Patch 1.2.0 on PTR - Page 9
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Keitzer
United States2509 Posts
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Ksi
357 Posts
On December 04 2010 11:10 KneeDeeP wrote: 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
United States294 Posts
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. | ||
Dali.
New Zealand689 Posts
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
Canada119 Posts
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AcrossFiveJulys
United States3612 Posts
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
Rwanda460 Posts
• 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
Argentina1737 Posts
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
United States40 Posts
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
United States1200 Posts
![]() I know I plan to start making a lot more Phoenix. | ||
Angelbelow
United States3728 Posts
As a zerg player I think no fungal for air is retarded and wont actually be implemented. | ||
evoli
United States333 Posts
"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. | ||
Fa1nT
United States3423 Posts
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
United Kingdom320 Posts
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Jonoman92
United States9103 Posts
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vyyye
Sweden3917 Posts
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
Sweden146 Posts
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seaofsaturn
United States489 Posts
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Dauntless
Norway548 Posts
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. | ||
Ichabod
United States1659 Posts
On December 04 2010 11:15 numberThirtyOne wrote: 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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