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Patch 13 Discussion - Page 24

Forum Index > SC2 General
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Prev 1 22 23 24 25 26 92 Next
NeoScout
Profile Joined April 2010
United States103 Posts
May 21 2010 04:54 GMT
#461
with the changes to the ultra it seems that everything will just die faster, they should have kept its health at 500 at least
roark
Profile Joined April 2010
United States187 Posts
Last Edited: 2010-05-21 04:55:04
May 21 2010 04:54 GMT
#462
On May 21 2010 13:52 nihlon wrote:
Show nested quote +
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.


Corruptor still has the same corruption spell from before.

Corruption ability redesigned:

Single target.
Increases damage taken by 20%.
Lasts 30 seconds.
Costs 100 energy.
Range 6.
Cannot target structures.


So now, Corrupt Mech + Frenzy Ultra = Dead Mech
lebalebaleba
Profile Joined March 2010
United States71 Posts
May 21 2010 04:54 GMT
#463
On May 21 2010 13:52 Iron_ wrote:
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.

the toss in any matchup will be broken. just imagine the new overseer ability vs a toss whos going collosus.
Sent
Profile Joined April 2010
United States120 Posts
May 21 2010 04:55 GMT
#464
Use your imba voidrays to kill the overseer problem solved.
I got nothing
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
May 21 2010 04:55 GMT
#465
They need to make it so the ultralisk comes with the Speed upgrade. Trying to upgrade both speed, armor, and the proper evo chamber upgrades that no one ever gets is just too much for something so easily countered.
Jaedong <3 HOOK'EM HORNS!
Vattilega
Profile Joined April 2010
United States52 Posts
May 21 2010 04:55 GMT
#466
DO ultras Have RANGE? They should have a range so that, if a ling is in front of it, BOTH units can attack.
master league
haitike
Profile Joined June 2009
Spain2722 Posts
Last Edited: 2010-05-21 04:56:26
May 21 2010 04:55 GMT
#467
New ultras must be good with Overlords Drops or Nydus worms.

A Size reduction would be good.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2010-05-21 04:57:08
May 21 2010 04:56 GMT
#468
On May 21 2010 13:54 roark wrote:
Show nested quote +
On May 21 2010 13:52 nihlon wrote:
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.


Corruptor still has the same corruption spell from before.

Show nested quote +
Corruption ability redesigned:

Single target.
Increases damage taken by 20%.
Lasts 30 seconds.
Costs 100 energy.
Range 6.
Cannot target structures.


So now, Corrupt Mech + Frenzy Ultra = Dead Mech

Corruptors are hardly worth their cost for just that ability. Why would I spend 150/100 on something that can't actually attack ground units, and can occasionally increase damage by 20% against ONE unit.
Moderator
baconbits
Profile Joined April 2010
United States419 Posts
Last Edited: 2010-05-21 04:58:43
May 21 2010 04:57 GMT
#469
+3 attack tank will do 75-5= 70 damage to fully upgraded ultralisk so thats 7 tank shots to kill 1 ultra which will absorb most the splash due to its large size, so I see them being very effective vs mass tanks. Problem is a +3 armor ultra with both speed and armor upgrade come very late..

At the worst, atleast 1-2 ultra will get to the troop line and splash will start hitting friendlies (unless ultra hitbox soaks too much), I think teching as zerg just became far more important which isn't a bad thing. And getting an ultra cavern is still cheaper than spire->gspire investment for broodlords unless you need mutalisks/corruptors.

Overseer change is good. I think we'll see them every game now. They have a lot of good opportunities there, esp a very early overseer it could really make for some good timing windows vP. Wondering the range on it if it'll be able to outrange marines though. But delaying upgrades or a specific unit, that is awesome considering you can have an overseer at ~4 minutes and corrupters were ~6 minutes. Hell you could totally stop VR rushes and robo timing push.
johnlee
Profile Joined June 2009
United States242 Posts
May 21 2010 04:57 GMT
#470
Basically protoss nerf and terran buff... some dramatic changes for zerg...

..... at most, it's interesting.

Especially seeing how they added a higher league than Platinum, they're reading about our opinions for sure... but their intrepretations of our opinions are a bit skewed... -_-

"Ultras are useless"
"HM. LET'S LOWER THEIR HEALTH AND ONLY BOOST THEIR DAMAGE WITH ARMOR!"
".... uh..."
Doc Daneeka
Profile Joined March 2010
United States577 Posts
May 21 2010 04:57 GMT
#471
On May 21 2010 13:50 allowicious wrote:
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


that's a good point - they're still damage soakers cos all those maurauder shots are hitting your ultras and not all your other units. the more ultras, the more damage wasted on them. and if even one ultra makes it to the front line and takes a swipe, let's say it's a line of marauders, that's a wide swath of marauders gone - it's like a super baneling. it's absolutely imperative to the other player that none of those ultralisks reach their front line, therefore drawing all fire away from the rest of your army.
payed off security
Seiuchi
Profile Blog Joined July 2008
United States931 Posts
May 21 2010 04:57 GMT
#472
On May 21 2010 13:50 allowicious wrote:
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.



Have you ever used Ultralisks or used Marauders against them? Concussive Shells have never mattered because Ultras are Massive and aren't effected by them. The reason Marauders are so good is because Ultras can never hit them because Marauders are significantly faster with Stim, even with Ultra speed, so they can kite the Ultra and quickly wipe them out without being hit. You're saying that there won't be a situation with pure Ultra against pure Marauder, but Ultras are so expensive that even if you just get five of them you usually won't have much of an army unless you are so significantly ahead that you can't lose anyways. Add in Infestor gas cost and your army is puny.


You argue that they were expensive in BW and that was okay, but that's because they were worth it. There's nothing about these changes that change the fact the Brood Lord is still significantly better in all situations.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
May 21 2010 04:57 GMT
#473
On May 21 2010 13:54 roark wrote:

Show nested quote +
Corruption ability redesigned:

Single target.
Increases damage taken by 20%.
Lasts 30 seconds.
Costs 100 energy.
Range 6.
Cannot target structures.


So now, Corrupt Mech + Frenzy Ultra = Dead Mech


except why would you get corruptors vs a terran who is going mech?
next week on Everybody Loves HypnoToad:
junemermaid
Profile Joined September 2006
United States981 Posts
May 21 2010 04:58 GMT
#474
On May 21 2010 13:53 Salv wrote:
Show nested quote +
On May 21 2010 13:51 junemermaid wrote:
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.


1800 platinum here, I can send you replays if you want. I don't get colossus until I have an expansion up (aound 60ish supply). Stalkers go toe to toe with hydras, especially with upgrades. Blink + charge zealots & sentries work wonders if you know how to use them. Gets a little more tricky when roaches are in play, but having a zerg get enough roaches + hydras to actually start to roll stalker / zealot / sentry takes a bit of time, at which point getting colossus is a priority.

I just don't understand this mad rush for colossus...
the UMP says YER OUT
krowe
Profile Joined April 2010
United States184 Posts
May 21 2010 04:58 GMT
#475
Yay terran bio buffs
Pufftrees
Profile Joined March 2009
2449 Posts
May 21 2010 04:58 GMT
#476
Looking forward to many of these changes. I have a feeling they will realize Ultra's need changing again very quickly.. although we only have a week to play before the May31st shutdown.


+ Show Spoiler +
They should just give the ultralisk burrow, make it evolve from a hydra, and have a long aoe damage range, and call it the Lurker.
Chance favors the prepared mind.
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
May 21 2010 05:00 GMT
#477
Switch to whatever race Browder is playing. Obviously Terran right now. Made absolutely no sense to nerf roach and not nerf marauder.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
Sentient
Profile Joined April 2010
United States437 Posts
May 21 2010 05:01 GMT
#478
I really don't understand the Stim Pack and Shields changes. Can a Terran player enlighten me?
Flameberger
Profile Joined March 2010
United States226 Posts
May 21 2010 05:01 GMT
#479
On May 21 2010 13:43 baconbits wrote:
massive units walking thru FF, a little late in the game imo but it is nice.


well to be fair the game hasn't come out yet, hard to say anything that's implemented before release is late...

It seems to me that in most ways the Ultralisk is becoming a unit that would be good to have a small number supporting your army. They do huge damage especially with the new Frenzy on them but in large numbers most of them get wasted due to inability to get in attack range.

Only problem with that is the Ultras are such a huge investment in the high tech and all of their upgrades that it doesn't really seem worth it for just a couple in your army.
An engine of annihilating power.
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
May 21 2010 05:01 GMT
#480
On May 21 2010 13:58 Pufftrees wrote:
Looking forward to many of these changes. I have a feeling they will realize Ultra's need changing again very quickly.. although we only have a week to play before the May31st shutdown.


+ Show Spoiler +
They should just give the ultralisk burrow, make it evolve from a hydra, and have a long aoe damage range, and call it the Lurker.


lol they already have burrow
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
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