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Patch 13 Discussion - Page 16

Forum Index > SC2 General
Post a Reply
Prev 1 14 15 16 17 18 92 Next
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 21 2010 04:14 GMT
#301
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
Artillery spawned from the forges of Hell
dpoon
Profile Blog Joined November 2009
Canada37 Posts
May 21 2010 04:14 GMT
#302
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
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
May 21 2010 04:14 GMT
#303
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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Chen
Profile Joined June 2009
United States6344 Posts
May 21 2010 04:14 GMT
#304
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
holy_war
Profile Blog Joined July 2007
United States3590 Posts
May 21 2010 04:14 GMT
#305
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?


http://wiki.teamliquid.net/starcraft2/Corruptor
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
May 21 2010 04:15 GMT
#306
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 -.-
Zerg - because Browders sons hate 'em
cartoon]x
Profile Joined March 2010
United States606 Posts
May 21 2010 04:15 GMT
#307
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.
It is not enough to conquer; one must learn to seduce.
hzhao
Profile Joined June 2007
China75 Posts
Last Edited: 2010-05-21 04:16:26
May 21 2010 04:15 GMT
#308
for Ultralisk, noone use burrow or overlord drop? which make them really useful for flank attack or just pure bomb with other forces together.
deo.deo
Profile Joined April 2010
135 Posts
May 21 2010 04:16 GMT
#309
I wonder how it feels to be a terran player.
Its like being mommy's favorite son and every patch day is like Christmas ...
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
Last Edited: 2010-05-21 04:18:46
May 21 2010 04:16 GMT
#310
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.
n.Die_Jaedong <3
teamsolid
Profile Joined October 2007
Canada3668 Posts
May 21 2010 04:16 GMT
#311
They still haven't fixed ZvT mech whatsoever. Zerg has no good counter to tank + thor + hellion or tank + thor + rines fast push.
iggyfisk
Profile Joined April 2008
Sweden212 Posts
May 21 2010 04:16 GMT
#312
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
Salv
Profile Blog Joined December 2007
Canada3083 Posts
May 21 2010 04:16 GMT
#313
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.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
May 21 2010 04:17 GMT
#314
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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
arb
Profile Blog Joined April 2008
Noobville17921 Posts
May 21 2010 04:18 GMT
#315
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
Artillery spawned from the forges of Hell
roark
Profile Joined April 2010
United States187 Posts
May 21 2010 04:18 GMT
#316
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.
graphene
Profile Joined May 2010
Finland211 Posts
May 21 2010 04:18 GMT
#317
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.
cloud computing is the future
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-05-21 04:20:46
May 21 2010 04:18 GMT
#318
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.
Moderator
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
May 21 2010 04:19 GMT
#319
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
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
May 21 2010 04:19 GMT
#320
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.
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