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Patch 1.2.0 on PTR - Page 113

Forum Index > SC2 General
Post a Reply
Prev 1 111 112 113 114 115 158 Next
Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2010-12-04 22:09:57
December 04 2010 22:09 GMT
#2241
On December 05 2010 06:51 Zzoram wrote:
If they nerf fungal, you'd think they'd buff neural parasite to compensate, but the don't. What's interesting is that fungal is getting nerfed when it's barely used.


Shame on you! According to this Thread Fungal is an integral component for every Z Matchup no matter what. Ppl RUSH to Infestor Pit every single game!

scnr
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
Carras
Profile Joined August 2010
Argentina860 Posts
December 04 2010 22:10 GMT
#2242
someone explain ultralisk change plz!
Ryuu314
Profile Joined October 2009
United States12679 Posts
December 04 2010 22:11 GMT
#2243
On December 05 2010 07:08 Oscatron wrote:
how does one achievemnt masters league?

does it get implemented, then you play, then you get in or do you automatically find out if you qualify once the patch comes out as it scans your pts/mmr and only top5% of diamond with the right mmr/pts get in?

I'm guessing the latter for the actual game. In the PTR, there's much less people playing soo it'll be easier to get that status imo.
hitman133
Profile Joined October 2010
United States1425 Posts
December 04 2010 22:13 GMT
#2244
On December 05 2010 06:41 Alpina wrote:
Show nested quote +
On December 05 2010 06:13 hitman133 wrote:
lol, Zerg QQ about infestor can't FG, make dropship even better. So why they don't think about mutalisk harass is the most annoying thing in the game? dropship require much more skill in multitasking than control a group of mutal flying around


What? Explain me please what exactly skill does using medivacs require? Queue drop to enemy expansion? Yeah that's very good skil toi have.

You obviously didn't play zerg, cause you should know that mutas require decent amount of apm.


You're not just drop a bunch of marauders down and leave it there, you need to look out for the enemy when they coming to load up all the marauders to run on time and still do maximum damage.

Lol compare the APM between mutal and phoenixes ? You have a chance to say it again. Mutal just flying around so tell me high apm for what ? Talk about phoenix with graviton beam, it's call high apm dude.
woody60707
Profile Joined November 2010
United States1863 Posts
December 04 2010 22:16 GMT
#2245
I think the nerf to FG comes in part from air units clumping. FG was never meant to lock down your whole army, or even a most of it. 6-8 MM's or 1-2 thors (3 if you were lucky) for Terran. Same with lots/stalkers, zerg, ect.

Just the DOT (damage over time) is crazy powerful when landed on that tight ball of 16+ mutas/Phoenixes.

Now maybe the nerf goes to far with all units. Limit FG to 4-5 air units maybe would be better.
SeRenExZerg
Profile Blog Joined August 2010
United States401 Posts
December 04 2010 22:20 GMT
#2246
can someone explain how the attack priority works with Phoenix? I never quite understood it.

I just played a game on PTR where i made my push with banshee/marine against phoenix/stalker/zealot and even though i had a 20 food larger army, i notice the phoenixes were taking almost no damage and just obliterated my banshees. I had to manually target fire with a small group of marines to get them to attack the phoenix.

Do ground units always take precedence over air units? i fear this threatens my banshee/hellion/raven/marine centric style because phoenixes absolutely demolish banshee/raven.

Thanks for the help!
One thing about deer: They have good vision. One thing about me: I am better at hiding than they are at vision.
TekKpriest
Profile Joined March 2010
308 Posts
December 04 2010 22:24 GMT
#2247
On December 05 2010 07:16 woody60707 wrote:
I think the nerf to FG comes in part from air units clumping. FG was never meant to lock down your whole army, or even a most of it. 6-8 MM's or 1-2 thors (3 if you were lucky) for Terran. Same with lots/stalkers, zerg, ect.

Just the DOT (damage over time) is crazy powerful when landed on that tight ball of 16+ mutas/Phoenixes.

Now maybe the nerf goes to far with all units. Limit FG to 4-5 air units maybe would be better.



Zerg has to spread Mutas vs Thors etc.


So tell me why dont terran spread his units? if a fungal stops a whole army, its the terrans fault not the "OP" FUNGAL...
A Man chooses, a slave obeys
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
December 04 2010 22:24 GMT
#2248
On December 05 2010 07:13 hitman133 wrote:
Show nested quote +
On December 05 2010 06:41 Alpina wrote:
On December 05 2010 06:13 hitman133 wrote:
lol, Zerg QQ about infestor can't FG, make dropship even better. So why they don't think about mutalisk harass is the most annoying thing in the game? dropship require much more skill in multitasking than control a group of mutal flying around


What? Explain me please what exactly skill does using medivacs require? Queue drop to enemy expansion? Yeah that's very good skil toi have.

You obviously didn't play zerg, cause you should know that mutas require decent amount of apm.


You're not just drop a bunch of marauders down and leave it there, you need to look out for the enemy when they coming to load up all the marauders to run on time and still do maximum damage.

Lol compare the APM between mutal and phoenixes ? You have a chance to say it again. Mutal just flying around so tell me high apm for what ? Talk about phoenix with graviton beam, it's call high apm dude.


You think pressing G and clicking something is high apm?

Muta harass is more apm demanding mainly because it's an attention sink. Think about your typical counters to mutas - thors, marines, stalker. They will be what you face as mutas 90% of the time. Thors have a range as long as your sight range pretty much, which means if you can see it, you're getting hit. Similar situation with stalkers, the blink + attack range is about the range of your sight, so you'll get hit if you see it. All of this translates into constantly watching your mutas or they'll die.
Think about what you're facing as phoenixes - queens, hydras, marines?
All of them have mediocre range, and the queen is pretty much like a spore crawler. Not to mention phoenixes are faster and have more hp. Keeping your phoenixes alive while harassing is 10x easier and less apm demanding than keeping mutas alive and harassing.
We spend our youth attaining wealth, and our wealth attaining youth.
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
December 04 2010 22:25 GMT
#2249
On December 05 2010 07:20 SpooN) wrote:
can someone explain how the attack priority works with Phoenix? I never quite understood it.

I just played a game on PTR where i made my push with banshee/marine against phoenix/stalker/zealot and even though i had a 20 food larger army, i notice the phoenixes were taking almost no damage and just obliterated my banshees. I had to manually target fire with a small group of marines to get them to attack the phoenix.

Do ground units always take precedence over air units? i fear this threatens my banshee/hellion/raven/marine centric style because phoenixes absolutely demolish banshee/raven.

Thanks for the help!


AFAIK, units will prioritize units that can hurt them. Marines won't choose any AtA target unless there's no AtG or GtG unit nearby. Same for air units - phoenix won't target banshees if there are vikings in range.
aka Siyko
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
December 04 2010 22:27 GMT
#2250
On December 05 2010 07:24 TekKpriest wrote:
Show nested quote +
On December 05 2010 07:16 woody60707 wrote:
I think the nerf to FG comes in part from air units clumping. FG was never meant to lock down your whole army, or even a most of it. 6-8 MM's or 1-2 thors (3 if you were lucky) for Terran. Same with lots/stalkers, zerg, ect.

Just the DOT (damage over time) is crazy powerful when landed on that tight ball of 16+ mutas/Phoenixes.

Now maybe the nerf goes to far with all units. Limit FG to 4-5 air units maybe would be better.



Zerg has to spread Mutas vs Thors etc.


So tell me why dont terran spread his units? if a fungal stops a whole army, its the terrans fault not the "OP" FUNGAL...


Ok, it is nigh on impossible to spread your units 100% of the time with SC2 engine. Try spreading roach hydra all the time, because you can't possibly spread it quick enough before you get hit by a 9 range fungal.
WeMade FOX would be a deadly SC2 team.
ghostnuke1234
Profile Joined April 2010
164 Posts
December 04 2010 22:29 GMT
#2251
On December 05 2010 06:41 andrewwiggin wrote:
LOL. yeah I don't get it.

This isn't even a live patch, and zerg are just QQing all over the place..


I hope they realise soon that EVERY OTHER race didn't get the 'oh, this is just a test first patch' when they got nerfed -__-



Yeah, I know! The QQ by Z players is almost embarassing, given that Blizzard is testing this balance first before going live with it.

Terran and Protoss nerfs happened live and there was no chance to test it. Really, some of the Z players should just test it out first before whining all over the forums.
SilentCrono
Profile Blog Joined March 2010
United States1420 Posts
December 04 2010 22:30 GMT
#2252
-- Bunker

Build time decreased from 35 to 30.

WTF
♞ Your soul will forever be lost in the void of a horse. ♞
lowercase
Profile Joined September 2010
Canada1047 Posts
December 04 2010 22:34 GMT
#2253
On December 05 2010 07:30 SilentCrono wrote:
-- Bunker

Build time decreased from 35 to 30.

WTF

Free defensive structures that build in 30 seconds!

Ya, I think this one is retarded, but we'll see what the reasoning is.
That is not dead which can eternal lie...
ghostnuke1234
Profile Joined April 2010
164 Posts
December 04 2010 22:35 GMT
#2254
On December 05 2010 00:54 Ulthran.steve wrote:
Though FG nerf almost certainly must mean a hydra buff...and a big one at that...maybe back to 90 hp or 5 bonus damage vs light air.Thoughts?


I don't think so. Zerg already has the best late game now. TvsZ lategame is a joke - it's a guaranteed Zerg victory when it gets to lategame. Blizzard will only nerf Zerg lategame after the infestor nerf, not buff it.
hitman133
Profile Joined October 2010
United States1425 Posts
December 04 2010 22:36 GMT
#2255
On December 05 2010 07:24 AssuredVacancy wrote:
Show nested quote +
On December 05 2010 07:13 hitman133 wrote:
On December 05 2010 06:41 Alpina wrote:
On December 05 2010 06:13 hitman133 wrote:
lol, Zerg QQ about infestor can't FG, make dropship even better. So why they don't think about mutalisk harass is the most annoying thing in the game? dropship require much more skill in multitasking than control a group of mutal flying around


What? Explain me please what exactly skill does using medivacs require? Queue drop to enemy expansion? Yeah that's very good skil toi have.

You obviously didn't play zerg, cause you should know that mutas require decent amount of apm.


You're not just drop a bunch of marauders down and leave it there, you need to look out for the enemy when they coming to load up all the marauders to run on time and still do maximum damage.

Lol compare the APM between mutal and phoenixes ? You have a chance to say it again. Mutal just flying around so tell me high apm for what ? Talk about phoenix with graviton beam, it's call high apm dude.


You think pressing G and clicking something is high apm?

Muta harass is more apm demanding mainly because it's an attention sink. Think about your typical counters to mutas - thors, marines, stalker. They will be what you face as mutas 90% of the time. Thors have a range as long as your sight range pretty much, which means if you can see it, you're getting hit. Similar situation with stalkers, the blink + attack range is about the range of your sight, so you'll get hit if you see it. All of this translates into constantly watching your mutas or they'll die.
Think about what you're facing as phoenixes - queens, hydras, marines?
All of them have mediocre range, and the queen is pretty much like a spore crawler. Not to mention phoenixes are faster and have more hp. Keeping your phoenixes alive while harassing is 10x easier and less apm demanding than keeping mutas alive and harassing.


*palmface*
Sorry I have no more word to explain to you. Just try to play phoenix, lift up a tiny little zerglings, hydras, queen, micro when flying around mutal. Then you'll see.
Tuczniak
Profile Joined September 2010
1561 Posts
December 04 2010 22:36 GMT
#2256
Blizz is clearly joking. It has to be....
Carras
Profile Joined August 2010
Argentina860 Posts
December 04 2010 22:37 GMT
#2257
someone explain ultralisk change plz!
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
December 04 2010 22:38 GMT
#2258
On December 05 2010 07:30 SilentCrono wrote:
-- Bunker

Build time decreased from 35 to 30.

WTF


SCV construction movement made more consistent.


In other words, a little bit of a nerf. Once people learn the patterns, they'll be able to easily take out SCVs while they're constructing the bunkers.

That's probably the logic behind the bunker build time decrease, even if it is just temporary.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
December 04 2010 22:41 GMT
#2259
Anyone else excited about the new map? Looks frickin' badass. Possible issues for zerg because it looks a tad cramped though.
JL_GG
Profile Joined March 2010
Canada249 Posts
December 04 2010 22:41 GMT
#2260
== how am i supposed to deal with medivac drops now w/o fungal growth
and roach hydra infestor vs muta ling baneling also doesn't work now zomg
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