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Patch 13 Discussion - Page 23

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SnakeChomp
Profile Joined May 2010
Canada125 Posts
May 21 2010 04:49 GMT
#441
It seems there is now even less of a reason to build ultralisks. They will die even faster to stimmed marauders. Stimmed marauders can still "kite" because they run so damn fast (even though they can't snare the Ultra, they never could). They still won't be able to get in range and do any damage if there is already a zergling surround or a concave of roaches or something. They still require a horrendous number of upgrades to be viable. They are still insanely expensive to build. They are still insanely huge and can easily get stuck behind your own units.

Basically, the Ultralisk by itself is still a terrible unit. It's actually even worse now that it has less HP. Frenzy helps the most in ZvZ, but really doesn't do anything in ZvT or ZvP.

What are you doing Blizzard?
roark
Profile Joined April 2010
United States187 Posts
May 21 2010 04:49 GMT
#442
On May 21 2010 13:47 iggyfisk wrote:
Show nested quote +
On May 21 2010 13:45 roark wrote:
Yeah that is super confusing wording.

Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.


I cannot tell if that means that it halts production, or if it means it cannot be cast on buildings with the capability to produce\research (aka Static D).

I can tell. It halts production. See if it meant you could only target non-production structures, it doesn't specify anywhere what effect it would have on them. The effect is halting production.



Good call. I'm gonna' go with you on that one.
DrivE
Profile Blog Joined January 2010
United States2554 Posts
Last Edited: 2010-05-21 04:50:22
May 21 2010 04:50 GMT
#443

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??


GOOD QUESTION! we'll see what happens ;D
LUCK IS NO EXCUSE
Logo
Profile Blog Joined April 2010
United States7542 Posts
May 21 2010 04:50 GMT
#444
I wonder if hatcheries and vomit larvae are still affected by the corruption/contaminate affect
ZvZ ling/baneling -> Overseer -> Stop hatchery production anyone?
Logo
allowicious
Profile Blog Joined April 2007
United States972 Posts
May 21 2010 04:50 GMT
#445
People are failing to see the balance between the ultra hp nerf and the armored damage buff.

Yes, marauders can kill an ultra quicker, but it's not as big of a deal as everyone is making it out to be. A 600hp ultra with frenzy and the armored damage buff would be ridiculous. Before, the concussive shells made it much more difficult for the ultra to get near the marauders. The ultras were pretty much giant boulders sitting in the middle of a battle, unable to move due to the mass of concussive shells. With frenzy, the ultras can close in on marauders quicker, without the effect of being stunned the whole time. Well, then you argue that marauders can still kite and focus fire down an ultra due quicker to its the decreased hp. Yes that is true, but you will rarely have a scenario where you are fighting pure ultra vs pure marauder. A well mixed zerg army with 4-5 ultras can easily kill a terran bio blob. The ultras are still damage soakers; they just can't soak up as much damage as before. The marauders can maybe focus fire down 2 ultras before they close in, but you still have 2 ultras left that will rip apart the marauders. Plus you have all your other z units swarming in. Even if only 1 ultra survives, a few swipes at the marauders could be a huge battle changer. Splash damage + frenzy + insane damage vs armored units? The remaining z units can come in and clean up.

You can also argue that it takes a long time to get to ultras, and they are a huge resource investment in terms of upgrades and unit cost. Yea, but it was the same issue in bw also. They are a late game unit for a reason. If you wanted ultras to be effective in bw, you needed to invest in hive + ultra den + speed upgrade + ultra armor upgrade + evo chamber armor upgrade. They are late game tech/expensive for a reason.

Also, stop jumping on the race bandwagon. "ZOMg terran is OP. time to switch to t!" Man up and stick with a race. It's ok to switch races, but don't switch solely based on the fact that you can't figure out a way to win with your old race. Buffs and nerfs will come to all races with time; terran will be nerfed eventually, and protoss will be buffed. The game hasn't even been released yet. Many more patches are on the way. Stop acting like this is the final version, and that no more changes will be made.

lalalalala~~~
Xinliben
Profile Joined May 2009
United States931 Posts
May 21 2010 04:50 GMT
#446
Hmmmm. Could you target pylons and shut them down from the power grid? A poorly constructed protoss base would get owned HARD if that was the case, and warp in pylons could be dealt with nicely.
"life of lively to live to life of full life thx to shield battery"
jusayO
Profile Joined May 2010
Canada60 Posts
May 21 2010 04:51 GMT
#447
Um, stim timing push was already strong enough... I'm confused.

Maybe I go back to zerg though, changes look interestingly fun. ^^;;
무릎의 춤이 더 즐겁게 훨씬 때 스트리퍼가 울고있다
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-05-21 04:53:04
May 21 2010 04:51 GMT
#448
On May 21 2010 13:44 lebalebaleba wrote:
lol protoss doesnt exist anymore in sc2..

gl my protoss brothers hopefully they will buff the least used race in top2000 rating.


as if we didnt get ran over by a bunch of shit already... such a joke of a patch.

Because a minor nerf to void rays and a buff to units that never saw play in those matchups anyway (prior to this patch, Thors were uncommon in TvP, and no one used Ultras, period) makes protoss "not exist".

On May 21 2010 13:50 allowicious wrote:
Yes, marauders can kill an ultra quicker, but it's not as big of a deal as everyone is making it out to be. A 600hp ultra with frenzy and the armored damage buff would be ridiculous. Before, the concussive shells made it much more difficult for the ultra to get near the marauders. The ultras were pretty much giant boulders sitting in the middle of a battle, unable to move due to the mass of concussive shells. With frenzy, the ultras can close in on marauders quicker, without the effect of being stunned the whole time. Well, then you argue that marauders can still kite and focus fire down an ultra due quicker to its the decreased hp. Yes that is true, but you will rarely have a scenario where you are fighting pure ultra vs pure marauder. A well mixed zerg army with 4-5 ultras can easily kill a terran bio blob. The ultras are still damage soakers; they just can't soak up as much damage as before. The marauders can maybe focus fire down 2 ultras before they close in, but you still have 2 ultras left that will rip apart the marauders. Plus you have all your other z units swarming in. Even if only 1 ultra survives, a few swipes at the marauders could be a huge battle changer. Splash damage + frenzy + insane damage vs armored units? The remaining z units can come in and clean up.

Ultras are massive. They were always immune to Concussive Shells. I'm surprised people still didn't know this.
Moderator
NeoScout
Profile Joined April 2010
United States103 Posts
May 21 2010 04:51 GMT
#449
so the infestor doesn't actually infest anything or the corruptor corrupts :/
junemermaid
Profile Joined September 2006
United States981 Posts
May 21 2010 04:51 GMT
#450
On May 21 2010 13:38 Salv wrote:
Show nested quote +
On May 21 2010 13:35 junemermaid wrote:
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.


Blink is stupid strong, dude. I don't see why you wouldn't get it early game, as that is when it is most effective...

If you're rushing for a tier 3 unit (colossus) and prioritize it over increasing the usefulness of your tier 1 units, then thats the risk you take with getting contaminated.
the UMP says YER OUT
lunar3force
Profile Joined January 2010
78 Posts
May 21 2010 04:51 GMT
#451
Zerg will require crazy apm now to play efficiently. Spamming new stats boosting ability everywhere you can + harrasing with Oversears as much as you can in addition to all standard stuff. This could be interesting
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50577 Posts
May 21 2010 04:51 GMT
#452
The game isn't patching though,US version.........by that I mean its just starting the game at patch 12 and not running the patcher at all.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Iron_
Profile Joined April 2010
United States389 Posts
May 21 2010 04:52 GMT
#453
Most definately scratching my head at the Terran infantry improvements. Gotta be some programmer with a lot of pull that loves Terran but sucks at the game. The Terran Toss matchup is going to be completely broken at the higher levels.
nihlon
Profile Joined April 2010
Sweden5581 Posts
May 21 2010 04:52 GMT
#454
On May 21 2010 13:51 NeoScout wrote:
so the infestor doesn't actually infest anything or the corruptor corrupts :/


NP? The corruptor you got a point with though.
Banelings are too cute to blow up
Salv
Profile Blog Joined December 2007
Canada3083 Posts
May 21 2010 04:53 GMT
#455
On May 21 2010 13:51 junemermaid wrote:
Show nested quote +
On May 21 2010 13:38 Salv wrote:
On May 21 2010 13:35 junemermaid wrote:
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.


Blink is stupid strong, dude. I don't see why you wouldn't get it early game, as that is when it is most effective...

If you're rushing for a tier 3 unit (colossus) and prioritize it over increasing the usefulness of your tier 1 units, then thats the risk you take with getting contaminated.


If you stick with mass stalker/sentry/zealot versus hydralisks you're going to get raped. You need colossus to deal with them, that is a fact. I have yet to see a single good Protoss prioritize getting charge or blink before getting colossus.
dogabutila
Profile Blog Joined December 2009
United States1437 Posts
Last Edited: 2010-05-21 04:56:31
May 21 2010 04:53 GMT
#456
I like all of the changes Protoss barely got nerfed, and their change wont matter till late/midgame anyways.

Terran changes are good, you had to spend way too much to upgrade previous to make marines worth it, however i think reducing the cost on both researches might lead to marines being a bit imba early. Only time will tell though.

I like the zerg spell changes V. V. much, I'm wondering if the infested terran spell still needs the egg morphing thing. It should need it otherwise there could be some really abusive play. It's still abusive anyways, but atleast with eggs morphing it will give other people time to respond to reduce damage or something.

Ultras are now even more worthless then before. Sure they can go through a forcefield, if they can even make it to the forcefield. They will still take bonus damage from pretty much everything and splat before getting in range to do any damage. I'm on the fence about the damage change. Honestly, I dont know how much difference it will make since I doubt ultras will be doing any damage anyways, but i think that 25+15 would be better then 15+25. I'm curious as to how splash works in regards to bonus damage to armored. Does bonus damage apply to splash? .If it splashes an armored unit, does it do the full +25 or +25/range modifier?

Zealots are light, and they screen all protoss armies. Ultras might be able to get through the forcefield, but they wont be able to get to any of the armored units it is supposed to counter. Same vs maruder / tank / thor. 450 hp just is not enough to get it to an opponents ball of units.

Perhaps frenzy would be better off not giving a damage buff, but rather an armor buff.


// ffs, why always hotkey changes for zerg? Atleast it was only a rally point that you can just click to change this time. Zerg is unquestionably the hardest mechanical race now though, with frenzy and having a decent skill for overseers to use.
Baller Fanclub || CheAse Fanclub || Scarlett Fanclub || LJD FIGHTING!
Rintrah
Profile Joined May 2010
United States25 Posts
May 21 2010 04:53 GMT
#457
On May 21 2010 13:51 BLinD-RawR wrote:
The game isn't patching though,US version.........by that I mean its just starting the game at patch 12 and not running the patcher at all.


Because the patch isn't out yet.
PoD
Profile Joined May 2010
Canada45 Posts
Last Edited: 2010-05-21 04:54:57
May 21 2010 04:53 GMT
#458
Technically Overseers are 8 supply early game but the later the game goes on they are 0 supply and 150min/50gas (unless people only build enough lords for 200 food and stop). In theory the later a Zerg can push a game the larger they could make their army. This of course is all crazy theorycraft right now and it must be tested.
SSDD we all die in the end so que sera sera.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-05-21 04:56:31
May 21 2010 04:53 GMT
#459
Big changes.

Why did they just rename all of the leagues o_O

And the ultralisk =/ I was hoping this patch would address some of the core problems. It didn't really:

-ultra still require over 1000 gas in upgrades before they become worthwhile to have. Add to that the gas required for hive + ultra cavern, and it's just not worth it, especially when you have the broodlord available at hive.

-ultra's size is still too big. Yes they can trample over force fields, but they still have size + pathing issues, especially when zerglings quickly auto-surround and don't give ultra a chance to attack.

-ultra still hard-countered way too easily considering cost. Maraduers/Thor/Void Ray/Carrier/BC/Immortal all still counter ultra very easily. Now with infestor, the thor cannot counter them as easily, but as of patch 12 mech is the dominant strategy against zerg, and ultra got severely nerfed against mech (specifically talking about tanks here)
next week on Everybody Loves HypnoToad:
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
May 21 2010 04:54 GMT
#460
I play random in 1500-1600 plat, but 95% of the time that I get zerg I never make it to hive tech. Honestly, if they want people to use more ultralisks, just get rid of hive completely. If you could make Ultras after a lair and Ultralisk den people would use them much more often.

Compare how hard it is to get Ultras with how easy it is to get to colossus and thors. There is really a huge gap there in availability of the massive unit.

For starters you have to make an infestation pit to get to hive. I mean that's not terrible, Infestors are certainly not bad units, but they force you to make the pit anyway even if you didn't want the units at all, seems really...sloppy. Then you have to upgrade to hive. That's 2.5 minutes, 350 minerals and 200 gas just to be able to build a freakin ultralisk den.

For Protoss, if you want a colossus, build a twilight council then a templar archives and THEN you can build your robo bay to make colossus. It doesn't matter that you don't want high templar, you still have to make it anyway.

Or hey build your factory, then to get thors you have to build a ghost academy, not that you ever planned on using ghosts. Then build a fusion core, THEN build your armory and after that you can finally make thors.

There just doesn't seem to be consistent behavior between z and p/t when obtaining their respective massive unit. I see that as a bigger discrepancy than the effectiveness of the units themselves.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
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BLAST Rivals Fall 2025
IEM Chengdu 2025
TLPD

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