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Patch 1.2.0 on PTR - Page 16

Forum Index > SC2 General
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MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
December 04 2010 02:39 GMT
#301
On December 04 2010 11:38 Nyx wrote:
Am I the only person who sees the ultralisk change?

It's going to buff the hell out of the ultra.


Only if they don't get cockblocked by zerglings and roaches still.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
ThE_ShiZ
Profile Joined August 2010
United States143 Posts
Last Edited: 2010-12-04 02:44:24
December 04 2010 02:39 GMT
#302
In BW, Corsairs had splash dmg and the ability to dweb ground structures/units. Phoenix lost the splash but gained kiting abilities instead. I'd say the corsair was much more annoying than the phoenix. a few corrupters can deal with phoenix quite well, and are also useful against colossi.

Good buffs for protoss, doesn't really effect pvt much, which i thought was the real problem. zvp was fine imo. I think a better buff wouldve been to make psi storm more accessible.

The fungal change looks interesting. I dont think dropships are the problem, mutas were much better at handling that, it's the phoenix. I guess Blizzard really wanted to give protoss a viable air opener vs zerg, like what sc1 had. Protoss ground did have trouble once collosi were gone.

EDIT: God forbid Zerg doesn't have the option of freezing entire armies of air units in place. Zerg has options of dealing with drophip play that are more practical than fungals. and with Phoenix, spores prevent their harassing options. hydra/corrupter should still be fine, or try to tech ultras. Mass/VR sair will be stronger vs corrupter play though.
Anaconda Malt Liquor makes you oooooo....
Suffo
Profile Joined March 2010
United States936 Posts
December 04 2010 02:39 GMT
#303
oh god.. inc mass pheonix all game vs toss now as zerg -.-
malphigian
Profile Joined September 2010
United States68 Posts
December 04 2010 02:39 GMT
#304
Just to play zerg optimist for a second, there are three changes here that may be beneficial to zerg:
-"Repairing SCVs now assume the same threat priority as the unit they’re repairing." -- very nice for countering thor rushes as you won't need to micro the slipknot, and this is likely to kill the scvs faster, right?

-"The Ultralisk’s arc-shaped damage area is now centered at the front of the Ultralisk instead of at its center." -- That's a pretty huge buff no? I mean, it's profoundly dumb that it was ever coming out of the center of that giant unit, their attack should be hitting way more now.

and:
"Creep will now spread evenly in all directions." -- I think this is a buff assuming it spreads at the same rate? Less sure about this one.
Lucius2
Profile Joined June 2010
Germany548 Posts
December 04 2010 02:39 GMT
#305
why is everyone complaining about the protoss air, july showed today in gsl that going corrupters instead of damn hydras works well.

and to the "z has no counters to phx anymore", i can just say: p still has no real counter to broodlords. blink doesnt work so well, if they are backed up by 200 roaches and getting blocked by the broodlings
Toxiferous
Profile Joined June 2009
United States388 Posts
December 04 2010 02:39 GMT
#306
So can I just never go muta vs a toss now? easily macro up the phoenix numbers and no fungal to kill them, at least buff corruptor speed to match phoenix so I have a viable way to go air. Thanks.

Also gonna be real fun attempting to stop multiple medivac drops around the map without fungal growth
lakritzc
Profile Blog Joined April 2010
Sweden164 Posts
December 04 2010 02:39 GMT
#307
Oh man, this patch is really too much to handle for my brain. Feels like a family member just died. ZvZ, what shalt becometh o' thee...
BHBITG https://www.youtube.com/channel/UCBBVLSgvd0y6gMZrvvequ0A Subscribe to my YouTube.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
December 04 2010 02:39 GMT
#308
Zergs might actually have to start using corrupters, their anti-air unit, against air now.
vyyye
Profile Joined July 2010
Sweden3917 Posts
Last Edited: 2010-12-04 02:40:59
December 04 2010 02:40 GMT
#309
On December 04 2010 11:38 Nyx wrote:
Am I the only person who sees the ultralisk change?

It's going to buff the hell out of the ultra.

No, I saw it. They'll be like they weer when the PF/ultra mega cleave bug was still in place, without the PF bug obviously if I understood it correctly.
God yes, really appreciated. Might even try using them versus protoss again (which hasn't worked at fucking all this last patch), but I'm skeptical. It'll be nice versus the few terrans who have quite a bit of mech in their play though, really fucking nice. Problem with the ultra is still the same though, they have a habit running around doing nothing behind everything else (similar to immortals, but worse...).
Cpadolf
Profile Joined August 2009
Sweden1199 Posts
December 04 2010 02:40 GMT
#310
On December 04 2010 11:38 MonsieurGrimm wrote:
Show nested quote +
On December 04 2010 11:37 Cpadolf wrote:
Clearly Terran needed help to be able to bunker rush easier. Obviously Fungal Growth can't affect air units, otherwise dropship harass would be too hard for Terran. Indeed very reasonable changes.


yeah cause hitting d and clicking places then pushing the front with your army is a lot harder than trying to deal with 5 different areas of attack at the same time


This was my point, yes.
Playguuu
Profile Joined April 2010
United States926 Posts
December 04 2010 02:40 GMT
#311
I'm wondering if they'll ever revert some of the previous zerg nerfs now. Like the queen speed, overlord speed nerf, infestor NP. Unfortunately blizzard has a way of over correcting their games instead of revisiting things they nerfed previously.

Can't wait to concede map control to protoss and terran since I can't stop drops or air harass without slow ass hydras.
I used to be just like you, then I took a sweetroll to the knee.
Deleted User 124618
Profile Joined November 2010
1142 Posts
Last Edited: 2010-12-04 02:41:23
December 04 2010 02:40 GMT
#312
On December 04 2010 11:37 Disastorm wrote:
I'm glad these changes are going on test server first so blizzard can see if they are appropriate. I'm guessing their analysis will reveal that Zerg will probably have no answer to phoenixes after this patch, and that mass phoenix into a decent ground army will be close to unbeatable.

However it is interesting to note that the bunker change was specifically marked as being ONLY intended for test server. Why would they purposely intend a change ONLY for test server, thats a bit odd?


95% of zerg responses, that I have seen, to protoss going for air power has been building a muta/corruptor-ball.

Zerg goes for corrupotors vs protoss air especially in GSL games.
TheAntZ
Profile Blog Joined January 2009
Israel6248 Posts
December 04 2010 02:40 GMT
#313
On December 04 2010 11:38 Nyx wrote:
Am I the only person who sees the ultralisk change?

It's going to buff the hell out of the ultra.


That change benefits zerg so we're all gonna ignore it and baww our eyes out about phoenixes now being invincible without playing a single game
sup
43084 | Honeybadger: "So july, you're in the GSL finals. How do you feel?!" ~ July: "HUNGRY."
Artisan
Profile Joined February 2010
United States336 Posts
December 04 2010 02:41 GMT
#314
On December 04 2010 11:35 travis wrote:
Show nested quote +
On December 04 2010 11:34 MonsieurGrimm wrote:
On December 04 2010 11:32 travis wrote:
On December 04 2010 11:30 Sfydjklm wrote:
On December 04 2010 11:20 travis wrote:
On December 04 2010 11:17 vyyye wrote:
What Blizzard is trying to tell me is that phoenix are now invincible? It's 100% impossible to kill them now, unless the protoss does something ridiculously stupid. Awesome, why the fuck was that necessary?
What if protoss learned to micro and spread their phoenix out to minimize fungal effect instead? I mean.. what the hell?

Other than obvious nice things like chat channels, I'm really not fond of the balancing. I don't get why they changed the void ray either, how was the speed upgrade in need of removal? Bunker build time again, why?

No, I don't get it.


what? how is it 100% impossible to kill them? they are JUST like mutas in how easy they are to kill.

u realize that to use gravitron whatever-the-fuck the protoss has to stop moving the phoenix right?


Just like mutas, except
Faster
More hp
Bigger range
Smaller attack cooldown

No counter in zerg army


u forgot to add *don't hit ground*
and
*shots dont bounce*
*costs 50% more gas*

since we are counting everything


pssst..... minerals not gas.

dont shoot me D:


yeah i fixed it lol

anyways, i DO suspect that protoss air will be OP vs zerg. and if they keep the fungal change they are def gonna need to buff hydra speed, no real reason not to


also, i have trouble agreeing with everyone saying mutalisk is going to dominate zvz now. i guess myabe it will... but for the cost doesn't hydra/roach beat muta/ling in headon collision? but i don't play z so it's something i'd like to hear from dem zergs


Muta's give map control and high mobility without being able to get a good fungal off and picking off the mutas they will just harass and stay away from your army tell they are ready to engage. The zerg with muta's will have map control and be able to expand hydras are to slow off creep and if the hydra zerg takes a lot of bases he will be spread to far apart allowing the mutas to harass and pick apart his economy.
Alou
Profile Blog Joined March 2010
United States3748 Posts
Last Edited: 2010-12-04 02:41:46
December 04 2010 02:41 GMT
#315
I'm worried about the fungal growth change. I've seen great plays against drops in ZvT, phoenixes in ZvP, and mutas in ZvZ. I'd hate to be a zerg without that ability to be honest.

But as a Protoss player, fuck yeah.
Life is Good.
wolfe
Profile Joined March 2010
United States761 Posts
December 04 2010 02:41 GMT
#316
Well well interesting to say the least. Toss is definitely a lot stronger now so hopefully it won't be as hard for them to recover after losing a few robo units, but at the same time they are going to be too strong in certain situations.

I love the FG changes yay vikings and medivacs. Sorry zergs about the incoming phoenix rape though I hope you guys pull through. Need a hydra off-creep speed upgrade eh?

----------------

Best part of the patch though. Chat channels. Hopefully that'll improve TL and BNet forums ever so slightly as people can vent their rage/QQ there.
Swift as the wind, felt before noticed.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
December 04 2010 02:41 GMT
#317
They should think about FG, like FG can hit air and ground but they don't fixe them but slow them like ensnare
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Cpadolf
Profile Joined August 2009
Sweden1199 Posts
December 04 2010 02:41 GMT
#318
On December 04 2010 11:39 lakritzc wrote:
Oh man, this patch is really too much to handle for my brain. Feels like a family member just died. ZvZ, what shalt becometh o' thee...


Wait, I just skimmed through the patch notes so I've probably missed something, but what is going to change ZvZ so fundamentally?
cannavaro
Profile Joined November 2010
Italy86 Posts
Last Edited: 2010-12-04 03:15:18
December 04 2010 02:41 GMT
#319
removed note about stalemate stuff to avoid confusion, I just misread a little thing.




Fungal Growth no longer affects air units.

Yay, every mirror's going to be either an early 1-base allin or mutas vs mutas, terran drops will be even stronger, protoss air is gonna be a nightmare, especially phoenix with their new build time.I also think that fungal growth was overpowered vs large clusters of air units since they bunch up so much.
A good implementation would imo be something like: "Hits every ground target in the target circle, but is applied to random 4 (number I think that would be fair) air units in the target circle. "




• Harvesting units no longer avoid enemy units.

Good: Can kill every scout that walks through your mineral line, but will only work for a short time until people stop to walk through it.
Bad: Defending vs 6/7 pool is gonna be a real pain in the ass.



• Fixed an issue where Larva could produce units by holding down hotkeys.

Yeah of course..fixed an issue. Was bugged like hell, yup yup.


edit: wth happened to my post after I wrote it in editor and c/p'ed it....fixing it up...
DoubleLariat
Profile Joined October 2010
Canada190 Posts
December 04 2010 02:41 GMT
#320
-_- I do not understand why people keep complaining about removing flux vanes and then ignore the fact that...


they got a 20% boost to massive.

Do you not understand that this means you now have great options against ultras (which eat just about every protoss unit), thors, and colossi? There is now a very effective way to deal with colossi such that Protoss vs. Protoss will not turn into a war of the worlds civil war. (I am brainwashed by Day9 to not say words such as hard conter =P)
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