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Patch 13 Discussion - Page 26

Forum Index > SC2 General
Post a Reply
Prev 1 24 25 26 27 28 92 Next
Disastorm
Profile Joined January 2008
United States922 Posts
Last Edited: 2010-05-21 05:11:43
May 21 2010 05:10 GMT
#501
holy cow guys. frenzied ultras will be awesome, and well i think the overseer may now be one of the best zerg units in the game. Not only will he stop worker production and drop infested terrans, but he can also stop production of game changing units like collosi etc.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
pnSTYLE
Profile Joined May 2010
Germany3 Posts
May 21 2010 05:10 GMT
#502
pretty nice zerg changes
cant wait to try out that frenzy spell
Pervect
Profile Joined June 2007
1280 Posts
May 21 2010 05:10 GMT
#503
On May 21 2010 14:09 BLinD-RawR wrote:
Show nested quote +
On May 21 2010 14:05 xnub wrote:
So do you think that FF will take Friendly fire massive walk overs ? Colos walkign over your own FF and killing them ? or ally ultras or thors


if thats true it would be an unintended bug,which would be fixed immediately.


"Now Massive units (Thor, Colossus, Ultralisk) will smash a Force Field if they are told to move through them. Ultralisks can use this ability to lead a Zerg charge onto a protoss position while protoss players can use their Colossus in an emergency to allow their army to attack or retreat."

From Blizzard's discussion of patch notes.
baconbits
Profile Joined April 2010
United States419 Posts
May 21 2010 05:12 GMT
#504
On May 21 2010 14:07 rK wrote:
I think people are overreacting to Overseer change. How often were Corruptors used to crush anyone by shutting down production/researches? Overseers cost the same (minus Spire), have a weakened version of the spell, can't do anything to units that are in play and can't morph to Brood Lords.

I'm sure it'll get played around with a lot, maybe a game or two will crop up with some super sweet Overseer magic action. But the whole "ah man, corruption and infested terrans...gg man, gg." Come on



I think its more of the timing issue.

Corrupter:
Pool -> lair -> spire -> corrupter, you had one hatch in ~6 minutes

Overseer:
Pool -> Lair -> morph overseer (which is very fast), you have one ~4 mins, float over and you could stop the 1st or 2nd robo or starport unit from being produced for 30 seconds.

Hell, you could actually just morph an overlord already near their base making it even better. Not to mention, you can stop worker production for 30 sec which is almost 2 workers.

Also really anxious to see if it stops larval production on hatches or just queens and research.
junemermaid
Profile Joined September 2006
United States981 Posts
May 21 2010 05:13 GMT
#505
On May 21 2010 14:10 Salv wrote:
Show nested quote +
On May 21 2010 14:06 junemermaid wrote:
On May 21 2010 14:02 Salv wrote:
On May 21 2010 13:58 junemermaid wrote:
On May 21 2010 13:53 Salv wrote:
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:
[quote]

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...


Huh? Until expansion is up? That is what every one does, who rushes a colossus off of one base? You expand, make a citadel, prioritize blink and charge, then start working on robotics tech? Your colossus work take forever to come out. Tier 1 units can only deal with hydralisk for a finite amount of time before you're going to start losing hard. Most Protoss' expand, check what the opponent is doing, and if it's hydralisk like normal, they start to get colossi and the upgrade.


I get blink before I expand, usually. Start the harassment, force the zerg to make things he doesn't want to, all the while I expand. If I see an opportunity I can abuse, I'll get charge quicker and put more pressure on. After twilight I'll switch it up to two robo bays with colossus if hes going heavy hydra + roach.

I'll admit, if the harassment doesn't go very well, I'll get colossi more quickly. Usually it doesn't fail, since stalker + blink is insanely mobile, even against zerg on creep.


OK wait, you're making a citadel and upgrading blink before expanding? How late is your expansion? I don't see how you can put on any pressure with this build. The problem with PvZ expanding is that if you do so with out putting on any pressure they will whore drones and quickly outmacro you. If you're teching this much off of one base you're either:
-Expanding really late
-Have like one gateway and few units
Both of which sound very bad. That will mean the Zerg will have had his expansion up for a long time before you. How much harassment can you honestly do versus a good Zerg with stalkers? This entire strategy sounds very sketchy.


Look up Tozar's ninja build. You do realize there is more than one viable play-style? It is ridiculously effective. If the zerg whores drones its almost instantly over for them. Stalkers in their base that can huddle behind minerals / vespene geysers so that lings and roaches are ineffective is very strong.

I mean, if you wanna stick to the ball vs ball mass attack, that's one way to play. Or you can exploit the usefulness of units to their maximum and use positioning / tactics to win battles. Two different play styles that yield similar results.
the UMP says YER OUT
Disastorm
Profile Joined January 2008
United States922 Posts
May 21 2010 05:14 GMT
#506
I can just imagine a game where Zerg has like 10 overseers and takes out an enemy ground army and just moves the overseers into enemy base and stops all unit production over and over essentially not letting the enemy build any units at all.
"Don't worry so much man. There won't be any more zergs left to QQ. Lots of QQ about TvT is incoming though I bet." - Vrok 9/21/10
junemermaid
Profile Joined September 2006
United States981 Posts
May 21 2010 05:15 GMT
#507
On May 21 2010 14:14 Disastorm wrote:
I can just imagine a game where Zerg has like 10 overseers and takes out an enemy ground army and just moves the overseers into enemy base and stops all unit production over and over essentially not letting the enemy build any units at all.


That sounds fucking awesome :D
the UMP says YER OUT
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
May 21 2010 05:17 GMT
#508
Have any replays Junemermaid? In my experience stalkers are extremely ineffective against zerglings, even if you get a nice huddle behind minerals.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Skyze
Profile Blog Joined November 2008
Canada2324 Posts
May 21 2010 05:17 GMT
#509
On May 21 2010 14:14 Disastorm wrote:
I can just imagine a game where Zerg has like 10 overseers and takes out an enemy ground army and just moves the overseers into enemy base and stops all unit production over and over essentially not letting the enemy build any units at all.


thats 1000 gas + supply that is at potential risk if the protoss has any anti air.. very risky, but possible probably.

But think about it, 1000 gas on a unit that cant attack, or 10 mutas or 20 hydras. Hmm.
Canada Gaming ~~ The-Feared
roark
Profile Joined April 2010
United States187 Posts
May 21 2010 05:17 GMT
#510
On May 21 2010 14:12 baconbits wrote:
+ Show Spoiler +
On May 21 2010 14:07 rK wrote:
I think people are overreacting to Overseer change. How often were Corruptors used to crush anyone by shutting down production/researches? Overseers cost the same (minus Spire), have a weakened version of the spell, can't do anything to units that are in play and can't morph to Brood Lords.

I'm sure it'll get played around with a lot, maybe a game or two will crop up with some super sweet Overseer magic action. But the whole "ah man, corruption and infested terrans...gg man, gg." Come on



I think its more of the timing issue.

Corrupter:
Pool -> lair -> spire -> corrupter, you had one hatch in ~6 minutes

Overseer:
Pool -> Lair -> morph overseer (which is very fast), you have one ~4 mins, float over and you could stop the 1st or 2nd robo or starport unit from being produced for 30 seconds.

Hell, you could actually just morph an overlord already near their base making it even better. Not to mention, you can stop worker production for 30 sec which is almost 2 workers.

Also really anxious to see if it stops larval production on hatches or just queens and research.


Then you have to wait ~50 game seconds to get enough energy. Overseer starts with 50.
jisaeltl
Profile Joined May 2010
83 Posts
May 21 2010 05:17 GMT
#511
for 200 minerals and 400 gas (4 overseers) you can stop worker production for 2 minutes. what the fuck? infested terrans not a big issue as 125 energy is a lot. and when the hell is terran "struggling" to compete with protoss? "Reducing the cost of essential infantry upgrades should make the terrans a little bit more dangerous when going with an infantry heavy force." MMM vs "infantry force of protoss ie t1 gateway units only" = gg for toss
adadasdsdawdads
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 21 2010 05:18 GMT
#512
Are people forgetting that Blizzard tests new patches internally so that retarded things such as the those being thrown around in this thread won't happen?

But of course, everyone here knows better than the Blizzard balance testers / designers!
RPGabe
Profile Joined January 2010
United States192 Posts
May 21 2010 05:18 GMT
#513
Zerg is being given a ton of spells that give small benefits on a 1-to-1 basis. Frenzy, Corruptor Corruption.. have fun getting your apm up to 400+ and spamming that out in the middle of fights to get your unit's worth.
junemermaid
Profile Joined September 2006
United States981 Posts
May 21 2010 05:18 GMT
#514
On May 21 2010 14:17 Tsagacity wrote:
Have any replays Junemermaid? In my experience stalkers are extremely ineffective against zerglings, even if you get a nice huddle behind minerals.


Yeah, I can post some when I get on my other comp this weekend.
the UMP says YER OUT
roark
Profile Joined April 2010
United States187 Posts
May 21 2010 05:19 GMT
#515
On May 21 2010 14:18 RPGabe wrote:
Zerg is being given a ton of spells that give small benefits on a 1-to-1 basis. Frenzy, Corruptor Corruption.. have fun getting your apm up to 400+ and spamming that out in the middle of fights to get your unit's worth.


Select Spell, Shift + Click spam over units. It won't take 400 apm, but it won't be easy either.
Kvz
Profile Joined March 2010
United States463 Posts
May 21 2010 05:21 GMT
#516
I'm really curious to see how the ultra change will work out, i feel that blizzard failed to understand that ultras had fine damage, they were just unable to reach their intended targets.

Furthermore, i really really wish they would stop adding spells from world of warcraft into sc2.
Frenzy? really? sounds like recklessness/bezerker rage/death wish from the warrior's talent trees. go look those spells up. almost word for word the same as frenzy. lol. This game is about massive units going at it. Not buffing a single super unit and watching it.
NrG.Kvz
grog
Profile Joined May 2010
Turkey37 Posts
May 21 2010 05:26 GMT
#517
when is the patch again?
Archerofaiur
Profile Joined August 2008
United States4101 Posts
May 21 2010 05:26 GMT
#518
On May 21 2010 14:18 Jyvblamo wrote:
Are people forgetting that Blizzard tests new patches internally so that retarded things such as the those being thrown around in this thread won't happen?

But of course, everyone here knows better than the Blizzard balance testers / designers!




Cough Patch 9
http://sclegacy.com/news/28-scl/250-starcraftlegacy-macro-theorycrafting-contest-winners
Endymion
Profile Blog Joined November 2009
United States3701 Posts
May 21 2010 05:27 GMT
#519
It'll certainly be interesting burrowing frenzied ultras where a terran ball is about to pass over and totally ravaging them within 3 attacks. Should at the very least make terran mobility very scan heavy when moving around the map, more-so then burrowed banelings.
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
Wi)nD
Profile Joined April 2010
Canada719 Posts
May 21 2010 05:28 GMT
#520
another terran buff lol, interseting zerg changes, but still waiting for a raoch change....
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