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Patch 1.2.0 on PTR - Page 64

Forum Index > SC2 General
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Playguuu
Profile Joined April 2010
United States926 Posts
December 04 2010 07:16 GMT
#1261
Every terran is now foxer and every protoss is nony. Can't wait for this to hit the actual servers..
I used to be just like you, then I took a sweetroll to the knee.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
December 04 2010 07:17 GMT
#1262
On December 04 2010 16:06 Darkstar_X wrote:
It's not possible to not clump units with a short attack range, especially when a phoenix behind another phoenix (natural positioning) can only reach just in front of the other phoenix.


Just thought this quote was a bit ironic in justifying a Zerg nerf.

You're going to tell MUTALISK users that air units with short range clump naturally? No shit, yet we see magic box mutas used in almost every ZvT out there.
As it turns out, marines don't actually cost any money -Jinro
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
December 04 2010 07:17 GMT
#1263
Increase hydra speed at least god fucking damnit please...
sAviOr...
VorcePA
Profile Blog Joined August 2008
United States1102 Posts
December 04 2010 07:18 GMT
#1264
As a Terran player who hates fungal growth, I have a huge problem with this change to the spell. It didn't need to stop affecting air. Jesus Christ. That's like the only way their land could feasibly stop a drop before it even starts. Now they either have to get hydras (LOL) or have to get mutas. Mutas are good, but limiting options is bad. A better idea would to be to give the spell a cast time like plague had in BW. God damn, I mean defilers were slow as shit and then on top of that it took like a full 2 seconds for them to cast the spell once they got within range to cast plague. Why can't fungal growth have a cast time and a cast animation?

I don't want freebies against my zerg opponents, and I don't want them having freebies against me. Current patch FG feels too powerful for zerg, PTR FG feels too underpowered for zerg. Can't you just meet somewhere in the middle and make it a stun/DOT with a slow cast?
Shitposting
kedinik
Profile Joined September 2010
United States352 Posts
December 04 2010 07:18 GMT
#1265
Protoss already had the advantage at all levels of PvZ play, whether you look at the ladder stats or the GSL. Just a goofy patch.
ggrrg
Profile Blog Joined September 2009
Bulgaria2716 Posts
December 04 2010 07:19 GMT
#1266
For some reason the change I liked the most is the reduced cost of observers
Alltogether I like the patch, although the infestor nerf might have been uncalled for...
Sisko
Profile Joined May 2010
United States121 Posts
December 04 2010 07:19 GMT
#1267
the zerg change is to inspire you to buy a new marauder macro keyboard so you can assign shift+e to e x 5 for baneling macro.

The fact that blizzard even endorses a macro keyboard is saddening, along with the insanity of the FG change.
yrag89
Profile Joined July 2008
Malaysia315 Posts
December 04 2010 07:19 GMT
#1268
If i remember correctly, plunder isles was a war3 map.
secondly morrow is a korean pro who plays terran what the hell did you expect lol - charlie420247
andrewwiggin
Profile Joined September 2010
Australia435 Posts
December 04 2010 07:20 GMT
#1269
On December 04 2010 16:14 Dr. ROCKZO wrote:
I'm fine with almost all of this patch.

But
Show nested quote +
You can no longer hold down a key to perform multiple copies of the same action. You need to hit D 10 times to make 10 drones.


just annoys me greatly. It makes a Zerg late game so much more irritating than it needs to be. And what beneficial purpose does it serve?


I agree with this bit though... I JUST FOUND OUT about holding F for forcefield spamming.

...and then Blizzard took it away from me..

... FUUUUUUUUUU!!!!
Mohdoo
Profile Joined August 2007
United States15737 Posts
December 04 2010 07:20 GMT
#1270
On December 04 2010 16:19 yrag89 wrote:
If i remember correctly, plunder isles was a war3 map.

Yes, it was removed from tournaments and ladder due to massive balance issues lol
Lobotomist
Profile Joined May 2010
United States1541 Posts
December 04 2010 07:23 GMT
#1271
Corruptors are direct counter to Phoenix

Ugh, just stop with this corruptor talk. Corruptors don't "counter" pheonixes. If you fought head on, they would beat them for cost, yes. However, pheonixes are way faster, so you never have to engage! Hey, isn't that neat! Once you've built all those corruptors they're pretty much useless. If your opponent is absolutely retarded and goes collosi after you've built corruptors, then yes, you'll get to use them. If not, enjoy the 150/100 you've sunk in a paperweight.

Pheonix openers are strong enough against zerg. This is not the way to buff Toss.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
yrag89
Profile Joined July 2008
Malaysia315 Posts
December 04 2010 07:23 GMT
#1272
On December 04 2010 16:20 Mohdoo wrote:
Show nested quote +
On December 04 2010 16:19 yrag89 wrote:
If i remember correctly, plunder isles was a war3 map.

Yes, it was removed from tournaments and ladder due to massive balance issues lol


That doesnt sound promising :S
secondly morrow is a korean pro who plays terran what the hell did you expect lol - charlie420247
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
December 04 2010 07:23 GMT
#1273
On December 04 2010 14:46 FrankWalls wrote:
2. fungal growth thing - now you know how it feels to have to deal with muta harass as other races. you'll just have to learn to prepare for it just like other races


Another keeper!

Zerg doesn't have a backbone unit that can shoot up, yet we're supposed to prepare "just like other races" There's really no comparison here, Imagine if marines and stalkers could only hit ground, how would you prepare your anti-air?
As it turns out, marines don't actually cost any money -Jinro
MassHysteria
Profile Joined October 2010
United States3678 Posts
December 04 2010 07:24 GMT
#1274
On December 04 2010 16:23 yrag89 wrote:
Show nested quote +
On December 04 2010 16:20 Mohdoo wrote:
On December 04 2010 16:19 yrag89 wrote:
If i remember correctly, plunder isles was a war3 map.

Yes, it was removed from tournaments and ladder due to massive balance issues lol


That doesnt sound promising :S


Ya i have only been hearing negative things about plunder isles so far
"Just ban all the J's...even jinklejoes" --unnamed source
sp1XeL
Profile Joined November 2010
14 Posts
December 04 2010 07:25 GMT
#1275
On December 04 2010 16:18 kedinik wrote:
Protoss already had the advantage at all levels of PvZ play, whether you look at the ladder stats or the GSL. Just a goofy patch.

the observer buff and scv repair nerf combined feel like a pretty big buff for P in TvP too
want to see how this would lplay out once the patch hits
Amui
Profile Blog Joined August 2010
Canada10567 Posts
December 04 2010 07:26 GMT
#1276
Phoenix are not actually that good in large numbers at killing ground. +1 phoenix 4 shot hydras, and 4 phoenix kill 5 hydras. However, 8 phoenix do not kill 10 hydra's because the first phoenix to pick up also gets killed extremely quickly, and drops it's target before it's killed, which snowballs. They do retain the role of anti-ovies though, and you can reach the critical number of 4 20 seconds earlier =).

As for the voidray buff, they now only need to be 3attack/1 armor up on a BC to 1v1 it without precharge, or else just 2/1 with charge.

The removal of keyholding makes me very, very sad. How on earth are you going to make 40 zerglings late-game as zerg now?
Porouscloud - NA LoL
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
December 04 2010 07:29 GMT
#1277
On December 04 2010 16:18 VorcePA wrote:
As a Terran player who hates fungal growth, I have a huge problem with this change to the spell. It didn't need to stop affecting air. Jesus Christ. That's like the only way their land could feasibly stop a drop before it even starts. Now they either have to get hydras (LOL) or have to get mutas. Mutas are good, but limiting options is bad. A better idea would to be to give the spell a cast time like plague had in BW. God damn, I mean defilers were slow as shit and then on top of that it took like a full 2 seconds for them to cast the spell once they got within range to cast plague. Why can't fungal growth have a cast time and a cast animation?

I don't want freebies against my zerg opponents, and I don't want them having freebies against me. Current patch FG feels too powerful for zerg, PTR FG feels too underpowered for zerg. Can't you just meet somewhere in the middle and make it a stun/DOT with a slow cast?


Plague didn't have a cast time wtf.
WeMade FOX would be a deadly SC2 team.
Morphs
Profile Joined July 2010
Netherlands645 Posts
Last Edited: 2010-12-04 07:30:47
December 04 2010 07:29 GMT
#1278
A hydralisk movespeed buff would be fair considering the hard nerf on Fungal Growth...

Nice patch but the number of balance changes is minimal.. I think the PTR idea is definitely a good one, perhaps the best thing about the patch!
Silidons
Profile Blog Joined September 2010
United States2813 Posts
December 04 2010 07:31 GMT
#1279
On December 04 2010 16:17 Jermstuddog wrote:
Show nested quote +
On December 04 2010 16:06 Darkstar_X wrote:
It's not possible to not clump units with a short attack range, especially when a phoenix behind another phoenix (natural positioning) can only reach just in front of the other phoenix.


Just thought this quote was a bit ironic in justifying a Zerg nerf.

You're going to tell MUTALISK users that air units with short range clump naturally? No shit, yet we see magic box mutas used in almost every ZvT out there.

um it's different when they hit ground units than air units? to hit ground you don't need a concave but against air it will make a natural concave because it HAS to
"God fights on the side with the best artillery." - Napoleon Bonaparte
Cyanocyst
Profile Joined October 2010
2222 Posts
December 04 2010 07:31 GMT
#1280
I was down about the Zerg Nerf, (imo it was the wrong nerf). However i'm super excited about the custom hotkeys.

No more making and extra infestation pit when i want ultras.
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