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Patch 13 Discussion - Page 49

Forum Index > SC2 General
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ccou
Profile Joined December 2008
United States681 Posts
May 21 2010 14:33 GMT
#961
It seems so weird that colossi were changed to suffer the effects of force field a short while ago, so they aren't used as often. Now, in patch 13, they can nullify force fields instead. They really could have made it so that ultralisks alone can break force fields.

I don't know, the patch isn't even out yet, I'm not going to judge this too harshly. Blizzard has reverted changes that are bad like giving infestors infested terrans, making concussive shells 100/100, the whole larvae thing. I think Blizzard has the intention of making the game balanced and competitive at the top level and making the game fun and appealing at all levels. I'm not really expecting or demanding razor tight balance until quite some time after both expansions have been released.
Wake up Mr. B!
shlomo
Profile Joined May 2010
258 Posts
May 21 2010 14:34 GMT
#962
On May 21 2010 23:33 ghermination wrote:
WTF is this terran gets another buff?
I'm glad they finally did something with the ultra but is it even that good of a modification?


It's not.
Still a ridiculous amount of tech/upgrades to get to a 300/200, 6 supply glass cannon with bonus pathing issues.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-05-21 14:35:52
May 21 2010 14:35 GMT
#963
Saying Ultras do worse less dmg vs marines isn't that relevant. It depends on how well the ultras scale post patch. Right now ultras are 25 + 3 per upgrade. They could go to either 15 +2 per upgrade (+10 +1 per upgrade vs armored) or maybe they'll still have + 3 on their base per upgrade (which would be weird)

Without upgrades you look and see...

Old: 25 Damage
New 15*1.25 -> 18.75 damage

New ultras only deal 75% of the dmg they did before vs marines.

But... with upgrades (calculation -> damage -> dmg vs +3 armor -> DPS)
(15+6)*1.25 -> 26.25 Damage -> 23 Damage -> 26.75 DPS
(15+9)*1.25 -> 30 Damage -> 27 Damage -> 31.4 DPS
25+9 -> 31 Damage -> 28 Damage -> 32.56 DPS

+3 weapon ultras vs +3 armor marines means you still deal 80% of the dmg you used to if it's +2 dmg (+1 vs armor) per upgrade. If it's +3 dmg per upgrade (unlikely) then you deal 96% of the damage you used to vs marines.

Either way as you can see you're not giving up all that much dmg vs things like marines provided you frenzy your ultras. And of course your ultras are doing insane dmg vs armored targets.
Logo
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
May 21 2010 14:36 GMT
#964
I want to haz my patchez!

I am thinking about Ultralisk Bulldog against Terran mech. ... but maybe frenzy makes the difference... lets wait and see.
Zerg - because Browders sons hate 'em
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2010-05-21 14:43:19
May 21 2010 14:40 GMT
#965
On May 21 2010 23:19 Kittens wrote:
Can Frenzy be cast on Brood Lords? Does it make the broodlings come out faster, or make the broodlings attack faster? If so...fucking awesome haha.



Frenzy probably doesn't effect broodlords very much. Broodlords spawn broodlings -- broodlings are the ones that do the damage. So it only protects them against Neural Parasite.
Papillon
Profile Joined February 2010
Germany131 Posts
Last Edited: 2010-05-21 14:44:01
May 21 2010 14:41 GMT
#966
i feel the new frenzy ability is pretty strong
for the cost of 25 energy you can buff not only the big units but also for smaller ones like the hydralisk its worth it
imagine frenzying 10 hydralisks and corrupting a thor (just in theory, not that you build corruptors that often against t but perhaps you are going for broodlords) and it falls faster like shit
especially against the colossus this is useful
also harrass units like the mutalisk profit much of frenzy killing static def much faster
some people might say frenzy is the typical war3 ability and doesnt fit sc2 but i dont agree on this;
on the other hand i am not so happy with the new corruptor ability but at least it synergizes with frenzy pretty good making zerg armys much more devastating
also the new overseer abilities fit this unit pretty good although i am questioning the incredibly high cost for the infested terran (125 energy)
the void ray nerf was necessary in my opinion
Wire
Profile Joined July 2009
United States494 Posts
May 21 2010 14:45 GMT
#967
I'm not sure if this is brought up but, they didn't add new maps right.

how do we 4v4 on lost temple ;-;
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
ZenDeX
Profile Blog Joined May 2008
Philippines2916 Posts
May 21 2010 14:46 GMT
#968
On May 21 2010 23:45 Wire wrote:
I'm not sure if this is brought up but, they didn't add new maps right.

how do we 4v4 on lost temple ;-;

They enabled map publishing.
PhallicAgressor
Profile Joined March 2010
52 Posts
May 21 2010 14:48 GMT
#969
This patch is great. Only good patch they've put out.
tenno
Profile Joined March 2010
Germany20 Posts
Last Edited: 2010-05-21 14:49:32
May 21 2010 14:49 GMT
#970
how long do we probably have to wait?
MidKnight
Profile Joined December 2008
Lithuania884 Posts
May 21 2010 14:50 GMT
#971
On May 21 2010 22:56 zoltanium wrote:
Show nested quote +
On May 21 2010 22:42 MidKnight wrote:Don't get me wrong, I love W3 and I think summoner abilities work quite well there.But this is SC universe.Spells are supposed to be ground-breaking and decide battles.
These minor buffs/debuffs and useless summoner abilities just suck

BW had plenty of minor spells.
Off the top of my head,
Medic Spells
D Matrix
Queen Spells.


Blind and restoration were quite useless, that's true.
D matrix wasn't minor at all.
It gave a unit 250 of HP worth defensive field.That could change the whole battle when trying to break zerg's defensive position, for example (the old d-matrix a firebat and sent it forward to absorb all the lurker spikes).
It wasn't used very often because irradiate costs less energy and is generally more important.
And against P EMP is preffered.
That's more of a balance issue.D-matrix should really cost less energy.

Spawn Broodling was really only effective mid-game in theory (sniping stuff like HTs and tanks) and you had to pump units during that time..
And it costed too much energy.Similar problem as D-matrix.
The spell itself is quite interesting.


Ensnare is similar to plague, if you manage to get it off on a large enough group of enemy units, you can kill all of them off THAT much more easily.
Marines can't run away from your lurkers and units have their damage reduced drastically.
How is that bad for 100/100 gas unit, 100/100 research cost and then only 75 energy.

Of course, they weren't used competitively often, simply because of the hard UI.
With smartcasting they would be almost a standart unit in lategame ZvT in BW IMO.

Their effectiveness isn't that huge early/mid game (you prefer getting more units instead of a spellcaster) and lategame it is simply too hard to control them (you have a tons of bases to macro from + defilers etc.) but I don't think anyone disagrees that spending few hundred gas lategame to reduce the effectiveness of opponent's army by 50% is that bad when you have 12 ultras, 20 lurkers and a shitton of lings already.

On May 21 2010 23:12 junemermaid wrote:
Concussive shells is a snare. Ultralisk + creep + frenzy = panic sets in for infantry. I can see ultralisks doing a lot better, now.


Concussive shells didn't affect ultras in the first place.



My main point is that there should be more interesting abilities like force field, point defense drone, seeker missile, fungal growth, storm, feedback, EMP, contamination (old corruption) and less of these minor debuffs.
Units in SC are massed, these minor buffs/debuffs just don't fit into the whole gameplay.

Cheezy
Profile Joined May 2009
Sweden112 Posts
May 21 2010 14:52 GMT
#972
Frenzy is the worst ability added in the game so far. It might be useful for Ultras, but that's it.

The whole ability just doesn't fit into the Zerg, or the game at all.
cbkenned2009
Profile Joined May 2010
United States55 Posts
May 21 2010 14:52 GMT
#973
FF nerf isn't that bad, if a massive unit is moving to crush like 5 FF, that massive unit isn't shooting. If you have lots of FF, you need lots of massive units not shooting or lots of time.
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2010-05-21 15:01:09
May 21 2010 14:59 GMT
#974
Instead of Frenzy, they should give Infestors a Matrix equivalent. Call it Fungal Shell or whatever. That would help Ultra survivability. I'm kinda neutral about Frenzy because I don't know what kind of options it'll open up. It seems like it will just be used for its 25%. Smartcast your Hydras and everything will melt.

I guarantee Contamination will be nerfed/changed. Zerg are already gods of lategame macro, why should they be given a free edge to tip the balance more in their favor? PvZ is not going to be fun at all this patch. There'll be no way to punish a Zerg FE if they keep dulling out Toss pushes. 2 gate? Lings/Queen. Immortal push? Spine Crawler spam. Void Ray? 2 Hydralisks. Then he's on 2 base and you're on 1 and that's pretty much it. I wish Protoss could, you know, FE ourselves but Zerg can shut that down far easier than we can to theirs, and even if they don't, they can saturate and expand by a significantly faster margin.

VR change I have mixed feelings about. I know they needed a nerf, but it's such a careful dynamic. I'm just saddened by the range nerf because their potential as a support unit is dwindling fast if they have to be right up there with the Zealots (that'll be patch 14).

It just seems like instead of waiting for Terrans to come up with interesting counter-strategies, like 1/1/1, Blizzard spoon feeds answers to them.
The more you know, the less you understand.
KameZerg
Profile Blog Joined May 2007
Sweden1772 Posts
May 21 2010 15:02 GMT
#975
I guess that contaminate spell forces terran to build turrets
asdasdasdasdasd123123123
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
May 21 2010 15:03 GMT
#976
Wait, Terran got buffed and Ultras got nerfed? I'm confused
Anti
Profile Joined January 2004
United States1113 Posts
May 21 2010 15:03 GMT
#977
On May 21 2010 23:52 Cheezy wrote:
Frenzy is the worst ability added in the game so far. It might be useful for Ultras, but that's it.

The whole ability just doesn't fit into the Zerg, or the game at all.

Zerg is suposed to be a ravenous destructive race of race consuming bugs, how does it not fit them lol
http://www.clan-rhrn.(?) | sliggy yours are ok too, but grots are sick, hes like the hovZ of RWAs. -HovZ
oaax
Profile Joined March 2010
Norway38 Posts
May 21 2010 15:04 GMT
#978
I wonder where the logic is in this. They say they are going to buff ultralisks instead they totally destroy them. Retards
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
Last Edited: 2010-05-21 15:08:58
May 21 2010 15:07 GMT
#979
I am still in favor of the theory that Dustin Browders sons play Terran.

Terran players are spoiled children -.-
Zerg - because Browders sons hate 'em
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
May 21 2010 15:07 GMT
#980
Can a Unit with frenzy on it still be lifted by the Phoenix, or does that count as a snare?
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