Patch 13 Discussion - Page 32
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United States21 Posts
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OminouS
Sweden1343 Posts
Or a fake FE, and a one base timing push. Either way I think P will have troubles against T. | ||
Thereisnosaurus
Australia1822 Posts
I wonder if frenzy will be useful on banelings... oh ho, now this is cute. I like. the 25% damage boost, and immune to slow is a nice combo. by my math, it won't make a difference unless you have +1 upgrades, in which case you'll instagib unshielded marines ^^. at +2 you flatten shielded ones also. you know, I actually think ling/baneling/ultra might not do too badly against terrans. Pretty cheap to run, can get a nice econ going, very mobile and pretty resilient too. | ||
Salteador Neo
Andorra5591 Posts
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ReiKo
Croatia1023 Posts
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grog
Turkey37 Posts
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Error Ash
Germany177 Posts
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Kyuki
Sweden1867 Posts
On May 21 2010 15:50 JiYan wrote: people who are saying "just kill the overseer" do you guys forget that currently many players are using speed overlords to scout mains and just soak up damage and then leave when in the yellow? I can take a full lap inside someones main with an overlord, what makes you think i cant go in and cast 1 spell and leave with an overseer? People like you dont seem to understand that players actually allowed it to happen because there was no real threat to their base besides allowing the zerg to spot tech. It shouldnt be useless, it should be totally possible to do right? I mean why bother otherwise. If your opponent is prepared however it will be harder. It's like seeing how Terran prepare for Mutas or Reaver drops in BW... Anyway, I think there are some interesting changes in this patch and I'm interested to see how the Ultralisk will fare. I think it will still have trouble with Terrans that have good vision of the map and use siegetanks effectively, but I can imagine the new ultra beeing a siegeline breaker during unsiegeing times if used right with other units like Hydras to back it up. I think the VR nerf was quite ok, it still has it pushing power and harass potential, but cant abuuuuuuuuuse cliffs to the extreme vs terran. I'm very interested to see how this new stim and combat shield research cost will effect all matchups. | ||
Quanticfograw
United States2053 Posts
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Deleted User 61629
1664 Posts
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semantics
10040 Posts
... I have mixed feeling about ultralisk now they have a use in zvp i'll give it that, but in zvt maurders will still destory them as ultralisk will get stuck behind units but you don't want them in front becuase maurders would get them too easily. | ||
grog
Turkey37 Posts
On May 21 2010 16:13 Inori wrote: I might be mistaken but I think SC2 is actually made mostly by wc3 and wow team. Most of the developers that did Starcraft left Blizzard long ago. ![]() ![]() | ||
Warrior Madness
Canada3791 Posts
When I say that, I mean... Mutas on paper becomes more viable now. I've seen a nice spread of 20 mutas or so destroy 3 thors and a turret early on in the mech matchup. Now... What if you got an infestor or two early on and 1 or 2 corruptors? Someone can do the math but with corruption + the infestors new ability = +40% damage on a single unit, on a thor. I mean that coupled in with overseer's contaminate spell seems like a potent mix against terran FE mech. I know that is A LOT of gas right there, but with a critical mass of buffed mutas it seems like thors can be less of a threat now. | ||
space_yes
United States548 Posts
YES! | ||
Johoseph
United States49 Posts
And the force field thing? What do you expect, tier 1 unit, one of the best spells in the game, easily spammable. And who cares anyway, you can't push thors and ultras around anymore? Wow. The ultralisk change is just LOL too. They wanted to buff it, and ended up nerfing it. Ultralisks are too big and slow to function properly with the zerg army. They did awesome damage before, but couldn't live more than 3 seconds. Now they'll live 1 second instead. 450 hp? Really? | ||
Apa7HY
United States125 Posts
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ChocolateZerg
United States47 Posts
Granted Frenzy should help their damage output, I still feel like Ultras got nerfed. -Their HP got lowered. -Their damage got lowered (except against Armored). I think Frenzy is going to change how people use Infestors. This is an interesting patch, | ||
Deleted User 61629
1664 Posts
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heynes
Germany201 Posts
On May 21 2010 12:14 arb wrote: Terran Upgrades - Marine - Stimpack research cost decreased from 150/150 to 100/100. Combat Shield research cost decreased from 150/150 to 100/100. are you joking? Im sorry but i refuse to play protoss with bullshit like that, i mean lets buff terran even more? now not only will marauders have concussive but cheap ass stim too. Cheap ass stim also means pretty fast stim ![]() ![]() | ||
TheDna
Germany577 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... Wow thats just so stupid. Why would a zerg go T2 and build Overseers when he plays a T1 ALLIN strategy ? I dont think you could make less sense. | ||
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