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Patch 13 Discussion - Page 50

Forum Index > SC2 General
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RifleCow
Profile Joined February 2008
Canada637 Posts
May 21 2010 15:10 GMT
#981
Imo, Frenzy would make more sense if the unit recieved 25% more movement and attack speed, ie. attacking in a frenzy.
hohoho
Chex
Profile Joined May 2010
United States87 Posts
May 21 2010 15:12 GMT
#982
I'm really intrigued by this patch.

Zerg: The changes to the Overseer really open up some interesting mid game harassment strategies that could be really fun and a good answer to the ever powerful thor or tank drop or immortal drop.

I really like Frenzy, it reminds me of bloodlust from WC3 or even...Frenzy from WC3 but no DoT on the unit. I'm seriously considering adding Ultra's now as I feel that in small numbers they could really be pivotal to late game armies; they can now close the distance, do some serious damage if they get in close and most importantly they can draw fire while your hydras, Blords or whatever else does the damage.

Other potentially amazing synergies I'm considering are Frenzy on a baneling (not sure if this would work or be cost effective. Frenzy on your Ultras or Hydras + Corruption on targets could be devastating.

Honestly I think this patch was much needed from the Zerg perspective. I'm curious to see how the reduced Ultra life will work out or if it won't.

Protoss: I totally agree with the FF nerf. It's still hugely useful for early game and even into late game but it gives Zerg a way to combat being endlessly kited. VR's needed to be slightly pared down.

Terran buff: I'm a little skeptical about this. Terran already seemed extremely well rounded and powerful, much more so than the other races and giving infantry faster access to crucial upgrades is just going to up their ability to early push. As zerg i'm not overly worried because I find blings to be a potent counter, but it will be interesting to see how this pans out.

Other stuff: ladder changes I'm indifferent to as a high gold player. I'm still working on my basic skills and builds and I imagine I will continue to be paired against mostly gold and low platinum players. 3v3 and 4v4 will be fun.

What I would have liked to see: I'd have liked to see a buff to storm's radius or at least a better representation of its actual aoe. As it is the animation doesn't match the area your cast bar says it will affect.

All in all an interesting patch.

Kisra
Profile Blog Joined April 2010
United Kingdom466 Posts
May 21 2010 15:13 GMT
#983
Ants use pheromones for more than just making trails. A crushed ant emits an alarm pheromone that sends nearby ants into an attack frenzy and attracts more ants from further away.


From wikipedia. Just one example of "swarm" organisms using chemicals to induce behavioural changes.

It's not exactly a stretch of the imagination for the infestor to either A) Use pheromone signals to change zerg behaviour or B) Communicate via the hive-mind to send certain units into a frenzy.

Also, complaints that it's "Un-starcraft" to have these temporary buffs to things like attack damage, well, there's been a movement speed and attack rate buff that's been in the game since forever.

I like it, it gives me something to do other than position units when playing zerg. Well micro'd infestors can hold your units in place, make me that much more dangerous, and turn battles. It introduces a mechanic that rewards skillful play and smart energy management.

What worries me as a zerg is still early Terran pushes. Marauders coming in with stim and concussive shells when I'm hitting lair tech (assuming I didn't absolutely rush for it) with a few marines for back up will cause all sorts of issues.
:D
Dromar
Profile Blog Joined June 2007
United States2145 Posts
May 21 2010 15:20 GMT
#984
On May 22 2010 00:03 Anti wrote:
Show nested quote +
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


Lore-wise. Offhand, something like Frenzy has more of a fantasy feel than a sci-fi feel. I mean, call it Zerg Stim or something, not some magical anger aura. It just fits the theme of the game better. Like, over time, Zerg has been able to synthesize a drug similar to stim. Maybe their version of stim works a bit differently. Could be called SSS (Synthetic Stim Substitute).
antihope
Profile Joined May 2010
United States42 Posts
May 21 2010 15:21 GMT
#985
I know everyone says terran got a buff, and they definitely did, but I'm absolutely cringing at the thought of an overseer train locking down all my unit producing structures almost indefinitely. I'm typically all for the macro game, but I see myself doing everything I can to shut zerg down early now.
"Banshees make very good work" -Duckload
rackdude
Profile Blog Joined January 2010
United States882 Posts
May 21 2010 15:22 GMT
#986
Mass overseer/muta?
Sweet.
Delarchon
Profile Joined April 2010
Finland132 Posts
May 21 2010 15:28 GMT
#987
On May 22 2010 00:07 Turbo.Tactics wrote:
I am still in favor of the theory that Dustin Browders sons play Terran.

Terran players are spoiled children -.-


I'll second that. This patch doesn't make much sense. Concussive+Stims 150/150. Good terran was already really hard to beat. What's next ghosts straight out from tech lab?
What kind of sorcery is this?
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
May 21 2010 15:28 GMT
#988
Not convinced by the ultralisk yet. Will have to try it out! I think this patch adds more possibility for zerg while also adding more tasks that a competent zerg will be expected to perform. Zerg players will have to boost their apm a little harder I think.
Nuda Veritas
Jdanzi
Profile Joined March 2010
England78 Posts
May 21 2010 15:29 GMT
#989
On May 21 2010 12:09 Kraz.Del wrote:

o Marine

+ Stimpack research cost decreased from 150/150 to 100/100.
+ Combat Shield research cost decreased from 150/150 to 100/100.



This is quite possibly the worst balance change blizzard have done yet.
Clow
Profile Blog Joined September 2008
Brazil880 Posts
Last Edited: 2010-05-21 15:33:20
May 21 2010 15:32 GMT
#990
Best. Patch. Ever.

I think now the game is completely balanced. Thank you blizzard.
(–_–) CJ Entusman #33
RifleCow
Profile Joined February 2008
Canada637 Posts
May 21 2010 15:38 GMT
#991
How will this map-publishing work, will it automatically download like sc1 and wc3?. I'm also interested in how blizzard will change the maps for the ladder, playing the same maps forever sounds horrible.
hohoho
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
May 21 2010 15:40 GMT
#992
On May 21 2010 13:34 On_Slaught wrote:
Show nested quote +
On May 21 2010 12:41 Zato-1 wrote:
Whoa. Pretty substantial changes there- most of the changes look like they're taking the game in the right direction, but there's one change I'm immediately opposed to:

Overseer - Contaminate spell added: Costs 75 energy - Targets a single enemy structure which cannot train units or research upgrades for 30 seconds. Infested Terran spell added: Costs 125 energy - Infested Terrans have the same stats as those previously created by the Infestor and are placed directly under the Overseer when spawned.


This basically means that Zerg can continue growing past 200/200 supply, because they can train infinite Overseers which will be combat-capable units with patch 13. Not a fan of Zerg being the only race for which 200 supply isn't a hard cap on their army strength.


This is absurd. They could of done this before the patch and it's no different than mass auto-cannons for terran or infinite hallucinations to soak up dmg for protoss.

With the difference being that more auto-cannons requires more ravens which requires more supply, and more hallucinations requires more sentries which requires more supply. Overseers cost no supply, and you can therefore keep on getting as many infested terrans as minerals and gas allow.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
May 21 2010 15:40 GMT
#993
When I look to balance changes starting from beta launch all that blizzard was doing is that they were tweaking various cheesy builds. Decreased marine build time, scv hp, void ray range... and so on. Also they were trying to make useless units more usable.

But they didn't change the overall army balance in straight up fight. Eventually in any e-sports RTS game it will come to ball to ball fight. In current situation Terran army far superior than other races. Yeah, you can say that zerg has good eco or mass production but I still believe terran units are too powerful to deal with, everything melts in seconds. Stimmed MMM hard counters any zerg composition. +EMP vua lah, it counters protoss.

Another thing is that from the beginning of beta many TLers were complaining that various units were overpowered, many of which eventually got nerfed. Except Marauders, they are still freaking strong and cost effective. I believe they are the main reason which cause broken PvT and ZvT, whereas ZvP always has been fine. It is stated by Blizzard that Zeals and Ultras counter Marauders but in actual reality it is opposite and It has always been ignored. That makes me think that whoever is the balance tweaker in the blizzard he is Terran (or favours them, or thinks that humankind should always win or whatever...).

Plus: in SCBW Terran always was slightly stronger than other races which was stated several times by progamers.

If you don't think that Terran army is strong please check bunch of any level replays, doesn't matter who won. Just make sure you turned on 'Lost army resources' statistics.
Its grack
Mr.E
Profile Blog Joined March 2009
United States434 Posts
Last Edited: 2010-05-21 15:54:57
May 21 2010 15:51 GMT
#994
If Frenzy is as easy to cast successively as infested terran was (and i think it will be), I'm going to be spamming that shit. It lasts 30 seconds which is freaking crazy so you can just frenzy your entire army before a fight and have time to spare.

Also, Overseer harass is gunna be quite interesting. I think I'll be making about 5 of these early off.. NO COLOSSI 4 U. I'm also wondering if that spell will work on static defense the smae way as corruption. If so, infested terran harass could be a nice little trick every 3 minutes or so.
Looking for top-tier practice partners, especially Z; PM me
jacen
Profile Blog Joined April 2004
Austria3644 Posts
May 21 2010 15:52 GMT
#995
when is this coming live to euro servers?
i'm still on patch 12. is my client just not patching?
(micronesia) lol we aren't going to just permban you (micronesia) "we" excludes Jinro
da_head
Profile Blog Joined November 2008
Canada3350 Posts
May 21 2010 15:52 GMT
#996
On May 22 2010 00:52 jacen wrote:
when is this coming live to euro servers?
i'm still on patch 12. is my client just not patching?

patch hasn't been released yet
When they see MC Probe, all the ladies disrobe.
metasonic
Profile Joined April 2010
United States115 Posts
May 21 2010 15:57 GMT
#997
I really like this patch. Zerg should be a lot more interesting to play and play against now.

And I totally agree with Blizz, as a Terran player, it's been so difficult for me recently since the toss players have gotten their build orders down. They simply have more stuff when they push. I hope they didn't nerf toss too hard though. I really do agree with the VR's though. I think it was ridiculous that they would outrange bunkers. They're still a madly strong unit, but I suppose they should be because they cost a lot. I still think P still has a lot of options versus T.
Lylat
Profile Joined August 2009
France8575 Posts
May 21 2010 15:58 GMT
#998
Lol seriously what is this frenzy shit .. only costs 25 and lasts 30 SECONDS ??!! PvZ late game as a P was a nightmare, now if your game last more than 15 minuts you can just leave..
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
May 21 2010 15:59 GMT
#999
my personal opinion i would rather have 25% speed and able to walk through units than 25% damage
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
muzzy
Profile Joined March 2010
United States640 Posts
May 21 2010 16:00 GMT
#1000
On May 22 2010 00:20 Dromar wrote:
Show nested quote +
On May 22 2010 00:03 Anti wrote:
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


Lore-wise. Offhand, something like Frenzy has more of a fantasy feel than a sci-fi feel. I mean, call it Zerg Stim or something, not some magical anger aura. It just fits the theme of the game better. Like, over time, Zerg has been able to synthesize a drug similar to stim. Maybe their version of stim works a bit differently. Could be called SSS (Synthetic Stim Substitute).

Err, this thread really shouldn't degenerate into lore arguments, but...

That makes no sense. Stim packs are synthetic. They are an attempt by humans to replicate what nature can do in the form of adrenaline and other natural chemicals.
Zerg having the ability to go into a chemical induced frenzy is plenty realistic and is demonstrated by many insects, especially "hive" types, such as ants and bees.

It's not a magical aura...
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