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Patch 1.2.0 on PTR - Page 81

Forum Index > SC2 General
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Project Psycho
Profile Joined November 2010
United Kingdom329 Posts
December 04 2010 11:04 GMT
#1601
Don't like the reduced bunker build time to 30s.. if anything it should of been increased to at least 40s. So now its even easier to get bunker rushed . Well it says its only temporary, so i suppose that's ok, but whats the point of it then?
slmw
Profile Blog Joined October 2010
Finland233 Posts
December 04 2010 11:05 GMT
#1602
On December 04 2010 19:02 Geiko wrote:
Show nested quote +
On December 04 2010 18:54 NicolBolas wrote:
On December 04 2010 18:23 Liquid`Jinro wrote:
On December 04 2010 18:02 Bluetea wrote:
Harvesting units no longer avoid enemy units.

What?! Does this mean 2 zerglings in my mineral line = all my probes attacking those zerglings?

Jesus, you wont be able to run workers away from any harassing units now -- Fucking bullshit change.


All it means is that idle workers will not run away from units of their own accord. It doesn't mean workers will automatically attack a unit if they're busy doing something. Just like a Marine that's busy shooting at a Zealot won't attack the Stalker that's shooting him until the Zealot is dead.

I'm shocked and saddened by this hyperbole from Jinro. I expected better from you, sir.

Am i the onlyone who thinks this means the end of workers going through enemy units when clicking on a mineral patch ?


Nope. It seems obvious to me that it means removing that worker micro trick.
Mojeca
Profile Joined September 2010
United States46 Posts
December 04 2010 11:05 GMT
#1603
On December 04 2010 20:03 Ayush_SCtoss wrote:
OMFG this is so awesome. Finally, I can hallucinate observers :D
brb, installing patch :D


WHAT!?!?! Where was this said? I've been saying that we needed that forever. sauce?
kedinik
Profile Joined September 2010
United States352 Posts
December 04 2010 11:06 GMT
#1604
See, you can kill blink stalkers more efficiently with hydras, and marines die real efficiently to speedlings if you can get any kind of flank.

If infestors can't fungal air they aren't worth getting, on top of which zerg now lacks a good answer to mass air aside from massing their own air.
GhostFall
Profile Blog Joined March 2010
United States830 Posts
Last Edited: 2010-12-04 11:23:23
December 04 2010 11:07 GMT
#1605
Here are my thoughts as a random player. Add my 2 cents to the pile pennies.

-- Hallucination research time decreased from 110 to 80.
Awesome. really, this is a good buff to protoss scouting.

Observer cost decreased from 50/100 to 25/75.
Unnecessary with the hallucination buff.

Phoenix build time decreased from 45 to 35.
VERY VERY unnecessary and actually lowers the skill ceiling of PvZ. The idea is that when phoenix's come out against 5 mutas, the protoss player should have the micro to keep his phoenix alive. You haven't been seeing this, but as players get better this is what will happen. With this change, the reward for keeping the phoenix alive is lessened. the skillful play is being nerfed here. This is one I hope doesn't make it out of testing.


Void Ray
Now deals 20% more damage to massive targets.
Flux Vanes speed upgrade removed.


This would have fixed PvP,but then Flux Vanes got removed, so it will not fix PvP. Anyone who thinks otherwise is delusional. It is still going to be collosus vs collosus. Terran Vikings have range 9 and 2.75 air speed with massive frontload damage, and have trouble positioning against collosus. what the shit do you think range 7, 2.25 speed charging voidrays are going to do?

Repairing SCVs now assume the same threat priority as the unit they’re repairing.
Fucking finally.

Fungal Growth no longer affects air units.
SOOOOOOOOOOOOOO STUPID. This makes zerg vs zerg even worse. If this was indeed changed because flux vanes was removed, Then put back flux vanes and give back fungal growth air abilities. God i hope this doesnt get through testing.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
December 04 2010 11:08 GMT
#1606
On December 04 2010 18:43 NicolBolas wrote:
Show nested quote +
On December 04 2010 18:18 Ghazwan wrote:
It's the same thing every patch

One race gets nerfed. That race's players mass whine on forums, while the other two races' players tell them to give it some time (possibly with a happy grin on their face).


The funny thing is this: they're right.

Everyone who says to give it time has been right. When Blizzard announced the whole Supply Depot before Barracks, Terrans were up in arms. Terrans acted like Terran gameplay was dead.

It's fine. It didn't ruin their ability to apply early-game pressure. It didn't stop them from entering the mid-game or going Banshees or anything else. Terran play is fine, borderline over-powered in the early-game.

People weren't really complaining that terran gameplay would die. SD before rax just removed any cheese terran can do and dumbed down the openings in the terran arsenal a lot, which sucks. Early game pressure can still be made, sure but not cheesy openings equivalent to 6pool or proxy 2gate. This is most noticeable in TvT, where I atleast see a lot later scouts, since you don't really have anything major to spot, just bunker your ramp if you see 1rax and no ref/fact.
Qikz
Profile Blog Joined November 2009
United Kingdom12043 Posts
December 04 2010 11:09 GMT
#1607
On December 04 2010 20:04 Project Psycho wrote:
Don't like the reduced bunker build time to 30s.. if anything it should of been increased to at least 40s. So now its even easier to get bunker rushed . Well it says its only temporary, so i suppose that's ok, but whats the point of it then?


To test repair priority... What do you have to repair most as Terran? Bunkers.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
TheGrimace
Profile Blog Joined May 2010
United States929 Posts
December 04 2010 11:13 GMT
#1608
On December 04 2010 20:05 slmw wrote:
Show nested quote +
On December 04 2010 19:02 Geiko wrote:
On December 04 2010 18:54 NicolBolas wrote:
On December 04 2010 18:23 Liquid`Jinro wrote:
On December 04 2010 18:02 Bluetea wrote:
Harvesting units no longer avoid enemy units.

What?! Does this mean 2 zerglings in my mineral line = all my probes attacking those zerglings?

Jesus, you wont be able to run workers away from any harassing units now -- Fucking bullshit change.


All it means is that idle workers will not run away from units of their own accord. It doesn't mean workers will automatically attack a unit if they're busy doing something. Just like a Marine that's busy shooting at a Zealot won't attack the Stalker that's shooting him until the Zealot is dead.

I'm shocked and saddened by this hyperbole from Jinro. I expected better from you, sir.

Am i the onlyone who thinks this means the end of workers going through enemy units when clicking on a mineral patch ?


Nope. It seems obvious to me that it means removing that worker micro trick.

I wouldn't really call it a micro trick. It was more like something I knew my opponent likely wouldn't count on. It was counter-intuitive and only known to those who read about it. Not necessarily a bad thing, but I can't say I'm mad it is gone. It was an exploit of the AI. I'll be interested to see if this affects a changeling in the mineral line...
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
December 04 2010 11:13 GMT
#1609
On December 04 2010 20:07 GhostFall wrote:
Here are my thoughts as a random player. Add my 2 cents to the pile pennies.

-- Hallucination research time decreased from 110 to 80.
Awesome. really, this is a good buff to protoss scouting.

Observer cost decreased from 50/100 to 25/75.
Unnecessary with the hallucination buff.

Phoenix build time decreased from 45 to 35.
VERY VERY unnecessary and actually lowers the skill ceiling of PvZ. The idea is that when phoenix's come out against 5 mutas, the protoss player should have the micro to keep his phoenix alive. You haven't been seeing this, but as players get better this is what will happen. With this change, the reward for keeping the phoenix alive is lessened. the skillful play is being nerfed here. This is one I hope doesn't make it out of testing.


Void Ray
Now deals 20% more damage to massive targets.
Flux Vanes speed upgrade removed.


This would have fixed PvP,but then Flux Vanes got removed, so it will not fix PvP. Anyone who thinks otherwise is delusional. It is still going to be collosus vs collosus. Terran Vikings have range 9 and 2.75 air with massive frontload damage, and have trouble positioning against collosus. what the shit do you think range 7, 2.25 speed charging voidrays are going to do?

Repairing SCVs now assume the same threat priority as the unit they’re repairing.
Fucking finally.

Fungal Growth no longer affects air units.
SOOOOOOOOOOOOOO STUPID. This makes zerg vs zerg even worse. If this was indeed changed because flux vanes was removed, Then put back flux vanes and give back fungal growth air abilities. God i hope this doesnt get through testing.


+1!! totally what i have mind :D personally i dislike the bunker buff too.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
December 04 2010 11:14 GMT
#1610
On December 04 2010 20:04 Project Psycho wrote:
Don't like the reduced bunker build time to 30s.. if anything it should of been increased to at least 40s. So now its even easier to get bunker rushed . Well it says its only temporary, so i suppose that's ok, but whats the point of it then?


SCV construction movement made more consistent.

I think that means SCV doesn't hide anymore while building, hence easily sniped.
Its grack
Thor-axe the Impaler
Profile Joined April 2010
United States331 Posts
December 04 2010 11:15 GMT
#1611
Blizzard just killed the infester.
Psychedelic Rock Album http://soundcloud.com/dead-rock-music
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
December 04 2010 11:15 GMT
#1612
fix the chat channels PLEASE don't make it just another tab at the bottom of our screen this is stupid, do it like the good old bnet for goodness sake
MorroW
Profile Joined August 2008
Sweden3522 Posts
Last Edited: 2010-12-04 11:25:36
December 04 2010 11:17 GMT
#1613
seems like a great patch to me. im very impressed

On December 04 2010 20:15 Fayth wrote:
fix the chat channels PLEASE don't make it just another tab at the bottom of our screen this is stupid, do it like the good old bnet for goodness sake

gotta agree with that 100%

i dont like that they want to change both phoenix and fungual because it will probably become broken then :p

also only answer to split map masscamp tvz vs massraven was the fungual on them, but now z will alyways lose vs it
Progamerpls no copy pasterino
Grummler
Profile Joined May 2010
Germany743 Posts
December 04 2010 11:18 GMT
#1614
I am totally going to go mass ravens in tvz now! HAH!
workers, supply, money, workers, supply, money, workers, ...
GrazerRinge
Profile Blog Joined May 2010
999 Posts
December 04 2010 11:21 GMT
#1615
well....finally in z vs z its all about muta again....
"Successful people don't talk much. They listen and take action."
Na_Dann_Ma_GoGo
Profile Joined March 2010
Germany2959 Posts
December 04 2010 11:22 GMT
#1616
Woah, woah. I really didn't expect this. Most stuff is fine but the balance changes...

I (and a shit ton of other people, I was ~top 150 Zerg EU last time) have already huge problems with Phoenixes. Now there isn't even ANY chance of slowing them down / or disabling their mobility?
How am I supposed to ever kill those things? A good player will just keep microing them forever if necessary. Same for Voidrays actually when you don't go Air (which is now bad anyways).

You're still having a lot troubles fighting of Void Rays with Queens / Hydras duo to Forcefields as seen by July against oGsMC on X'el Naga Caverns. Without fungal you're never guaranteed to actually kill them.

On top of that Mutas get so much stronger in ZvZ as, again, you cannot slow down their immobility which means... that it all sucks ;f

Yeah and let's not talk about Medivacs. Even against those huge Bioballs Infestors haven't proofed to successful yet because of their huge investment. Not being able to fungal Vikings (which is often essential for Broodlord play) and worse, Medivacs is just ridiculous. Now you have to go Mutas or Hydra (l a w l) to actually stop drop play :/

But it's just a test patch, so I give them that ;P
WrathBringerReturns said: No no no. Sarcasm is detected in the voice. When this forum is riddled with stupidity, you think I can tell every post apart? Fair enough it was intended sarcastically, was it obvious? Of course not.
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
December 04 2010 11:24 GMT
#1617
On December 04 2010 20:18 Grummler wrote:
I am totally going to go mass ravens in tvz now! HAH!

Think that build will be by far the biggest reason why this nerf will be removed/changed(if they are concerned of air units stacking, i propose max number of fungal'ed air units). I'm not sure zerg has any response to the mass raven/rine build without infestors...
Escapist
Profile Joined July 2010
Portugal548 Posts
December 04 2010 11:26 GMT
#1618
Fungal Growth doeasnt affect flying units...now thats gonna be hard to get used to
EU / US / KR English Shoutcasted Matches 720p HD -> http://www.youtube.com/user/xHydrax
Ayush_SCtoss
Profile Blog Joined April 2010
India3051 Posts
December 04 2010 11:27 GMT
#1619
On December 04 2010 20:05 Mojeca wrote:
Show nested quote +
On December 04 2010 20:03 Ayush_SCtoss wrote:
OMFG this is so awesome. Finally, I can hallucinate observers :D
brb, installing patch :D


WHAT!?!?! Where was this said? I've been saying that we needed that forever. sauce?


Well...I believe I kinda got a bit of track. You can't hallucinate observers. I meant phoenixes...now much faster :D
And the observer reduced cost isn't bad either.
End my suffering
Almania
Profile Joined September 2010
145 Posts
December 04 2010 11:28 GMT
#1620
On December 04 2010 20:24 Zarahtra wrote:
Show nested quote +
On December 04 2010 20:18 Grummler wrote:
I am totally going to go mass ravens in tvz now! HAH!

Think that build will be by far the biggest reason why this nerf will be removed/changed(if they are concerned of air units stacking, i propose max number of fungal'ed air units). I'm not sure zerg has any response to the mass raven/rine build without infestors...


Ultras come to mind. But yeh, going to be tough.
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