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PTR Patch 2.0 is up - Page 6

Forum Index > SC2 General
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kidcrash
Profile Joined September 2009
United States624 Posts
December 11 2010 03:14 GMT
#101
On December 11 2010 08:44 Existor wrote:
Show nested quote +
On December 11 2010 08:43 Esp1noza wrote:
They should make fungal to slowdown units like queens ability in bw.

Then increase radius by 50% or double


What about keeping the ability the same for ground units (complete immobilization) and then changing its effect on air units to a slowdown.
Dr.Frost
Profile Joined April 2009
United States389 Posts
Last Edited: 2010-12-11 04:01:34
December 11 2010 04:01 GMT
#102
On December 11 2010 08:26 SpikeNeedle wrote:
Show nested quote +
On December 11 2010 08:16 Rickilicious wrote:
On December 11 2010 06:37 kcdc wrote:
I'm hoping they'll eventually let P beat mutas with designated air-to-air units. Spending the whole game pumping phoenixes to defend yourself from muta harass and then to lose them all and the game in half a second to FG is crap. Just give P corsairs and make them immune to FG.



Thank god you're not balancing the game. Quit complaining imo. You got buffed, and just because they removed a nerf from zerg doesn't mean protoss got nerfed lol.

Note: You do realize phoenix outrange mutas and can shoot on the run, so in an ideal situation, they should never even be touched.. Surely you've seen that silly attack they have.


Are you dumb? The entire point of his post was that after pumping out all those phoenixes, FUNGAL GROWTH, which stops MOVEMENT, will get all his phoenixes killed in half a second. To FUNGAL GROWTH.

Protoss as a race is definitely messed up right now in my opinion, probably the weakest of the three.

Learn to spread your phoenix out or scout better, Foxer had to with Marines, Zerg has to with ling vs banelings and muta vs fungal growth, why would P not at least have to with phoenix?
They are here to right our fall, they have heard someones troubled call???
GoldenH
Profile Blog Joined March 2010
1115 Posts
December 11 2010 04:21 GMT
#103
Well, phoenix are basically melee units, you can spread them out, but that means you can't snipe low health muta so well. I don't think that is a problem, but it is why people are less than willing to do it. If the Zerg has so much map control that he is comfortable walking that slow-ass infestor off creep all the way over to your base so that he can fungal your phoenix in the 5 minute window where you actually need phoenix to be safe from muta.. well.. you got a problem, but that problem ain't fungal growth.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
k20
Profile Joined September 2010
United States342 Posts
December 11 2010 04:34 GMT
#104
Haha, I saw 2.0 and thought that signified a major software change. Like, oh I don't know, Lurkers and Scourge or something.
MementoMori
Profile Joined April 2010
Canada419 Posts
Last Edited: 2010-12-11 05:23:40
December 11 2010 05:22 GMT
#105
On December 11 2010 04:55 Frack wrote:
• Using ALT-F4 during the opening cinematic will no longer crash the game.

Whew, good thing they got that taken care of.

In my opinion the patch is going in the right direction. Fungal is a tricky topic. I really think it might be fair to just have fungal slow air units instead of freeze them. But I think it has to have some kind of effect.
for the world is hollow and I have touched the sky
Lucius2
Profile Joined June 2010
Germany548 Posts
December 11 2010 11:03 GMT
#106
fungal on air is fine, but why the f*** are flux vanes now completely gone, thats bs
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
December 13 2010 17:00 GMT
#107
On December 11 2010 20:03 Lucius2 wrote:
fungal on air is fine, but why the f*** are flux vanes now completely gone, thats bs


I'm guessing it created an unintended role for the VRs as a more harass-oriented unit that you couldn't really chase down, even with the proper counters.

The two VR changes shifted it more towards an 'anti-biggie' role which has been intended since that 2007 video.
aka Siyko
Refreshe
Profile Joined May 2010
United States141 Posts
December 13 2010 17:15 GMT
#108
On December 14 2010 02:00 fdsdfg wrote:
Show nested quote +
On December 11 2010 20:03 Lucius2 wrote:
fungal on air is fine, but why the f*** are flux vanes now completely gone, thats bs


I'm guessing it created an unintended role for the VRs as a more harass-oriented unit that you couldn't really chase down, even with the proper counters.

The two VR changes shifted it more towards an 'anti-biggie' role which has been intended since that 2007 video.



I honestly think it was because of team games, but since I hardly play any of them, I might just be completely wrong. It's just a thought because I always hear people who play team games complaining about void rays when they're imo completely fine in 1v1's.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
December 13 2010 17:18 GMT
#109
On December 14 2010 02:15 Refreshe wrote:
Show nested quote +
On December 14 2010 02:00 fdsdfg wrote:
On December 11 2010 20:03 Lucius2 wrote:
fungal on air is fine, but why the f*** are flux vanes now completely gone, thats bs


I'm guessing it created an unintended role for the VRs as a more harass-oriented unit that you couldn't really chase down, even with the proper counters.

The two VR changes shifted it more towards an 'anti-biggie' role which has been intended since that 2007 video.



I honestly think it was because of team games, but since I hardly play any of them, I might just be completely wrong. It's just a thought because I always hear people who play team games complaining about void rays when they're imo completely fine in 1v1's.


Come on, lets not blame Team games for every change we don't like. Everybody was saying that the last Void Ray Nerf was due to team games and then we were told because it was done because a Pro contacted the Balance team with tons of replays and stuff.

Only reported change done for Team games sake is the Supply before Barracks change
"Its easy, just trust your CPU".-Boxer on being good at games
Refreshe
Profile Joined May 2010
United States141 Posts
December 13 2010 17:22 GMT
#110
On December 14 2010 02:18 windsupernova wrote:
Show nested quote +
On December 14 2010 02:15 Refreshe wrote:
On December 14 2010 02:00 fdsdfg wrote:
On December 11 2010 20:03 Lucius2 wrote:
fungal on air is fine, but why the f*** are flux vanes now completely gone, thats bs


I'm guessing it created an unintended role for the VRs as a more harass-oriented unit that you couldn't really chase down, even with the proper counters.

The two VR changes shifted it more towards an 'anti-biggie' role which has been intended since that 2007 video.



I honestly think it was because of team games, but since I hardly play any of them, I might just be completely wrong. It's just a thought because I always hear people who play team games complaining about void rays when they're imo completely fine in 1v1's.


Come on, lets not blame Team games for every change we don't like. Everybody was saying that the last Void Ray Nerf was due to team games and then we were told because it was done because a Pro contacted the Balance team with tons of replays and stuff.

Only reported change done for Team games sake is the Supply before Barracks change



I remember CheckPrime,if it was him, QQing a lot, but to balance off one pro is pretty huge. I hope there was a lot of evidence for blizzard to do something like that. The thing is, they didn't even tell us what made it so OP after they changed it.
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
December 13 2010 17:22 GMT
#111
On December 14 2010 02:18 windsupernova wrote:
Show nested quote +
On December 14 2010 02:15 Refreshe wrote:
On December 14 2010 02:00 fdsdfg wrote:
On December 11 2010 20:03 Lucius2 wrote:
fungal on air is fine, but why the f*** are flux vanes now completely gone, thats bs


I'm guessing it created an unintended role for the VRs as a more harass-oriented unit that you couldn't really chase down, even with the proper counters.

The two VR changes shifted it more towards an 'anti-biggie' role which has been intended since that 2007 video.



I honestly think it was because of team games, but since I hardly play any of them, I might just be completely wrong. It's just a thought because I always hear people who play team games complaining about void rays when they're imo completely fine in 1v1's.


Come on, lets not blame Team games for every change we don't like. Everybody was saying that the last Void Ray Nerf was due to team games and then we were told because it was done because a Pro contacted the Balance team with tons of replays and stuff.

Only reported change done for Team games sake is the Supply before Barracks change




whitch was so huge for 1v1 that it eventualy lead to the 2 rax allin that all the zergs hate atm so making balance changes based on team games = not good
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
Last Edited: 2010-12-13 17:27:01
December 13 2010 17:23 GMT
#112
On December 11 2010 05:09 Alpina wrote:
Show nested quote +
On December 11 2010 04:57 red_b wrote:
well I dont think anyone thought the bunker thing was going to be permanent.


They wanted to make from 35 to 30 sec, but now reverted to 35 so bunker is still the same.


the original PTR notes said along the lines of 'for PTR only'... so no, they didn't plan on changing it to 30 sec permanently.

they probably wanted to test the bunker some more to see if it was imbalanced, but as they suspected it's only terribad whiners who complain about perfectly balanced bunker.


btw chronoboost phoenix take less time to make than marines = tee hee.
onmach
Profile Blog Joined March 2009
United States1241 Posts
December 13 2010 17:24 GMT
#113
I thought void rays were really powerful in team games because it was possible hit critical mass and melt everything. Then speed along with it meant that you couldn't catch them. But then they nerfed the damage at some point so I don't know if that is even true anymore.

Maybe they are hoping with void ray being less viable late game, carriers will be more in vogue.
Refreshe
Profile Joined May 2010
United States141 Posts
December 13 2010 17:27 GMT
#114
I'm pretty sure if void rays were a problem in team games, it was happening in the bronze league. lol.
hoovehand
Profile Joined April 2010
United Kingdom542 Posts
December 13 2010 17:43 GMT
#115
i think it was because voidrays are awesome enough without a speed upgrade...

it's like banshee's having a speed upgrade.
ccou
Profile Joined December 2008
United States681 Posts
December 13 2010 17:43 GMT
#116
On December 11 2010 06:41 Jarmam wrote:
Show nested quote +
On December 11 2010 05:53 junemermaid wrote:
On December 11 2010 05:30 Ummbeefy wrote:
No FG change is cool but now toss builds a structure simply for upgrades or...carriers?

Wow, if I want +2 air upgrades I need a building that only allows me to create carriers and improve the carrier effectiveness?

This feels very limited. Toss tech patterns already seem confining. This solidifies the you're one tech, stay there mentality.


You mean like the fusion core?

Yeah. It's fine. It also unlocks the mothership.


The structure that costs 150/150 and isnt an extension of a rugged tech path like the Protoss 3-way tech path - and which does *not* unlock the +2 air upgrades, cuz they're available from the start?

But yay for Mothership, that changes everything.


I mainly played protoss back in BW. I tell you what, back in those days, you had to build an observatory to get observers. Protoss was fine back then and it's fine now with splintered tech, that's just the race.
Wake up Mr. B!
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
December 13 2010 17:51 GMT
#117
On December 14 2010 02:22 cilinder007 wrote:
Show nested quote +
On December 14 2010 02:18 windsupernova wrote:
On December 14 2010 02:15 Refreshe wrote:
On December 14 2010 02:00 fdsdfg wrote:
On December 11 2010 20:03 Lucius2 wrote:
fungal on air is fine, but why the f*** are flux vanes now completely gone, thats bs


I'm guessing it created an unintended role for the VRs as a more harass-oriented unit that you couldn't really chase down, even with the proper counters.

The two VR changes shifted it more towards an 'anti-biggie' role which has been intended since that 2007 video.



I honestly think it was because of team games, but since I hardly play any of them, I might just be completely wrong. It's just a thought because I always hear people who play team games complaining about void rays when they're imo completely fine in 1v1's.


Come on, lets not blame Team games for every change we don't like. Everybody was saying that the last Void Ray Nerf was due to team games and then we were told because it was done because a Pro contacted the Balance team with tons of replays and stuff.

Only reported change done for Team games sake is the Supply before Barracks change




whitch was so huge for 1v1 that it eventualy lead to the 2 rax allin that all the zergs hate atm so making balance changes based on team games = not good


The 2 Rax build was always around. It just wasn't the most optimal build. Terran still have a rax all-in build that's incredibly strong vs. most Zerg early game builds.
"We have unfinished business, I and he."
Wrongspeedy
Profile Blog Joined August 2010
United States1655 Posts
December 13 2010 17:56 GMT
#118
On December 14 2010 02:43 hoovehand wrote:
i think it was because voidrays are awesome enough without a speed upgrade...

it's like banshee's having a speed upgrade.


Rofl yeah. Or like banshees having a way to turn invisible. O.o
It is better to be a human dissatisfied than a pig satisfied; better to be Socrates dissatisfied than a fool satisfied.- John Stuart Mill
Invol2ver
Profile Joined September 2010
United States330 Posts
December 13 2010 17:57 GMT
#119
On December 11 2010 06:21 Lucius2 wrote:
Show nested quote +
On December 11 2010 05:53 junemermaid wrote:
On December 11 2010 05:30 Ummbeefy wrote:
No FG change is cool but now toss builds a structure simply for upgrades or...carriers?

Wow, if I want +2 air upgrades I need a building that only allows me to create carriers and improve the carrier effectiveness?

This feels very limited. Toss tech patterns already seem confining. This solidifies the you're one tech, stay there mentality.


You mean like the fusion core?

Yeah. It's fine. It also unlocks the mothership.


too bad armory unlocks already everything....and fleet beacon is more expensive...


For late game air tech AND +2 upgrades, each respective race requires:

Pylon > Gateway > Cybercore > Stargate > Fleet Beacon

850 Minerals
450 Gas

Pool > Lair > Spire > Infestation Pit > Hive > Greater Spire

900 Minerals + 150 for 3 Drones
700 Gas

Depot > Barracks > Factory > Armory > Starport > Fusion Core

850 Minerals
450 Gas


In short, stop it.
Losing money is less good than making it, confirm?
Vimsey
Profile Joined May 2010
United Kingdom2235 Posts
December 13 2010 17:59 GMT
#120
On December 14 2010 02:22 Refreshe wrote:
Show nested quote +
On December 14 2010 02:18 windsupernova wrote:
On December 14 2010 02:15 Refreshe wrote:
On December 14 2010 02:00 fdsdfg wrote:
On December 11 2010 20:03 Lucius2 wrote:
fungal on air is fine, but why the f*** are flux vanes now completely gone, thats bs


I'm guessing it created an unintended role for the VRs as a more harass-oriented unit that you couldn't really chase down, even with the proper counters.

The two VR changes shifted it more towards an 'anti-biggie' role which has been intended since that 2007 video.



I honestly think it was because of team games, but since I hardly play any of them, I might just be completely wrong. It's just a thought because I always hear people who play team games complaining about void rays when they're imo completely fine in 1v1's.


Come on, lets not blame Team games for every change we don't like. Everybody was saying that the last Void Ray Nerf was due to team games and then we were told because it was done because a Pro contacted the Balance team with tons of replays and stuff.

Only reported change done for Team games sake is the Supply before Barracks change



I remember CheckPrime,if it was him, QQing a lot, but to balance off one pro is pretty huge. I hope there was a lot of evidence for blizzard to do something like that. The thing is, they didn't even tell us what made it so OP after they changed it.

Yea they said a professional player who didnt play protoss sent David Kim a replay of a void ray rush that couldnt be beaten which made them change it. Later at Blizzcon someone asked David who it was and he said CheckPrime. So this time it wasnt 2v2 that got it changed.
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