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Patch 14 Changes - Page 17

Forum Index > SC2 General
Post a Reply
Prev 1 15 16 17 18 19 29 Next All
Housta
Profile Joined April 2010
United States57 Posts
June 01 2010 22:41 GMT
#321
shitter patch once again for protoss, i think roaches got a nice buff though
TheTuna
Profile Joined August 2009
United States286 Posts
June 01 2010 22:43 GMT
#322
Is this some kind of a joke? Who gives a shit about viking ground damage?
red_b
Profile Joined April 2010
United States1267 Posts
June 01 2010 22:44 GMT
#323
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!"
Those small maps were like a boxing match in a phone booth.
NeoScout
Profile Joined April 2010
United States103 Posts
June 01 2010 22:46 GMT
#324
ultralisks should have "gain +10 armor against armor units" type of upgrade
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
June 01 2010 22:46 GMT
#325
I like the Archon buff; they're less useless than folks seem to think, but they could really a point or two of armor.

On June 02 2010 05:30 Salv wrote:
Show nested quote +
On June 02 2010 05:28 Wr3k wrote:
Nice changes :D. Though I was expecting some kind of siege tank nerf >< or something specific to help Z vs mech, maybe thor AA nerf. Ah well, I really like these changes.


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:
Show nested quote +
On June 02 2010 05:32 lew wrote:
Zergs were whining about the roach vs roach in zvz. Now they whine about ling/bling vs ling/bling. What do you guys actually want? In tvt it is tank/viking vs tank/viking and if you make something else, you die.


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:
Show nested quote +
Overseer
Infested Terran energy cost decreased from 125 to 100.

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.
My strategy is to fork people.
tenpromicro
Profile Blog Joined April 2010
United States119 Posts
June 01 2010 22:47 GMT
#326
I've encountered a bug in the new patch where my ladder record hasn't been bugged (I still see my division, record and rank) but my search screen is stuck at "4 games remaining" for placements and every time I play a new game it's a placement game and the number of games remaining stays at 4. Anyone else encountering a similar issue?
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
June 01 2010 22:49 GMT
#327
I'm a little concerned about the roach buff, since mass roach burrow surprises were very powerful already (slush style) and this is going to make them even more powerful... though I agree that 3 upgrades for the 1roach, one of which is the same as an infestor upgrade, is too much. I agree with posters saying that armor should be increased to 2, supply decreased to 1, but HP reduced by 30 or so is really the direction they should be going. Hell, reduce their hp by 60 or 70 and give them rapid above-ground regeneration to make them a cooler micro intensive unit.

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).
Brucy
Profile Joined April 2010
United States51 Posts
June 01 2010 22:51 GMT
#328
On June 02 2010 05:31 Lobo2me wrote:
Show nested quote +
On June 02 2010 05:26 arb wrote:
On June 02 2010 05:22 DoomFox wrote:
I don't fully understand the numbers with the Ultralisk speed change.
o Ultralisk
+ Speed increased from 2.25 to 2.9531.

Someone said this is as fast as a zergling. Does this mean the Ultralisk is as fast as a default zergling or the speedling?

speed doesnt change the fact Cows cant walk over ling and are as such, still useless

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.
Onioncookie
Profile Joined May 2010
Germany624 Posts
June 01 2010 22:52 GMT
#329
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?!
Rorschach
Profile Joined May 2010
United States623 Posts
June 01 2010 22:53 GMT
#330
Happy with patch (i guess I can be happy as protoss as there is a lack of nerfs for us?)
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!
En Taro Adun, Executor!
Doc Daneeka
Profile Joined March 2010
United States577 Posts
June 01 2010 22:58 GMT
#331
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.
payed off security
zul
Profile Blog Joined February 2010
Germany5427 Posts
June 01 2010 22:58 GMT
#332
Tunneling Claws become sexy again. nice finetuning imo. the ultras should also work better now.
keep it deep! @zulison
Saracen
Profile Blog Joined December 2007
United States5139 Posts
June 01 2010 23:00 GMT
#333
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.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
June 01 2010 23:00 GMT
#334
Zerg get more scary and Protoss get an Archon buff... :-|
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Evilruler
Profile Joined May 2010
Brazil116 Posts
June 01 2010 23:01 GMT
#335
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!".
Backpack
Profile Blog Joined March 2010
United States1776 Posts
Last Edited: 2010-06-01 23:04:26
June 01 2010 23:03 GMT
#336
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
"You people need to just generally care a lot less about everything." -Zatic
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
June 01 2010 23:04 GMT
#337
None of this will fix T mech vs zerg, so difficult to win - only way is to counter when T moves out with nydus or drop. tanks melt zerg so hard, blue flame helions rape drones like lurkers did to terran. Thors take down around 10 units each but an ultra will be lucky do 5 attacks. The extra 50 hp means it can sustain 1 extra shot from an immortal and a couple from a ruader and those are easier to get, make ultras T2 and maybe then they can become viable. Thors kill far more of zerg than an ultra does of terran and thors are easier to get, rax - fac- addon (cheap and can be built same time as armoury goes down). Zerg requires pool,lair,investor pit,hive,ultra den which must be built in a linear fashion and takes forever.
FlashDave.999 aka Star
vesicular
Profile Blog Joined March 2010
United States1310 Posts
June 01 2010 23:04 GMT
#338
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.
STX Fighting!
gdroxor
Profile Blog Joined May 2010
United States639 Posts
June 01 2010 23:09 GMT
#339
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.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
June 01 2010 23:12 GMT
#340
On June 02 2010 08:01 Evilruler wrote:
Show nested quote +
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!".

Not that I entirely disagree with you, but I just want to give a few SC1 examples of single target spells:
- Defensive matrix.
- Restoration

Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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