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Patch 14 Changes - Page 25

Forum Index > SC2 General
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Mactavian
Profile Joined December 2009
Canada60 Posts
June 02 2010 07:17 GMT
#481
Why is the infested Terran still in the game? What a completely useless unit. Just junk the thing.
Nothing is impossible, only too expensive.
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
June 02 2010 07:25 GMT
#482
On June 02 2010 15:54 Bouchnick wrote:
Show nested quote +
On June 02 2010 15:43 NeoLearner wrote:
On June 02 2010 13:27 Luddite wrote:
noooo my vikings Now I'll have to actually build something besides pure vikings against zerg.

You built pure vikings against Zerg? Don't you get destroyed by their complete Tier 2 tech? I mean, Vikings seem to die quite fast against equal cost hydra or muta. And Fungal Growth can negate your huge range advantage.
Bronze league man, bronze league.


Who, him or me? Quite sure you don't mean me, but I'm insecure on this board That's what a day long loosing streak does to a man.
Bankai - Correlation does not imply causation
lord_0siris
Profile Joined April 2010
United States7 Posts
June 02 2010 07:51 GMT
#483
On June 02 2010 16:17 Mactavian wrote:
Why is the infested Terran still in the game? What a completely useless unit. Just junk the thing.

Yeah, they are pretty weak as a unit, but could be a viable harasser unit. I guess they figure "Hey, we made this cool looking unit, we may as well throw it in and make it available to use."

Now if only they felt the same way about the lurker...
A man without a plan, plans to fail.
Bosu
Profile Blog Joined June 2008
United States3247 Posts
June 02 2010 07:55 GMT
#484
On June 02 2010 16:13 ffswowsucks wrote:
noone ever uses archons anyways! protoss changes were crap.


It isn't to make people use archons. It's to make templar tech a bit stronger after the templars blow their mana.
#1 Kwanro Fan
BlueSorc
Profile Blog Joined October 2009
United Kingdom119 Posts
June 02 2010 07:59 GMT
#485
I tried to use spawn infested terran in a few games this morning. Meh eh. Worked alright; when you get a small bunch you can kill enough drones to be annoying. It certainly isn't worth 100 gas per overseer if the only intention is to use them for infested terrans, though.

Its not useless, though. Every weapon we have available for harassment will probably get used as skill levels tend to infinity.
lightning2k3
Profile Joined April 2010
United States24 Posts
June 02 2010 08:04 GMT
#486
On June 02 2010 16:59 BlueSorc wrote:
I tried to use spawn infested terran in a few games this morning. Meh eh. Worked alright; when you get a small bunch you can kill enough drones to be annoying. It certainly isn't worth 100 gas per overseer if the only intention is to use them for infested terrans, though.

Its not useless, though. Every weapon we have available for harassment will probably get used as skill levels tend to infinity.


You're not suppose to get overseers just so you can make infested terrans. Their main purpose is to serve as a detector/scout, as well as a mid/late game harassment unit with their contaminate ability.
nyshak
Profile Joined May 2010
Germany132 Posts
June 02 2010 08:07 GMT
#487
Hm, I'd like to see the Ultra use its headbutt not only versus buildings but versus Thors (and Colossi?) as well. That + some other tweak (model size, being able to hit above lings) should enable them to properly engage a terran mech ball and deal some signifikant damage. They would be a counter to armored units in general, as that is what Blizzard is trying to achieve, and a hard counter to Thors in the late game.

Plus, crushing your fat head against a huge towering (as in tower the *building*) robot makes sense.
B-)
NeoLearner
Profile Blog Joined January 2010
Belgium1847 Posts
June 02 2010 08:10 GMT
#488
On June 02 2010 17:04 lightning2k3 wrote:
You're not suppose to get overseers just so you can make infested terrans. Their main purpose is to serve as a detector/scout, as well as a mid/late game harassment unit with their contaminate ability.


I think he knows that, but just wanted to try something crazy. Like everybody else and ultralisk

You could maybe find a use for it in 2V2 when you are at 200/200. Although I think zerg would much rather safe the gas and instantly rebuild the army.

Although it would be a wicked win if it worked. Clash armies, fly mass overseer into his base, drop infested terran and contaminate the crap out of every production facility. Nice theoretical GG right there
Bankai - Correlation does not imply causation
Xeken
Profile Joined May 2010
United States77 Posts
June 02 2010 08:11 GMT
#489
That would be nice and all if the headbutt actually does more dps than kaiser blade.
nyshak
Profile Joined May 2010
Germany132 Posts
June 02 2010 08:15 GMT
#490
On June 02 2010 17:11 Xeken wrote:
That would be nice and all if the headbutt actually does more dps than kaiser blade.


Wasn't it supposed to?
B-)
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
June 02 2010 08:27 GMT
#491
ok sorta decent patch. Still wish they'd fix z v mech t but it's a start.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
roemy
Profile Joined April 2010
Germany432 Posts
June 02 2010 08:31 GMT
#492
On June 02 2010 17:15 nyshak wrote:
Show nested quote +
On June 02 2010 17:11 Xeken wrote:
That would be nice and all if the headbutt actually does more dps than kaiser blade.


Wasn't it supposed to?

that's quite the relative term ^^
maybe the headbutt only exists so it doesnt do splash damage to multiple depots.
maybe it's "supposed to" pose an edge for the micro-capable: attack a ling next to the building in question in order to splash more damage than the headbutt would deal..
rock is fine.. paper could need a buff, but scissors have to be nerfed
Xeken
Profile Joined May 2010
United States77 Posts
June 02 2010 08:31 GMT
#493
On June 02 2010 17:15 nyshak wrote:
Wasn't it supposed to?


Not since patch 13, when ultra went from 25>15+25. Even the dmg buff in patch 13 doesn't make headbutt do more dps than kaiser blade to armored (main point of discussion here).
nyshak
Profile Joined May 2010
Germany132 Posts
June 02 2010 08:35 GMT
#494
I didn't realize that. So, yeah, I guess they must fix that first then. Once headbut > kaiser blades vs. a single target (building, Thor) they could implement this. That would also give the zerg player an option to decide what to do: attack the mech ball as a hole with splash or try to snipe the massive units with headbut.

Just a thought.
B-)
graphene
Profile Joined May 2010
Finland211 Posts
June 02 2010 08:42 GMT
#495
where is seige tank and marauder nerf ffs!!
cloud computing is the future
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
June 02 2010 08:46 GMT
#496
They definetly won't change the "mighty" Carrier at all xD
Revolutionist fan
bubusls
Profile Joined March 2010
Romania61 Posts
June 02 2010 08:48 GMT
#497
It's funny, I remember watching those campaign demonstration videos where the terran were trying to laser drill that protoss temple and the guy suddenly goes: Commander, those are protoss archons, if they get into our base, they'll tare us to shreds!
And the base was guarded by several siege tanks. Not scary at all...
Could I use the term " lings " to refer to ducklings ?
Lighioana
Profile Joined March 2010
Norway466 Posts
June 02 2010 09:01 GMT
#498
I like the direction of these changes. thumbs up. Now we only need chat channels and ability to switch realm
And forgive me nothing for I truly meant it all
zephon
Profile Joined May 2010
France26 Posts
June 02 2010 09:01 GMT
#499
On June 02 2010 10:13 Jokey665 wrote:
Show nested quote +
On June 02 2010 09:45 Grimjim wrote:
EMP should set the charge of Void Rays back to 0.

I was just going to say this. I'd also like it to break force fields, but that's probably a bit much.

EMP should also shutdown the toss player's minimap, and invert their hotkeys!
lololol
Profile Joined February 2006
5198 Posts
June 02 2010 09:09 GMT
#500
Terran doesn't have a proper air counter to vikings and the ground counters are getting destroyed by tanks before they can do anything. The problem is not viking ground damage at all.

For example in PvP it's phoenix > void ray > carrier > phoenix, while TvT air is Vikings > BCs and that's it, there's no proper counter system, and there isn't any effective ground counter to them either, because of siege tank support and BCs owning thors/marines by themselves.
Vikings also have pretty ridiculous range(in BW the only unit that had more than 8 was the siege tank) and they are cost effective against every other air unit in the game, it's vikings > all, unless the other player has more resources invested in his air units(practically only PvP has decent AtA balance).



They said they are willing to add new units if necessary, but their definition of "necessary" is "never", since during the whole beta zerg had less units and was pretty bland and there were tons of complains about air balance. The new units will be pretty much the only selling point for the expansions for players interested in competitive multiplayer, so they are just holding them back.
I'll call Nada.
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