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Patch 1.2.0 on PTR - Page 114

Forum Index > SC2 General
Post a Reply
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DarkRise
Profile Joined November 2010
1644 Posts
Last Edited: 2010-12-04 22:43:45
December 04 2010 22:43 GMT
#2261
Didn't bunker build time increased last patch because bunker rush was so good?
also with the new trend with 2 rax scv rush
CruelZeratul
Profile Joined May 2010
Germany4588 Posts
December 04 2010 22:46 GMT
#2262
"-- Bunker

Build time decreased from 35 to 30.

This is only a temporary change for the patch 1.2.0 PTR."

Temporary guys...
Asshat
Profile Joined September 2010
593 Posts
December 04 2010 22:46 GMT
#2263
On December 05 2010 07:34 lowercase wrote:
Show nested quote +
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.


They aren't free for as long as you need them.
Onioncookie
Profile Joined May 2010
Germany624 Posts
December 04 2010 22:49 GMT
#2264
On December 05 2010 07:46 CruelZeratul wrote:
"-- Bunker

Build time decreased from 35 to 30.

This is only a temporary change for the patch 1.2.0 PTR."

Temporary guys...


This , sure they test things but fungal will stay T_T
rift
Profile Blog Joined September 2007
1819 Posts
December 04 2010 22:49 GMT
#2265
On December 05 2010 07:04 N0cturnal wrote:
yeesh cmon blizz, I made this icon in like 5 mins

[image loading]


How many points do you have?
NeonGenesis
Profile Joined September 2005
Norway260 Posts
December 04 2010 22:50 GMT
#2266
Why is Blizzard hating on Flux Veins? Taking it out of the game sounds really extreme. Did it make the Void Ray imbalanced?
It's all good. I just want rainbows, unicorns and machine guns. -Sundance DiGiovanni
Slunk
Profile Blog Joined February 2010
Germany768 Posts
December 04 2010 22:52 GMT
#2267
On December 05 2010 07:50 NeonGenesis wrote:
Why is Blizzard hating on Flux Veins? Taking it out of the game sounds really extreme. Did it make the Void Ray imbalanced?


Team games propably. There is allways some protoss in a team who just gets a huge cloud of speed voidrays.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
December 04 2010 22:54 GMT
#2268
On December 05 2010 07:50 NeonGenesis wrote:
Why is Blizzard hating on Flux Veins? Taking it out of the game sounds really extreme. Did it make the Void Ray imbalanced?


Seems to me they want the role of the vr to change. Apparently removing FV is part of whatever niche they want it to fit in.
DarkRise
Profile Joined November 2010
1644 Posts
Last Edited: 2010-12-04 22:56:22
December 04 2010 22:54 GMT
#2269
On December 05 2010 07:50 NeonGenesis wrote:
Why is Blizzard hating on Flux Veins? Taking it out of the game sounds really extreme. Did it make the Void Ray imbalanced?


well they have 20% massive bonus damage
which means toss will be more powerful late game against terran and to think toss was so good late game
also with phoenix time build decrease this pretty much seal the air superiority of toss
more damage to thors/bc
`Zapdos
Profile Blog Joined November 2010
United States935 Posts
December 04 2010 22:56 GMT
#2270
On December 05 2010 07:54 The KY wrote:
Show nested quote +
On December 05 2010 07:50 NeonGenesis wrote:
Why is Blizzard hating on Flux Veins? Taking it out of the game sounds really extreme. Did it make the Void Ray imbalanced?


Seems to me they want the role of the vr to change. Apparently removing FV is part of whatever niche they want it to fit in.


It's because of ZvP mostly. If you've watched Kiwikaki's late game play he usually gets mass voidrays with flux veins and I've yet to see a single zerg player beat them. They're just too fast for zerg units even with creep because zerg air units can't attack them and the way they balance this out so zerg isn't op is they took air fungal out of the picture. It was an attempt to balance late game zvp i think =.=
www.twitch.tv/thezapdos come watch me :]
ascoe
Profile Blog Joined June 2010
Korea (South)133 Posts
Last Edited: 2010-12-04 23:02:27
December 04 2010 23:01 GMT
#2271
On December 05 2010 06:48 Robellicose wrote:
As a toss, I'm all smiles. I also happen to agree with the fungal growth nerf, which will probably get me some hate. It gate a ground only army the ability to straight up kill harassing air units with very time for them to micro away out of danger. Neither of the other races had this ability - you have plenty of time to run away with mutas against blinkstalkers and against marines (you may lose a few) but losing your whole harass group because of one spell was nightmarish.

What? Every race has spells that limit micro - Forcefield, Concussive Shell, and Fungal. When infestors are out, you can't harass as effectively with phoenixes. Can you harass a terran w/ phoenix once thors are out? No way.

The infestor made going ground viable against mass air.

Air harass doesn't need to be strong enough to win you the game, it just needs to do some damage. There's always going to be a ground unit/ spell caster that owns air plays completely, you can't expect phoenixes to be infinitely harassing.
Suerte
Profile Joined July 2010
United States117 Posts
December 04 2010 23:03 GMT
#2272
To everyone complaining about the Phoenix and Fungal relationship... Have you all not thought about how barren ZvZ has become of mutas? Literally a few infestors or 1 infestor and a few hydras can completely shut down any muta harass. Isn't it just as logical they wanted muta harass to be a potential in ZvZ? I can't remember the last time I saw mutas used in a ZvZ because the instant an infestor comes into play they're a waste of money.

I feel the point of the phoenix build time reduction was a case of having to go robo, scout that mutas/banshee-marine-tank-raven push coming and the time it takes to get out a few phoenixes to deal with it is a very small window where you are completely helpless. Personal opinion of course
Lobsang
Profile Joined April 2010
Germany34 Posts
December 04 2010 23:04 GMT
#2273
On December 05 2010 07:27 whitelynx wrote:
Show nested quote +
On December 05 2010 07:24 TekKpriest wrote:
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.


And don't forget that

1. most times you have to spread a huge army (Marauders/Marines/Medivacs/Vikings/Raven), not just a few units.
(you have to do this constantly since MMM will clump together pretty fast with your next attack order)

2. the Infestors will most likely not come alone, usually there are lings and blings incoming at the same time so you also have to take positioning vs the blings into account (like marauders in front)

While spreading the Vikings alone isn't that big of a deal, coping with blings at the same time is almost impossible.

While I understand Zergs concern with fighting Toss air units, the cost effectiveness of one spell is too much for my taste if Toss/Terran makes a simple mistake.

Sure, in Muta vs Thor/Templar you also have to spread your units, but if you retreat instantly it hurts but doesn't kill all of them.
Carras
Profile Joined August 2010
Argentina860 Posts
December 04 2010 23:06 GMT
#2274
if u cant fungal phoenixes the ZvP wil be complely broken..
SYFO
Profile Joined November 2010
United States9 Posts
December 04 2010 23:08 GMT
#2275
why can we still not host replays for multiple people??

or join a 2player map with 5 in the party?

these seem like such easy things to add.....
2400 diamond 1v1 random player, favoring Zerg
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
Last Edited: 2010-12-04 23:10:48
December 04 2010 23:09 GMT
#2276
On December 05 2010 08:01 ascoe wrote:
Show nested quote +
On December 05 2010 06:48 Robellicose wrote:
As a toss, I'm all smiles. I also happen to agree with the fungal growth nerf, which will probably get me some hate. It gate a ground only army the ability to straight up kill harassing air units with very time for them to micro away out of danger. Neither of the other races had this ability - you have plenty of time to run away with mutas against blinkstalkers and against marines (you may lose a few) but losing your whole harass group because of one spell was nightmarish.

What? Every race has spells that limit micro - Forcefield, Concussive Shell, and Fungal. When infestors are out, you can't harass as effectively with phoenixes. Can you harass a terran w/ phoenix once thors are out? No way.


Forcefield and concussive shells also only apply to ground units so I'm not sure what point you're making here? They didn't remove fungal, they just made it in line with those abilities.
stumpster
Profile Joined September 2009
United States67 Posts
December 04 2010 23:10 GMT
#2277
Instead of making it so that FG just didn't hit air units at all, I would've preferred to see a change to make it a 'traveling' spell (like EMP in SC1). That way, unless cast at a close range, the spell would be able to be dodged.

Oh well, hopefully it doesn't turn out as bad as this thread makes it out to be.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
December 04 2010 23:12 GMT
#2278
hmm... they should change hive to require spire...not infestor pit, as infestors are crap now. - -
Twitter: @zhurai | Site: http://zhurai.com
woody60707
Profile Joined November 2010
United States1863 Posts
December 04 2010 23:16 GMT
#2279
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...


I'm sorry. I never meant to imply that one FG ever locked down a whole army (unless it was a small army) As for the thor, it was OP vs mass mutas before everyone knew about the magic box due to the clumping of air units. I don't a similar trick being possible for FG.

As I said, I don't believe Blizz wanted 1 infester to be able to lock down a whole (air or ground) army with 1 FG. Now 3-4 infester can lock down a whole army with FG. Which is why I said limit FG to 4-5 air units maybe would be better. I don't know if this is possible with the SC2 engine tho.
Deleted User 108965
Profile Blog Joined September 2010
1096 Posts
December 04 2010 23:18 GMT
#2280
On December 05 2010 08:06 Carras wrote:
if u cant fungal phoenixes the ZvP wil be complely broken..


i think that is a bit of an overreaction good sir
Disciple....Top 3 control in Clarion County
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