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Blizzard reverting some patch 1.2 changes - Page 16

Forum Index > SC2 General
Post a Reply
Prev 1 14 15 16 17 18 27 Next All
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
December 07 2010 14:54 GMT
#301
Thank god. Those changes were terrible. Good Job Blizz.
"Infestors are the suck" - LzGamer
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
December 07 2010 14:55 GMT
#302
On December 07 2010 23:44 PulseSUI wrote:
got to love it.
all the Zerg that fliped out can now continue to never ever build infestors against enemy air.

be honest here: how many times did you have a enemy zerg build infestors against your airforce? compare it with the widespread panic across all the starcraft2 forums.
seem just a little.. disproportionate.


In ZvZ? All the time. I also stopped drops with them, and I've seen tournament games where medivacs were sniped the same way.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
RedHelix
Profile Joined August 2010
250 Posts
December 07 2010 15:01 GMT
#303
thank god, i think this could be an excellent patch just with the protoss buffs, no need to break the game or our hands with this
Slunk
Profile Blog Joined February 2010
Germany768 Posts
December 07 2010 15:01 GMT
#304
Awesome. Those bugged me the most.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-12-07 15:02:54
December 07 2010 15:02 GMT
#305
Perhaps instead of stopping air units FG should only slow them down. Stopping removes almost all micro from the equation from the victim player, and is probably too strong if it catches a bunch of clumped flying units.
fenster
Profile Joined July 2010
United States73 Posts
December 07 2010 15:02 GMT
#306
On December 07 2010 23:44 PulseSUI wrote:
got to love it.
all the Zerg that fliped out can now continue to never ever build infestors against enemy air.

be honest here: how many times did you have a enemy zerg build infestors against your airforce? compare it with the widespread panic across all the starcraft2 forums.
seem just a little.. disproportionate.


Are you a Z player? I play Zerg and I build infestors almost every ZvZ I play because I don't like muta/ling/blin in that mu. Honestly ZvZ would have been a total shitfest with that fungal change.
TrANCE,
Profile Joined December 2010
301 Posts
December 07 2010 15:06 GMT
#307
Wow, Thanks blizz, nice one
Romple
Profile Joined October 2010
United States57 Posts
Last Edited: 2010-12-07 15:10:03
December 07 2010 15:08 GMT
#308
The Gracken must be pleased.

And most good zerg players know how to use infestors. Hell if you've ever watched a Catz stream or TLO match you'll see some very impressive use of them.

sleepingdog
Profile Joined August 2008
Austria6145 Posts
December 07 2010 15:12 GMT
#309
On December 08 2010 00:02 Apolo wrote:
Perhaps instead of stopping air units FG should only slow them down. Stopping removes almost all micro from the equation from the victim player, and is probably too strong if it catches a bunch of clumped flying units.


Ever heard of stasis? FG is fine the way it is, the infestors are a ridiculously slow and expensive unit, they deserve to have its place. Also phoenix-harass will be ridiculous now anyways.

Removal of Flux Vanes makes no sense....NOW - if Blizz was serious about their attempt to end colossus-wars PvP then Flux Vanes would be very much needed. Also Toss relies on speed rays to have "something" in lategame vs Zerg, speed was the only way to prevent that your rays get crippled by mutas.
"You see....YOU SEE..." © 2010 Sen
DiZasteR
Profile Joined May 2009
Netherlands84 Posts
December 07 2010 15:12 GMT
#310
The not being able to hold down keys change seemed very dumb and redundant. Why force players to bash buttons if they don't have to.
As for the fungal hitting air again... (playing Z so you know) I dont really know what to feel about it. I of course don't mind it keep hitting air, but i wouldn't mind much if it did not hit air anymore, zergs would probably be able to adapt to the phoenix play which would have become common.
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
Last Edited: 2010-12-07 15:16:40
December 07 2010 15:14 GMT
#311
On December 07 2010 23:27 FarbrorAbavna wrote:
Show nested quote +
On December 07 2010 23:16 The KY wrote:
On December 07 2010 23:09 ToF.CheckMate wrote:
Just so you all know, Blizzard thinks that it's hilarious when Zerg QQs. And they read every single post on Battle.net, and they have a system where they keep track of your posts. So if you're always QQing, and flaming Blizzard, they're more likely to ignore you. Just a pro-tip for all those people saying that Zerg QQ is finally paying off.


They read the official forums, you mean?

Why? The place is a joke. Not because of the forum, but because of the posters. It's all QQ.


and he just said they have a system in place to see who is a qq:er meaning they dont really take that account serious after a certain amount of posts that are just qq. simple yet effective. Maybe with that system in place the bnet forums actually are worth something.


Well the EU forums...I doubt it. There's no diamonds in the rough there. Just rough. And shit in the rough.

Maybe US and KR have some people who aren't there just to make threads called 'Blizz please fix Terran!!'
Fushin
Profile Joined June 2010
France193 Posts
December 07 2010 15:14 GMT
#312
On December 08 2010 00:12 sleepingdog wrote:
Show nested quote +
On December 08 2010 00:02 Apolo wrote:
Perhaps instead of stopping air units FG should only slow them down. Stopping removes almost all micro from the equation from the victim player, and is probably too strong if it catches a bunch of clumped flying units.


Ever heard of stasis? FG is fine the way it is, the infestors are a ridiculously slow and expensive unit, they deserve to have its place. Also phoenix-harass will be ridiculous now anyways.

Removal of Flux Vanes makes no sense....NOW - if Blizz was serious about their attempt to end colossus-wars PvP then Flux Vanes would be very much needed. Also Toss relies on speed rays to have "something" in lategame vs Zerg, speed was the only way to prevent that your rays get crippled by mutas.



Well, stasis didn't dot the units, it actually made them invincible during the spell, while making them unable to fire or move...big difference here.
Badboyrune
Profile Blog Joined May 2010
Sweden2247 Posts
December 07 2010 15:14 GMT
#313
I feel like this is almost unheard of. After having played WoW for far too many years I've become so used to that changes that make it onto PTR always go live, no matter how much whine or how bad the change was. Seeing Blizzard actually listen and take action before things go live makes me think that SC2 devs are quite different from WoW devs, in a good way.
"If yellow does start SC2, I should start handsomenerd diaper busniess and become a rich man" - John the Translator
sleepingdog
Profile Joined August 2008
Austria6145 Posts
December 07 2010 15:15 GMT
#314
On December 08 2010 00:14 Fushin wrote:
Show nested quote +
On December 08 2010 00:12 sleepingdog wrote:
On December 08 2010 00:02 Apolo wrote:
Perhaps instead of stopping air units FG should only slow them down. Stopping removes almost all micro from the equation from the victim player, and is probably too strong if it catches a bunch of clumped flying units.


Ever heard of stasis? FG is fine the way it is, the infestors are a ridiculously slow and expensive unit, they deserve to have its place. Also phoenix-harass will be ridiculous now anyways.

Removal of Flux Vanes makes no sense....NOW - if Blizz was serious about their attempt to end colossus-wars PvP then Flux Vanes would be very much needed. Also Toss relies on speed rays to have "something" in lategame vs Zerg, speed was the only way to prevent that your rays get crippled by mutas.



Well, stasis didn't dot the units, it actually made them invincible during the spell, while making them unable to fire or move...big difference here.


I tried to argue against the "non-micro" part - the ability to "disable" the movement of your opponent isn't something that's bad for the game, imo.
"You see....YOU SEE..." © 2010 Sen
resilve
Profile Blog Joined August 2010
United Kingdom678 Posts
December 07 2010 15:17 GMT
#315
There is no problem with having somewhat experimental ideas on a PTR and then adding or removing them when they see more than in-house testing on them.

Its positive, but nobody should be under the illusion that they ever really intended them to go live!
Socke Fighting!!!!
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
December 07 2010 15:18 GMT
#316
On December 08 2010 00:02 Apolo wrote:
Perhaps instead of stopping air units FG should only slow them down. Stopping removes almost all micro from the equation from the victim player, and is probably too strong if it catches a bunch of clumped flying units.

In late game a couple of infestors FGing a group of Vikings is GG for Terran since they are the only way to fight BL. Just slowing them down would make more sense.
Head Coach Park: "They should buff tanks!"
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2010-12-07 15:21:32
December 07 2010 15:19 GMT
#317
On December 07 2010 23:50 pirates wrote:
Show nested quote +
On December 07 2010 22:46 Darneck wrote:
Does this mean that zerg ends up with another patch where they get buffed? (talking about the ultralisk aoe change)

the change does nothing really. and any game where a zerg player has ultras... you've probably already lost... Gotta love bronze level players with opinions on every major change in the game :3

Since when does a question become an opinion? I haven't really been following the PTR stuff that much but I had heard that the ultralisk change was considered an "unofficial" buff.

Sure the way I asked the question could be interpreted as if I don't agree with it but I actually don't really care at all, was just wondering.
Craton
Profile Blog Joined December 2009
United States17281 Posts
December 07 2010 15:21 GMT
#318
On December 08 2010 00:18 Sapphire.lux wrote:
Show nested quote +
On December 08 2010 00:02 Apolo wrote:
Perhaps instead of stopping air units FG should only slow them down. Stopping removes almost all micro from the equation from the victim player, and is probably too strong if it catches a bunch of clumped flying units.

In late game a couple of infestors FGing a group of Vikings is GG for Terran since they are the only way to fight BL. Just slowing them down would make more sense.

It's no different than fungaling phoenixes and essentially auto-winning as a result. I hope this 'reversal' is just temporary for numbers sake and that in the end the FG nerf goes through.
twitch.tv/cratonz
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
December 07 2010 15:22 GMT
#319
Yay! All the things I hated are gone ^^
Jaedong :3
Dreaming11
Profile Joined August 2010
United Kingdom105 Posts
December 07 2010 15:33 GMT
#320
To the guy who said about nobody using infestors against air - I disagree. Against P I rarely come across the phoenix play people have been talking about - maybe it's not reached platinum level EU ladder yet, but mostly its a proxy pylon with mass stalkers or just a straight up zealot rush. Only a few games where he has actually bothered to go expand and get his collossus. Most players at this level want to end the game within their 15 minute game-plan.

But against terran, infestors are a must, because every terran at least at my level loves marines and marauders. zergling -> baneling -> lair -> infestor is my build against terrans. If they try to mix it up with drop play, the infestor may not perfectly get the dropship every time, but one or two times it -will- get it, and my banelings can kill the dropped marines and my queen can have a good go at the dropship. It 'forces' the terran to reconsider just continuously dropping until you invest into a 'hard' counter like corruptors or hydras at which point he just rolls in your front with his siegetanks.

In ZvZ its the same, if it makes it past the early stages then you want infestors and want to be making the most of them to lock down and weaken up the enemy army. If he comes in with mutas, you want the infestors there to make him reconsider massing 200/200 of muta (which will destroy you one way or the other anyway).

The infestor is in many ways a signalling unit. Like a siege tank or a colossus, if you get it out in the field you are telling your opponent 'you cannot use [a certain strategy] against me without facing the consequences, unless you deal with my [special unit]'. Of course, you could still use drop play and snipe the infestor, or you could use mutas and spread them... get the phoenix in there quick before he responds and it brings nice micro into the game. It doesn't totally nullify air at least not in platinum play. But it does often make your opponent revise his strategy and play to your tune.
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