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Patch 1.2.0 on PTR - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 158 Next
Keitzer
Profile Blog Joined May 2010
United States2509 Posts
December 04 2010 02:15 GMT
#161
awe... wheres Blizzard DOTA?
I'm like badass squared | KeitZer.489
Ksi
Profile Joined May 2010
357 Posts
December 04 2010 02:15 GMT
#162
On December 04 2010 11:10 KneeDeeP wrote:
Show nested quote +
On December 04 2010 11:06 imbs wrote:

lol how is zerg supposed to stop air? how about like the other 2 races and counter it with your own air or ground units that shoot up maybe?


have u not seen how crap hydralisks are? less dps than 2 marines slow as fuck and have 0 passive defenses (hp/armor)




sooo your saying zerg should be the only race able to stop an entire group of air units dead in its tracks and rape it? Toss has learned to deal with muta harass, zerg will adapt in time I have no doubt.


You have phoenixes, you have blink, you have a ground army that is strong enough to actually charge their front and not immediately die at a chokepoint/walloff. You also don't need to invest minerals and supply to be 20 to 30 workers ahead just to have enough of an army to compete.
numberThirtyOne
Profile Joined March 2008
United States294 Posts
December 04 2010 02:15 GMT
#163
On December 04 2010 10:52 whitelynx wrote:
Harvesting units no longer avoid enemy units.

Oh god.


What does that even mean? If a marine shoots my idle probe, it won't automatically run like 2 steps away and then stop again? If the probe isn't idle, it didn't "avoid" anything. It just carried out its orders.
voIDRAys are the most bm unit in SC2
Dali.
Profile Joined June 2010
New Zealand689 Posts
Last Edited: 2010-12-04 02:16:25
December 04 2010 02:15 GMT
#164
Wow I actually can't believe the fungal change. That is actually terrible for Zergs trying to play an solid macro game while conceding air control. It leaves the window wide open for never ending air/drop harass with little to no threat to the aggressor. Now flying units can clump as much as they like with no threat of any danger. This creates a gameplay change as big as removing splash vs air for Thors: imagine how that would change the dynamic of muta harass vs Terran.

My ZvZ will be flipped onto its head. Fungal is so necessary to end muta harass and allow one to move out. You can't properly deal with mutas in ZvZ without fungal; queens and hydras are too slow. The option just seem to be make a ton of spores and hope your opponent doesn't know how to build hatcheries as you will have probably not get any map control back without a massive mistake by your opponent.

Here's hoping this ISN'T implemented. Sigh, just as I'm starting to gain a solid hold on ZvZ
Bashrai
Profile Joined September 2010
Canada119 Posts
December 04 2010 02:16 GMT
#165
The protoss buff is great but I feel that ZvZ will just become a big muta fest if the infestor change happen.
AcrossFiveJulys
Profile Blog Joined September 2005
United States3612 Posts
December 04 2010 02:16 GMT
#166
Fungal growth change is going to stop zergs in TvZ from
A) fungaling large groups of medivacs when engaging MMM ball
B) fungaling medivac drops
C) going corrupter/broodlord/infestor
D) fungaling large groups of banshees/vikings (in rare situations where terran does this)

I am very glad that C) is going to come to an end. Currently if zerg does this it forces ridiculous numbers of vikings. Then the subsequent ultra transition runs over terran every time. Allowing terrans to deal with broodlord/corrupter more cost effectively makes a lot of sense.
Nyx
Profile Blog Joined May 2010
Rwanda460 Posts
December 04 2010 02:16 GMT
#167


• The Ultralisk’s arc-shaped damage area is now centered at the front of the Ultralisk instead of at its center.


Anybody else think this means ultralisk will be a lot stronger against mass marine?
Doko
Profile Joined May 2010
Argentina1737 Posts
December 04 2010 02:16 GMT
#168
Best change = scv priority.

Its a very elegant way to fix it as well. Although I wonder how the target priority is going to work for melee units on stuff like PF's or bunkers.
CombatWood
Profile Blog Joined October 2010
United States40 Posts
December 04 2010 02:16 GMT
#169
On December 04 2010 11:13 silencesc wrote:
FLUX VANES!?! NOOO.

I'm sorry in advance for this:

Fuck you, Blizzard. There is a huge problem with this. Speed void rays were a wonderful option in late game 1v1. I bet the only reason you motherfuckers got rid of it is because some stupid fucking bronze level 2v2 player whined his little heart out on bnet forums about how viod rays are so imba in 2v2 because he doesn't know what vikings, mutas, or blink stalkers are. Fuck this shit. If it gets implemented, I'm officially changing to Zerg. Suck it blizzard.


Why would you change? So you can still get raped from shorter phoenix build time and inability to fungal air? Unless your strat is to make a ton of spore colonies and hydras, you're going to be in some trouble.
Gudeldar
Profile Joined August 2010
United States1200 Posts
December 04 2010 02:17 GMT
#170
Enjoy getting raped by Protoss air for a while on ladder Zergs

I know I plan to start making a lot more Phoenix.
Angelbelow
Profile Joined September 2010
United States3728 Posts
December 04 2010 02:17 GMT
#171
Obs getting reduced is a pretty cool change. I think that one would stay, that OR they reduce the build time. Either one is pretty cool I think.

As a zerg player I think no fungal for air is retarded and wont actually be implemented.
You may delay, but time will not. Current Music obsession: Opeth
evoli
Profile Joined May 2010
United States333 Posts
December 04 2010 02:17 GMT
#172
What is this?

"Fixed an issue where Larva could produce units by holding down hotkeys."

Does this mean I have to hit each individual key now? That's silly. I think the Infestor FG nerf is dumb too.
General Manager for EG // twitter.com/gosutrolling
Fa1nT
Profile Joined September 2010
United States3423 Posts
December 04 2010 02:17 GMT
#173
Vikings will become extremely popular as well..

The entire point of fungal was to catch a ball of vikings. Dropships could be countered easily with zerglings or mutas following it.

However, how do you counter vikings? They can shoot mutas from full screen, and if mutas get anywhere near, they can fly back over some marines. Watch some of the GSL games where zerg went brood lords, and won because terran left his vikings out over a pit and they got fungaled like 6 times.
imbs
Profile Joined September 2010
United Kingdom320 Posts
December 04 2010 02:17 GMT
#174
seems like the charge autocast repair thing applies to team games. like if u have a friend whos put his units on shared unit control, if you put his scvs on auto repair itll charge you for any repairs they make? shrug
Jonoman92
Profile Blog Joined September 2006
United States9104 Posts
December 04 2010 02:17 GMT
#175
Mannn I was hoping for shared online replay viewing....
vyyye
Profile Joined July 2010
Sweden3917 Posts
December 04 2010 02:17 GMT
#176
What Blizzard is trying to tell me is that phoenix are now invincible? It's 100% impossible to kill them now, unless the protoss does something ridiculously stupid. Awesome, why the fuck was that necessary?
What if protoss learned to micro and spread their phoenix out to minimize fungal effect instead? I mean.. what the hell?

Other than obvious nice things like chat channels, I'm really not fond of the balancing. I don't get why they changed the void ray either, how was the speed upgrade in need of removal? Bunker build time again, why?

No, I don't get it.
MiNDtriX
Profile Joined November 2010
Sweden146 Posts
December 04 2010 02:17 GMT
#177
As a terran player I love the changes. The repair nerf is just to gimmicky Thor rushes, not really useful anyways. NO FUNGAL GROWTH TO MY MEDIVAC DROPS THO -> FRIGGIN OWNAGE!!!!!!!!!
I don't rap about bitches and hoes. I rap about witches and trolls.
seaofsaturn
Profile Blog Joined September 2010
United States489 Posts
December 04 2010 02:18 GMT
#178
Just reiterating.... these are the changes they are testing these are not all going to make the cut in the real patch. Fungal nerf is obviously going to break stuff, i doubt it will get in.
Photoshop is over-powered.
Dauntless
Profile Joined May 2010
Norway548 Posts
December 04 2010 02:18 GMT
#179
P here. Very happy about this patch, but I think Infestor nerf was unnecessary.
I think with the Phoenix buff, they had to nerf VR speed upgrade, because an air force with (after patch, increased amounts of) Phoenix and fast VRs would be way too mobile, so I can understand the need for that.
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Ichabod
Profile Joined May 2010
United States1659 Posts
Last Edited: 2010-12-04 02:19:31
December 04 2010 02:18 GMT
#180
On December 04 2010 11:15 numberThirtyOne wrote:
Show nested quote +
On December 04 2010 10:52 whitelynx wrote:
Harvesting units no longer avoid enemy units.

Oh god.


What does that even mean? If a marine shoots my idle probe, it won't automatically run like 2 steps away and then stop again? If the probe isn't idle, it didn't "avoid" anything. It just carried out its orders.


Possibly means that harvesting units cannot run through enemy units anymore; they fixed the forcefield squease-around too.

I hope the infestor change doesn't go through, its just such a poor change, narrowing the builds zerg can do yet again >.>
Infestors wouldn't be able to be used against banshees anymore since one of the main concepts of fungal growth is to reveal cloak, wtf blizz.
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