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On August 31 2011 14:59 Maghetti wrote: Well, though it was short, at least they responded to the complaining in chat over no GSL mention.
I know MLG is involved with the show now, but it is still pretty awkward how they spend a ton of time talking about upcoming or previous MLG's, a tournament that awards a meager $5k to first place, and spend very little on tournaments with far bigger prize pools like IEM, or GSL which awards ~$47k first place every month, and $97k for the super tournament.
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United States7166 Posts
On August 31 2011 15:03 Fleebenworth wrote: So in other words the change has no relevance to PvZ
yeah because nobody uses fungal vs void rays phoenixes colossus immortals right?
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iNcontroL
USA29055 Posts
On August 31 2011 15:00 Zelniq wrote: Fungal Growth will kill *gateway* units in the same number of fungals next patch. Higher HP units like void rays, colossus, phoenix etc will require an additional fungal, immortals require 2.
Note: Should the PTR change go through: Stalkers, Zealots, and Dark Templars must have the chain fungals cast with ZERO overlap in order to not require an additional Fungal. And many times players will overlap a little bit as they don't want the units to escape or split up. But yes, if you don't overlap at all then they'll die in the same number of fungals as they do now.
ALSO FU DAN I only spent like 5 mins on PTR this time ok! just to make sure that the change in my sig is actually what I hoped, and thank god it is. protosses can't complain about broken graviton beam for 2 months when drones have been broken since forever. Just wait till next patch and you'll see how much faster that probe will take hits while it dances around blocking hatcheries
We will just move on to the g shield which has been broken JUST AS LONG
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Such and awesome episode tonight, Can't wait for next week !
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United States7166 Posts
On August 31 2011 15:05 iNcontroL wrote:Show nested quote +On August 31 2011 15:00 Zelniq wrote: Fungal Growth will kill *gateway* units in the same number of fungals next patch. Higher HP units like void rays, colossus, phoenix etc will require an additional fungal, immortals require 2.
Note: Should the PTR change go through: Stalkers, Zealots, and Dark Templars must have the chain fungals cast with ZERO overlap in order to not require an additional Fungal. And many times players will overlap a little bit as they don't want the units to escape or split up. But yes, if you don't overlap at all then they'll die in the same number of fungals as they do now.
ALSO FU DAN I only spent like 5 mins on PTR this time ok! just to make sure that the change in my sig is actually what I hoped, and thank god it is. protosses can't complain about broken graviton beam for 2 months when drones have been broken since forever. Just wait till next patch and you'll see how much faster that probe will take hits while it dances around blocking hatcheries We will just move on to the g shield which has been broken JUST AS LONG touche!
Oh and to add to the +5 Barracks time discussion, it will of course also have some noticeable effect past the initial opening as every additional rax will take a little longer, that should be noticeable considering how often terrans build like 8+ raxes in games..especially when they have to then wait for the long reactor..it will feel just a little more annoying and stall initial production just a little which is kind of nice.
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[QUOTE]On August 31 2011 15:04 Zelniq wrote: [QUOTE]On August 31 2011 15:03 Fleebenworth wrote: So in other words the change has no relevance to PvZ[/QUOTE]
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Hmm, one thing that was left out was that Stalkers now no longer decay as fast from Fungals. They no longer take hull damage after two fungals. So in a longer game, you should have much more Stalkers alive after repeated engagements
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United States7166 Posts
On August 31 2011 15:10 Dommk wrote: Hmm, one thing that was left out was that Stalkers now no longer decay as fast from Fungals. They no longer take hull damage after two fungals. So in a longer game, you should have much more Stalkers alive after repeated engagements i guess that's true, but if right now you're casting only 2 fungals on stalkers as the only damage youre doing..that's only 16 hull damage and a waste of energy if that's all it accomplished. one of the mistakes that I and I think nearly every zerg player did at some point when they have say like 4 fungals available is blanket their fungals all around on their whole army right away rather than consistently cast it on the same targets after each one ended
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On August 31 2011 15:19 ex000r wrote: thx for uploading jp
I was looking for the show but couldn't find a link. Can you direct me to it? (I was looking for the mlg stotg and maybe (if there was one) the episode yesterday)
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So what was puma still doing up after the rest of the eg house went to bed? Still practicing? If so that's a pretty hardcore regimen on top of the hours the rest of the house is doing.
Also I like what tyler said about the stun being not as fully explored as it could have been before it was changed. I remember the 8 second stuns being one of the most hilarious ways to just lock charging armies in the middle of the map for huge amounts of time, with the damage being a bonus. That and the burrowed cast bug I felt made the infestor a fantastic unit at the time.
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i thought that said "enjoy. I'm Fired. Sleep. Bye."
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On August 31 2011 15:14 Zelniq wrote:Show nested quote +On August 31 2011 15:10 Dommk wrote: Hmm, one thing that was left out was that Stalkers now no longer decay as fast from Fungals. They no longer take hull damage after two fungals. So in a longer game, you should have much more Stalkers alive after repeated engagements i guess that's true, but if right now you're casting only 2 fungals on stalkers as the only damage youre doing..that's only 16 hull damage and a waste of energy if that's all it accomplished Hmm, trying to think of a way to explain it.
As a player, how many times have you had that small or awkward engagements where you just fungal to get away or waste fungals? Or as a Protoss manage to scare the Zerg away after getting hit by some fungals (maybe with Storm,etc), or rescue some units? The same thing doesn't usually happen every game, but something like that always does happen in the end and usually happens quite often through out the game.
Just small things like your freshly warped in Stalkers blinking in to clear up Infestors and the Zerg ends up blasting their energy because they can't save them.
Hmm, I realize it isn't the best explanation, but other Protoss players should be able to relate, how many times have you had a end game Stalker army but half of them are on yellow after taking fungal damage over and over?
This change really doesn't add up to much in one or two confrontations, but in a long game this change might mean you have 8-10 more Stalkers alive and a bunch more on full or almost full life than what you would have had before. It is small sure, but it isn't negligible IMO
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Thanks for getting it up so quickly! My internet cut out for all of this week's SOTG.
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Is the preshow uploaded too as mp3 or do I have to find it from jp's twitch channel?
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forgive me if this has been answered, but is the MLG sotg live show going to be uploaded in mp3 format?
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It's me JP you're the BOSS!
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thank you! will watch it when I get home
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