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Patch 13 Discussion - Page 31
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HOLYCOWBATMAN
Canada51 Posts
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Baarn
United States2702 Posts
On May 21 2010 15:40 weltraumMonster wrote: Zergling all in is now more powerfull again against protoss. Before the patch a zergling all in pretty much ended when the first collossus came out. But now with the new Overseer ability you can delay the collossus to give your lings more time... Basically | ||
blabber
United States4448 Posts
just build the robotics inside your base more and kill the overseer with stalkers/sentries before it can reach it... | ||
FortuneSyn
1826 Posts
this is the most retarded nooby shit I've ever read. There are 100 better ways to stop a ling allin. | ||
DarkOne
Spain41 Posts
I think league names should be changed to something more SC related. Or something badass like Destroyer league and Annihilation league! Protoss ![]() | ||
Tleaf
Canada181 Posts
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JiYan
United States3668 Posts
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KCrazy
United States278 Posts
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Deleted User 47542
1484 Posts
I think corruption needs some sort of spell casting time for it to be "balanced," perhaps making it take around 3-5 seconds for a building to be corrupted sounds good. I have no clue what blizzard is doing though, they talk about making Ultras viable and instead give it a damage buff/hp nerf when the problem was the fact that these things were dying way too fast. Toss.. I just feel bad for you, I'm no longer afraid of TvP. Oh and Zerg is now the late-late game champ with mass overseers. I can imagine someone sending a crapload into a main bases production facility spawning a billion infested terrans while attacking expos on the other side of the map. At least zerg really can't get to this stage of the game with their weak-ass ground composition in the late game vs terran/toss. | ||
Mindcrime
United States6899 Posts
On May 21 2010 15:49 Tleaf wrote: Why do they keep changing the hot keys? Thats really annoying ![]() they nerf the roach and then change the worker rally hotkey so bad manner | ||
GoDannY
Germany442 Posts
FF Quiet a decent nerf, Zerg has now two ways to get rid of them - burrowed roaches and Ultralisk. Terran has EMP and Thor and Protoss itself has Feedback and Collossi. I think thats another good move by Blizzard, Void Ray nerf - Okay, I liked the Void Ray but I think that nerf is okay with me. Terran upgrade cost - Well, for PvT from my point of view not that much of a deal, since 100/100 less in a stage of the game where the income is quite decent i guess thats just a matter of a few seconds. What I STRONGLY disagree with is the directions this goes - for the first time of beta we saw some mech used in PvT and now they want to see MORE bio?! I mean i accepted that SC2 PvT is dominated by bio for Terran but thats one step back from diversity for terrans. I think Terrans neither like it that much since it cuts their creative play. Plus Marauders with stim are still ridicolous. Ultralisk changes - I'm soooo happy they already did that HP nerf, otherwise I'd see a lot of trouble against Ultra/Crackling combos since the Archons is garbage now. So FF can stop the Cracklings temporary and Ultras can now crush them but it hands some time to focus fire them with Immortals - that should make some very interesting late game scenarios for PvZ, IF it ever gets that far ![]() Overseer changes - Thats the thing that REALLY makes me worried. Its a supply FREE caster that can now completely DENY any reinforcements in the late game. And we ALL know how insanely fast zerg can reinforce a 200/200 army. What if free overseer like 12 of them go to your main and corrupt everything? Furthermore it is an insane harrassment unit with its new abilities so I doubt it will make the almost balance we had in PvZ now turn into a slightly stronger favor for Z. I agree that they needed some unit to make more diversity and the overseer was the perfect target for that... but Isn't it supply free? Infestor change: Not sure about this new ability, but it sounds interesting and I think now finally we will see more infestor play instead of just massing Hydra. I think for that patch Protoss needs to rework A LOT of its builds to fit to that changes. I feel like most of this changes are adressed to vs Protoss issues so I guess there is a lot to do. Definately Protoss needs to find more ways to harass against Zerg instead of playing on defense (Since there are now much more ways to disrupt Protoss gameflow). No doubt Zerg needs to get used to its new abilities and has a lot of work, too. I sure hope PvZ is not broken by now, this changes are huge. PLUS I still think auto-surround makes cracklings silly... ALL IN ALL: I DONT get why Blizzard is doing this 1 WEEK before beta ends, thats a lot of huge changes and tough I never thought the game would be balanced by release, that last minute patches might add some troublesome exploits... | ||
knyttym
United States5797 Posts
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grog
Turkey37 Posts
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Synk
United States297 Posts
Also last time I checked nothing slowed ultras down save FF and NP, so the whole frenzy thing is pretty meh ... I guess it will help against fungal growth and NP's ... but I can't see anyone building one in a zvz match as zvz is roaches into baneling muta now. | ||
DannyJ
United States5110 Posts
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Maggeus
France277 Posts
Clearly. I mean, those weren't even funny. At all. Meh. BTW, I agree with Blizzard on this one : up the zerg, see the results, then rescale. I hope they'll rescale. XD | ||
Apa7HY
United States125 Posts
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pyr0ma5ta
United States458 Posts
Tanks and Thors EAT Ultras alive. How is this going to help in any way? Burrow-move Ultras! Come on, Blizz, grow a pair. | ||
IKenshinI
United States132 Posts
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UnHolymojo
Canada6 Posts
1 zerg- as many have posted the real problem with the ultra is closing on the enemy position. nerfing hp will make this task harder. No amount of damage increase will matter if the ultras are splattered gore by the time they reach the enemy positions. This is mainly a problem with terran mech however. with a terran mm ball, ultras are truly frightning. 5-6 ultras by themselves can totally decimate a terran army that isnt tank heavy. Of course all upgrades are required for them to be truly effective. as for the infestor change, frenzy seems to me to fit in perfectly with the theme of zerg. the overseer change i find interesting, however i'm abit leery of the infested terran spell. 1 infested terran in a mineral line, hard to imagine any1 having a problen dealing with that. for those of you fearing an horde of overseers flying into your base to corrupt your structures, i can't really see that happening unless the zerg has total map control & 2-3 times your # of bases. risking supply in early -mid game doesnt sound right to me. a player might have 6-8 warpgates, couple robo bays, couple starports by mid game. thats 10-12 tech structures, is a zerg going to create 12 overseers, to stop production for 30 secs? not likely 2 terran- not much to say here but those of you rocked by this incredible buff to stim & shields need to get some perspective. have the units affected by this min/gas reduction changed , no they are the same units, no different than before this patch. so where is this huge buff that has some worried, its not existent. its only a 50 min/gas reduction to buffs that have the same effect as before. now this might have an effect on a timing push, but that remains to be seen. 50 min/gas is a very small amount , worth about half a hydra 3 protoss- something needed to be done with ff, we all know it. spamming of ff is still viable, since only 3 units in the game can smash them. lets take the thor, a walking massive snail. how many ff do you think this guy will smash, crawling across the terrain. the ff will prob timeout before the thor reaches it. lol it will prob be more viable for the ultra to use this ability, however hes at the far end of the tech tree & will still need his upgrades to have a chance at reaching the enemy, unlike the thor & collusus which are ranged units. All in all, i think some of these changes will make for some interesting play & for those of you that are raging, have no fear, another patch will appear ![]() | ||
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