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Patch 1.2.0 on PTR - Page 39

Forum Index > SC2 General
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EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
December 04 2010 03:59 GMT
#761
i like a lot this patch, i love how the change the protoss XD
if play random i can't call any race imba?
DamnCats
Profile Joined August 2010
United States1472 Posts
December 04 2010 04:00 GMT
#762
Just my impression from reading the notes. FG change is absolutely retarded. Can't wait to see how ZVZ changes from mass roach to mass muta.
Disciples of a god, that neither lives nor breathes.
Powster
Profile Joined April 2010
United States650 Posts
December 04 2010 04:00 GMT
#763
On December 04 2010 12:57 HalfAmazing wrote:
I like how every single balance change, in every single patch, ever, is designed to force terran into even more linear bio-style gameplay. Buffing Void Rays and Phoenixes is pretty much the nail in the coffin for mech or air tvp. Truly sad.

Fungal no longer hitting air suits me very well, but it's a fucking retarded change. All of the 'balance' changes are fucking ludicrious, tbh. Hope the channels are worth the game being slightly shittier.


lol.. funny.. I was thinking "I like how every patch only changes P and Z balance and ignores nerfing terran"
MythicalMage
Profile Joined May 2010
1360 Posts
December 04 2010 04:00 GMT
#764
On December 04 2010 12:57 HalfAmazing wrote:
I like how every single balance change, in every single patch, ever, is designed to force terran into even more linear bio-style gameplay. Buffing Void Rays and Phoenixes is pretty much the nail in the coffin for mech or air tvp. Truly sad.

Fungal no longer hitting air suits me very well, but it's a fucking retarded change. All of the 'balance' changes are fucking ludicrious, tbh. Hope the channels are worth the game being slightly shittier.

Couldn't agree more. Now the trend towards a late game mech transition in TvP is effectively impossible.
Ancient.eu
Profile Joined July 2010
Romania621 Posts
December 04 2010 04:00 GMT
#765
On December 04 2010 12:54 MonsieurGrimm wrote:
Show nested quote +
On December 04 2010 12:52 AndAgain wrote:
Can we please forget the myth that phoenixes can kite mutas forever without losing any? Some guy made a vid on YT against the AI and now every believes it's possible against a human.

If mutas retreat and then attack again, they can land shots on phoenixes because there's no immediate acceleration, and they can't change direction instantly.


Phoenixes still win in a straight up fight.

If both the Protoss and the Zerg have similar number of both units. But seeing how the Zerg can spam 10 mutas simultaneously, it makes sense for them to be weaker against the same number of phoenixes because it takes much longer for a Protoss to achieve the same number and if he loses those, he has no chance of recovering in the units number.
Reborn58
Profile Joined August 2010
United States238 Posts
December 04 2010 04:01 GMT
#766
On December 04 2010 12:54 MonsieurGrimm wrote:
Show nested quote +
On December 04 2010 12:52 AndAgain wrote:
Can we please forget the myth that phoenixes can kite mutas forever without losing any? Some guy made a vid on YT against the AI and now every believes it's possible against a human.

If mutas retreat and then attack again, they can land shots on phoenixes because there's no immediate acceleration, and they can't change direction instantly.


Phoenixes still win in a straight up fight.


As they should, they can't hit ground units and they are more expensive and slower to produce.
That's what she said
Howl67
Profile Joined October 2010
United States148 Posts
Last Edited: 2010-12-04 04:02:55
December 04 2010 04:01 GMT
#767
On December 04 2010 12:55 Mohdoo wrote:
Show nested quote +
On December 04 2010 12:54 Howl67 wrote:
On December 04 2010 12:50 eH wrote:
The second that infestor change goes through I'm done playing zerg, that might be the worst idea I've ever seen them come up with. I can't even put into words how absolutely ass-backwards and fucked up that is.


This. So incredibly stupid. That combined with the larva repeat thing is just insane. I hope community testing just ends up proving this to be broken and they don't end up going through with it for good.


Does it really not make you feel silly to post things like this only an hour after it came out? Considering the fact that most balance changes can't be fully ironed out and understood for at least a week or so, it makes you come off as quite childish.



It's not like these are two minor changes where you have to have months of intense testing in order to get a general idea of what it's going to do here. I'm far from the only one with this opinion clearly. Plus I obviously understand that community testing will hopefully prove this and be a big part of this, hence why I said it.

Edit: Although to be fair, the larva thing isn't a major change, just going to be a major annoyance and make it a little less faster to get out a lot of units. Which does at least have the potential to really break shit, although time will tell on this one I guess.
FataLe
Profile Joined November 2010
New Zealand4560 Posts
December 04 2010 04:01 GMT
#768
On December 04 2010 10:46 Phaded wrote:

SEA Accounts with NA Access are able to test on the PTR



I can't access it, it's giving me this message:

SC2 Public Test server is not available right now. Please check http://www.battle.net/sc2/game/ptr/ for more information.

Can someone help?
hi. big fan.
TUski
Profile Joined April 2010
United States1258 Posts
December 04 2010 04:01 GMT
#769
Fungal nerf will break zvz. I guess Blizz wanted to continue the BW tradition.

Greattt.
"There is nothing more cool than being proud of the things that you love." - Day[9]
arQ
Profile Joined October 2010
1033 Posts
December 04 2010 04:01 GMT
#770
Good zerg changes in my opinion. Infestors were to strong, even though all the crying zergs on here won't admit it. Will be interesting to see what this does to the metagame (if it goes live).
"The universe is not required to be in perfect harmony with human ambition." -Carl Sagan || Flash || Mvp || Naniwa ||
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
December 04 2010 04:02 GMT
#771
On December 04 2010 12:55 shasderias wrote:
Some notes:

- max of 50 people per PUBLIC channel, upon which you spillover to a new channel
- no idea as to the limit to a private channel
- you are limited to one public channel at a time
- hotkey editing interface is pretty nice
- maximum sizes of a chat box are kinda wonky, see screenshots
- you can't join a channel in a game, but you certainly can leave one

Chat channels
+ Show Spoiler +

[image loading]
[image loading]
[image loading]

1 public channel at a time

[image loading]

Channel window on the left is maxed size

[image loading]

Comparing a channel window with a PM window, both are at their maximum size

[image loading]

Chat channels - ingame, note that the two windows are as big as they would go
+ Show Spoiler +

[image loading]

Hotkey interface
+ Show Spoiler +

[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


edit: correction to channel limit

Thanks a lot for the screenshots. Now let's see how many Teamliquid channels we need once the patch actually go live.
Terran
MythicalMage
Profile Joined May 2010
1360 Posts
December 04 2010 04:02 GMT
#772
On December 04 2010 13:01 Howl67 wrote:
Show nested quote +
On December 04 2010 12:55 Mohdoo wrote:
On December 04 2010 12:54 Howl67 wrote:
On December 04 2010 12:50 eH wrote:
The second that infestor change goes through I'm done playing zerg, that might be the worst idea I've ever seen them come up with. I can't even put into words how absolutely ass-backwards and fucked up that is.


This. So incredibly stupid. That combined with the larva repeat thing is just insane. I hope community testing just ends up proving this to be broken and they don't end up going through with it for good.


Does it really not make you feel silly to post things like this only an hour after it came out? Considering the fact that most balance changes can't be fully ironed out and understood for at least a week or so, it makes you come off as quite childish.



It's not like these are two minor changes where you have to have months of intense testing in order to get a general idea of what it's going to do here. I'm far from the only one with this opinion clearly. Plus I obviously understand that community testing will hopefully prove this and be a big part of this, hence why I said it.

Just because everyone thinks something is true doesn't make it so.
Ksi
Profile Joined May 2010
357 Posts
Last Edited: 2010-12-04 04:03:08
December 04 2010 04:02 GMT
#773
On December 04 2010 13:00 Ancient.eu wrote:
Show nested quote +
On December 04 2010 12:54 MonsieurGrimm wrote:
On December 04 2010 12:52 AndAgain wrote:
Can we please forget the myth that phoenixes can kite mutas forever without losing any? Some guy made a vid on YT against the AI and now every believes it's possible against a human.

If mutas retreat and then attack again, they can land shots on phoenixes because there's no immediate acceleration, and they can't change direction instantly.


Phoenixes still win in a straight up fight.

If both the Protoss and the Zerg have similar number of both units. But seeing how the Zerg can spam 10 mutas simultaneously, it makes sense for them to be weaker against the same number of phoenixes because it takes much longer for a Protoss to achieve the same number and if he loses those, he has no chance of recovering in the units number.


Then don't engage them away from the rest of your army? It's not like he can chase down your phoenixes. Mutalisks cost the same amount of gas as a phoenix to begin with, both races are ultimately resource limited rather than production limited.
JTouche
Profile Joined August 2010
United States239 Posts
December 04 2010 04:02 GMT
#774
Marine Raven is going to STOMP Z
Love is the only sane and satisfactory answer to the problem of human existence. ~Eric Fromm
Pablols
Profile Joined August 2009
Chile519 Posts
December 04 2010 04:02 GMT
#775
Wow, I almost can't believe my eyes. Chat channels! Amazing. I love the observer change and the phoenix build time change! A little easier to deal with sudden muta tech switches so that is very welcome. So exciting! :D Downloading the test server patch... Thank you blizzard!
iamke55
Profile Blog Joined April 2004
United States2806 Posts
December 04 2010 04:02 GMT
#776
On December 04 2010 13:00 MythicalMage wrote:
Show nested quote +
On December 04 2010 12:57 HalfAmazing wrote:
I like how every single balance change, in every single patch, ever, is designed to force terran into even more linear bio-style gameplay. Buffing Void Rays and Phoenixes is pretty much the nail in the coffin for mech or air tvp. Truly sad.

Fungal no longer hitting air suits me very well, but it's a fucking retarded change. All of the 'balance' changes are fucking ludicrious, tbh. Hope the channels are worth the game being slightly shittier.

Couldn't agree more. Now the trend towards a late game mech transition in TvP is effectively impossible.


So the removal of flux vanes means nothing to you? Thors won't be as good vs void rays but vikings just got a lot better.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
Onioncookie
Profile Joined May 2010
Germany624 Posts
December 04 2010 04:03 GMT
#777
Is the Extreme Graphic settins enabled in the PTR? could someone look up and maybe post difference between ultra? :D
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
Last Edited: 2010-12-04 04:03:47
December 04 2010 04:03 GMT
#778
I hate to be a sensationalistic prick, but these sad excuses for chat channels are kind of a slap in the face.
Jyon
Profile Joined November 2010
United Kingdom39 Posts
December 04 2010 04:04 GMT
#779
- Harvesting units no longer avoid enemy units.

Worker NOCLIP has been fixed? Will be interesting to see how much more disruptive a couple of lings will be when they can act like a wall while they nomnomnom. A minor minor consideration, obviously, but food for thought I guess.
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
December 04 2010 04:04 GMT
#780
I hope that it works like the bnet 1 chat channels

Spillover simply goes to a new number of the same channel category

ie us west 1-100
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