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Patch 1.2.0 on PTR - Page 101

Forum Index > SC2 General
Post a Reply
Prev 1 99 100 101 102 103 158 Next
GGQ
Profile Blog Joined July 2008
Canada2653 Posts
December 04 2010 15:57 GMT
#2001
On December 05 2010 00:56 Wayem wrote:
That is the most fulled of QQ thread I've seen in a long time..

It's entertaining and sad at the same time. I'm litteraly eating nachos while reading you guys ! xD plz QQ even more before trying to play.


Every balance patch thread has been like this, and every one in the future will be like this. It's inevitable.
gwombat
Profile Joined November 2010
Singapore40 Posts
December 04 2010 15:58 GMT
#2002
huge infestor nerf, don't think i like that. on the upside PvZ is going to be so awesome, especially since i already favour phoenix openings xD
"Just go f*cking kill him!" - Day[9]
Wayem
Profile Joined May 2010
France455 Posts
December 04 2010 15:59 GMT
#2003
On December 05 2010 00:57 GGQ wrote:
Show nested quote +
On December 05 2010 00:56 Wayem wrote:
That is the most fulled of QQ thread I've seen in a long time..

It's entertaining and sad at the same time. I'm litteraly eating nachos while reading you guys ! xD plz QQ even more before trying to play.


Every balance patch thread has been like this, and every one in the future will be like this. It's inevitable.


You are right but I feel this one brings really a lot of overreaction and blind theory crafting from all the point of views.
"who needs micro when you can have more stuff ?" -day9
Slayer91
Profile Joined February 2006
Ireland23335 Posts
December 04 2010 16:00 GMT
#2004
Overreacting and blind theorycrafting is standard. This 12 year old bickering about who's race needs to click more is pissing me off though.
Ulthran.steve
Profile Joined May 2010
Bulgaria14 Posts
Last Edited: 2010-12-04 16:04:15
December 04 2010 16:02 GMT
#2005
I would agree to the Fungal not hitting air when they make psi storm/emp not able to hit air too.Mybe even seeker missile...let's just revamp the whole game into an air unit fest where who gets air first wins.Remove Thor air splash too...it does too much potential damage to clumped up air.
Working as intended.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 04 2010 16:03 GMT
#2006
On December 05 2010 00:56 Ulthran.steve wrote:
Did they change the awful zerg sounds?I want my Overmind back!

You can change it yourself
Skee
Profile Joined March 2010
Canada702 Posts
Last Edited: 2010-12-04 16:06:07
December 04 2010 16:04 GMT
#2007
I am VERY interested to see what role void rays play in PvP now. 20% damage increase to massive... Colossus finally beat?
Armsved
Profile Joined May 2010
Denmark642 Posts
December 04 2010 16:04 GMT
#2008
On December 05 2010 00:43 ltortoise wrote:
Show nested quote +
On December 05 2010 00:39 Armsved wrote:
On December 05 2010 00:33 ltortoise wrote:
On December 05 2010 00:31 Armsved wrote:
On December 05 2010 00:29 ltortoise wrote:
On December 05 2010 00:28 Armsved wrote:
As a T player, I honestly dont feel this is going to matter at all in any of my MUs. I dont understand why any terrans would engage in this discussion. It might make some difference in ZvP, but nothing big. The real matter is ZvZ, and any non Z player should just stay the hell away from that dicussion.



You don't think Ravens will now become an effective unit to mass in the lategame against Zerg?

Every time I tried it before I'd suffer huge losses to fungal. Now it looks doable.


I dont know how you will get to lategame with the production to mass that. Its like massing BCs before they got nerfed. Its expensive, you wont get to the lategame with the production to support it and there will be big gaps of timing for the zerg to exploit it.


I'm confused. I'm talking about massing them IN the late game. Not massing them before the late game in preparation for it.

If you're on four bases, adding two starports for Ravens isn't going to create some huge timing for the Zerg to come kill you...


I cant tell you wether it would work or not since im not since I obviously havent tested it, but I dont see it being a total gamebreaker. And corrupter will counter it anyway. Also no matter how you look at it 2 starports pumping out ravens+the energy and HSM upgrade is a pretty big investment.

As I said I dont think it will be a total gamebreaker in anyway, maybe it will help terran out in the lategame which is needed in TvZ. (yeah I know we rely on bio ball and tanksthe entire game, and we are noobs for not transitioning into something we dont have)


Lol wtf?

I never once said it would be a gamebreaker or anything of the sort. I simply said that now it seems more possible than it was before.

Nothing more.



Ahh fair enough, yeah you might be right about that I just in my first post stated that this patch wont matter at all for terran, a little in ZvP and a fuck ton in ZvZ.
YOOO
DNB
Profile Blog Joined November 2010
Finland995 Posts
December 04 2010 16:05 GMT
#2009
On December 05 2010 01:03 Existor wrote:
Show nested quote +
On December 05 2010 00:56 Ulthran.steve wrote:
Did they change the awful zerg sounds?I want my Overmind back!

You can change it yourself


not anymore, without violatings blizzard's agreement
Gorguts
Profile Joined July 2010
Canada254 Posts
December 04 2010 16:05 GMT
#2010
The balance changes might not even go live, that's the purpose of a test server after all.
Gecko
Profile Joined August 2010
United States519 Posts
December 04 2010 16:05 GMT
#2011
I never use phoenixes in PvZ because of roach pressure builds but this patch might change my mind! VRs vs massive will be amazing against hive tech too, we got a unit that can potentially deal with ultras and brolords late game. The auto-repair changes are nice too, it sucked to get thor rushed and lose instantly in some situations.
sjschmidt93
Profile Joined April 2010
United States2518 Posts
December 04 2010 16:05 GMT
#2012
If they remove the pylon wall but don't remove the depot/bunker wall that'd be ridiculous.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Ulthran.steve
Profile Joined May 2010
Bulgaria14 Posts
December 04 2010 16:06 GMT
#2013
On December 05 2010 01:04 Skee wrote:
I am VERY VERY VERY VERY interested to see what role void rays play in PvP now. 20% damage increase to massive... Colossus finally beat?

Void Ray- 6 range
Stalker- 6 range
I don't think so...but people are just now realizing how abusive blink can be. It's a great tool vs Colossi.
Void rays will never be as good at countering colossus as corruptors, let alone vikings
Working as intended.
Ulthran.steve
Profile Joined May 2010
Bulgaria14 Posts
December 04 2010 16:07 GMT
#2014
On December 05 2010 01:05 sjschmidt93 wrote:
If they remove the pylon wall but don't remove the depot/bunker wall that'd be ridiculous.

yeah would be pretty unfair
Working as intended.
Krehlmar
Profile Joined August 2010
Sweden1149 Posts
December 04 2010 16:10 GMT
#2015
• ZERG


-- Infestor

Fungal Growth no longer affects air units.


That's just retarded, zerg has no effective anti air now.
My Comment Doesnt Matter Because No One Reads It
trias_e
Profile Blog Joined May 2010
United States520 Posts
Last Edited: 2010-12-04 16:17:04
December 04 2010 16:10 GMT
#2016
Compromise Blizzard. Let Fungal effect air units, but only for half duration. I understand where you're coming from Bliz, but this is going too far.

Protoss Stargate builds were already my worst matchup as Zerg : (
Egyptian_Head
Profile Joined October 2010
South Africa508 Posts
December 04 2010 16:10 GMT
#2017
A very good patch imo. A few things im not so sure about but it all seems pretty well thought out to me.
Thegilaboy
Profile Blog Joined October 2009
United States2018 Posts
December 04 2010 16:11 GMT
#2018
Auto-repair change is nice, I'm a big fan of that. A shame about FG though, I always liked fungal as it was, and taking away its ability to hit air units and stop both air clumps and pesky drops just feels wrong to me.
VR change is pretty cool. I'm interested to see how much that will impact the late game for P against Z and P especially.
raidmaster
Profile Joined July 2010
474 Posts
December 04 2010 16:11 GMT
#2019
On December 05 2010 01:07 Ulthran.steve wrote:
Show nested quote +
On December 05 2010 01:05 sjschmidt93 wrote:
If they remove the pylon wall but don't remove the depot/bunker wall that'd be ridiculous.

yeah would be pretty unfair


Because pylon is actually small and shouldn't be used for making "walls"? I'm sure that now pylon = supply depot. Bunker =/= supply depo/pylon so walling with bunkers should still be available (and bunker is pretty big).
TheRPGAddict
Profile Joined October 2010
United States1403 Posts
December 04 2010 16:11 GMT
#2020
On December 04 2010 23:28 UisTehSux wrote:
Anyone else notice a performance boost with this patch? I usually average around 60-62 FPS. Now I'm averaging about 70 or so. I'm loving it.
Yes, it seems as though they better optimized the game. I had all my shit on high with my current PC build (upgrading this month) and I was never dropping below 50 no matter how many units. In normal Sc2 I would go down to 40.
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