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Patch 13 Discussion - Page 32

Forum Index > SC2 General
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begin
Profile Joined April 2010
United States21 Posts
May 21 2010 07:06 GMT
#621
I think the big problem I have now is that it seems that infestors are necessary in mid to late game. They're not very mobile, expensive, and can be taken down easily. We'll see how it turns out in the coming weeks though. I feel like zergs have a lot of times in the transition to infestor to be really vulnerable. I dunno.
begin.testchamber
OminouS
Profile Joined February 2010
Sweden1343 Posts
May 21 2010 07:09 GMT
#622
I think this patch will make PvT really hard. Terran had started to do really well vs P before the patch, using really nice units mixtures that was hard to counter. Now when Void Rays isn't the same threat anymore (Marines in a bunker got the same range) I think FE into a timing pushes will make it really hard for P to win in this match up.

Or a fake FE, and a one base timing push. Either way I think P will have troubles against T.
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
May 21 2010 07:09 GMT
#623
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.
Poisonous Sheep counter Hydras
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
May 21 2010 07:10 GMT
#624
Lol thank god that i decided to use terran a while ago already xD
Revolutionist fan
ReiKo
Profile Blog Joined September 2007
Croatia1023 Posts
May 21 2010 07:10 GMT
#625
Everytime toss gets nerfed.
grog
Profile Joined May 2010
Turkey37 Posts
May 21 2010 07:11 GMT
#626
sc designer team asked help from wc3 and wow team I guess
Error Ash
Profile Joined July 2008
Germany177 Posts
May 21 2010 07:11 GMT
#627
Awesome Patch, I like all the changes, only the Marine buff is kinda strange...
Kyuki
Profile Joined February 2008
Sweden1867 Posts
May 21 2010 07:11 GMT
#628
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.
Mada Mada Dane
Quanticfograw
Profile Blog Joined October 2005
United States2053 Posts
May 21 2010 07:13 GMT
#629
i really dont think void rays needed a nerf, but i guess if people bitch enough blizzard will change it. I really dont like the stim and combat armor buff...... no need at all since terran is already strong enough in early game
https://twitter.com/quanticfograw
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
Last Edited: 2010-05-21 07:16:29
May 21 2010 07:13 GMT
#630
--- Nuked ---
semantics
Profile Blog Joined November 2009
10040 Posts
May 21 2010 07:14 GMT
#631
* Facebook feature is integrated: Here’s a quick way to expand your social network by seeing who among your existing Facebook friends also has a Battle.net account.
...

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
Profile Joined May 2010
Turkey37 Posts
May 21 2010 07:14 GMT
#632
On May 21 2010 16:13 Inori wrote:
Show nested quote +
On May 21 2010 16:11 grog wrote:
sc designer team asked help from wc3 and wow team I guess

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.



(((((((. they should re-hire them (
Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
Last Edited: 2010-05-21 07:17:02
May 21 2010 07:15 GMT
#633
I think this may make zerg a lot stronger versus mech but maybe in certain ways you wouldn't have anticipated at first.

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.
The Past: Yellow, Julyzerg, Chojja, Savior, GGplay -- The Present: Luxury, Jae- The Future: -Dong, maGma, Zero, Effort, Hoejja, hyvaa, by.hero, calm, Action ---> SC2 (Ret?? Kolll Idra!! SEN, Cool, ZergBong, Leenock)
space_yes
Profile Joined April 2010
United States548 Posts
May 21 2010 07:17 GMT
#634
I think the terran infantry buffs will make FE much more viable in TvP (especially with the void ray nerf).

YES!
Johoseph
Profile Joined April 2010
United States49 Posts
Last Edited: 2010-05-21 07:19:53
May 21 2010 07:17 GMT
#635
LOL @ all the protoss players. Seriously? I'm sure WhiteRa wouldn't have made it to the finals of the HDH invitational with 6 range void rays instead of 7. He would've lost first round right?

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
Profile Blog Joined January 2007
United States125 Posts
May 21 2010 07:18 GMT
#636
So when is this patch hitting the US server?
섹스섹스보지털
ChocolateZerg
Profile Blog Joined March 2010
United States47 Posts
May 21 2010 07:18 GMT
#637
I thought this was supposed to be the patch with the Ultralisk BUFF not the Ultralisk NERF.
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,
Plaguuuuuuuuue
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
Last Edited: 2010-05-21 07:22:45
May 21 2010 07:19 GMT
#638
--- Nuked ---
heynes
Profile Joined July 2009
Germany201 Posts
May 21 2010 07:19 GMT
#639
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 I mean i´m playing in silver and doing a m/m/m drop with stim was one of my favorite strats. now i can do it even faster. think of the mean timing pushes against the void ray tosses and fe zergs it´s gotta be awesome.
TheDna
Profile Joined March 2010
Germany577 Posts
May 21 2010 07:20 GMT
#640
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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