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Patch 13 Discussion - Page 78

Forum Index > SC2 General
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Prev 1 76 77 78 79 80 92 Next
sux2bme
Profile Joined August 2003
Canada390 Posts
May 22 2010 00:28 GMT
#1541
Using Frenzy on Infestors might be nice if it buffs Fungal Growth damage. 36 -> 45 damage... enough to kill workers and marines with one FG cast.
Bibdy
Profile Joined March 2010
United States3481 Posts
May 22 2010 00:29 GMT
#1542
On May 22 2010 09:25 Qwerty. wrote:
anyone else annoyed the "infestor" no longer spawns the "infested" terran, but a unit called the overseer does instead?


They were originated by a unit called the "Queen", "Infesting" a Command Center and then "constructed" from there.

So, no I'm not annoyed. I am humoured by your annoyance, though.
palefountains
Profile Joined March 2010
China24 Posts
May 22 2010 00:30 GMT
#1543
On May 22 2010 08:53 taruts wrote:
Some of my thoughts on the patch:

Marine:
Stimpack research cost decreased from 150/150 to 100/100.
Combat Shield research cost decreased from 150/150 to 100/100.
This is an extremely interesting change. Decreasing research costs does not boost the effectiveness of these units in any material way. If one was going for a MMM army, they were going to get these upgrades anyway. The only thing this change has done is made it easier/earlier to get. Facilitating upgrades does not, I think, increase the strength of the MMM army composition but actually opens up the terran's options to go mech. Mech units were difficult to get for terran due to high gas cost. I think Blizzard is trying to rectify this by lowering resource cost early-mid game to allow terran to diversify their army and place less reliance on MMM.
Phew. A bit long. Great patch!



Wow I don't expect people could be INTERESTED by such an EXTREMELY lame change...

I guess it can't be more interesting for a terran player even if Protoss could get Charge and Blink at 150/150, right? Remember Stim and Shield are "instant" buff for terran, which means Shield is definitely no-brainer postive for marines, and Stim usually impove the ability of MM unless one is too addicted that keep pressing T when there's no fight. But charge and blink does not improve Zealots and Stalkers directly, and is very possible to hurt oneself if not applied carefully.

I've seen almost every terran player being able to upgrade stim, shield and concussive. But seldom did I find out protoss to upgrade charge or/and blink. And I am sure the protoss desperately wants to develop those techs buy just don't have extra resource and can't wait.
good
Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
May 22 2010 00:31 GMT
#1544
On May 22 2010 09:28 sux2bme wrote:
Using Frenzy on Infestors might be nice if it buffs Fungal Growth damage. 36 -> 45 damage... enough to kill workers and marines with one FG cast.


lol good idea. But I tried it and it doesn't work.
The Past: Yellow, Julyzerg, Chojja, Savior, GGplay -- The Present: Luxury, Jae- The Future: -Dong, maGma, Zero, Effort, Hoejja, hyvaa, by.hero, calm, Action ---> SC2 (Ret?? Kolll Idra!! SEN, Cool, ZergBong, Leenock)
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
May 22 2010 00:34 GMT
#1545
Gettin bored of the downtime :/
Fruscainte
Profile Blog Joined December 2009
4596 Posts
Last Edited: 2010-05-22 00:36:17
May 22 2010 00:35 GMT
#1546
This entire patch was meant to buff Ultralisks. Shields are destroyed by massive units, so now a protoss can't build one sentry and stop an Ultra army. Frenzy is OBVIOUSLY for Ultralisks as well. Not to mention more damage to armored to encourage them not being used only vs mass marine and building damage increase.

I'm gonna try Ultra/Infestor/Ling later on when it comes back up if I get a late-game game.
palefountains
Profile Joined March 2010
China24 Posts
May 22 2010 00:35 GMT
#1547
On May 22 2010 09:20 Daimon wrote:
Show nested quote +
On May 22 2010 09:12 palefountains wrote:
On May 22 2010 07:45 Curiosity wrote:
I still feel that the most fair nerf on the Void Rays is to force them to recharge when they switch to a new target. To my understanding, which may be incorrect (and if it is so, then please excuse me), the purpose of the Void Ray is to destroy capital ships and massive units. However, because Void Rays don't necessarily have to recharge with every new target, they can easily burn through tons and tons of marines or any other small/medium unit. Though I'm not that satisfied with this nerf, I'm glad Blizzard is addressing the Void Ray issue.

As for the stim pack and shields, I find it very helpful for Terrans to prevent the immortal timing push that comes when the Terran grabs his first expo. However, this could be detrimental to the Protoss game because with shields and stim, I highly doubt the Protoss will be able to break the Terran with the same timing push, which I believe is a valid strategy.


totally agree. I would say Void Rays should recharge after a certain amount of time. So terran could wait for the chance to throw in forces.

And you are also absolutely right with the timing problem of protoss immortal rush against terran. Terran can even fly his second base in the worst case.


the void ray charge issue is fine. a little known fact about the void ray is that each time it switches targets the current charge level it's on resets back to the start of its current charge level. this is hugely limited when compared w/ the idea that it continues to charge even when switching its target. units with low hp for instance will die quickly and it'll be incredibly hard for the void ray to get to its max charge level.


A rational void ray user will always charge by first attacking some high HP objects, like outside structures or blocking stones.
good
jewce
Profile Joined May 2009
United States68 Posts
May 22 2010 00:40 GMT
#1548
i just find the reduction in price for the upgrades annoying because between the cost reductions in concussive shell (a while ago), stim, and combat shield, it has added up a bit, 150/150. This doesn't look like much, but until your economy actually gets going having another 150/150 is pretty nice, and it does make the upgrades come out faster depending on how long you are on 1 gas. Then with all of this, upgrades like charge and blink remain untouched in mineral and gas cost.
Nothing but a worthless waste of breath.
roark
Profile Joined April 2010
United States187 Posts
Last Edited: 2010-05-22 00:42:19
May 22 2010 00:42 GMT
#1549
On May 22 2010 09:28 sux2bme wrote:
Using Frenzy on Infestors might be nice if it buffs Fungal Growth damage. 36 -> 45 damage... enough to kill workers and marines with one FG cast.


edit: beaten
Roblin
Profile Joined April 2010
Sweden948 Posts
May 22 2010 00:43 GMT
#1550
why does everyone think its so impossible for ultras to get into the fight? there is an easy, almost 100% success probability way of getting a limited amount of units to any given point on the map. its called carry/drop tech for ovys!
just load up 2-4 ultras in a few ovys, attack with your main army, in the middle of the fight, drop ultras like you would drop banelings, the ultras will be right in their face, the rest of your army either have aggro and then they will tank for the insane dps of the ultras, or they will lose aggro when the ultras are dropped, and the ultras do their job as the best zerg tank in the game.

the enemy army needs to deal with both the ultras and your main army (which is slightly smaller than it otherwise would have been had you not been opting to get ultras) however, focusfiring one of the "flanks" will leave the army exposed for the other one, the best course of action in this case is to simply flee until the surcumstances are more favorable.

its still some free unitkills for the zerg tho.
I'm better today than I was yesterday!
DooMDash
Profile Joined May 2010
United States1015 Posts
May 22 2010 00:43 GMT
#1551
I just tested Frenzy and the other things in map tester. Frenzy is pretty awesome esp at 25 energy. I think you Zerg players will find out just how awesome this is shortly.

Anything anybody want me to test?
S1 3500+ Master T. S2 1600+ Master T.
bodysnatcher21
Profile Joined June 2009
Australia147 Posts
May 22 2010 00:44 GMT
#1552
On May 21 2010 12:13 Chairman Ray wrote:
Bad news for Protoss players. Oh well.


Every single patch has been bad news for Protoss. I'm getting used to it :o
deth
Profile Blog Joined August 2009
Australia1757 Posts
May 22 2010 00:45 GMT
#1553
On May 22 2010 09:43 Roblin wrote:
why does everyone think its so impossible for ultras to get into the fight? there is an easy, almost 100% success probability way of getting a limited amount of units to any given point on the map. its called carry/drop tech for ovys!
just load up 2-4 ultras in a few ovys, attack with your main army, in the middle of the fight, drop ultras like you would drop banelings, the ultras will be right in their face, the rest of your army either have aggro and then they will tank for the insane dps of the ultras, or they will lose aggro when the ultras are dropped, and the ultras do their job as the best zerg tank in the game.

the enemy army needs to deal with both the ultras and your main army (which is slightly smaller than it otherwise would have been had you not been opting to get ultras) however, focusfiring one of the "flanks" will leave the army exposed for the other one, the best course of action in this case is to simply flee until the surcumstances are more favorable.

its still some free unitkills for the zerg tho.


and when their AA kills the overlords and you lose 1400/800 and 16 supply, what then?
palefountains
Profile Joined March 2010
China24 Posts
May 22 2010 00:46 GMT
#1554
On May 22 2010 09:29 Bibdy wrote:
Show nested quote +
On May 22 2010 09:25 Qwerty. wrote:
anyone else annoyed the "infestor" no longer spawns the "infested" terran, but a unit called the overseer does instead?


They were originated by a unit called the "Queen", "Infesting" a Command Center and then "constructed" from there.

So, no I'm not annoyed. I am humoured by your annoyance, though.


There is no infestor in SC1, so it's totally valid for such terminology.
good
Daedie
Profile Joined March 2010
Belgium160 Posts
May 22 2010 00:47 GMT
#1555
On May 22 2010 09:45 dethrawr wrote:
Show nested quote +
On May 22 2010 09:43 Roblin wrote:
why does everyone think its so impossible for ultras to get into the fight? there is an easy, almost 100% success probability way of getting a limited amount of units to any given point on the map. its called carry/drop tech for ovys!
just load up 2-4 ultras in a few ovys, attack with your main army, in the middle of the fight, drop ultras like you would drop banelings, the ultras will be right in their face, the rest of your army either have aggro and then they will tank for the insane dps of the ultras, or they will lose aggro when the ultras are dropped, and the ultras do their job as the best zerg tank in the game.

the enemy army needs to deal with both the ultras and your main army (which is slightly smaller than it otherwise would have been had you not been opting to get ultras) however, focusfiring one of the "flanks" will leave the army exposed for the other one, the best course of action in this case is to simply flee until the surcumstances are more favorable.

its still some free unitkills for the zerg tho.


and when their AA kills the overlords and you lose 1400/800 and 16 supply, what then?


In that case you can follow up with some GG into F10 + N.
I like turtles
InfiniteIce
Profile Blog Joined May 2010
United States794 Posts
Last Edited: 2010-05-22 00:53:55
May 22 2010 00:51 GMT
#1556
and when their AA kills the overlords and you lose 1400/800 and 16 supply, what then?


In that case you can follow up with some GG into F10 + N.


And so continues the legacy of zerg players.

As usual.

I would be happy if zerg had more than 9 usable units.

Put lurkers back, and I don't give a shit about ultralisks whatsoever. My $0.02.
i keep going back to my response to chill's fake PM and laughing, then immediately getting a feeling that i assume i'd get if i had an orgasm and the girl said "hahaha guess what i have a dick" -FakeSteve
aznhockeyboy16
Profile Blog Joined July 2009
United States558 Posts
May 22 2010 00:55 GMT
#1557
can overseer corruption stop hatch production? if so, then 2 overseers could seriously break an opposing zerg.
fffxc2
Profile Joined May 2010
United States8 Posts
Last Edited: 2010-05-22 01:19:29
May 22 2010 00:57 GMT
#1558
This entire patch was meant to buff Ultralisks. Shields are destroyed by massive units, so now a protoss can't build one sentry and stop an Ultra army. Frenzy is OBVIOUSLY for Ultralisks as well. Not to mention more damage to armored to encourage them not being used only vs mass marine and building damage increase.


This is also ignoring frenzy

Except it wasn't a buff to the ultralisk. As someone poking in the editor just discovered there was also a stealth nerf to the ultra's aoe splash going from 100% to 33%. After running the numbers, in basically all cases this is a dps nerf to the ultra in addition to the hp nerf. The only buff to the ultra this patch is frenzy.

edit: I also failed to notice the radius buff, with that at larger numbers of units (15ish+ in aoe) it is a dps buff, for smaller numbers it is still a nerf.

Bibdy
Profile Joined March 2010
United States3481 Posts
May 22 2010 00:57 GMT
#1559
On May 22 2010 09:46 palefountains wrote:
Show nested quote +
On May 22 2010 09:29 Bibdy wrote:
On May 22 2010 09:25 Qwerty. wrote:
anyone else annoyed the "infestor" no longer spawns the "infested" terran, but a unit called the overseer does instead?


They were originated by a unit called the "Queen", "Infesting" a Command Center and then "constructed" from there.

So, no I'm not annoyed. I am humoured by your annoyance, though.


There is no infestor in SC1, so it's totally valid for such terminology.


Yes, and a very serious thing to be annoyed about. Truly.
KiWiKaKi
Profile Joined February 2010
Canada691 Posts
May 22 2010 00:58 GMT
#1560
your 2 cents is not even worth a penny
ur pro or ur noob , thats life
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