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Patch 14 Changes - Page 16

Forum Index > SC2 General
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RoyalCheese
Profile Joined May 2010
Czech Republic745 Posts
June 01 2010 22:11 GMT
#301
I love the Archon change! I always thought my archons are building about 5secs too slow! >
Kennigit: "Chill was once able to retire really young, but decided to donate his entire salary TO SUPPORT ESPORTS"
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
June 01 2010 22:12 GMT
#302
the changes are pretty good and fitting. blizzard knows what theyre doing.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
s031720
Profile Joined December 2009
Sweden383 Posts
Last Edited: 2010-06-01 22:19:23
June 01 2010 22:14 GMT
#303
Ok, heres what I think about the Z changes:

ZERG

Corruptor
Corruption energy cost decreased from 100 to 75.

Infestor
Burrowed move speed increased from 1 to 2.
Peristalsis upgrade removed.

Overlord/Overseer
Pneumatized Carapace cost increased from 50/50 to 100/100.

Overseer
Infested Terran energy cost decreased from 125 to 100.

Roach
Organic Carapace upgrade removed.
Tunneling Claws now also increases burrowed regeneration rate from 5 to 10.

Ultralisk
Anabolic Synthesis upgrade removed.
Health increased from 450 to 500.
Speed increased from 2.25 to 2.9531.



Corruption mana decreased, - Superminor. Emotional response; bah, meaningless.
Wont really affect much, esp. since 1. its a unit you really try to avoid to build if you can since its so limited and 2. the spell is rarely useful either anyway, a 25 decrease in cost wont change that.

Burrow movespeed for infestior. - Superminor. Emotional response; bah, meaningless.
Ive hardly seen anyone burrowmove infestors, mainly because they dont have any spells they can use to really harass. NP makes the infestor helpless and will autokill it if withouth support. I never got this upgrade before, and wont use it now.

Overlordspeed more expensive: - Big change. Emotional response; OK, expected.
This was so cheap it was a nobrainer to get asap. Absolutely necessary upgrade that people will keep using even after this nerf, because its the only way for Z to get any decent scouting done.

Overseer IT-change - Super minoer. Emotional response; Lol. Absolutely nonsical.
Meaningless spell really dosent get more meaningful because its cheaper to cast. They could still salvage the concept of ITs, for instance, no morphtime just let them land ready to go. More changes would be necessary but that one would make it more viable.

Roach tunneling claws- Medium. Emotional response: A bit sad, they are missing the point again.
Cant decide if this is a buff or a nerf, you dont have to research it, but its only half as effective as before. But it dosent resolve the problems with the roach; its underpowered for its supply so you cant mass it lategame. Supply would be fine if it was more useful in smaller numbers.

Ultralisk changes - Medium. Emotional respons; a bit glad, its not enough but its a little better.
The ultraliskchanges wont be enough. Fully upgraded ultras melted before, and will melt now, now its only a bit quicker to get those ultras fully upgraded. 50hp extra really wont do much diffrens imo.

This wont solve the TvZ problem and we will probably see more buffs for Z, or nerfs for T. (yeah right.. ) I propose the following change to make ZvT managable as Zerg: "Increase the time it takes for a siegetank to siege". I think that will solve alot of the problems, but not all.


I personally dont like the new spells; a spell that buffs or nerfs 1 unit really is meaningless in a game that mainly deals with clashes of greatnumber of units. I hope they remove them or make them AoE. As it is now, these spells fit better in WC3 that is much more micro-oriented.

Just another noob
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
June 01 2010 22:14 GMT
#304
On June 02 2010 06:14 e4e5nf3 wrote:
Interesting that this is what should be the last patch until hiatus. Don' think they can fit another one in less than 6 days.

And if they stick with their plans to have beta back for 2 weeks before release, we will probably see one more patch and that's it, and I doubt it will be anything huge with so little time left.

So balancewise, this is very close to what we'll be seeing in the retail version, guys! Overall it's not so bad, but there are a few things that I still want to see changed (Mothership, archons, probably some nerf to stop that annoying 4 warpgate rush that every P is using)


nope. they stated that there probably will be a pretty huge day one patch.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
roemy
Profile Joined April 2010
Germany432 Posts
June 01 2010 22:19 GMT
#305
On June 02 2010 07:05 Doc Daneeka wrote:
Show nested quote +
On June 02 2010 06:51 Alphaes wrote:
I don't play Protoss, though I do wish the neglected units (ie, Archons, Carriers, Mothership) should get more significant changes to them to make them more useful. Maybe they can explore more with the "Hardened Shield" mechanic on these higher tier units (though definitely the amount of shields would have to be cut, or perhaps even have two layers of shielding if possible). Then, along with more usage, we might even see BattleCruisers being used more in PvT with their Yamato upgrade. Though I imagine there have to be some changes to corrupter damage to compensate for the extra defense.

All in all, a nice patch though. Definitely moving in the right direction overall.



: O

i think you just fixed the mothership

against which unit though... void ray and corruptor are the only ones significantly exceeding the 10dmg/attack mark. all the other stuff dishes out multiple salvos.

oh sry, and the archon -.-
rock is fine.. paper could need a buff, but scissors have to be nerfed
Jadix
Profile Joined September 2004
United States134 Posts
Last Edited: 2010-06-01 22:22:09
June 01 2010 22:19 GMT
#306
Overseer IT-change - Super minoer. Emotional response; Lol. Absolutely nonsical.
Meaningless spell really doesnt get more meaningful because its cheaper to cast.


it does get more meaningful because you can cast 2 ITs instead of just 1, making it more than twice as affective.

Also, i dont think its a meaningless spell to begin with. its basically a free unit you can use to kill workers. Now that you can spawn two, its even more dangerous.
Bibdy
Profile Joined March 2010
United States3481 Posts
June 01 2010 22:19 GMT
#307
OH

MY

GOD





Protoss got buffed...
synapse
Profile Blog Joined January 2009
China13814 Posts
June 01 2010 22:20 GMT
#308
Not too bad of a patch
:)
renshank
Profile Joined April 2010
United States41 Posts
June 01 2010 22:22 GMT
#309
I was actually hoping that they would make infestors move as fast as they do now underground, and keep the burrowed move speed upgrade, because super fast moving burrowed units that can pop up everywhere (if your opponent doesn't have detection) would be super awesome, and it would lead to frenzy being used in actually cool ways in ZvZ ("stop that infestor with my infestor using fungal growth!... OH CRAP IT FRENZIED ITSELF AND IS GETTING AWAY..." kind of thing), but this would probably be horribly imbalanced somehow, which just makes me a sad panda time.

I love all of the changes though, as a (possibly obviously) zerg player. I think the ultra changes are at least in the right direction if not exactly what it needed to become viable (still not happy that their one-molecule-wide kaiser blades don't do full splash damage, but whatever), and I actually like the overseer change too, since, as someone else mentioned, if you are mainly using them for detection/prevention of insta-banshee kill, then when they get up to full energy you can harass an expansion while nydusing their main or doom dropping or something else. I also think that people underestimate how awesome observer hunting with just an overseer is.
Memento Mori
Klive5ive
Profile Blog Joined January 2008
United Kingdom6056 Posts
June 01 2010 22:23 GMT
#310
On June 02 2010 07:14 s031720 wrote:
Ok, heres what I think about the Z changes:

Show nested quote +
ZERG

Corruptor
Corruption energy cost decreased from 100 to 75.

Infestor
Burrowed move speed increased from 1 to 2.
Peristalsis upgrade removed.

Overlord/Overseer
Pneumatized Carapace cost increased from 50/50 to 100/100.

Overseer
Infested Terran energy cost decreased from 125 to 100.

Roach
Organic Carapace upgrade removed.
Tunneling Claws now also increases burrowed regeneration rate from 5 to 10.

Ultralisk
Anabolic Synthesis upgrade removed.
Health increased from 450 to 500.
Speed increased from 2.25 to 2.9531.

Overlordspeed more expensive: - Big change. Emotional response; OK, expected.
This was so cheap it was a nobrainer to get asap. Absolutely necessary upgrade that people will keep using even after this nerf, because its the only way for Z to get any decent scouting done.

Overseer IT-change - Super minoer. Emotional response; Lol. Absolutely nonsical.
Meaningless spell really dosent get more meaningful because its cheaper to cast. They could still salvage the concept of ITs, for instance, no morphtime just let them land ready to go. More changes would be necessary but that one would make it more viable.


Those two things both have the effect of making overseers more viable. Perhaps Blizzard thought they weren't being utilised enough for their liking.
Now it might be worth making a few overseers for scouting instead of getting overlord speed; if the opponent chooses not to utilise air-harass or you have air control yourself.
You can scout with the overseers and then perhaps harass a little with them later.
Don't hate the player - Hate the game
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
June 01 2010 22:24 GMT
#311
One thing that I've liked to use is burrow-move infestors to get in and fungal growth a mineral line a few times. With enough FGs (not exactly sure how many, should probably find out...) it can absolutely dismantle and expansion. Just wondering if anyone else does this.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
jeremycafe
Profile Joined March 2009
United States354 Posts
June 01 2010 22:25 GMT
#312
They didnt even turn the battle.net sound effects back on? lol

So in two weeks they make no changes to battle.net. Can't say I look forward to release. I hope they only gave us 10% of the in house build.
Xyik
Profile Blog Joined November 2009
Canada728 Posts
Last Edited: 2010-06-01 22:30:48
June 01 2010 22:27 GMT
#313
omg 25 less energy to get an infested terran.
now i can rape all my friends with infested terran drops!

and to all who are saying, 'great now i can make 2 infested terrans per overseer'
why would your overseers be sitting at 200 energy?
why would the opponent not run his workers away from things that limp as slow as my grandma?

you know what would be cool? giving infested terrans splash dmg when they die so that they resemble something of the infested terrans we used to know in sc1.
Parametric
Profile Blog Joined February 2010
Canada1261 Posts
June 01 2010 22:28 GMT
#314
Did ultralisks have a range of 1 prior to the patch (enough to reach over zerglings) or has this been there the entire time and I just didn't notice?

Also, are workers not supposed to receive melee upgrades or is this a bug?
-I had 2/2 carapace/melee in a game and noticed my drones were 2/0
Crispy Bacon craving overload.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
June 01 2010 22:35 GMT
#315
really, after all the shitty things about BNet 2.0 + activision, Blizzard has found a way to honour their fans: this patch, overall, is balanced!!! thumb up for Blizz and

+ Show Spoiler +
Fuck you activision

Im daed. Follow me @TL_NB
Darkn3ss
Profile Joined November 2009
United States717 Posts
June 01 2010 22:36 GMT
#316
On June 02 2010 07:00 MorroW wrote:
man i wish they would change the model of ultra so they look like sc1 ultralisk instead of dinosaur :/ that would be a great buff^.^


Seriously!
Dont quote me boy, cuz I aint saying shhh...
KiLL_ORdeR
Profile Blog Joined June 2009
United States1518 Posts
June 01 2010 22:37 GMT
#317
any still get blank darkness where the mini-map should be in replays?
In order to move forward, we must rid ourselves of that which holds us back. Check out my stream and give me tips! twitch.tv/intotheskyy
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
June 01 2010 22:38 GMT
#318
On June 02 2010 07:28 WirelessWaffle wrote:
Did ultralisks have a range of 1 prior to the patch (enough to reach over zerglings) or has this been there the entire time and I just didn't notice?

Also, are workers not supposed to receive melee upgrades or is this a bug?
-I had 2/2 carapace/melee in a game and noticed my drones were 2/0


It was always like that, workers don't get weapon upgrades.
We spend our youth attaining wealth, and our wealth attaining youth.
graphene
Profile Joined May 2010
Finland211 Posts
June 01 2010 22:38 GMT
#319
On June 02 2010 07:35 NB wrote:
really, after all the shitty things about BNet 2.0 + activision, Blizzard has found a way to honour their fans: this patch, overall, is balanced!!! thumb up for Blizz and

+ Show Spoiler +
Fuck you activision



+1 SO BAD!
cloud computing is the future
EvilMaishidon
Profile Joined May 2010
United States125 Posts
June 01 2010 22:39 GMT
#320
FFFFFFFFFFFFFFFFFUUUUUUUUUUUUUU- All I wanted was the map editor for mac, so i could use it during the downtime. Otherwise, i think the changes are pretty good, but not nearly substantial enough to make that much of a difference. Although i think that the two IT per overseer is actually a pretty good idea, and will make the free worker harass that much better.
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