb wrote:Show nested quote +On May 21 2010 13:13 Salv wrote: Can someone tell me how the old contaminate spell from the corruptor used to work? Was it a channeling spell, or did you have to be near the building? i think you casted it on the building and it stopped working, then you could fly off, was very useful on PF
Mmmm.. I would have to see this in action, it seems that 30 seconds is too long to disable a robotics facility for example. Maybe it's time to go high templar again :D.
|
On May 21 2010 13:16 Salv wrote:Show nested quote +On May 21 2010 13:14 Chen wrote:On May 21 2010 13:13 Salv wrote: Can someone tell me how the old contaminate spell from the corruptor used to work? Was it a channeling spell, or did you have to be near the building? u just spit something at the building (not sure of the range) and its useless for 30 seconds. not channeled as you can run away immediately after casting Show nested quote +On May 21 2010 13:14 arb wrote:On May 21 2010 13:13 Salv wrote: Can someone tell me how the old contaminate spell from the corruptor used to work? Was it a channeling spell, or did you have to be near the building? i think you casted it on the building and it stopped working, then you could fly off, was very useful on PF Mmmm.. I would have to see this in action, it seems that 30 seconds is too long to disable a robotics facility for example. Maybe it's time to go high templar again :D. so they will corrupt you WG so no zealots, satlker, sentry, HT, DT
|
On May 21 2010 13:16 Salv wrote:Show nested quote +On May 21 2010 13:14 Chen wrote:On May 21 2010 13:13 Salv wrote: Can someone tell me how the old contaminate spell from the corruptor used to work? Was it a channeling spell, or did you have to be near the building? u just spit something at the building (not sure of the range) and its useless for 30 seconds. not channeled as you can run away immediately after casting Show nested quote +On May 21 2010 13:14 arb wrote:On May 21 2010 13:13 Salv wrote: Can someone tell me how the old contaminate spell from the corruptor used to work? Was it a channeling spell, or did you have to be near the building? i think you casted it on the building and it stopped working, then you could fly off, was very useful on PF Mmmm.. I would have to see this in action, it seems that 30 seconds is too long to disable a robotics facility for example. Maybe it's time to go high templar again :D. until zerg scouts it and psi storm can never research lol
|
On May 21 2010 13:16 asdfTT123 wrote: OMFG is Blizzard fucking retarded? Zerg is going to be so broken right now with the new Overseer and it doesn't take an "theory-crafting" to figure that out...
You can now get the same ability that the corruptor originally had without a spire from a unit that you probably were going to make anyways for scouting and detection. In PvZ, Robo tech will no longer be viable because they can just constantly delay units be sending in Overseers and corrupting the building. Thirty seconds is a LONG time in SC terms and 75 energy is NOT a lot of energy requirement to cast such a ridiculously power spell. Hell, if I was Z I would make three overseers if I saw the zerg going 2 robo colossi and just constantly corrupt the robotics so the protoss can do nothing. It's basically instant win right there... Seeing how it also works against upgrades, I'd probably cast in on their archives to delay storm or even weapon upgrades, which already take so damn long to finish in the first place.
I don't play T but I can see zergs getting fancy and pooping on factories to delay thors while mutas rip terrans to shreds. WTF
And wtf buff to terran infantry upgrades? What is blizzard thinking? I can live with the void ray nerf and sentry nerf (neither bug me that much) but I question where Blizzard is getting their figures from.
Here is the flaw with your argument. If you buy a bunch of Overseers, you can't buy the Mutas. Zerg has to be super careful about their gas. 100g can go to either a Muta OR an Overseer but not both.
|
frenzy+queen+ultra, sweet sweet sweet, terran have to once know how to play :D:D, btw terran needed those changes cauz marines sucked vs void rays.
Still make the fukin ultra smaller, give roach a role in the game. Other wise the game looks good to launch. Im z player, so no expert in other races, but i wish we would see diversity in units for toss in DT's, carriers and mothership, kind of stupid when its colossi every game.....
Also terran need a buff to battleships, cauz going thor is way too popular.
|
United States47024 Posts
On May 21 2010 13:16 asdfTT123 wrote: You can now get the same ability that the corruptor originally had without a spire from a unit that you probably were going to make anyways for scouting and detection..available from the start of lair tech! In PvZ, Robo tech will no longer be viable because they can just constantly delay units be sending in Overseers and corrupting the building. Thirty seconds is a LONG time in SC terms and 75 energy is NOT a lot of energy requirement to cast such a ridiculously power spell. Hell, if I was Z I would make three overseers if I saw the zerg going 2 robo colossi and just constantly corrupt the robotics so the protoss can do nothing. It's basically instant win right there... Seeing how it also works against upgrades, I'd probably cast in on their archives to delay storm or even weapon upgrades, which already take so damn long to finish in the first place. Oh good, then people will actually use Templar tech for something.
They still need to fix the general power/cost-effectiveness of Templar tech, but that's easier to do once they have people actually using it in games.
On May 21 2010 13:18 graphene wrote: frenzy+queen+ultra, sweet sweet sweet, terran have to once know how to play :D:D, btw terran needed those changes cauz marines sucked vs void rays. The upgrade buff has absolutely nothing to do with Void Rays. No one's going to be rushing stim/combat shield to fight early void rays. And against mid-game Void Rays, Vikings were and still are the better option.
|
On May 21 2010 13:16 teamsolid wrote: They still haven't fixed ZvT mech whatsoever. Zerg has no good counter to tank + thor + hellion or tank + thor + rines fast push.
Frenzied Ultralisk seem pretty good
|
On May 21 2010 12:19 stk01001 wrote: why did they switch the zerg worker rally point again to "G' this time? I liked it at "R" since I was so used to using "R" to set rally from BW =(
Because R is the same as roach, so when you fucking go to make roaches without larva it wont reset your worker rally.
|
|
|
|