Patch 13 Discussion - Page 50
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RifleCow
Canada637 Posts
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Chex
United States87 Posts
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
United Kingdom466 Posts
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. | ||
Dromar
United States2145 Posts
On May 22 2010 00:03 Anti wrote: 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
United States42 Posts
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rackdude
United States882 Posts
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Delarchon
Finland132 Posts
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? | ||
VelRa_G
Canada304 Posts
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Jdanzi
England78 Posts
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
Brazil880 Posts
I think now the game is completely balanced. Thank you blizzard. | ||
RifleCow
Canada637 Posts
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Zato-1
Chile4253 Posts
On May 21 2010 13:34 On_Slaught wrote: 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. | ||
bokeevboke
Singapore1674 Posts
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. | ||
Mr.E
United States434 Posts
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. | ||
jacen
Austria3644 Posts
i'm still on patch 12. is my client just not patching? | ||
da_head
Canada3350 Posts
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 ![]() | ||
metasonic
United States115 Posts
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
France8575 Posts
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Zeroes
United States1102 Posts
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muzzy
United States640 Posts
On May 22 2010 00:20 Dromar wrote: 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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