Blizzard reverting some patch 1.2 changes - Page 16
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TheAngelofDeath
United States2033 Posts
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Umpteen
United Kingdom1570 Posts
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. | ||
RedHelix
250 Posts
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Slunk
Germany768 Posts
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Apolo
Portugal1259 Posts
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fenster
United States73 Posts
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,
301 Posts
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Romple
United States57 Posts
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
Austria6145 Posts
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. | ||
DiZasteR
Netherlands84 Posts
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
United Kingdom6252 Posts
On December 07 2010 23:27 FarbrorAbavna wrote: 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
France193 Posts
On December 08 2010 00:12 sleepingdog wrote: 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
Sweden2247 Posts
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sleepingdog
Austria6145 Posts
On December 08 2010 00:14 Fushin wrote: 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. | ||
resilve
United Kingdom678 Posts
Its positive, but nobody should be under the illusion that they ever really intended them to go live! | ||
Sapphire.lux
Romania2620 Posts
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. | ||
Darneck
Sweden1394 Posts
On December 07 2010 23:50 pirates wrote: 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
United States17233 Posts
On December 08 2010 00:18 Sapphire.lux wrote: 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. | ||
ReketSomething
United States6012 Posts
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Dreaming11
United Kingdom105 Posts
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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