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Patch 13 Discussion - Page 57

Forum Index > SC2 General
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SayaSP
Profile Blog Joined February 2007
Laos5494 Posts
Last Edited: 2010-05-21 18:40:35
May 21 2010 18:39 GMT
#1121
On May 22 2010 03:37 NATO wrote:
Show nested quote +
On May 22 2010 02:45 SnakeChomp wrote:
On May 22 2010 02:41 Two_DoWn wrote:
A full tech switch would be required to build up enough armor pen to take down a full ultra, and the new frenzy spell lets ultras get in past marauder fire.


I am amazed at how many people consistently make this mistake. Marauders cannot slow Ultralisks because Concussive shells cannot affect massive units. Frenzy changes nothing in ZvT; the Ultra will still die immediately when attempting to attack mass marauder and it is therefore still a worthless unit.


As stated in Blizzard's patch discussions, this is supposed to counter Thor's ability to immobilize Ultras. There was no mention of marauders. So yes, this does change ZvT.

it doesnt stop the damage that 250mm cannons deal. seems fine for zvt
[iHs]SSP | I-NO-KI BOM-BA-YE | のヮの http://tinyurl.com/MLIStheCV , MLIS.
zomgzergrush
Profile Joined August 2008
United States923 Posts
Last Edited: 2010-05-21 18:41:14
May 21 2010 18:40 GMT
#1122
On May 22 2010 03:37 NATO wrote:
Show nested quote +
On May 22 2010 02:45 SnakeChomp wrote:
On May 22 2010 02:41 Two_DoWn wrote:
A full tech switch would be required to build up enough armor pen to take down a full ultra, and the new frenzy spell lets ultras get in past marauder fire.


I am amazed at how many people consistently make this mistake. Marauders cannot slow Ultralisks because Concussive shells cannot affect massive units. Frenzy changes nothing in ZvT; the Ultra will still die immediately when attempting to attack mass marauder and it is therefore still a worthless unit.


As stated in Blizzard's patch discussions, this is supposed to counter Thor's ability to immobilize Ultras. There was no mention of marauders. So yes, this does change ZvT.

ohhhhh so blizz thinks THORS are the ultra counter?

if that were the case, then the patch might actually make sense.

Unfortunately for us who actually know how to play the game a bit better than blizz, it does not (neural parasite ultralisk zomg!).

not to mention

On May 22 2010 03:39 SayaSP wrote:
Show nested quote +
On May 22 2010 03:37 NATO wrote:
On May 22 2010 02:45 SnakeChomp wrote:
On May 22 2010 02:41 Two_DoWn wrote:
A full tech switch would be required to build up enough armor pen to take down a full ultra, and the new frenzy spell lets ultras get in past marauder fire.


I am amazed at how many people consistently make this mistake. Marauders cannot slow Ultralisks because Concussive shells cannot affect massive units. Frenzy changes nothing in ZvT; the Ultra will still die immediately when attempting to attack mass marauder and it is therefore still a worthless unit.


As stated in Blizzard's patch discussions, this is supposed to counter Thor's ability to immobilize Ultras. There was no mention of marauders. So yes, this does change ZvT.

it doesnt stop the damage that 250mm cannons deal. seems fine for zvt

Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
crms
Profile Joined February 2010
United States11933 Posts
Last Edited: 2010-05-21 18:42:08
May 21 2010 18:41 GMT
#1123
all i can say is blizzard is doing it wrong...

ultra needed survivabilty and movement buff not a damage buff.

terran infantry was INSANELY good - they did NOT need a buff.

everything else is ok unless overseers become broken with corrupt buildings lol..
http://i.imgur.com/fAUOr2c.png | Fighting games are great
zomgzergrush
Profile Joined August 2008
United States923 Posts
May 21 2010 18:43 GMT
#1124
I just re-read the ultra quote:

We have put in a large number of buffs to the Ultralisk to allow him to close the gap on his enemies......This Ultralisk should be able to deal with both mass Marauders and mass Roaches which are a common threat to zerg players in some end game scenarios.

HAHAHAAHAHAHAHAHAHAHA NOPE!
Bronze skipping straight to Diamond in 40 games retail release. Bnet 2.0 ladder really takes it's sweet time to think about that league placement.
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
May 21 2010 18:44 GMT
#1125
On May 22 2010 03:37 NATO wrote:
Show nested quote +
On May 22 2010 02:45 SnakeChomp wrote:
On May 22 2010 02:41 Two_DoWn wrote:
A full tech switch would be required to build up enough armor pen to take down a full ultra, and the new frenzy spell lets ultras get in past marauder fire.


I am amazed at how many people consistently make this mistake. Marauders cannot slow Ultralisks because Concussive shells cannot affect massive units. Frenzy changes nothing in ZvT; the Ultra will still die immediately when attempting to attack mass marauder and it is therefore still a worthless unit.


As stated in Blizzard's patch discussions, this is supposed to counter Thor's ability to immobilize Ultras. There was no mention of marauders. So yes, this does change ZvT.


What?
This Ultralisk should be able to deal with both mass Marauders and mass Roaches which are a common threat to zerg players in some end game scenarios.

"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Darkn3ss
Profile Joined November 2009
United States717 Posts
Last Edited: 2010-05-21 18:48:35
May 21 2010 18:46 GMT
#1126
Lol.

IMHO after patch 12 all they needed to do is give roach 2 base armor back.

Reduce marauders damage to like ~16ish to armored and ~8ish to light.

Reduce Void Rays range from 6 to 7 and call it a day.

(Or at least see how that plays out.)

Oh, and DON'T YOU EVEN DARE calling marauders ANTI-ARMORED UNITS since massing them works well vs either or... light units have liiiiittle HP so it doesn't take BIG dmg to take em out effectively... so marauders are pretty damn good vs everything but air....... especially late game. Blizz didn't want "too many" roaches on the field... how about too many marauders?! Lol

Imo nerf marauders a bit. that would fix the game altogether... terran will be forced to micro a lil more vs toss... that's about it. Cuz each time terran get a buff it breaks ZvT even further... which triggers zerg buffs... which break ZvP!

ZvP is SO EZ atm... so is ZvZ. Hydra/ling/corruptor dominate protoss. Since roaches are so "fat" banelings dominate ZvZ... I mean I get banelings before ling speed now and win since 2 baneling kill all of his lings and my lings clean up very few roaches that he can possibly have....

Balance it based on what pros say and give noobs something to strive for! Don't make the game so easy that a caveman could play it on platinum level! BW took some people YEARS to "master" and get to C+ on iccup (excluding some wunderkinds like Kolll) which is still LOL. So yeah...

EDIT:
btw what happened with the patch? Is it out? I can't log into battle.net and I can't post on b.net forums... says there was an error retrieving my characted... -.-
Dont quote me boy, cuz I aint saying shhh...
palefountains
Profile Joined March 2010
China24 Posts
May 21 2010 18:50 GMT
#1127
On May 22 2010 03:23 Failsafe wrote:
this is a great patch. i have no idea what everyone's bitching about. "oh fucking my the void ray has one less range. my aerial super unit can go on exactly as before except it has to be slightly closer." if nothing else you can hope that this will focus more attention on the viking's insanely long air-to-air range

what's the other protoss issue? ultralisks can walk through force fields, heaven forbid. or maybe people are concerned that we'll see more thor drops as a means of dispelling force fields because you know thors sure as hell aren't gonna be usain bolting around the map to crush the fucking things

the terran infantry change is fine. combat shields definitely shouldn't have been 150/150 to begin with and neither should stim. frankly if you're losing to all terran infantry or really even struggling with it on the regular then whether the upgrade costs 150/150 or 100/100 is not gonna make any difference.

about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.


LMAO.
"150/150 or 100/100 is not gonna make any difference". So 100/100 or 50/50 is not gonna make any difference, either. 50/50 or 0/0...maybe terran should get bonus resource for tech upgrading since there is NO DIFFERENCE, WHY NOT?
good
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
May 21 2010 18:52 GMT
#1128
this patch is so so bad

maybe it's good for really bad players. which is probably what the people who are balancing the game are.
Sosha
Profile Joined August 2004
United States749 Posts
May 21 2010 18:53 GMT
#1129
wow, way to F'N go Blizzard!!!
Keep the Protoss Nerfs coming, PLEASE!! I mean, why would Protoss need to be any good!? Just give all the bonus' to Terran/Zerg!!
Blizzard guys are total douches. Just because millions of f'n zerg/terrans complain day in and day out about their own suckage and Protoss "imbalances", unjustifyably.. the idiots @ blizzard listen.. give nothing but nerfs to Protoss, while terran/zerg get buffed out of this world..


Protoss:
Longer immortal build time..
Forge less HP and I think longer build time
Void ray, LESS RANGE when it was alrdy weak..
and force fields being destroyed by massive units. It was the only savior for Protoss vs. Protoss, that the collosus could be trapped by force fields, making them easier to deal w/ in combat.. but now, they can just walk right over them.. BRILLIANT!

Terran: (however)
Gets Cheaper and Cheaper upgrades everytime theres a patch. Stim/Concussive shells/combat shield upgrades all have become cheaper..
Hey blizzard, why dont u just make reapers FREE, require NO add-on and as soon as the barracks is constructed, it arms a Nuke for the ghost.. I mean, get real.. Terran obviously sucks and needs these kind of adjustments, so get to it!

Zerg:
gets their new upgrades for a unit they complain'd was really weak.
Ultralisk gets a little bit nerfed and buffed at the same time, although they still won't be used..
Tranquility through fluid Motion. GlowBabyGlow.
MrShank
Profile Joined May 2010
Canada144 Posts
May 21 2010 18:54 GMT
#1130
AWESOME patch. greatjob blizzard!
Relax - its just a game
Shiladie
Profile Blog Joined January 2009
Canada1631 Posts
May 21 2010 18:54 GMT
#1131
On May 22 2010 03:37 NATO wrote:
Show nested quote +
On May 22 2010 02:45 SnakeChomp wrote:
On May 22 2010 02:41 Two_DoWn wrote:
A full tech switch would be required to build up enough armor pen to take down a full ultra, and the new frenzy spell lets ultras get in past marauder fire.


I am amazed at how many people consistently make this mistake. Marauders cannot slow Ultralisks because Concussive shells cannot affect massive units. Frenzy changes nothing in ZvT; the Ultra will still die immediately when attempting to attack mass marauder and it is therefore still a worthless unit.


As stated in Blizzard's patch discussions, this is supposed to counter Thor's ability to immobilize Ultras. There was no mention of marauders. So yes, this does change ZvT.


250mm cannon now 1-shots ultras anyways with their lower HP, so the fact the stun doesn't happen is really not that important...
palefountains
Profile Joined March 2010
China24 Posts
May 21 2010 18:57 GMT
#1132
Zerg users don't use ultralisks just because they have much better lower-tier units, they don't even have to try.

Protoss users use void rays a lot just because they have tried hard with every other unit...
good
Darow
Profile Joined May 2010
United Kingdom36 Posts
May 21 2010 18:58 GMT
#1133
On May 22 2010 03:53 Sosha wrote:
Protoss:
Void ray, LESS RANGE when it was alrdy weak..


This was needed badly.I think a majority of people agree with it.
Win
KwarK
Profile Blog Joined July 2006
United States43201 Posts
May 21 2010 18:58 GMT
#1134
The colossus force field thing is huge for gateway units vs colo in early game pvp. A warp gate rush could hit before the colo got out but the colo could wipe it out in a few shots. Sentries low damage and zeals melee made a single colo hard to kill without force fielding behind it to trap it with the zeals. Now that's gone pvp will be changed significantly. I won't say they've altered the balance in PvP because that'd be absurd but they've rendered a cool strategy obsolete.
ModeratorThe angels have the phone box
JiYan
Profile Blog Joined February 2009
United States3668 Posts
May 21 2010 19:00 GMT
#1135
On May 22 2010 03:46 Darkn3ss wrote:

IMHO after patch 12 all they needed to do is give roach 2 base armor back.

Reduce marauders damage to like ~16ish to armored and ~8ish to light.

Reduce Void Rays range from 6 to 7 and call it a day.


omg this is exactly what i was thinking to myself. well, in my head i was thinking 10+5 for marauders but our ideas are super similar. likee
forgotten0ne
Profile Blog Joined March 2009
United States951 Posts
May 21 2010 19:02 GMT
#1136
First off, seriously, everyone complaining about void ray nerf obviously has never played a TvP against a void ray rushing toss.

Secondly, I really think this is Blizzard's plot to elimate every single unit's utility in Zerg.

Blizzard: Yes, we're tired of people using Zerg units for more than just their purpose, so we're going to patch this game until Zerg is played exactly how we want it to be! No more variety in game style! Step 1: Eliminate Roach use - Complete. Step 2: Eliminate any possibility of using a single unit as a tank, because we must live up to the true name of Zerg!!! - Complete.
"Well it’s obvious that these Terran gamers are just extremely gifted when it comes to RTS games" -Ret, in regards to the first months of SC2
ZpuX
Profile Blog Joined December 2002
Sweden1230 Posts
May 21 2010 19:02 GMT
#1137
On May 22 2010 03:50 palefountains wrote:
Show nested quote +
On May 22 2010 03:23 Failsafe wrote:
this is a great patch. i have no idea what everyone's bitching about. "oh fucking my the void ray has one less range. my aerial super unit can go on exactly as before except it has to be slightly closer." if nothing else you can hope that this will focus more attention on the viking's insanely long air-to-air range

what's the other protoss issue? ultralisks can walk through force fields, heaven forbid. or maybe people are concerned that we'll see more thor drops as a means of dispelling force fields because you know thors sure as hell aren't gonna be usain bolting around the map to crush the fucking things

the terran infantry change is fine. combat shields definitely shouldn't have been 150/150 to begin with and neither should stim. frankly if you're losing to all terran infantry or really even struggling with it on the regular then whether the upgrade costs 150/150 or 100/100 is not gonna make any difference.

about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.


LMAO.
"150/150 or 100/100 is not gonna make any difference". So 100/100 or 50/50 is not gonna make any difference, either. 50/50 or 0/0...maybe terran should get bonus resource for tech upgrading since there is NO DIFFERENCE, WHY NOT?

well 150/150 to 100/100 is not a big difference, but 150/150 to 50/50 is....
Really, play for fun!
CandelaSC2
Profile Joined March 2010
Uruguay18 Posts
May 21 2010 19:02 GMT
#1138
OMFG!!!!

This patch is so much fun!!!!

now terran can 3 rax RAPE EVERYONE the fast 8 marauder stim pack rush vs toss is going to be RETARDEDLY FAST and of course for the time some "void rays" want to push in you will have 2 million stim packed and armored fashined marines to rape the house even more now that they have the same range? =O

so cool!!!! zerg now has wc3 spells AWESOME :S, the only thing i see as a good thing is the overrseer now having infested shit thats cool, i think that is going to be of well use.

and then the FORCE FIELD RETARDATION AWESOME tell me 1 gigantic unit that zerg can pull of to "destroy force fields"?

i mean FACT number 1
DONT PUT A "COMAND AND CONQUER" developer to do a mens job, see what is happening, another thing they are making the game more and more WC3 friendly to gain sales, sorry my friends bu this is SC, i played my ass off to get to A- in iccup and to play all the WGTOUR tornaments finlas, now it seems like any retard can pull off a win, all the smart cast is
completly against sc philosophy.

finally, MY GOD FRENZY??? WATAHELL??? next time please bring a new unit to terran, the "SOCCERER" whit METAMORPHOSIS and also we want BLOOD LUST (ironic mode)

cya arround fellas, i expect everyone to play terran in the server from today until may 31st


User was temp banned for this post.
uo uo uo
Mohdoo
Profile Joined August 2007
United States15723 Posts
May 21 2010 19:03 GMT
#1139
On May 22 2010 03:58 KwarK wrote:
The colossus force field thing is huge for gateway units vs colo in early game pvp. A warp gate rush could hit before the colo got out but the colo could wipe it out in a few shots. Sentries low damage and zeals melee made a single colo hard to kill without force fielding behind it to trap it with the zeals. Now that's gone pvp will be changed significantly. I won't say they've altered the balance in PvP because that'd be absurd but they've rendered a cool strategy obsolete.

+1

Is there a single person on TL who thinks that Terran infantry needed a buff? I think its so weird that they got buffed. Not a single tournament showing Terran infantry being weak, no general trend of imba whine on the forums...where did this come from!? T_T
palefountains
Profile Joined March 2010
China24 Posts
May 21 2010 19:04 GMT
#1140
On May 22 2010 04:02 ZpuX wrote:
Show nested quote +
On May 22 2010 03:50 palefountains wrote:
On May 22 2010 03:23 Failsafe wrote:
this is a great patch. i have no idea what everyone's bitching about. "oh fucking my the void ray has one less range. my aerial super unit can go on exactly as before except it has to be slightly closer." if nothing else you can hope that this will focus more attention on the viking's insanely long air-to-air range

what's the other protoss issue? ultralisks can walk through force fields, heaven forbid. or maybe people are concerned that we'll see more thor drops as a means of dispelling force fields because you know thors sure as hell aren't gonna be usain bolting around the map to crush the fucking things

the terran infantry change is fine. combat shields definitely shouldn't have been 150/150 to begin with and neither should stim. frankly if you're losing to all terran infantry or really even struggling with it on the regular then whether the upgrade costs 150/150 or 100/100 is not gonna make any difference.

about the ultralisk - who the fuck knows what's happening there. this is the one change that makes zero sense. i can only assume that this whole ultralisk phase is a big joke on all of us beta testers. i guess if you're a zerg and you weren't building ultralisks before this patch you can go on not building them.


LMAO.
"150/150 or 100/100 is not gonna make any difference". So 100/100 or 50/50 is not gonna make any difference, either. 50/50 or 0/0...maybe terran should get bonus resource for tech upgrading since there is NO DIFFERENCE, WHY NOT?

well 150/150 to 100/100 is not a big difference, but 150/150 to 50/50 is....


OP said "not gonna make any difference", not ME.
good
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