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Patch 1.2.0 on PTR - Page 80

Forum Index > SC2 General
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Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
December 04 2010 10:34 GMT
#1581
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!
Dauntless
Profile Joined May 2010
Norway548 Posts
Last Edited: 2010-12-04 10:35:43
December 04 2010 10:35 GMT
#1582
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 +
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]
[image loading]


Thanks, sc2mapster users!=)
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
millard killmore
Profile Joined December 2010
United States4 Posts
December 04 2010 10:38 GMT
#1583
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.
minru
Profile Joined August 2010
United States78 Posts
Last Edited: 2010-12-04 10:47:19
December 04 2010 10:43 GMT
#1584
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.
millard killmore
Profile Joined December 2010
United States4 Posts
December 04 2010 10:47 GMT
#1585
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)
Blessed
Profile Blog Joined July 2010
United Kingdom235 Posts
December 04 2010 10:51 GMT
#1586
YEAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2010-12-04 10:54:27
December 04 2010 10:53 GMT
#1587
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..
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
December 04 2010 10:54 GMT
#1588
So little changes, especially for Terran and Zerg. Lets see, how all those "fix buges" will affect balance also..
LLuke
Profile Joined May 2010
Austria228 Posts
December 04 2010 10:55 GMT
#1589
Plunder ISLE YEAH!
Tripping off the beat kinda, dripping off the meatgrinder
green.at
Profile Blog Joined January 2010
Austria1459 Posts
December 04 2010 10:56 GMT
#1590
so you can't see mules through fow anymore, but you can still see chronoboosts? if so, why (the F) not change that too....
Inputting special characters into chat should no longer cause the game to crash.
Altsa
Profile Blog Joined August 2010
Finland990 Posts
December 04 2010 10:56 GMT
#1591
I miss flux vanes but otherwise nothing to complain...really looking forward to this
AoD
thesideshow
Profile Blog Joined May 2010
930 Posts
December 04 2010 10:57 GMT
#1592
On December 04 2010 19:26 Woony wrote:
Show nested quote +
On December 04 2010 19:24 orotoss wrote:
On December 04 2010 15:23 NibbloniaN wrote:
On December 04 2010 15:21 cHaNg-sTa wrote:
On December 04 2010 15:17 Tump wrote:
Undocumented? New 1v1 map: Plunder Isle
+ Show Spoiler +
[image loading]


Omg, *THROWS UP*

Wtf is that shit. Looks worse than jungle basin


Map makers just gave up trying to be creative and copied a map they had in wc3
[image loading]



Really blizz? Just let ICCUP make some maps for you. They love that shit.


ICCUP for some reason refuses to make maps that would fit in SC2.
.


http://wiki.teamliquid.net/starcraft2/ICCup_Valhalla
http://wiki.teamliquid.net/starcraft2/ICCup_Fighting_Spirit
http://wiki.teamliquid.net/starcraft2/ICCup_Neo_Avalanche
OGS:levelchange
arew
Profile Blog Joined September 2006
Lithuania1861 Posts
December 04 2010 10:59 GMT
#1593
This is amazing, looking forward to this patch, hope it's gonna be up for all the servers pretty soon.
750/750 emotions fully stacked
ZeGzoR
Profile Joined April 2010
Sweden307 Posts
Last Edited: 2010-12-04 11:00:35
December 04 2010 10:59 GMT
#1594
Mass muta again viable in zvz , damn it, well back to basics.
yeah yeah im going
Mojeca
Profile Joined September 2010
United States46 Posts
December 04 2010 11:00 GMT
#1595
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.
Rabiator
Profile Joined March 2010
Germany3948 Posts
December 04 2010 11:00 GMT
#1596
On December 04 2010 18:41 Rflcrx wrote:
Show nested quote +
On December 04 2010 18:38 andrewwiggin 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.
If you cant say what you're meaning, you can never mean what you're saying.
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
Last Edited: 2010-12-04 11:01:41
December 04 2010 11:00 GMT
#1597
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
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
Grend
Profile Blog Joined April 2010
1600 Posts
December 04 2010 11:01 GMT
#1598
people really need to test Ultras, I think they will become useful again if that change is implemented
♞ Against the Wind - Bob Seger ♞
Ayush_SCtoss
Profile Blog Joined April 2010
India3050 Posts
December 04 2010 11:03 GMT
#1599
OMFG this is so awesome. Finally, I can hallucinate observers :D
brb, installing patch :D
End my suffering
decaf
Profile Joined October 2010
Austria1797 Posts
December 04 2010 11:03 GMT
#1600
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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