Patch 1.2.0 on PTR - Page 39
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EliteReplay
Dominican Republic913 Posts
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DamnCats
United States1472 Posts
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Powster
United States650 Posts
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
1360 Posts
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
Romania621 Posts
On December 04 2010 12:54 MonsieurGrimm wrote: 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
United States238 Posts
On December 04 2010 12:54 MonsieurGrimm wrote: 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. | ||
Howl67
United States148 Posts
On December 04 2010 12:55 Mohdoo wrote: 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
New Zealand4481 Posts
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? | ||
TUski
United States1258 Posts
Greattt. | ||
arQ
1033 Posts
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Caphe
Vietnam10817 Posts
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 + Chat channels - ingame, note that the two windows are as big as they would go + Show Spoiler + Hotkey interface + Show Spoiler + 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. | ||
MythicalMage
1360 Posts
On December 04 2010 13:01 Howl67 wrote: 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
357 Posts
On December 04 2010 13:00 Ancient.eu wrote: 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
United States239 Posts
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Pablols
Chile517 Posts
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iamke55
United States2806 Posts
On December 04 2010 13:00 MythicalMage wrote: 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. | ||
Onioncookie
Germany624 Posts
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SiguR
Canada2039 Posts
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Jyon
United Kingdom39 Posts
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
United States690 Posts
Spillover simply goes to a new number of the same channel category ie us west 1-100 | ||
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