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Patch 1.2.0 on PTR - Page 117

Forum Index > SC2 General
Post a Reply
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mythosmc
Profile Joined October 2010
United States4 Posts
Last Edited: 2010-12-05 00:44:18
December 05 2010 00:43 GMT
#2321
I don't think that will be the real master league logo... check this out (from reddit.com)

[image loading]

Piski
Profile Blog Joined April 2010
Finland3461 Posts
December 05 2010 00:43 GMT
#2322
On December 05 2010 09:31 Qikz wrote:
Show nested quote +
On December 05 2010 09:28 blade55555 wrote:
On December 05 2010 09:26 Grond wrote:
On December 05 2010 09:13 yamato77 wrote:
Yes, Fungal growth was great for denying the harass, but did you ever consider that it was perhaps too good at it? Blizzard may have.


This is probably the case. Shutting down harass by leaving just 1 unit at each expo is pretty strong.


Yeah but now it leaves zerg with only going Muta which is retarded. Forces muta every game zvt now otherwise terran drop ships will just dominate a zerg.


It doesn't really force muta. I can't think of a single TvZ I've ever played where the zerg doesn't go mutas. I haven't even seen a GSL/MLG game where the zerg doesn't go mutas.

Well maybe you should check them again because there were :o Personally I prefer mutas but I liked the option to do something else
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
December 05 2010 00:43 GMT
#2323
On December 05 2010 08:57 positron. 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...


Yea sure. Spreading mutas means don't focus fire. Just fly over and hit s. I am sure that take lots of micro. Don't even compare that to spreading marines against bling. There are about 200000 ppl who can spread mutas and about 200 who can spread marines well enough for it to be effective.


Lol what you on about, spreading marines is easy. I have the worse micro and also a Z player and I managed to do it within a few games as T. Admittedly i'm no Foxer, but so long as your rines are standing in clumps of (2-3 even 4 breaks even) the banes becomes inefficient.

You just have to know when you should bother spreading, and when the marines are as good as dead and go back to base and macro instead of wasting apm.
nitesoul
Profile Joined November 2010
Canada71 Posts
December 05 2010 00:43 GMT
#2324
so infested terran is pretty much useless now.....
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2010-12-05 00:46:30
December 05 2010 00:44 GMT
#2325
Maybe they wanted to stop this stupid muta massing garbage shit in ZvP where you're completly screwed if he gets map control, gets expansions and his critical fucking muta ball of doom while your running like a chicken from one base to the other to deny harass?
Oh boi oh boi, to the infestor vs air thingy.
Tell me now honestly, when did you last saw an infestor @ PvZ?
Even if there were many phoenix, most of the zergs build 2 spores per hatch and an additional queen.
In an actual battle involving corrupters / hydras, they(phoenix) plain out suck (mc vs july last example lol.)

And in ZvT, be honest, how many infestors did we so preventing drops in the past? Gsl1 Fd?`Lol
It was nearly always mutas, how many infestors did you see anyway in ZvT?
I didn't see much, leenock did, but it failed hard lol.
wat
anderkas
Profile Joined October 2010
United States86 Posts
December 05 2010 00:52 GMT
#2326
Cool. I don't know about the pylon thing, since it doesn't stop barrack wall-ins, which accomplishes much of the same thing.

And eww at the map. Looks like jungle basin.
There's a base in my base!
ReasoN-
Profile Joined April 2010
Germany145 Posts
Last Edited: 2010-12-05 00:55:57
December 05 2010 00:55 GMT
#2327
short Question

In the first post you see a screenshot with the csutomkeyfeature.

What do you can change in the option "global" ?
BleaK_
Profile Joined November 2010
Norway593 Posts
December 05 2010 00:56 GMT
#2328
• Fixed an issue where Larva could produce units by holding down hotkeys.

Anyone noticed this?
Stijn
Profile Joined October 2010
Netherlands363 Posts
December 05 2010 00:56 GMT
#2329
On December 05 2010 09:52 anderkas wrote:
Cool. I don't know about the pylon thing, since it doesn't stop barrack wall-ins, which accomplishes much of the same thing.

And eww at the map. Looks like jungle basin.

You'll always be able to wall off, or the whole area around the ramp bottom would have to be unbuildable. And even then you could probably build stuff around that. It's good that at least it's a bit more expensive now, and costs as much for Protoss as for Terran (300 minerals)
http://www.fuzic.nl - Up-to-date viewer numbers for Starcraft 2 live streams
pezit
Profile Joined October 2010
Sweden302 Posts
December 05 2010 00:57 GMT
#2330
On December 05 2010 05:40 Dente wrote:
Show nested quote +
On December 05 2010 05:38 FrankWalls wrote:
protoss are FORCED to either build observers or build a forge and then cannons, while a terran player already has the means to scan from the OC and isnt forced to build missile turrets


Send 1 DT. *scan*. Send the second DT. Oh shit...


Terran player: build one turret at the entrance of your base, safe!

Protoss player: build cannons spread out all over the base because banshees can enter from every single direction.

See the difference there? Then add to that the scan if you want to push out, the fact that DT's is a semi all-in with it's terrible tech path, while the banshee transitions smoth as silk to viking or medivac or raven or a motherf'ing BC if you're feeling like a boss. Banshees can also kite, they escape easier when spotted.... I can keep going on why these units are so far apart it's not even funny.

Sorry for going OT i might get banned or whatever but i'm so tired of this comparison, it's just so unfair to protoss to tell them to "try new things" while being completely ignorant of their problems.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
December 05 2010 00:58 GMT
#2331
I don't get why they made such "major" changes rather than trying to just tweak things.
It seems like they don't like the way the game is going in many ways at the moment, and want to fix that rather than balance the game broadly around what we have at the moment.
HOLY CHECK!
ClanRH.TV
Profile Joined July 2010
United States462 Posts
December 05 2010 01:06 GMT
#2332
Fungal growth is the biggest nerf of the entire patch. It will change everything in ZvZ and ZvP for the worst...
"Don't take life too seriously because you'll never get out alive."
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
December 05 2010 01:07 GMT
#2333
On December 05 2010 09:57 pezit wrote:
Show nested quote +
On December 05 2010 05:40 Dente wrote:
On December 05 2010 05:38 FrankWalls wrote:
protoss are FORCED to either build observers or build a forge and then cannons, while a terran player already has the means to scan from the OC and isnt forced to build missile turrets


Send 1 DT. *scan*. Send the second DT. Oh shit...


Terran player: build one turret at the entrance of your base, safe!

Protoss player: build cannons spread out all over the base because banshees can enter from every single direction.

See the difference there? Then add to that the scan if you want to push out, the fact that DT's is a semi all-in with it's terrible tech path, while the banshee transitions smoth as silk to viking or medivac or raven or a motherf'ing BC if you're feeling like a boss. Banshees can also kite, they escape easier when spotted.... I can keep going on why these units are so far apart it's not even funny.

Sorry for going OT i might get banned or whatever but i'm so tired of this comparison, it's just so unfair to protoss to tell them to "try new things" while being completely ignorant of their problems.


Cause it's not like Dark Templar can be carried in Warp Prisms, or warped-in with them, amirite?

I do agree DTs are awkwardly positioned in the tech tree, but 'entering the base' isn't really any different.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
anderkas
Profile Joined October 2010
United States86 Posts
December 05 2010 01:07 GMT
#2334
On December 05 2010 09:56 Stijn wrote:
Show nested quote +
On December 05 2010 09:52 anderkas wrote:
Cool. I don't know about the pylon thing, since it doesn't stop barrack wall-ins, which accomplishes much of the same thing.

And eww at the map. Looks like jungle basin.

You'll always be able to wall off, or the whole area around the ramp bottom would have to be unbuildable. And even then you could probably build stuff around that. It's good that at least it's a bit more expensive now, and costs as much for Protoss as for Terran (300 minerals)

I was assuming that it would work a lot like a spine crawlers, where small units can always sneak in between.


Just saw the fg thing. That's stupid. Especially at high level this will be horrible for stopping drops, banshees, and other air play as zerg, which is already pretty questionable.
There's a base in my base!
TheBird
Profile Joined November 2010
United States6 Posts
December 05 2010 01:07 GMT
#2335
anyone having trouble with the map preferences?

i keep getting this
[image loading]

restarting the game didn't do anything

not too big a deal, just weird
H0i
Profile Joined October 2010
Netherlands484 Posts
Last Edited: 2010-12-05 01:10:12
December 05 2010 01:09 GMT
#2336
On December 05 2010 09:33 pure.Wasted wrote:
Want a Protoss's feedback on this... my impression of Observer issues was that the issue was never the cost, but rather finding the time to squeeze them in between the much-needed first Immo, and the whole slew of Colossus you'll be pumping out after that. Sure, you'll find time for one, but eventually it'll die and you'll need a replacement.

Does 25 gas reduction really change anything?


It changes something but it does not change the fact that you need to get a robo bay always, just to get detection.

A better thing would be the current change to the observer, and an observatory for 100/50 available after cyber core. This means not going robo but getting observers is cheaper, and going robo and observers a bit more expensive but it pays off because you can use the robo to make immortals/colossi instead of observers.
yzw1988
Profile Joined July 2010
United States10 Posts
December 05 2010 01:09 GMT
#2337
map preferences is broken, I hate this as a zerg.
ClanRH.TV
Profile Joined July 2010
United States462 Posts
December 05 2010 01:10 GMT
#2338
On December 05 2010 09:44 Elefanto wrote:
Maybe they wanted to stop this stupid muta massing garbage shit in ZvP where you're completly screwed if he gets map control, gets expansions and his critical fucking muta ball of doom while your running like a chicken from one base to the other to deny harass?
Oh boi oh boi, to the infestor vs air thingy.
Tell me now honestly, when did you last saw an infestor @ PvZ?
Even if there were many phoenix, most of the zergs build 2 spores per hatch and an additional queen.
In an actual battle involving corrupters / hydras, they(phoenix) plain out suck (mc vs july last example lol.)

And in ZvT, be honest, how many infestors did we so preventing drops in the past? Gsl1 Fd?`Lol
It was nearly always mutas, how many infestors did you see anyway in ZvT?
I didn't see much, leenock did, but it failed hard lol.


Clearly you don't play Starcraft 2....Anytime a Protoss would get pheonix and a zerg had muta's you would see infestor. The last part of your statement is unreadable btw.
"Don't take life too seriously because you'll never get out alive."
Silidons
Profile Blog Joined September 2010
United States2813 Posts
December 05 2010 01:11 GMT
#2339
On December 05 2010 09:28 blade55555 wrote:
Show nested quote +
On December 05 2010 09:26 Grond wrote:
On December 05 2010 09:13 yamato77 wrote:
Yes, Fungal growth was great for denying the harass, but did you ever consider that it was perhaps too good at it? Blizzard may have.


This is probably the case. Shutting down harass by leaving just 1 unit at each expo is pretty strong.


Yeah but now it leaves zerg with only going Muta which is retarded. Forces muta every game zvt now otherwise terran drop ships will just dominate a zerg.

don't act like you didn't go muta every game
"God fights on the side with the best artillery." - Napoleon Bonaparte
ReasoN-
Profile Joined April 2010
Germany145 Posts
Last Edited: 2010-12-05 01:12:58
December 05 2010 01:12 GMT
#2340
When i start Starcraft 2 just nothing happens. It's loading and then I'm in the loginscreen. Like if theres no patch.

help plz
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