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Patch 13 Discussion - Page 43

Forum Index > SC2 General
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Prev 1 41 42 43 44 45 92 Next
Slunk
Profile Blog Joined February 2010
Germany768 Posts
May 21 2010 11:42 GMT
#841
Lol at the league change. Now we have the same number of leagues just with other name. Don't get it.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-05-21 11:44:10
May 21 2010 11:43 GMT
#842
On May 21 2010 20:32 jstar wrote:
I'm not sure if this is true, but I really don't like Blizzard's "Catering to the Casuals" mindset in balancing and tweaking games. Not just SC2, but also in WoW and most likely Diablo 3, which makes me sad.


It's the casual players that bring the money. And being money the most important factor, it's natural they'll do it. Casual players are also the vast majority of population of SC2. So they're also doing it for the masses. Kinda like the fast food version of games.
GranDim
Profile Blog Joined November 2003
Canada1214 Posts
May 21 2010 11:43 GMT
#843
On May 21 2010 20:32 rockon1215 wrote:
The patch isn't even released yet. Calm the fuck down people.

Also, adamantium league by game launch. Calling it right now.


Unless things changed there is a unreleased but planned Pro league above the standard leagues.
Lithose
Profile Joined May 2010
United States31 Posts
May 21 2010 11:44 GMT
#844
Since overseers are supply providers, you can have as many of them as you want, right?

In the late game, couldn't you just morph a dozen of them and lead any attack with a few dozen infested terrans?

Also, with overlord speed, overseers are going to be really, really strong mid game. Can you imagine 2-3 of them juking in and out of bases shutting down all your production?

I don't think people realize what a strong buff this is to zerg.
NiiPPLES
Profile Joined April 2010
United Kingdom201 Posts
May 21 2010 11:47 GMT
#845
On May 21 2010 20:44 Lithose wrote:
Since overseers are supply providers, you can have as many of them as you want, right?

In the late game, couldn't you just morph a dozen of them and lead any attack with a few dozen infested terrans?

Also, with overlord speed, overseers are going to be really, really strong mid game. Can you imagine 2-3 of them juking in and out of bases shutting down all your production?

I don't think people realize what a strong buff this is to zerg.


I thought so too, but then I realized an overseer can only drop a single infested terran at a time.
Jusciax
Profile Joined August 2007
Lithuania588 Posts
Last Edited: 2010-05-21 11:55:16
May 21 2010 11:50 GMT
#846
On May 21 2010 20:44 Lithose wrote:
Since overseers are supply providers, you can have as many of them as you want, right?

In the late game, couldn't you just morph a dozen of them and lead any attack with a few dozen infested terrans?

Also, with overlord speed, overseers are going to be really, really strong mid game. Can you imagine 2-3 of them juking in and out of bases shutting down all your production?

I don't think people realize what a strong buff this is to zerg.

It costs 100 gas, no zerg is going to mass that kind of crappy unit, not even when maxed out, because you need gas to rebuild your forces after they get wiped out. And since zerglings, drones and overlords are the only ones that dont cost gas, zerg pretty much has to store all the gas he can to survive beyond tier1.
Overseer got buffed, no doubt about that, but i think its core role (being a detector) is still lacking since it dies so easily and costs sick amount of gas to create, for already gas starved zerg.
Lithose
Profile Joined May 2010
United States31 Posts
May 21 2010 11:51 GMT
#847
On May 21 2010 20:50 Jusciax wrote:


It costs 100 gas, no zerg is going to mass that kind of crappy unit, not even when maxed out, because you need gas to rebuild your forces after they get wiped out. And since only zerglings, drones and overlords are the only ones that dont cost gas, zerg pretty much has to store all the gas he can to survive beyond tier1.


Spending 400 gas to be able to shut down 4 production buildings mid game seems really strong to me. Maybe it won't work out like that, but its seems really really powerful.


guitarizt
Profile Blog Joined March 2009
United States1492 Posts
May 21 2010 11:53 GMT
#848
I have a sweet idea for patch 13. Bring back patch 11.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
Therapist
Profile Joined April 2010
United States97 Posts
May 21 2010 11:54 GMT
#849
Lol Artosis predicted the force field change in state of the game.
NeonFlare
Profile Blog Joined September 2008
Finland1307 Posts
May 21 2010 11:55 GMT
#850
It seems like they really want to bring ultralisk into play, however for each race the forcefield stomping is pretty risky, since the massive units are really easy to focus down if they end up in front line.

After the roach nerf the zerg buffs seem welcome, though I don't know why did they give buffs pretty much for free to terrans.
Doppelganger
Profile Joined May 2010
488 Posts
Last Edited: 2010-05-21 11:58:28
May 21 2010 11:56 GMT
#851
Okay here is my Patch 13:

Changes:

TERRAN

Concussive Shells can't slow massive Units. (Explanation: Slowing Ultras no more so they can get into melee easier and the other massive Units are almost not effected. Besides it just is common sense)

None other (I would use Terran as a constant for the next 1-5 patches. The Buff is btw horrible)

PROTOSS

Same as Blizzard did
(Explaination: I think force fields should no stop Thors/Colossi/Ultras. Especially Ultras need to get into Melee. CauthonLuck stated he has problems with Void Rays because they can be too easily microed against Marines with the VR range being 7)

ZERG:

Infestor:
None

Ultralisk:
Damage increase 25 to 25(+15 armored)
No change to life (first see how it does BEFORE nerfing it in the same move)
Reduced radius /reduced model (so that the ultra is slightly more maneuverable)
(If it is neede an upgrade to prevent them from stun snare etc. Frenzy spell seems just to be for them)

Corruptor:
Removed current ability (single target damage increase isn't very useful)
Gain corruption spell: SLOW DOWN production/research of a building by 50% for 40 seconds (shutting buildings down completly is a little bit too strong imho)

Roach:
Give a little life buff. I think about 25 hitpoints to make it more usefull again (2 supply-nerf was too strong imho. This unit needs a little experimentation)

Overseer:
None

That would be it.

FOOD FOR THOUGHT:

I like the infested Terran change. Being "dropped" by an Overseer deals with this "they are just like summoned undead" - feeling. And I like the harassment possibility that the unit gains.
This would be a MAYBE. My problem is: This would rob the infestor of a useful "spell" that needs replacing. The frenzy spell and the ability of the curroptor to increase damage are a no go for me. (They don't feel right in the game and they are almost useless.)
Another maybe would be a buff to BC and Carriers. Like 50 Hitpoints, and 1 more damage for Interceptors stuff like that. Goal is to get them just a little bit more useful.
Roblin
Profile Joined April 2010
Sweden948 Posts
May 21 2010 11:57 GMT
#852
forcefield nerf - awesome, simply awesome, now I will at least now there is a way to deal with it, though it is high in tech, but thats allright, ultras can just walk straight through everything now.

VR nerf - don't think it will do much, it will however do some difference in the harassing option regarding the VR

upgrade buffs - seriously? more terran buffs? terran is OP as it is, I guess ill have to rush into some banes first thing I do

Infestor stuff - Im in awe, its just... awesome

overseer - my mind is flooded with thoughts, this will be an awesome harrass unit, imagine a bunkering terran player with a couple tanks, drop an infested terran like a zealot in BW, make the tanks kill eachother, and then continue to the production facilities and corrupt them all, and you can have this about a minute after lair tech

ultra nerfs - so what if the hp got nerfed? you have trouble with forcefield, let two ultras lead the charge, mass marauders/roaches? drop a couple ultras right on top of them! ovys can carry units, use it. btw, 40 damage to armoured means 3-4 shoting all maruaders and roaches, depending on upgrades, if they live for about two seconds, they kill 5-6 maruaders/roaches in one shot = is cost effective even if it dies immedietly after, and if the rest of your army go in first before the ultras are dropped, that means the ultras are not focusfired, and will be even more costeffective.
the ultra is now a melee immortal with splash
I'm better today than I was yesterday!
spinesheath
Profile Blog Joined June 2009
Germany8679 Posts
May 21 2010 11:59 GMT
#853
On May 21 2010 20:54 Therapist wrote:
Lol Artosis predicted the force field change in state of the game.


So did hundreds of other people. The idea of Ultras just walking over or destroying FFs is hardly new or unique.
If you have a good reason to disagree with the above, please tell me. Thank you.
Jusciax
Profile Joined August 2007
Lithuania588 Posts
May 21 2010 12:00 GMT
#854
On May 21 2010 20:51 Lithose wrote:
Show nested quote +
On May 21 2010 20:50 Jusciax wrote:


It costs 100 gas, no zerg is going to mass that kind of crappy unit, not even when maxed out, because you need gas to rebuild your forces after they get wiped out. And since only zerglings, drones and overlords are the only ones that dont cost gas, zerg pretty much has to store all the gas he can to survive beyond tier1.


Spending 400 gas to be able to shut down 4 production buildings mid game seems really strong to me. Maybe it won't work out like that, but its seems really really powerful.



That's 8 hydras or 16 roaches that you wont have. And i would be really impressed if 4 infested terrans could shutdown 1 production building, not to mention 4. They are weak, they do moderate damage, last for short amount of time and 125 mana is huge cost and is probably more effectively spent on contaminate or changeling.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
May 21 2010 12:02 GMT
#855
On May 21 2010 20:56 Doppelganger wrote:
Okay here is my Patch 13:

Changes:

TERRAN

Concussive Shells can't slow massive Units. (Explanation: Slowing Ultras no more so they can get into melee easier and the other massive Units are almost not effected. Besides it just is common sense)


WOW, great idea man! I can't imagine where such ingenuity came from considering this is the way it's been since the release of beta!
Red Alert
Profile Joined June 2009
United States119 Posts
May 21 2010 12:05 GMT
#856
On May 21 2010 21:00 Jusciax wrote:
Show nested quote +
On May 21 2010 20:51 Lithose wrote:
On May 21 2010 20:50 Jusciax wrote:


It costs 100 gas, no zerg is going to mass that kind of crappy unit, not even when maxed out, because you need gas to rebuild your forces after they get wiped out. And since only zerglings, drones and overlords are the only ones that dont cost gas, zerg pretty much has to store all the gas he can to survive beyond tier1.


Spending 400 gas to be able to shut down 4 production buildings mid game seems really strong to me. Maybe it won't work out like that, but its seems really really powerful.



That's 8 hydras or 16 roaches that you wont have. And i would be really impressed if 4 infested terrans could shutdown 1 production building, not to mention 4. They are weak, they do moderate damage, last for short amount of time and 125 mana is huge cost and is probably more effectively spent on contaminate or changeling.

hydras and roaches are both mineral heavy, not really cutting back on them.
Censured
Profile Blog Joined April 2010
Czech Republic1061 Posts
May 21 2010 12:08 GMT
#857
NOOOOO copper league :D
But seriously, I play random in platinum, and PvT and ZvT was already pain in the ass... but now? And what's up with 125 energy infested terran? Should be like 65, so you could spawn 3 with overseer, not 1
Occupation: Legend
Lithose
Profile Joined May 2010
United States31 Posts
Last Edited: 2010-05-21 12:11:54
May 21 2010 12:11 GMT
#858

That's 8 hydras or 16 roaches that you wont have. And i would be really impressed if 4 infested terrans could shutdown 1 production building, not to mention 4. They are weak, they do moderate damage, last for short amount of time and 125 mana is huge cost and is probably more effectively spent on contaminate or changeling.



What are you talking about?

Infested Terrans to shut down an building?

Obviously shutting down a building would be using contaminate ability.
Shizuru~
Profile Blog Joined April 2009
Malaysia1676 Posts
May 21 2010 12:11 GMT
#859
so... when are they patching this?

the marine upgrade buffs brings me a banana grin
s031720
Profile Joined December 2009
Sweden383 Posts
Last Edited: 2010-05-21 12:13:59
May 21 2010 12:12 GMT
#860
On May 21 2010 21:00 Jusciax wrote:
Show nested quote +
On May 21 2010 20:51 Lithose wrote:
On May 21 2010 20:50 Jusciax wrote:


It costs 100 gas, no zerg is going to mass that kind of crappy unit, not even when maxed out, because you need gas to rebuild your forces after they get wiped out. And since only zerglings, drones and overlords are the only ones that dont cost gas, zerg pretty much has to store all the gas he can to survive beyond tier1.


Spending 400 gas to be able to shut down 4 production buildings mid game seems really strong to me. Maybe it won't work out like that, but its seems really really powerful.



That's 8 hydras or 16 roaches that you wont have. And i would be really impressed if 4 infested terrans could shutdown 1 production building, not to mention 4. They are weak, they do moderate damage, last for short amount of time and 125 mana is huge cost and is probably more effectively spent on contaminate or changeling.


You need to scout anyway. A few overseers was a good thing prepatch, now its even better.

You can shut down buildings with contaminate, not infested terrans. Contaminate cost 25 energy, or so ive been told. (sound ridicolusly cheap though, so that might be untrue).

Overseer using Infested T. to "zealot bomb" tanks sounds pretty cool actually, that will probably change ZvT some. Well see how it turns out. But they have morphtime, so the only damage done before they die will prob. be tanks splash damage. Might be enough.

There is no dount in my mind that the current overseers wont survive this patch. They just seem a bit to buffed.
Just another noob
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