Patch 14 Changes - Page 17
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Housta
United States57 Posts
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TheTuna
United States286 Posts
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red_b
United States1267 Posts
On June 02 2010 07:19 Bibdy wrote: OH MY GOD Protoss got buffed... more like blizzard trolled toss players: "you QQ'd and we listened, now you can get one of the least useful units in the game even faster as a reminder that we hate you!" | ||
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NeoScout
United States103 Posts
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Severedevil
United States4839 Posts
On June 02 2010 05:30 Salv wrote: Protoss needs help in this regard as well, vikings rule the air, while tanks rule the ground, it's very difficult to deal with. Phoenix actually defeat both Vikings and Tanks handily. However the marine backbone is a bitch, and if Thors ever showed up in TvP they'd also kick Phoenix ass. On June 02 2010 05:28 InfiniteIce wrote: Would anybody agree that the increase to overlord speed cost simply adds more and more disadvantages for Zergs scouting abilities when compared to the other races? And no, I am not going to "just get an overseer" first, as somebody in a chat told me that costs more... - _ - Your FARMS can FLY, and you have the fastest ground unit in the game at tier 1. Your scouting is fine. On June 02 2010 05:33 gdroxor wrote: yep and toss feels like "colossus wars" or "find the void ray" right now. Don't Phoenix punt Colossus and Void Rays? And pretty much every Protoss unit other than maybe Stalkers or hastily-applied Templar? Maybe I need to watch more high level matches or something. On June 02 2010 05:48 FrozenArbiter wrote: Amazing change /SARCASM God, this spell is just such a joke - it's almost like saying "hey we want this unit to have 3 abilites but we can't think of anything actually useful so here's something you'll never use". Should just make its Corrupt Building ability spawn Infested Guys and be done with it. | ||
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tenpromicro
United States119 Posts
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AcrossFiveJulys
United States3612 Posts
I'm puzzled about the viking nerf. How often were we seeing landed vikings doing massive damage? They were certainly powerful with 14 damage, but every race has easily accessible hard counters to shut them down on the ground (hydra, immortal/stalker, maruaders). Clearly the main change is in TvT because vikings were bad on the ground in TvZ/TvP, but the problems in that matchup were due to the viking's insane air dominance rather than its assault mode potency (marauders own vikings on the ground). | ||
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Brucy
United States51 Posts
On June 02 2010 05:31 Lobo2me wrote: Then zerg will need to position ultras and lings so that lings aren't in front. I wouldn't want my roaches to start the battle behind the hydralisks, that would be silly. U obviously dont get the fact that Utras can not attack a target that is surrounded by lings. Has nothing to do with positioning. | ||
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Onioncookie
Germany624 Posts
It means that faster reg. upgrade is gone?! And u get double hp reg while burrowd , with the burrow upgrade?! Isnt that kinda a bit overkill?! | ||
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Rorschach
United States623 Posts
I hated how long archons took to merge although with the state of templar tech tree right now I doubt it will make any difference. I really wish the dark shrine would just be taken out and dark templar be made an upgrade at the templar archive.... The ultralisk is looking better and I hope to see some more burrowed roach play from zerg now! | ||
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Doc Daneeka
United States577 Posts
On June 02 2010 07:52 Onioncookie wrote: Can some1 explain me the Roach buff?? It means that faster reg. upgrade is gone?! And u get double hp reg while burrowd , with the burrow upgrade?! Isnt that kinda a bit overkill?! haha. yeah that seems to be the case. i dunno if the upgrade is tier 2 or tier 3 though. i'm guessing tier 2 cos it took the name of that upgrade. | ||
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zul
Germany5427 Posts
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Saracen
United States5139 Posts
On June 02 2010 07:37 KiLL_ORdeR wrote: any still get blank darkness where the mini-map should be in replays? Drag the replay onto your SCII.exe icon and it should load up fine. | ||
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Antisocialmunky
United States5912 Posts
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Evilruler
Brazil116 Posts
On June 02 2010 07:14 s031720 wrote: 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. I agree. These spells just stink WC3. This is SC, for god's sake, who cares about one unit in an army? SC is about great numbers, wtf is up with spells that makes 1 unit easier to kill, 1 unit stronger, this is a war, this isn't a small camp battle, there is no hero here. What really makes me angry is that instead of working with concepts and using these holes in the Z (these skills - corruption, frenzy and, bleh, infested terran), that nobody uses, and even if use, it isn't fun, it doesn't fit in the game, holy god THEY DON'T FIT... Instead of using this oportunity to bring some really cool stuff for Z they just sit around and "meh, let's just put some WC3 stuff and it'll be fine. If anything goes wrong, woa, we can just BALANCE the numbers and it'll be allright!". | ||
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Backpack
United States1776 Posts
On June 02 2010 07:14 s031720 wrote: 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. weren't people complaining about there not being enough micro in SC2? make up your mind folks edit: as for archons, its not a useless buff, it makes them more likely to actually spawn before the battle is over now like they're supposed too | ||
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aka_star
United Kingdom1546 Posts
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vesicular
United States1310 Posts
On June 02 2010 05:22 Chill wrote: Why is it 2.9531? Does Blizzard really need accuracy to 4 decimal places? 61/64 = .9531 Whenever you see some weird decimal number, it's always an odd number divided by a power of 2. | ||
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gdroxor
United States639 Posts
On June 02 2010 06:06 Go0g3n wrote: Here's a way to make Archons usable - give them stun ability from SCBW dark archons, or, alternatively, change their attack type from frontal aoe to 2 simultaneous single target (or low-count aoe) lightnings or something of the sort. I like the second idea. It's 2010, there's no need for 32-bit zappin' animations. I want archons to poop lightning everywhere. | ||
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Liquid`Jinro
Sweden33719 Posts
On June 02 2010 08:01 Evilruler wrote: I agree. These spells just stink WC3. This is SC, for god's sake, who cares about one unit in an army? SC is about great numbers, wtf is up with spells that makes 1 unit easier to kill, 1 unit stronger, this is a war, this isn't a small camp battle, there is no hero here. What really makes me angry is that instead of working with concepts and using these holes in the Z (these skills - corruption, frenzy and, bleh, infested terran), that nobody uses, and even if use, it isn't fun, it doesn't fit in the game, holy god THEY DON'T FIT... Instead of using this oportunity to bring some really cool stuff for Z they just sit around and "meh, let's just put some WC3 stuff and it'll be fine. If anything goes wrong, woa, we can just BALANCE the numbers and it'll be allright!". Not that I entirely disagree with you, but I just want to give a few SC1 examples of single target spells: - Defensive matrix. - Restoration ![]() | ||
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