Patch 1.2.0 on PTR - Page 122
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LilClinkin
Australia667 Posts
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Darhaja
United States108 Posts
On December 05 2010 12:50 avilo wrote: lol clicking F on a unit which then gets paralyzed and loses health isn't exactly the most skillful thing you can do in this game. It's actually very easy to do. Whenever you do see a fungal go off like that on a Dship, it's 100% loss to the Terran, and the only cost to the Z is basically 75 nrg on his infestor...yeah...you can see why that's a problem can't you? Yeah and marines that are ranged do 6 dmg vs a zerglings 5 and zerglings are melee soo, you can see why thats a problem to.. OH WAIT. | ||
Grond
599 Posts
On December 05 2010 13:02 PrinceXizor wrote: thats complete nonsense though, why would they affect 2 completely separate matchups just because void speed was removed, was there a group of people using speed voids to counter infestors? why. I'm going to have to go with the other poster that opined FG was nerfed because it was too good. | ||
blade55555
United States17423 Posts
On December 05 2010 13:04 frucisky wrote: Agreed. Zerg now is forced to go mutas. But the thing is, rarely do I see any ZvT where zerg goes anything other than muta/ling/bling + roach anyways. Reason? Hydras suck and roaches get owned by marauders. Also, infestors will not give you the map control to defend from drops. The problem is thus, not this new change, but something more fundamental about ZvT. Also, I don't really understand why you say mutas get less effective as the game goes later on. Its actually the opposite imo because the large cloud of mutas you see late game can wreck bases and start magic boxing thors with minimal losses. And as more and more mutas accumulate it become very hard for the terran to defend. I don't see how people can say that T has a direct way to handle mutalisks. Marines gotta stim and run around, thors will just get magic-boxed and turrets will eventually die even with repair. Because once upgrades start hitting for terran's marines they start eating muta's up like their nothing. Even though you could get upgrades as muta's but its hard to want to spare the gas to get upgrades for ground + air and having a good amount of muta/ling/baneling. So sure if you can keep your muta numbers at a high level and terran's letting you do it while having 4 bases then its not a problem. But against aggressive terrans its hard to keep muta numbers up. Also another thing this well effect is vs banshee play. Can't uncloak them anymore with fungels (which have saved my ass quiet a few times actually). But I have seen plenty of zergs not go muta's or only make a handful of muta's but dont' focus on it like Idra. | ||
Dragar
United Kingdom971 Posts
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MindRush
Romania916 Posts
Harvesting units no longer avoid enemy units. what does that mean ? | ||
hitman133
United States1425 Posts
On December 05 2010 11:18 BloodreaveZ wrote: Yep, larva stack mechanic is pretty broken. Real reason why no other race can keep up with Zerg macro. If they have extra hatches its fine, but a cap of 19 larva per hatch? Wtf seriously. Yes, seriously, and they can switch tech to response correctly and instantly. Like I have stalkers,zealots,sentries, to colo, then HT also Voidrays, everythings took a lot of time to build up when he didn't take more than 1' to response right away. | ||
PrinceXizor
United States17713 Posts
On December 05 2010 13:04 PartyBiscuit wrote: Building life: Increase + Medivac: Slowed down in the previous patch stopped drops. There is almost no situation in which going muta/bling is not enough to stop drop ships especially with ovvie/creep spread to actually spot the drops...infestors were just an add on to stop MMM. you aren't really understanding what infestors meant for ZvT. infestors could be used instead of mutalisks. and using lings and creep for control of the map instead. you can expand faster with infestors than with mutas. it's just alot less effective to go infestor than muta vs a 1 basing terran. | ||
aurum510
United States229 Posts
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Exe_adrian
46 Posts
Fungal Growth no longer affects air units. Ok, how do we counter Muta's in ZvZ now? Hydra's can't catch mutas without fungal growth ... I guess Baneling Wars will be over and Muta Wars will begin. | ||
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Zelniq
United States7166 Posts
cant mineral walk through enemy units anymore. means scouting workers cant run through zealot or other blocks, workers cant escape from an enemy worker surround by right clicking minerals, and maybe most importantly workers for defense cannot gain a good position by mineral walking past the enemy units | ||
Skyze
Canada2324 Posts
On December 05 2010 11:13 Lonyo wrote: If only protoss had an anti-air unit which was faster than mutalisks and could kite them, theoretically killing an infinite number with only one of that unit. lol good luck using that one phoenix vs infinite mutas in a REAL game.. hell, 3 phoenix cant even beat 7 muta unless the muta user is retarded. My response to your stupid post is this ; Too bad protoss didnt have a unit that spreads pylon power, and heals units for massive health instantly, along with injecting gateways with more warping power... ALL for 150 minerals! | ||
ch33psh33p
7650 Posts
On December 05 2010 13:47 Skyze wrote: lol good luck using that one phoenix vs infinite mutas in a REAL game.. hell, 3 phoenix cant even beat 7 muta unless the muta user is retarded. My response to your stupid post is this ; Too bad protoss didnt have a unit that spreads pylon power, and heals units for massive health instantly, along with injecting gateways with more warping power... ALL for 150 minerals! Erm? What are you on? 3 Phoenixes will DESTROY 7 mutas unless the Phoenix user is retarded. | ||
Mojeca
United States46 Posts
On December 05 2010 13:46 Zelniq wrote: cant mineral walk through enemy units anymore. means scouting workers cant run through zealot or other blocks, workers cant escape from an enemy worker surround by right clicking minerals, and maybe most importantly workers for defense cannot gain a good position by mineral walking past the enemy units I'm curious as to if we will see scouting probes trying to disrupt the pathing of their opponents mining. Or do you think that using probes for a surround on the scout will become more popular because it cant escape. | ||
wintergt
Belgium1335 Posts
My only concern is that protoss air might become too dominant. (and yes I'm playing protoss atm, just want to see a balanced game) | ||
Holy.BR
Brazil67 Posts
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blade55555
United States17423 Posts
On December 05 2010 13:59 wintergt wrote: I'd love to see how the fungal change will play out. I saw guinea pig (I believe?) lose a game because his phoenixes got fungal'd just once, and they all died right there. So I can understand this change. It might also give terran a chance vs zerg lategame. Right now, terran lategame vs zerg is pretty much 100% loss. Zerg can usually already see the whole map with creepspread so drops don't come out of nowhere, and fungals counter them hardcore. With this change terran might have a chance? We'll have to see. My only concern is that protoss air might become too dominant. (and yes I'm playing protoss atm, just want to see a balanced game) think you need to watch GSL or something as terrans have been beating zerg late game. + Show Spoiler + (clide I believe game 1 vs leenok). Jinro 2-0 Moon and Jinro played super passive... | ||
Uncultured
United States1340 Posts
The stalkers kept attacking the PF. So, what then was the change with scv priority? I still have to manually target the scv's repairing the PF. | ||
teh_longinator
Canada725 Posts
Also, ZvZ is gonna be pretty lame tbh. | ||
numLoCK
Canada1416 Posts
On December 05 2010 13:46 Zelniq wrote: cant mineral walk through enemy units anymore. means scouting workers cant run through zealot or other blocks, workers cant escape from an enemy worker surround by right clicking minerals, and maybe most importantly workers for defense cannot gain a good position by mineral walking past the enemy units This makes me sad, it was such a fun thing to have ![]() And I don't see why they chose to remove it. Not like people were abusing it. | ||
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