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On May 21 2010 13:32 Salv wrote:Show nested quote +On May 21 2010 13:30 junemermaid wrote:On May 21 2010 13:21 asdfTT123 wrote:On May 21 2010 13:18 roark wrote: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. In almost every PvZ I've played, the zerg always gets at least one overseer. WIth that overseer which was only originally used for changeling/scouting, you can now delay the P's colossi for basically no additional cost. I don't know about you, but I'd rather spend an extra 100-200 gas on another one or two overseers, keep them alive since they're pretty fast, and just corrupt the P's robo periodically. Good 200 gas well spent...don't care if it delays my spire. Hell, if I continue corrupting the robo, you won't NEED spire tech and you can safely go hydra to counter P's lack of colossi Oh ffs, kill the overseer, problem solved. Or make sure your robo bay isn't exposed to an easy contaminate hit... There are so many things you can do. Seriously you guys are complaining for nothing. Wait to see how it plays. You act like Blizzard didn't test out the patch internally. The overseer is a fast flying unit, if they want to contaminate your robo then they will be able to. You can only protect it if you surround it with your units a few matrix's away in each direction.
I hear blink is a pretty useful ability.
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On May 21 2010 13:21 BigDates wrote:Show nested quote +On May 21 2010 13:08 Salv wrote:Questions I have about this patch: - Is contaminate a channeling spell?
- What is the range of contaminate?
I would be fine with contaminate if the overseer used the ability by dropping some sort of creep or goo on to the building which halts production for 30 seconds. If they can simply use the ability from a distance and then fly away I have problems with this. You can easily fuck up a Protoss most essential unit (the colossus) with this. Well, before CORRUPTORS could do this, and you didnt have any problems? Zerg ALWAYS were going to MASS corruptors anyways to get broodlords in the end, so now having overseers do it shouldnt be so bad (instead of ~10 corruptors sneaking in and doing it every minute, you'll have 2-3 overseers doing it to key tech buildings, mainly for the fact that No Z will mass overseers due to the cost of them) So it'll more than likely be a 1 time cast thing. rofl. corrupters require a spire, take 2 food, and are only useful in AA or anti-colossi, it was a big investment to get them. overseers are basically required for zerg players as it requires no tech, and is a detector. corrupters were required to babysit the army most of the time in case you got attacked while your anti-colossi force was in his base so as to make sure your army didnt get roflstomped.
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On May 21 2010 13:24 PoD wrote: This is a side note but I hope there are actually v3 v4 maps. I would laugh and laugh if they just enabled it but didn't have any new maps to play on.
Someone is bound to remake BGH
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On May 21 2010 13:34 On_Slaught wrote:Show nested quote +On May 21 2010 12:41 Zato-1 wrote:Whoa. Pretty substantial changes there- most of the changes look like they're taking the game in the right direction, but there's one change I'm immediately opposed to: Overseer - Contaminate spell added: Costs 75 energy - Targets a single enemy structure which cannot train units or research upgrades for 30 seconds. Infested Terran spell added: Costs 125 energy - Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned. This basically means that Zerg can continue growing past 200/200 supply, because they can train infinite Overseers which will be combat-capable units with patch 13. Not a fan of Zerg being the only race for which 200 supply isn't a hard cap on their army strength. This is absurd. They could of done this before the patch and it's no different than mass auto-cannons for terran or infinite hallucinations to soak up dmg for protoss.
well no, because templars and ravens both use supply and can't be made into infinity.
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On May 21 2010 12:47 TheYango wrote:Show nested quote +On May 21 2010 12:42 Skyze wrote: Well.. thats rough for protoss. They got nerfed HARD with this whole force field crushing ability. As if it was bad enough that any Protoss not named White-Ra was getting owned hard lately, they have to nerf them more and buff terran even more.
Guess Im playing Z again. Which wasnt even fixed, Ultras problem wasnt dmg, they just died too fast.. and roaches not back to 1 supply.
Stupid patch I think you're overreacting to the Force Field change. Ultras weren't getting used much, and Colossi are in the mirror, making it hardly a "balance" issue. The Thor is the biggest issue, and they're not exactly commonly used in TvP. Admittedly, I think with the size reduction, Thors deserve to lose the Massive modifier. You can't be both tiny and massive. That just doesn't work. Colossi arent that huge either ... Thors arent really a problem, because even though they were reduced in size they dont move any faster and having a Thor move instead of shooting isnt a bad thing.
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# Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.
what happens when u use it on a hatchery??
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Do people understand that blocking a building opens up a giant, 30 second timing window to make a push? >.> Let's see how Protoss deals with Burrow-moving Roaches with no Robo Fac.
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Ugggg this is going to suck for PF now that all army have atleast 1 overseer with them. : ( knocks that out like all the time GG PF : (
Broodlord + 25 % more dmg go go lol inferstor broodlords RAWR lol funny stuff will be cool.
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On May 21 2010 13:33 cHaNg-sTa wrote:Show nested quote +On May 21 2010 13:27 PoD wrote: Also anything that forces you to build static defense or keep units in your base just in case a unit that costs no supply might come and harass you is kind of silly. None of the other races of units that cost no supply and they can use to harass with. Except that it will cost you 8 supply, 150 minerals, and 100 gas if it gets killed (not to mention the potential supply block and larve cost). And who said that each race needed the same thing? That goes against the whole idea of Starcraft's racial uniqueness.
i agree - i really hope they dont turn it into wow where they homogenize the whole game.
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also i think the forcefield nerf is good. being able to endlessly forcefield a ramp while toss is free to annihilate ur expo AND take any base he wants on the map was stupid as fuck. having a way to break forcefield now atleast gives us a chance to stop that type of pure BS.
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This basically means that Zerg can continue growing past 200/200 supply, because they can train infinite Overseers which will be combat-capable units with patch 13. Not a fan of Zerg being the only race for which 200 supply isn't a hard cap on their army strength.
I say Terrans should get to increase there army to 250 with Calldown supply :p
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STIMPACK AND ARMOR COST LESS :D, brace yourself, stim rushes coming in, and Void Rays range down to 6, god damn this just made my opening so much stronger
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lets make overseer cost 2 food and its fixed.
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yeah the frenzy really looks like warcraft in space...
especially the way they phrased stuns and mind control >.>
overseers appear imba. this does not look good. There are too many theorycrafting opportunities that is wayyy to imbalanced. 30 seconds, does not look good on paper.
lastly, terran could have done without the research buff. it seemed okay before even without the buff.
ps: lol @ orb his favorite spell has been officially ruined. RIP Force Field.
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On May 21 2010 13:35 junemermaid wrote:Show nested quote +On May 21 2010 13:32 Salv wrote:On May 21 2010 13:30 junemermaid wrote:On May 21 2010 13:21 asdfTT123 wrote:On May 21 2010 13:18 roark wrote: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. In almost every PvZ I've played, the zerg always gets at least one overseer. WIth that overseer which was only originally used for changeling/scouting, you can now delay the P's colossi for basically no additional cost. I don't know about you, but I'd rather spend an extra 100-200 gas on another one or two overseers, keep them alive since they're pretty fast, and just corrupt the P's robo periodically. Good 200 gas well spent...don't care if it delays my spire. Hell, if I continue corrupting the robo, you won't NEED spire tech and you can safely go hydra to counter P's lack of colossi Oh ffs, kill the overseer, problem solved. Or make sure your robo bay isn't exposed to an easy contaminate hit... There are so many things you can do. Seriously you guys are complaining for nothing. Wait to see how it plays. You act like Blizzard didn't test out the patch internally. The overseer is a fast flying unit, if they want to contaminate your robo then they will be able to. You can only protect it if you surround it with your units a few matrix's away in each direction. I hear blink is a pretty useful ability.
Yeah, because I have blink right after I expand, right? I don't prioritize a citadel and the blink upgrade over a robotics, support bay, thermal lance, and colossi. Overseers are units that all Zerg's make regardless, and they will come before I can do any thing reasonable to stop them from contaminating my building. The options are to either make high templar instead, or really focus on surrounding your robotics with your units so that it's very difficult to contaminate.
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On May 21 2010 13:36 Assault_1 wrote: # Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.
what happens when u use it on a hatchery??
It says, "WHY THE FRACK ARE YOU POOPING ON ME?!?!"
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On May 21 2010 13:37 Archerofaiur wrote:Show nested quote +This basically means that Zerg can continue growing past 200/200 supply, because they can train infinite Overseers which will be combat-capable units with patch 13. Not a fan of Zerg being the only race for which 200 supply isn't a hard cap on their army strength. I say Terrans should get to increase there army to 250 with Calldown supply :p Terran can already jump past the supply cap with mules. More mules, less scvs, larger maxed army!
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"The Ultralisk can now ignore Force Fields and with the Infestor’s Frenzy ability he can ignore all of the ways that the enemy could slow or disable him."
Do they even know their own game? Ultralisks couldn't be slowed by marauders anyway.
I think this patch looks good for zerg. I also think a lot of you are underestimating the power of frenzy. 25 energy isn't that much and having 2 infestors with 100 energy can frenzy 8 units. 8 units dealing 25% more dmg for 30 seconds could certainly turn the tide of a game.
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On May 21 2010 13:36 Zeke50100 wrote: Do people understand that blocking a building opens up a giant, 30 second timing window to make a push? >.> Let's see how Protoss deals with Burrow-moving Roaches with no Robo Fac.
Twenty spacebux this will not work out as dramatically in practice as I'm sure it is in your head
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I'm afraid of mass frenzy on ultralisks ><
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