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Patch 13 Discussion - Page 29

Forum Index > SC2 General
Post a Reply
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Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
May 21 2010 05:51 GMT
#561
On May 21 2010 14:49 teamsolid wrote:
Show nested quote +
On May 21 2010 14:44 Jyvblamo wrote:
On May 21 2010 14:39 sk` wrote:
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!
Also worth knowing everyone decent who's played their testers has rolled them. A decent player can beat most of these chumps 2v1.

Not the people you should rest on for the final balance of SC2. Some of the choices they are making clearly show they are... I mean their original reason for the patch 12 Infestor nerf was that someone was countering Ultras w/ Infestors. This alone shows how far from center Bliz is.

Tell that to David Kim / Cowgomoo / KHB.

Are they still laddering? I know they were pretty high on the ladders when beta first came out, but haven't heard much since then.

CGM posted somewhere on TL that they were told to stop playing in the beta by Blizzard.
NATO
Profile Joined April 2010
United States459 Posts
May 21 2010 05:51 GMT
#562
On May 21 2010 14:31 omgCRAZY wrote:
Here are my views on the patch.

FF nerf - Like it. Nothing too major, it helps the Ultralisk the most which needs it, the Thor and Collossi are going to be at the back of the army so for defensive purposes and splitting the FF will still do fine. FF will suck against mass Thors but I don't feel that is a huge deal breaker. Really has no effect on PvP. Helps and hurts them at the same time.

Void Ray nerf - Perfect fix without ruining the unit. TY Blizz.

Terran upgrade buff - What... the... fuck... Terran infantry do NOT need a buff. I was in the opinion that Maurader if anything needed a slight tweak to make massing them not as great but nothing major. A buff is just insane and does not reflect what most players are using at all unless the way games are played in lower levels is in need of this change (still breaking higher level play more).

Ultralisk changes - Blizzards reasoning behind what they want the Ultralisk to be and do is great, how they did it is retarded. The damage changes are fine. The HP nerf is what I think is retarded, let the players atleast try out the Ultralisk without the HP nerf, if it is overpowered then fine, next patch nerf it. I think you pre-emptively fixed something that I do not think needed it.

Overseer changes - I think this unit was fine. Now Zerg is going to be amazingly annoying in the hands of skilled players, to the point that a good Zerg will decimate any Protoss player they are up against unless the Protoss all-ins or cheeses (which has been the case for players of T or Z against any Protoss,hence why Blizz needs to pay more attention to the MU's rather than the stats). It feels as though Zerg players are not realizing how amazingly useful both of the new spells from the Overseer are going to be. Infested terrans did quite decent DPS (just died fast). With the Overseer able to drop 1 behind a mineral line they can still pick off or make workers pull off the line for literally no cost. Against Protoss the contaminate ability is crippling when used on the forge, twilight council(slowing our already hour long upgrades), the Robo Facility (which we usually only have 1-2 of), and the Stargate(also only 1-2 usually).


Overall the Terran was buffed. I cannot say for sure but I would say Zerg was unchanged in the ZvT matchup (the problems that existed still exist (T > Z)), and Zerg was buffed against Protoss (Overseers are going to be amazing harass units (Z > P)).

Before patch:

T > P
T > Z
P =?= Z (was fairly even for me)

After patch:

T >> P
T >> Z
Z > P

I play mainly Protoss... fml




I agree with your complaints about toss. I think chrono boost should be buffed to compensate (I think that earlier nerf was overkill), but I like the diversity of zerg now. For the most part, I agree with the rest, however I have to disagree strongly with TvZ. Maybe since you don't play that matchup, you can appreciate where I'm coming from. Basically I do mech vs zerg now, which I find incredibly powerful, so any infantry unit changes have little affect. Also, the zerg I feel got hugely buffed this patch, and these abilities will help them vs terran as well. I'm not sure where the matchup would go now, as these are too big of changes to really theorize, but it definitely did not get worse for zerg. Ultras already own MMM balls with their AOE, and with the +armor will now (counter?) mauraders. With frenzy they even have a chance against thors, so this could really change ZvT. Overseer buffs should keep a terran on his feet just as much as toss, so that should help Z there as well.
Eschaton
Profile Joined May 2010
United States1245 Posts
May 21 2010 05:51 GMT
#563
Aha! I'm on to you Blizzard, you sly dog. Patch 13 is a Virtual Patch. Release patch notes, judge reactions on TL, adjust Patch 14 (notes) accordingly.
Mindcrime
Profile Joined July 2004
United States6899 Posts
May 21 2010 05:52 GMT
#564
On May 21 2010 14:47 Jimmy Raynor wrote:
What was the point of removing copper, and adding a diamond league above platinum?


I hope they're changing the player distribution in the leagues and simply felt like changing some names to go along with it.

If they're just renaming the leagues to make players feel more special...
That wasn't any act of God. That was an act of pure human fuckery.
Wi)nD
Profile Joined April 2010
Canada719 Posts
May 21 2010 05:54 GMT
#565
when is this patch to go into effect?

and really, if u can give T cheaper stim, give zerg its roach back to 1 supply
blabber
Profile Blog Joined June 2007
United States4448 Posts
May 21 2010 05:55 GMT
#566
can't believe they didn't do anything about the ridiculousness of siege tanks... and instead BUFFED Terran. Wow
blabberrrrr
antelope591
Profile Joined October 2007
Canada820 Posts
May 21 2010 05:59 GMT
#567
On May 21 2010 14:55 blabber wrote:
can't believe they didn't do anything about the ridiculousness of siege tanks... and instead BUFFED Terran. Wow


How are siege tanks ridiculous in any way? They're extremely expensive, have good counters and are generally quite inferior to their SC1 counterpart.....
FreshVegetables
Profile Blog Joined January 2010
Finland513 Posts
May 21 2010 06:00 GMT
#568
Sorry, i'm sure this has already been asked in this thread, but I don't feel like reading all 29 pages.

When is this patch actually comign out?

Also Overseer IMBA!!!!
yummy tomatoes
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
May 21 2010 06:00 GMT
#569
I Really like. zerg having three casters gives them some much needed micro out there on the map rather than just the huge blob style armies you see, while the other races have their activated abilities more spread out.

as for ultras, I think it's fair to say you don't make them vs marauders. Oh gee. they ain't useless even there, as someone has said, a lisk that gets two swings off on a marauder pack has pretty much paid for itself. Against pros that's not going to happen, but it's still pretty sickening.

Where ultras really come in is, just like in BW, tanking splash- storms, tanks, collossus etc. I'd be interested in seeing a pack of ultras vs an equivalent cost in tanks, it's only 2v1 and with lisks doing 40 base damage, presumably 55 upgraded, making them 3 or 4 shot tanks *with splash*, I'd say this is the perfect response to tank marine

unfortunately, it's getting there that's the problem >.>, always has been. Ultras would be fantastic mid game even if you had just one or two, like thors for terran or collosi for toss. But you just can't get them in that time frame safely as zerg.
Poisonous Sheep counter Hydras
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 21 2010 06:00 GMT
#570
On May 21 2010 14:55 blabber wrote:
can't believe they didn't do anything about the ridiculousness of siege tanks... and instead BUFFED Terran. Wow

this is a relatively recent trend of terrans, and blizzard's patches are always a couple weeks behind. i expect them to address it in either the next patch..or the following one which is likely after the beta comes back online >_<
ModeratorBlame yourself or God
earky
Profile Joined March 2010
United States87 Posts
May 21 2010 06:02 GMT
#571
overseers are going to rape my world. WHATTHEFUCK?!
I'm a graphic designer, PM me and I'll gladly help you out!
baconbits
Profile Joined April 2010
United States419 Posts
Last Edited: 2010-05-21 06:03:48
May 21 2010 06:02 GMT
#572
On May 21 2010 14:46 BladeRunner wrote:
If my math is right and overseer's regenerate 1 energy per second:

1 Overseer with 200/200 can incapacitate 1 building for 2 minutes 10 seconds with a 10 second gap at 1:30

2 Overseers with 200/200 can incapacitate 1 building for 8 minutes 10 seconds with a 10 second gap at 7:00

3 Overseers with 75/200 can incapacitate 1 building indefinitely



its about 3 energy over 5 seconds, or 1 per 1 2/3 approx. exactly perfect timing on injects on a new queen and they have 24 energy at the 40 second larva pops mark.
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
May 21 2010 06:03 GMT
#573
oh and sorry for the double post, but I think it's possible the overseer terran drop ability will spawn more than one terran. 125 seems excessive for 1, the infestor used to throw out 5 at once, so I think that might be how it'll work, but 5 seems excessively nasty so perhaps it'll be somewhere in between
Poisonous Sheep counter Hydras
Actinium
Profile Joined April 2010
United States13 Posts
May 21 2010 06:04 GMT
#574
I'm not really a fan of the zerg changes. It's dumb to complain about things before I've ever even used them but I really dont want to use overseers for harassment and I don't want my ultralisks to die 25% faster and I won't want to use frenzy on anything but ultralisks which are the last thing I want to combo with infestors because they're both gas hogs.
stockton
Profile Joined March 2010
United States128 Posts
May 21 2010 06:05 GMT
#575
frenzy a ghost and NUKE!

time to rework my matchups again lol.
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
May 21 2010 06:07 GMT
#576
On May 21 2010 15:00 Zelniq wrote:
Show nested quote +
On May 21 2010 14:55 blabber wrote:
can't believe they didn't do anything about the ridiculousness of siege tanks... and instead BUFFED Terran. Wow

this is a relatively recent trend of terrans, and blizzard's patches are always a couple weeks behind. i expect them to address it in either the next patch..or the following one which is likely after the beta comes back online >_<


what or why do you want to nerf the tank? its just "ok". 3 supply 125/125. yes if you let get a terran 20 tanks sieged and covered with marines in bunk in a good position you are really fucked but thats the way. if he isnt sieged or has less support units chargelots/blink/colossi/void ray rape them.

imo siege tank is equivalent to the colossi or broodlord. a strong damagedealer that can be countered easily if it has no support or if it doenst hit critical mass.
after 2 years i reached it = marine icon
eNtitY~
Profile Joined January 2007
United States1293 Posts
Last Edited: 2010-05-21 06:08:47
May 21 2010 06:08 GMT
#577
Some things are cool but WTF as far as toss is concerned!
http://www.starcraftdream.com
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
May 21 2010 06:08 GMT
#578
OMG great patch xD
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 21 2010 06:09 GMT
#579
On May 21 2010 15:02 baconbits wrote:
Show nested quote +
On May 21 2010 14:46 BladeRunner wrote:
If my math is right and overseer's regenerate 1 energy per second:

1 Overseer with 200/200 can incapacitate 1 building for 2 minutes 10 seconds with a 10 second gap at 1:30

2 Overseers with 200/200 can incapacitate 1 building for 8 minutes 10 seconds with a 10 second gap at 7:00

3 Overseers with 75/200 can incapacitate 1 building indefinitely



its about 3 energy over 5 seconds, or 1 per 1 2/3 approx. exactly perfect timing on injects on a new queen and they have 24 energy at the 40 second larva pops mark.

Even with the original math, a single overseer costs 100/0 + 50/100. Three overseers cost 450/300. Any single build costs less than that.

I'm glad to have to old corruption back, but it doesn't change the fact that the corruptor is still useless. And the overseer corruption seems like you can't disable PFs, which was half of the point of corruption.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
May 21 2010 06:11 GMT
#580
On May 21 2010 15:07 AmstAff wrote:
Show nested quote +
On May 21 2010 15:00 Zelniq wrote:
On May 21 2010 14:55 blabber wrote:
can't believe they didn't do anything about the ridiculousness of siege tanks... and instead BUFFED Terran. Wow

this is a relatively recent trend of terrans, and blizzard's patches are always a couple weeks behind. i expect them to address it in either the next patch..or the following one which is likely after the beta comes back online >_<


what or why do you want to nerf the tank? its just "ok". 3 supply 125/125. yes if you let get a terran 20 tanks sieged and covered with marines in bunk in a good position you are really fucked but thats the way. if he isnt sieged or has less support units chargelots/blink/colossi/void ray rape them.

imo siege tank is equivalent to the colossi or broodlord. a strong damagedealer that can be countered easily if it has no support or if it doenst hit critical mass.

Tanks aren't really so much of a problem in TvP as in TvZ. There's no way to "stop" a Terran from getting 20 siege tanks if he wants to. What are you going to do, say "no mech kk" ?
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