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Patch 13 Discussion - Page 51

Forum Index > SC2 General
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floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
May 21 2010 16:01 GMT
#1001
I don't see why you'd cast frenzy on anything but ultra (which you likely still wont build) when you can fungal. We'll see how it plays out I just think fungal is going to be the best option
Executioner.zealot
Profile Blog Joined April 2010
United States60 Posts
Last Edited: 2010-05-21 16:04:25
May 21 2010 16:04 GMT
#1002
On May 21 2010 12:17 Wings wrote:
Show nested quote +
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.

blizzard takes the absolute worst possible routes in terms of balancing

you seem to not realize the horrendous statistics in TvP. Terran is being absolutely raped in this mu.


Bad players largly playing one race does not = a weak race.
graphene
Profile Joined May 2010
Finland211 Posts
May 21 2010 16:04 GMT
#1003
On May 22 2010 00:58 Lylat wrote:
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..


autowin is broodlord.
cloud computing is the future
On_Slaught
Profile Joined August 2008
United States12190 Posts
Last Edited: 2010-05-21 16:07:19
May 21 2010 16:05 GMT
#1004
On May 22 2010 00:40 Zato-1 wrote:
Show nested quote +
On May 21 2010 13:34 On_Slaught wrote:
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.


I suppose the only real situation where I feel this would matter is one where someone takes half hte map and turtles. In theory they should be putting pressure on the zerg that would make spending money on mass overseers foolish. The only situation where this can be beneficial is one where you have no pressure to replace your army and have a significant amount of built up money (so a high money map).

Thinking more about it this will probably be abused badly at some point. Would make Flash-type turtling more difficult but without swarm maybe zerg needs something like this.

Edit: Question concerning broodlords... I wonder if you frenzy a BL does it also buff any broodlings created by that unit? This is similar to the concern about if frenzy increases spell dmg. Will be interesting to see if this works this way (prob yes on spells and no on summoned units im thinking).
guitarizt
Profile Blog Joined March 2009
United States1492 Posts
May 21 2010 16:10 GMT
#1005
And we all know how good infested terrans are. Seriously you'd need to spend at least 500 in gas on overseers and save up a ton of energy before you can even begin to do some light harass with infested terrans. The corruption thing on the other hand seems broke to me and they should just give it back to the corrupter. All the 25% stuff is stupid and it feels like I'm playing magic.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
shlomo
Profile Joined May 2010
258 Posts
May 21 2010 16:11 GMT
#1006
Calling it right now: Infested Terran for 125 energy is way too good. Will have to be nerfed in the future.
Slardar
Profile Joined April 2010
Canada7595 Posts
May 21 2010 16:12 GMT
#1007
On May 21 2010 12:38 nihlon wrote:
Blizzard obviously though terran mech build was overpowered and decided to buff terran infantry to compensate.


Hahaha my thoughts exactly. I'm quite disappointed though, they keep saying a unit will do "x" job and try to give it multiple roles making it fail at original said "x". Ultralisk tank/buffs? I have my hydras/Broodlords/Festors in the back doing more than enough DPS I don't need a 450 hp situational unit which isn't even cost effective as a tank as opposed to Roaches in most scenarios.
jamesr12
Profile Blog Joined April 2010
United States1549 Posts
May 21 2010 16:12 GMT
#1008
will this patch ever be released is the real question blizzards definationof soon and very soon are far different then the average persons
http://www.teamliquid.net/forum/viewmessage.php?topic_id=306479
CKSide
Profile Blog Joined March 2010
United States223 Posts
May 21 2010 16:15 GMT
#1009
is there an explanation for why the notes were released before the actual patch?
Check
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
May 21 2010 16:18 GMT
#1010
Ultralisks will still not be built, at all.

What armoured units are there that ultralisks will now counter?
Marauders will tear them apart even easier then before, and so will immortals
Thors still tear ultras a new one, and 250mm cannon now 1-shots ultras
Mass stalkers is the only thing I can think of, and that's only if you can get a good FG off on them to prevent them from just blink-kiting you.

Frenzy states it makes the unit immune to stuns, snares, and mind controls, what does this include? Also, frenzy appears to be tailer made to be used on ultralisks, so lets look at how it can be used there.
Fungal growth + neural parasite
marauder slow + 250mm cannon stun
If you are at the point of making ultras in a zvz you are either about to get run over, or have already won
Ultras are already immune t marauder slow, and 250mm cannon will 1-shot any unit in the game now anyways, so the stun of it is just a bonus.

The only use I can find for ultralisks is countering a pure gateway army of protoss, otherwise they are as completely useless now as they were pre-patch.

The 1 singular change that will effect zerg gameplay in any major way is the corruption ability added to the overseer, this will mean some very fun use of overseer harassment, by blocking worker production, or key unit production.
Terran scouts you going mass hydra? block his tech-labbed factory, making the tech swap to broodlords? shut down the starports.

Keeping 3-5 overseers around to continually do this will force any opponents to over-compensate on their AA, while you power a ground army.
I don't really see infested terrans being used, as they are far too slow to catch workers, meaning it would take 4 overseers worth of them to get 1-2 worker kills before any competant player pulls the workers away.
Yuma
Profile Joined May 2009
United States51 Posts
May 21 2010 16:21 GMT
#1011
When i read the Bio Buffs as a terran player i can say im happy
The void ray nerf seems kinda of needed but i feel sad for the toss players tho

The zerg finaly got rid of that shit spell spawn infested terran on Infestors but it seems to me like they should of given the infestor contaminate and the over seer frenzy IMO.

One thing im dying to know is how do i use the map editor?
Death is on your left side about an arms distance behind you.-Don Juan
Onea
Profile Joined April 2010
United States35 Posts
May 21 2010 16:21 GMT
#1012
I really wish they re-buffed roaches, but oh well. We will see how zerg plays out. When is this patch getting released? I want to start getting used to the changes asap.
Born to fast expand...
ClicheGuevara
Profile Joined May 2010
United States11 Posts
May 21 2010 16:24 GMT
#1013
So when's this shit live?
Kittens
Profile Joined May 2010
United States8 Posts
May 21 2010 16:29 GMT
#1014
On May 22 2010 01:11 shlomo wrote:
Calling it right now: Infested Terran for 125 energy is way too good. Will have to be nerfed in the future.



what? its still easily the worst skill on the overlord.

You should be using corrupt (or whatever its called now) as often as possible. Even better, put an overlord in your Mutalisk group and corrupt any turret you see, then go to town on their miners.
Jacobs Ladder
Profile Joined May 2010
United States1705 Posts
May 21 2010 16:31 GMT
#1015
Can people at least wait for the patch before bemoaning the changes?
Weasel-
Profile Joined June 2009
Canada1556 Posts
May 21 2010 16:36 GMT
#1016
I really really want to see how the game will play out on larger maps with a rush distance of greater than 30 seconds, room to maneuver an army to flank from more than 90 degrees away, and chokes that will allow stuff like forge FE. The ability to publish our own maps rather than the small little arenas Blizzard gives us by default will hopefully be the best change to the game yet.
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
May 21 2010 16:39 GMT
#1017
On May 22 2010 01:29 Kittens wrote:
Show nested quote +
On May 22 2010 01:11 shlomo wrote:
Calling it right now: Infested Terran for 125 energy is way too good. Will have to be nerfed in the future.



what? its still easily the worst skill on the overlord.

You should be using corrupt (or whatever its called now) as often as possible. Even better, put an overlord in your Mutalisk group and corrupt any turret you see, then go to town on their miners.


corruption no longer shuts down static defences, it just stops production/upgrades.
TheYango
Profile Joined September 2008
United States47024 Posts
May 21 2010 16:40 GMT
#1018
On May 22 2010 01:29 Kittens wrote:
You should be using corrupt (or whatever its called now) as often as possible. Even better, put an overlord in your Mutalisk group and corrupt any turret you see, then go to town on their miners.

Nowhere in the patch notes does it say that contaminate shuts down static defense. The old corrupt ability did, but this is probably the one notable difference.
Moderator
RifleCow
Profile Joined February 2008
Canada637 Posts
Last Edited: 2010-05-21 16:43:09
May 21 2010 16:41 GMT
#1019
I think collectively, Zerg just has more ability to shut down terran play with harass. Using overseers to stop thor production may be very important in z vs mech games.
hohoho
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
May 21 2010 16:42 GMT
#1020
For those who are as confused about this patch as me, I've made a length post on the b.net forums. Please check here and post feedback if warranted:

http://forums.battle.net/thread.html?topicId=25026322804&sid=5000

Thanks.
n.Die_Jaedong <3
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