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On December 05 2010 01:06 Ulthran.steve wrote:Show nested quote +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 Have you tested it yet? Don't just throw numbers out there.
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I think I've read this entire thread...still nobody has tested the ultralisk "bug fix"?
Ultras might be back! Not in the kill all repairing scv's on a PF instantly sort of way...but perhaps way better than they have been recently?
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On December 05 2010 01:10 Krehlmar wrote:That's just retarded, zerg has no effective anti air now.
Say what?
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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.
http://i204.photobucket.com/albums/bb54/ThePhenominalAfro/1291124938054.jpg
Like this? lol
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Show nested quote +On December 05 2010 01:10 Krehlmar wrote:• ZERG
-- Infestor
Fungal Growth no longer affects air units.
That's just retarded, zerg has no effective anti air now. Say what? What would you, as a zerg, do if you're going mutalisks and the protoss goes pheonix? You'll never catch them if the protoss doesn't do a blunder.
Not having a spire to chase down drops/banshe/voidrays/others mutalisks now seems pretty impossible. If you hadn't noticed, Hydras move very slow, so does queens (and they get fucked by air dps after they get more than 2banshe/void/5muta) so you'll only have mutalisks to chase them down.
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Wait, so fungal growth no longer affects air and phoenix build time is reduced? My worst match up just became a nightmare. Fucking hell...
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On December 05 2010 00:55 MasterFischer wrote:Show nested quote +On December 05 2010 00:53 Mellotron wrote: I really like the changes made to unit sound cues etc. I am glad that they take the time to improve this even though everyone is already sold on the game and arent asking for improvements to be made on forums. It really shows alot of care and pride in making the game as functionally solid as possible. Can you elaborate on that? What did they change and how ?
Actually MasterFischer, i can.
See, back in the beta when most people were upset that only 10 Marauders could be produced from a single terran base per 2 seconds, i was focused on other problems within the game design, namely, audio. Before this patch, when clicking on the virtual action figures (ie; units), the player would hear them make outrageous claims such as "My life for aiur" or "I stalk through the stars", but if one unit was speaking, the next unit to be selected would remain silent until that first units audio cue was finished, most times you would never hear that second unit reply to you, and youd have to just assume that you had added him to the control group etc.
In this new patch, units responses now cancel each other out mid-phrase, even buildings. So now, you are fully aware of which virtual action figures (units) you have selected. The overall feel of the game is majorly improved and seems tighter due to this upgrade in audio cues. Im personally amazed this wasnt fixed long before the beta even came out.
Good luck, and lets all have fun playing with our new and improved virtual action figures in this latest and greatest Starcraft 2 patch!
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It's PTR guys....these might not go live. Also, when Terran was nerfed heavily (which they did need), people complained to no end about reapers, supply depots, and medivac slow...turns out - not as bad as you think. Give it a couple weeks to adapt.
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On December 04 2010 11:25 Zelniq wrote: OK so I have a legit source that told me the reason for this infestor fungal nerf was because they removed void ray's speed upgrade. If that's the case why can't they just instead make it so:
- Void Rays are now immune to movement-impairing effects.
(which is only fungal growth) Thats a pretty lame reason. Did they even consider phoenixes or medivacs?
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On December 04 2010 10:53 drsnuggles wrote: "• Creep will now spread evenly in all directions." wow that seems like a huge change I don't really see why changed that. I liked how subtle this bug was. It was really intuitive to build creep along cliffs to make it spread further (At least this is what I think it was addressing). Oh well =\.
Overall, I'm really excited for chat channels, and being able to change the screen location hotkeys back to f2-f4.
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On December 05 2010 01:14 Krehlmar wrote:Show nested quote +On December 05 2010 01:10 Krehlmar wrote:• ZERG
-- Infestor
Fungal Growth no longer affects air units.
That's just retarded, zerg has no effective anti air now. Say what? What would you, as a zerg, do if you're going mutalisks and the protoss goes pheonix? You'll never catch them if the protoss doesn't do a blunder. Not having a spire to chase down drops/banshe/voidrays/others mutalisks now seems pretty impossible. If you hadn't noticed, Hydras move very slow, so does queens (and they get fucked by air dps after they get more than 2banshe/void/5muta) so you'll only have mutalisks to chase them down.
If i go x and they go y, I lose. There are a lot of those in this game. It's called scouting.
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On December 05 2010 01:11 Skee wrote:Show nested quote +On December 05 2010 01:06 Ulthran.steve wrote: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 Have you tested it yet? Don't just throw numbers out there.
Yet another one who makes definitive statements within a day of a patch.
Obviously voids are now at least better vs colossus, time will tell if they'll be cost efficient. And you can't really compare them to corruptors and vikings as they are air to air units (vikings sort of). At least you can build voids and still use them if the colossus numbers are lower than expected. I've had many a flock of useless corruptors vs. a giant toss WG + immortal army.
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On December 05 2010 01:14 Krehlmar wrote:Show nested quote +On December 05 2010 01:10 Krehlmar wrote:• ZERG
-- Infestor
Fungal Growth no longer affects air units.
That's just retarded, zerg has no effective anti air now. Say what? What would you, as a zerg, do if you're going mutalisks and the protoss goes pheonix? You'll never catch them if the protoss doesn't do a blunder. Not having a spire to chase down drops/banshe/voidrays/others mutalisks now seems pretty impossible. If you hadn't noticed, Hydras move very slow, so does queens (and they get fucked by air dps after they get more than 2banshe/void/5muta) so you'll only have mutalisks to chase them down.
Did you ever build a Corrupter against Phoenixes? They kill them pretty good.
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These threads are so full of lol like always .
I'm extremly psyched about this patch! Chat channels and custom hotkeys. No more fucking "I" for immortals :D
Gonna be interesting to see what balance changes actually go through.
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On December 05 2010 01:14 Krehlmar wrote: Show nested quote +
On December 05 2010 01:10 Krehlmar wrote: • ZERG
-- Infestor
Fungal Growth no longer affects air units.
That's just retarded, zerg has no effective anti air now.
Say what?
What would you, as a zerg, do if you're going mutalisks and the protoss goes pheonix? You'll never catch them if the protoss doesn't do a blunder.
Not having a spire to chase down drops/banshe/voidrays/others mutalisks now seems pretty impossible. If you hadn't noticed, Hydras move very slow, so does queens (and they get fucked by air dps after they get more than 2banshe/void/5muta) so you'll only have mutalisks to chase them down.
Did you ever build a Corrupter against Phoenixes? They kill them pretty good.
Corruptors are also completely worthless outside of killing phoenix/carriers/collosi Phoenix have other uses(harassment). This means that phoenixes are a much better investment, unless the toss goes colossi, so the Zerg will be behind as a result(they HAVE to make corruptors to counter phoenix unless the toss player is retarded and lets them die to hydra) Ugh, so many T and P players are like "Now Z knows what it feels like to have to deal with mass muta" Z does not have any unit that shreds mutas the way Stimmed marines, thors, and phoenixes do. Z relied on FG+Hydra, but without FG, the stupidly slow hydras cant catch them. If that FG change was put in place, Hydra's speed needed to be buffed to compensate, which didnt happen.
What people don't understand is that this affects ZvZ more than any other mu-it turns ZvZ into a mutafest. Every other change in this patch is fine except for the FG nerf and the hotkey thing. Seriously, Z has to press Z 50 times late game to make a ton of zerglings? Even BW was better than that.
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On December 05 2010 01:15 devilshootsdevil wrote: Wait, so fungal growth no longer affects air and phoenix build time is reduced? My worst match up just became a nightmare. Fucking hell...
I think this problem is exactly the same from the Protoss side. They really lack good anti-air to stop Mutalisks, unless they go for Phoenixes before the Mutalisks arrive. It's funny how that matchup will now be steered more and more to "who goes mass air first", with the obvious disadvantage for Protoss being that they can't make too many Phoenixes or risk not having a ground army, whereas Zerg can dump a lot into Lings and get a nice basic army mixture.
That said, Zerg will have to deal with Phoenixes better now. Corruptors and Spore Crawlers will be their main defense, and they will be pinned back more than usual from the Phoenix threat. It seems the ball will be more in Protoss' court when they go Phoenixes now, something I look forward to a lot.
Also, Phoenixes are more expensive than Mutalisks. The build time decrease, while very nice, is not going to allow Protosses to mass Phoenixes much more easily. Phoenix-Zealot might become a basic army mixture, but Hydralisks curbstomp that mixture, which will neccessitate a switch to High Templar or Colossus and a very awkward time for Protoss if their harass doesn't do a shitton of damage.
I look forward to seeing how this will work out.
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Any time I try a mass phoenix (8-12) (I pop overlords so fast{evil grin]),corrupters always thin my numbers so fast. I wish there was a fast way for finding all the overlords. Hopefully the Illusions will help.
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Corruptors are also completely worthless outside of killing phoenix/carriers/collosi
Thats like saying that high templar are completely worthless outside of killing massed units. Corruptors are perfectly good.
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Thats like saying that high templar are completely worthless outside of killing massed units. Corruptors are perfectly good.
Nobody uses carriers, and temps do a way better job of killing massed units than corruptors do at killing colossi if there's stalker support.
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On December 05 2010 01:11 SeaSmoke wrote: I think I've read this entire thread...still nobody has tested the ultralisk "bug fix"?
Ultras might be back! Not in the kill all repairing scv's on a PF instantly sort of way...but perhaps way better than they have been recently?
I think you might have it wrong..ultralisk arc was recentered to its head rather than its stomach so the arc going forward will actually cover less surface area...meaning less area damage to units such as marines
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