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On December 04 2010 19:29 sleepingdog wrote: - no fix to gateway-units vs MMM whatsoever; awsome, this would've been the only fix really needed imo.
You are so biased... gateway + collossus is already VERY hard for terran to battle. Phoenix + collo + gateway is even harder. What can terran do? MMM and that's it. No fix for terran lategame, and that's what's actually needed!
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For us not on the NA server, I joinked some screenshots from the sc2mapster.com forum, showing off the new hotkey, help, replay and chat stuff: + Show Spoiler +
Thanks, sc2mapster users!=)
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btw, at the start of my wall 'o text, when i say "protoss could open 2 gate (and in fact were starting to do this more and more to the point where mutas were seeing less and less play in ZvP)" i meant 2 stargate.
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On December 04 2010 19:32 millard killmore wrote:Show nested quote +On December 04 2010 18:51 andrewwiggin wrote:
So...
Zerg have to deal with a mass of fast flying air units that are great at harassing masses of probes/drones/scvs.
.... wait a minute... see, the thing is, before this patch there were ways to deal with mutas as each race. terran could turret and get thors/stim marines and it would severely halt the harass because of the mobility of the marines or the shear damage to mutas of the thors. would it stop it? no, but it would stem the damage. protoss could open 2 gate (and in fact were starting to do this more and more to the point where mutas were seeing less and less play in ZvP) or, (however unrealistic) had the possibility of teching to storm. warp in an HT and storm to make a flock of mutas leave. a non-muta-ing player could get infestors and infest/hydra the mutas.
Wth? How does going 2 gate stop muta play? And I think you meant 2 Gate got to a point where it was being used less and less in ZvP because of the Zealot nerf? The only reason Protoss went 2 Gate was to send the double zealots to prevent or slow down the zerg from fast expanding. Either way 2 Gate doesn't help deal with Muta.
EDIT: nvm i see you mistyped stargate into gate way.
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On December 04 2010 19:43 minru wrote:Show nested quote +On December 04 2010 19:32 millard killmore wrote:On December 04 2010 18:51 andrewwiggin wrote:
So...
Zerg have to deal with a mass of fast flying air units that are great at harassing masses of probes/drones/scvs.
.... wait a minute... see, the thing is, before this patch there were ways to deal with mutas as each race. terran could turret and get thors/stim marines and it would severely halt the harass because of the mobility of the marines or the shear damage to mutas of the thors. would it stop it? no, but it would stem the damage. protoss could open 2 gate (and in fact were starting to do this more and more to the point where mutas were seeing less and less play in ZvP) or, (however unrealistic) had the possibility of teching to storm. warp in an HT and storm to make a flock of mutas leave. a non-muta-ing player could get infestors and infest/hydra the mutas. Wth? How does going 2 gate stop muta play? And I think you meant 2 Gate got to a point where it was being used less and less in ZvP because of the Zealot nerf? The only reason Protoss went 2 Gate was to send the double zealots to prevent or slow down the zerg from fast expanding. Either way 2 Gate doesn't help deal with Muta. sorry, meant 2 stargate (read my post right before yours)
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YEAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!
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fungal growth doesn't hit muta. There goes the basis of my whole zvz that got so many free wins when people went muta (queen roach infestor)
Fungal seemed kinda like the way to deal with speed void ray harass thought, looks like they removed both to make pheonix play more reasonable. Corruptors and hydras worked fine to fight pheonix anyway.
Queens are going to still be really really good for anti air but I wonder if I can still make ground ZvZ work by adding hydras..
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So little changes, especially for Terran and Zerg. Lets see, how all those "fix buges" will affect balance also..
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so you can't see mules through fow anymore, but you can still see chronoboosts? if so, why (the F) not change that too....
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I miss flux vanes but otherwise nothing to complain...really looking forward to this
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This is amazing, looking forward to this patch, hope it's gonna be up for all the servers pretty soon.
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Mass muta again viable in zvz , damn it, well back to basics.
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Zerg should keep in mind that any toss going 2SG wont have mobile detection until quite a bit later so you will have free reign to creep up the map with all the new queens you'll need.
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On December 04 2010 18:41 Rflcrx wrote:Explain how a zerg player now can kill phoenix. If you can't please be silent.
on the battlefield: Corruptor: range 6, 2 armor, armored Phoenix: range 4, bonus vs. light Other than that some Hydras (+ burrow) might help to kill them ... just be creative and create a trap for them.
at the mineral line: 1 spore crawler + burrow + good reactions Phoenix can lift burrowed units, but they need a detector for that, hence the spore crawler.
There is always the good old "kill his base" method and if a Protoss gets an excessive amount of Phoenixes his ground forces might be lacking. Infestors can also cast the infected Terran while burrowed, so that might be a little AA-support for burrwed Roaches sneaking into an enemies base.
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Just came acraoss this thread and dont get why so many people are QQing already!??!
I love all the changes mentioned in the OP. Even the Fungal Growth change is great. FG is still great against blink stalkers and mass marines. It is so usefull still.!! Phoenix are buffed now which is great! they become more cost effective and still arent imba imo. Mutas are nearly the same for zerg but they shoot air and ground. Phoenix have to lift things up to do damage.... Void Ray change is great too. More damage to massive means that they may be more usefull vs Colossi. Observer cost reduction seems to be the most iomportant and best change however !!! Terran bunker building faster is also good. With the reaper being removed, the bunker buildtime increase is no longer neccessary. Workers that repair being priority targets makes stupid Thor allins easier to defend which is great, too.
It really seems that Blizz wants to get more games into late game!
All in all: Great balance changes!
All the other changes and updates seem to be great as well. Cannot wait for the final patch
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people really need to test Ultras, I think they will become useful again if that change is implemented
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OMFG this is so awesome. Finally, I can hallucinate observers :D brb, installing patch :D
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LMFAO at FG We can't fg medivacs anymore (and obviously any other air unit) Since ZvZ should turn into Mass Mutas I want my scourges back!
• Fixed an issue where Larva could produce units by holding down hotkeys. You gotta be kidding, that was considered an issue ??? If I want to produce 40 Roaches I gotta press 'R' 40 times now? - LOL
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