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Patch 14 Changes - Page 10

Forum Index > SC2 General
Post a Reply
Prev 1 8 9 10 11 12 29 Next All
Schryver
Profile Joined April 2010
United States29 Posts
June 01 2010 20:52 GMT
#181
they didn't fix the menu audio bug?
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
June 01 2010 20:53 GMT
#182
so much idiot complainers that haven't even tested the changes out in game already jumping to retarded conclusions, please just stop.
savior did nothing wrong
Chunkybuddha
Profile Blog Joined May 2009
Canada347 Posts
June 01 2010 20:53 GMT
#183
This means a lot more Raven builds... Good changes tho, unless ultras are op
USER WAS SEXUALLY ABUSED FOR THIS POST.
koppik
Profile Joined April 2010
United States676 Posts
Last Edited: 2010-06-01 20:53:35
June 01 2010 20:53 GMT
#184
I'm guessing Blizzard is going to test and work thoroughly on a big patch for "phase 2" of beta. So having a big patch right before the end of phase 1 doesn't make much sense.

Thus, we got a small patch.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
June 01 2010 20:53 GMT
#185
On June 02 2010 05:49 Butcherski wrote:
Unfortuantely Liquipedia doesnt have the hard numbers on the default roch regen rate ...but from what i've been able to find is that it was +5hp/sec before the T3 upgrade and 15hp/sec after the upgrade ...so yay for another roach nerf

Any half decent terran will get a turret/raven when going mech anyway so those changes dont even touch TvZ problem. Oh ultralisk ... ROFL


no the OC upgrade increased the regen rate TO 10/hp sec, so it was +5 hp/sec by default, then the OC upgrade raised by an additional +5 hp/sec, bringing it to +10 hp/sec.

Basically this patch took the OC upgrade and put it on the tunneling claws upgrade for free.
next week on Everybody Loves HypnoToad:
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 01 2010 20:53 GMT
#186
With the infestor speed upgrade they can keep up with an army while burrowed better. This means an opposing player won't have a BIG FLASHING SIGN (aka the giant infestor unit size) pre battle that they are there. So an infestor can pop up mid battle and get the FG/NP off rather than being an obvious first target. It also helps strength infestor harassing play. Don't forget that FG does some serious damage to workers, 2 FGs will kill SCVs and can decimate a mineral lie.
Logo
Logo
Profile Blog Joined April 2010
United States7542 Posts
June 01 2010 20:54 GMT
#187
On June 02 2010 05:52 Trok67 wrote:
Show nested quote +
On June 02 2010 05:47 BlasiuS wrote:
On June 02 2010 05:45 Trok67 wrote:
On June 02 2010 05:38 BlasiuS wrote:
On June 02 2010 05:35 teamsolid wrote:
How exactly does this change ZvT mech at all? Vikings ground attack has never been important, it's the tanks/thors that are the problem.


roach/infestor are now better, making burrowed roaches more effective, and making it easier to position infestors for NP'ing thors.

However the main change is that ultralisk is now viable late-game against mech:

-health buff + speed buff makes it easier to close the gap against tanks without dying
-ultra now require 1 less upgrade to be useful, which means they can come out faster


hmmmm.... no. Ultra is still not viable against mech, Broodlords is still a 1000x better solution against mech. NP is a useless spell, our infestor will still die instantly as soon as you use it, if the player you play against isnt super bad. In fact I haven't seen infestors used for anything else than NP in any game involving 2 good players. Only time i have seen NP it was either complete failure or in a battle that have allready been won by zerg player.

Nothing will change with this patch, changes aren't bad the are just irrevelant.


disagree, infestors have died because they weren't positioned correctly, now with good burrow micro they will be more used.

As for broodlords being better than ultra, well, that may have been true before, but I think with this patch ultra > broodlord against mech (good terrans will always have vikings ready in case of broodlords)


so no good players use infestor for NP just because they all dont know how to place their infestors ? Why do you mean 'with good burrow micro' ? cause i simply dont see what change about the fact that once you NP the thor/colossus your infestor having 9 range will be instantly killed by tanks/colossus ? plz show me a replay against a good terran/protoss player while using your 'good burrow micro' cause at the moment i simply dont see how its possible


Players use NP all the time vs Thors and to a lesser extent tanks. I was watching Sheth vs QXC (I think that was the series) yesterday and Sheth landed 4 NPs in a single battle.
Logo
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
June 01 2010 20:55 GMT
#188
great patch!
Do you really want chat rooms?
teamsolid
Profile Joined October 2007
Canada3668 Posts
June 01 2010 20:55 GMT
#189
On June 02 2010 05:47 BlasiuS wrote:
disagree, infestors have died because they weren't positioned correctly, now with good burrow micro they will be more used.

As for broodlords being better than ultra, well, that may have been true before, but I think with this patch ultra > broodlord against mech (good terrans will always have vikings ready in case of broodlords)

A good Z will always be able to outproduce a T's viking count with corruptors (assuming Z has more bases = higher gas income) and add infestors for fungal growth if needed. I'd say the Z is actually favored if the game goes into the late game w/Z on a solid economy, but the problem is reaching that stage.
Trok67
Profile Joined May 2010
France384 Posts
June 01 2010 20:55 GMT
#190
On June 02 2010 05:53 EleanorRIgby wrote:
so much idiot complainers that haven't even tested the changes out in game already jumping to retarded conclusions, please just stop.


don't need to test it to figure out whats gonna change... after patch13 everybody said that ultralisks changes were BS before testing it and guess what ?.... after testing it, same conclusion
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
Last Edited: 2010-06-01 20:58:38
June 01 2010 20:56 GMT
#191
On June 02 2010 05:52 Trok67 wrote:
Show nested quote +
On June 02 2010 05:47 BlasiuS wrote:
On June 02 2010 05:45 Trok67 wrote:
On June 02 2010 05:38 BlasiuS wrote:
On June 02 2010 05:35 teamsolid wrote:
How exactly does this change ZvT mech at all? Vikings ground attack has never been important, it's the tanks/thors that are the problem.


roach/infestor are now better, making burrowed roaches more effective, and making it easier to position infestors for NP'ing thors.

However the main change is that ultralisk is now viable late-game against mech:

-health buff + speed buff makes it easier to close the gap against tanks without dying
-ultra now require 1 less upgrade to be useful, which means they can come out faster


hmmmm.... no. Ultra is still not viable against mech, Broodlords is still a 1000x better solution against mech. NP is a useless spell, our infestor will still die instantly as soon as you use it, if the player you play against isnt super bad. In fact I haven't seen infestors used for anything else than NP in any game involving 2 good players. Only time i have seen NP it was either complete failure or in a battle that have allready been won by zerg player.

Nothing will change with this patch, changes aren't bad the are just irrevelant.


disagree, infestors have died because they weren't positioned correctly, now with good burrow micro they will be more used.

As for broodlords being better than ultra, well, that may have been true before, but I think with this patch ultra > broodlord against mech (good terrans will always have vikings ready in case of broodlords)


so no good players use infestor for NP just because they all dont know how to place their infestors ? Why do you mean 'with good burrow micro' ? cause i simply dont see what change about the fact that once you NP the thor/colossus your infestor having 9 range will be instantly killed by tanks/colossus ? plz show me a replay against a good terran/protoss player while using your 'good burrow micro' cause at the moment i simply dont see how its possible


well seeing as how the patch hasn't even been out an hour, I don't have any good burrow micro replays yet -_-

On June 02 2010 05:55 teamsolid wrote:
Show nested quote +
On June 02 2010 05:47 BlasiuS wrote:
disagree, infestors have died because they weren't positioned correctly, now with good burrow micro they will be more used.

As for broodlords being better than ultra, well, that may have been true before, but I think with this patch ultra > broodlord against mech (good terrans will always have vikings ready in case of broodlords)

A good Z will always be able to outproduce a T's viking count with corruptors (assuming Z has more bases = higher gas income) and add infestors for fungal growth if needed. I'd say the Z is actually favored if the game goes into the late game w/Z on a solid economy, but the problem is reaching that stage.


vikings hard counter corruptors, even with FG, and they have longer range, so you can't beat vikings using only corruptors + FG
next week on Everybody Loves HypnoToad:
Tookie22
Profile Joined May 2010
United States187 Posts
June 01 2010 20:56 GMT
#192
said it was patching to 13 has the changes taken effect?
"Its a race between software designers to create more idiot proof software and the universe to create bigger idiots. So far the universe is winning"
iNcontroL *
Profile Blog Joined July 2004
USA29055 Posts
June 01 2010 20:56 GMT
#193
Ah fuck

Protoss nerf in disguise. We now make Archons faster so we think they are more viable.

Fucking blizzard and their indian giving ways.
Bane_
Profile Joined October 2005
United Kingdom494 Posts
June 01 2010 20:56 GMT
#194
I look forward to more aggressive Infestor play like TLO demonstrated against Loner on Blistering Sands. It seems like Blizzard also envisage the overseer being used in small packs a bit like Maka does with his ravens (the autoturret drop), dropping infested terrans on an unguarded worker line and/or shutting down important buildings before moving out to safety again.
zergporn
Profile Joined April 2010
Estonia156 Posts
June 01 2010 20:57 GMT
#195
On June 02 2010 05:50 kNyTTyM wrote:
Roach change seems cute but really when do roaches ever take much damage and live to tell the tale? Their main role at the moment is ram into mech armies and then dying. Maybe it'll encourage more roach aggression and small army play.

exactly! i can't understand the logic behind that whole mechanic of roach burrow regen stuff. It's just some sort of absurd. Why i should burrow/move-behind(?) unit that is supposed to take damage letting poor hydralisks behind deal damage a bit longer.
the game changes as you get higher
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
June 01 2010 20:57 GMT
#196
Hmm. Perhaps we will start seeing some old fashioned Zerg transitions from light speedlings -> rush to muta harass -> ling/ultra/infestor against Terran?
@DBWiggin, SC2 ref
Lobo2me
Profile Joined May 2010
Norway1213 Posts
June 01 2010 20:57 GMT
#197
On June 02 2010 05:49 Butcherski wrote:
Unfortuantely Liquipedia doesnt have the hard numbers on the default roch regen rate ...but from what i've been able to find is that it was +5hp/sec before the T3 upgrade and 15hp/sec after the upgrade ...so yay for another roach nerf

Any half decent terran will get a turret/raven when going mech anyway so those changes dont even touch TvZ problem. Oh ultralisk ... ROFL


Using unit tester on pre-patch roaches 5 hp/sec seems like the correct number for normal regen. And with the upgrade they had 3 times faster regen.

It's a nerf if you were getting the tier3 upgrade, but in most cases it's a buff since you'll get half of it with a more useful tier 2 upgrade.
Bad manners are better than no manners at all.
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
June 01 2010 20:57 GMT
#198
On June 02 2010 05:10 -orb- wrote:
sigh... waste of a patch.

No effective changes to toss

No one cared about viking's ground damage... it was the air damage that matters. How about like range 6 instead of the ridiculous range 9?

Zerg changes are meh


Yeah, I'd take range 6 on vikings when they can fire while moving and charge up rocket damage.

...

Seriously, orb, atleast try to think before spouting ridicoulus shit like that.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
June 01 2010 20:57 GMT
#199
On June 02 2010 05:56 BlasiuS wrote:
Show nested quote +
On June 02 2010 05:52 Trok67 wrote:
On June 02 2010 05:47 BlasiuS wrote:
On June 02 2010 05:45 Trok67 wrote:
On June 02 2010 05:38 BlasiuS wrote:
On June 02 2010 05:35 teamsolid wrote:
How exactly does this change ZvT mech at all? Vikings ground attack has never been important, it's the tanks/thors that are the problem.


roach/infestor are now better, making burrowed roaches more effective, and making it easier to position infestors for NP'ing thors.

However the main change is that ultralisk is now viable late-game against mech:

-health buff + speed buff makes it easier to close the gap against tanks without dying
-ultra now require 1 less upgrade to be useful, which means they can come out faster


hmmmm.... no. Ultra is still not viable against mech, Broodlords is still a 1000x better solution against mech. NP is a useless spell, our infestor will still die instantly as soon as you use it, if the player you play against isnt super bad. In fact I haven't seen infestors used for anything else than NP in any game involving 2 good players. Only time i have seen NP it was either complete failure or in a battle that have allready been won by zerg player.

Nothing will change with this patch, changes aren't bad the are just irrevelant.


disagree, infestors have died because they weren't positioned correctly, now with good burrow micro they will be more used.

As for broodlords being better than ultra, well, that may have been true before, but I think with this patch ultra > broodlord against mech (good terrans will always have vikings ready in case of broodlords)


so no good players use infestor for NP just because they all dont know how to place their infestors ? Why do you mean 'with good burrow micro' ? cause i simply dont see what change about the fact that once you NP the thor/colossus your infestor having 9 range will be instantly killed by tanks/colossus ? plz show me a replay against a good terran/protoss player while using your 'good burrow micro' cause at the moment i simply dont see how its possible


well seeing as how the patch hasn't even been out an hour yet, I don't have any good burrow micro replays yet -_-


Nothing stopped you from having burrow micro before this patch. If burrowing with infestors was actually a useful thing to do, you would do it before, speed or not. The truth is it's pretty much non existent.
We spend our youth attaining wealth, and our wealth attaining youth.
kajeus
Profile Joined May 2010
United States679 Posts
June 01 2010 20:58 GMT
#200
On June 02 2010 05:57 AssuredVacancy wrote:
Show nested quote +
On June 02 2010 05:56 BlasiuS wrote:
On June 02 2010 05:52 Trok67 wrote:
On June 02 2010 05:47 BlasiuS wrote:
On June 02 2010 05:45 Trok67 wrote:
On June 02 2010 05:38 BlasiuS wrote:
On June 02 2010 05:35 teamsolid wrote:
How exactly does this change ZvT mech at all? Vikings ground attack has never been important, it's the tanks/thors that are the problem.


roach/infestor are now better, making burrowed roaches more effective, and making it easier to position infestors for NP'ing thors.

However the main change is that ultralisk is now viable late-game against mech:

-health buff + speed buff makes it easier to close the gap against tanks without dying
-ultra now require 1 less upgrade to be useful, which means they can come out faster


hmmmm.... no. Ultra is still not viable against mech, Broodlords is still a 1000x better solution against mech. NP is a useless spell, our infestor will still die instantly as soon as you use it, if the player you play against isnt super bad. In fact I haven't seen infestors used for anything else than NP in any game involving 2 good players. Only time i have seen NP it was either complete failure or in a battle that have allready been won by zerg player.

Nothing will change with this patch, changes aren't bad the are just irrevelant.


disagree, infestors have died because they weren't positioned correctly, now with good burrow micro they will be more used.

As for broodlords being better than ultra, well, that may have been true before, but I think with this patch ultra > broodlord against mech (good terrans will always have vikings ready in case of broodlords)


so no good players use infestor for NP just because they all dont know how to place their infestors ? Why do you mean 'with good burrow micro' ? cause i simply dont see what change about the fact that once you NP the thor/colossus your infestor having 9 range will be instantly killed by tanks/colossus ? plz show me a replay against a good terran/protoss player while using your 'good burrow micro' cause at the moment i simply dont see how its possible


well seeing as how the patch hasn't even been out an hour yet, I don't have any good burrow micro replays yet -_-


Nothing stopped you from having burrow micro before this patch. If burrowing with infestors was actually a useful thing to do, you would do it before, speed or not. The truth is it's pretty much non existent.

Could be good against early (pre-raven) mech.
pro-MoMaN, pro-HuK, pro-Millenium
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