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Patch 1.3 on PTR - Page 107

Forum Index > SC2 General
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Hobokinz
Profile Joined October 2010
United States126 Posts
February 26 2011 23:39 GMT
#2121
On February 27 2011 08:34 darksidemoon wrote:
Hey guys take a look at this


FG is not the same anymore?


Wow, I was not aware that the missile for the new FG was that slow...
Ancient.eu
Profile Joined July 2010
Romania621 Posts
February 26 2011 23:40 GMT
#2122
On February 27 2011 08:39 squintz wrote:
Show nested quote +
On February 27 2011 08:32 Lokian wrote:
I like the projectile change. Blizzard is actually trying to add micro skills in the game -_- dunno why people are complaining about it...

I think fungal needs a slight increase in range if the cast is that slow.

Would like to see projectile for EMP like in SC1 too. Those two nerfs will justify for amulet imo.


I would also like to see 2 ghosts morph into a spectre. That would justify archons.

Don't be silly, people do no morph. Unless they are gay. Do you want to have gay ghosts ?

User was warned for this post
dark fury
Profile Joined September 2010
Sweden426 Posts
February 26 2011 23:40 GMT
#2123
On February 27 2011 08:39 hidiliho wrote:
Show nested quote +
On February 27 2011 08:37 dark fury wrote:
On February 27 2011 08:36 hidiliho wrote:
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.


since when can warp in zealots kill microed marauders with medievac support? i wonder what game you are playing dude


Then warp in stalkers... I don't see what the problem is. My point is that you don't need HTs to handle late game drops.

so you are just blindly assuming that every protoss has 10 warpgates off cooldowns all the time? because thats how many stalker/zealots you need to kill 8 marauders with medievac support. stop the trollin mr terran fanboy
TwoMagTrav
Profile Joined January 2011
United States195 Posts
February 26 2011 23:41 GMT
#2124
On February 27 2011 07:43 CosmicSpiral wrote:
I'm not a fan of the fungal growth changes.

Bonus damage against armored units is nice, and increased DPS would be usually taken as a buff. However, Fungal Growth is not Storm or EMP. It dealt relatively low damage in exchange for crowd control and positioning. In that sense the insta-cast nature was essential since FG was most effective against mobile units (bioball with stim, medivac drops, banshees, blink stalkers, lings with speed, banelings with speed, etc.). You use FG to set up Baneling pushes, get surrounds on the Protoss army, prevent drops from occurring.

Now we have a FG with 9 DPS and +10.8 against armored, and the very units one would want to use FG against can dodge it with relative ease.

Show nested quote +
On February 27 2011 07:42 Samba wrote:
Just watch this and tell me the templar nerf isn´t ridicoulus!

http://i.imgur.com/jiOPK.png


The bias towards the Infestor is positively palpable.


I agree. Everyone was used to the CC aspect of FG. It was the only way Zerg had to try to get into a position. Toss had FF to make them in the best position instantly and Terran had stim to bail when needed. Positioning was the hardest thing to deal with as Zerg and its also the easiest way to lose your entire fragile army. Making the FG a projectile is as huge of a nerf as if they make FFs a projectile with that kinda delay. IMHO. Maybe the increased DPS will help kill marines. I'm just a top diamond player but I find it almost impossible to kill marines OFF creep. Now on creep they melt but off creep they stim and kite pretty much every unit you can make, which is why the instant cast and the duration stun was so huge. I'd have to try it out because if it gives you a way to kill marines off creep I'm in. Otherwise with the infested terran is not worth it at all and parasite was OP now its almost useless because of the duration being so short and you have to research it and colo and tanks out range the infestor. I don't see many infestors getting made anytime soon and I dislike changing the role from a CC type caster to a weak version of storm/stun mix.
When I feed the poor they call me a saint, when I ask why the poor have no food they call me a socialist
Fenrisulf
Profile Joined August 2010
United States325 Posts
February 26 2011 23:42 GMT
#2125
On February 27 2011 08:36 hidiliho wrote:
Show nested quote +
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.


???? what? the EMP is for the HTs that are being warped in to storm.

Good control of the medivac means that you pull back if there are stalkers waiting, otherwise no way to snipe with stalkers except by a huge amount (like most of their stalker army) and even then its hard to do it without blink unless you move in the wrong direction.

Chargelots cant do anything against stimmed MM healed by a medivac in a tight ball behind a mineral line =/
krok(obs)
Profile Blog Joined July 2010
Germany264 Posts
February 26 2011 23:42 GMT
#2126
hmmm sorry i didnt bother to look throught the 10017 pages of this thread but does anyone know if the range of fungal growth is still the same as before? because in all of the ptr videos the range looks incredibly short. kinda looks like 5-6 range
http://www.sc2ranks.com/eu/481074/krok
DasHawk
Profile Joined August 2010
Denmark362 Posts
February 26 2011 23:44 GMT
#2127
The increased damage to armored (in this case marauders) seems to be very effective. Its proberly going to be much more effective against a general mixed bio ball. If you can actualy hit it :D

Damn the missile really looks to be too slow, its all fine and good - that it requires some micro skill to use the ability. But infesters were actualy quite hard to use in the first place, just see how few pro's use them.

Hopefully they will buff the missile speed, but lets see how it works. Im kinda excited to see which changes makes the next patch and how it will affect the game, at least they are trying SOMETHING
ihavetofartosis
Profile Joined January 2011
1277 Posts
Last Edited: 2011-02-26 23:49:59
February 26 2011 23:45 GMT
#2128
On February 27 2011 08:34 darksidemoon wrote:
Hey guys take a look at this
http://www.youtube.com/watch?v=Eoysr9JKuaE&feature=player_embedded

FG is not the same anymore?

What a joke. I doubt we'll ever see zergs waste gas on infestors after this goes live. Tons of gas for the "chance" to fungal units, relying completely on the opposing player's lack of micro.

Apparently Blizzard thinks that the entire zerg army's chance of success should be based off of the other players mistakes, or lack of mistakes. Absolutely ridiculous.

Blizzard is well on their way to nerfing this game into a 1-strategy-per-race borefest. They are going to kill SC2 as a spectator sport.
hidiliho
Profile Joined September 2004
Canada685 Posts
February 26 2011 23:45 GMT
#2129
On February 27 2011 08:40 dark fury wrote:
Show nested quote +
On February 27 2011 08:39 hidiliho wrote:
On February 27 2011 08:37 dark fury wrote:
On February 27 2011 08:36 hidiliho wrote:
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.


since when can warp in zealots kill microed marauders with medievac support? i wonder what game you are playing dude


Then warp in stalkers... I don't see what the problem is. My point is that you don't need HTs to handle late game drops.

so you are just blindly assuming that every protoss has 10 warpgates off cooldowns all the time? because thats how many stalker/zealots you need to kill 8 marauders with medievac support. stop the trollin mr terran fanboy


So you think HTs are the way to go to handle late game drops?
I have a dream, that some day I wouldn't see any imba comments in GSL threads.
Benkestok
Profile Joined July 2010
Denmark63 Posts
February 26 2011 23:46 GMT
#2130
Can someone explain me how a protoss will kill the MMM ball, if the terran gets your templars emp?
Ill answer, they cant, MMM RAPES gatewayunits.

How is that fair, that the toss will autoloose if the terran gets off 2 good emps.
Im myself a lower master league player, and lets face it, the good terran will hit with thoose emps, and to make sure, they will have 5 ghosts, cause if templars gets hit its GG.

Collosus is now the "safe" choice, cause you will not instaloose if you get hit by 2 good emps, which is why we wont see templars now.
This is the worst change,,,,,,,,,ever,,, by far.
danielsan
Profile Joined December 2010
Romania399 Posts
Last Edited: 2011-02-26 23:51:28
February 26 2011 23:47 GMT
#2131
On February 27 2011 06:11 Roxy wrote:
i play protoss
i am not happy
i don't want to get banned, so i'm not going to give my opinion

let me ask this though.

if we get 3 medivacs worth of units dropping marauders in our base and we only have 10 gateways... how are we going to stop them before they take out a substnacial amount of our pylons?

we wont.. they will tear shit up and run away before losing any units


you prepare

and pull part of your main army, if it's needed. That's how T and Z deal with drops.

Can't believe P whines about drop play, lol.
dark fury
Profile Joined September 2010
Sweden426 Posts
Last Edited: 2011-02-26 23:49:58
February 26 2011 23:47 GMT
#2132
On February 27 2011 08:45 hidiliho wrote:
Show nested quote +
On February 27 2011 08:40 dark fury wrote:
On February 27 2011 08:39 hidiliho wrote:
On February 27 2011 08:37 dark fury wrote:
On February 27 2011 08:36 hidiliho wrote:
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.


since when can warp in zealots kill microed marauders with medievac support? i wonder what game you are playing dude


Then warp in stalkers... I don't see what the problem is. My point is that you don't need HTs to handle late game drops.

so you are just blindly assuming that every protoss has 10 warpgates off cooldowns all the time? because thats how many stalker/zealots you need to kill 8 marauders with medievac support. stop the trollin mr terran fanboy


So you think HTs are the way to go to handle late game drops?


i just think that the HT nerf was stupid and un-justified in general. most players where bored about the colossus-centred play already and this is just going to make things worse. also, terran already won 56% of the games against protoss in master league, seems like blizzard wants to make that gap even bigger? as some people pointed out already, if this goes live it will literary make templar tech unviable because 1-2 good EMPs will make you lose the game instantly.
JDeathmetal
Profile Joined May 2010
Netherlands81 Posts
February 26 2011 23:47 GMT
#2133
.....................................


Removed kalduran amulet.....


GJ terran fanboys you got trough to blizzard.

Just epic
Some people don't like metal ............... FUCK THEM!
hidiliho
Profile Joined September 2004
Canada685 Posts
February 26 2011 23:50 GMT
#2134
On February 27 2011 08:47 dark fury wrote:
Show nested quote +
On February 27 2011 08:45 hidiliho wrote:
On February 27 2011 08:40 dark fury wrote:
On February 27 2011 08:39 hidiliho wrote:
On February 27 2011 08:37 dark fury wrote:
On February 27 2011 08:36 hidiliho wrote:
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.


since when can warp in zealots kill microed marauders with medievac support? i wonder what game you are playing dude


Then warp in stalkers... I don't see what the problem is. My point is that you don't need HTs to handle late game drops.

so you are just blindly assuming that every protoss has 10 warpgates off cooldowns all the time? because thats how many stalker/zealots you need to kill 8 marauders with medievac support. stop the trollin mr terran fanboy


So you think HTs are the way to go to handle late game drops?


i just think that the HT nerf was stupid and un-justified in general. most players where bored about the colossus-centred play already and this is just going to make things worse. also, terran already won 56% of the games against protoss in master league, seems like blizzard wants to make that gap even bigger?


So you were just arguing for the sake of arguing. Because there was NO argument for or against HT nerfs/Amulet in that whole conversation. The guy asked an honest question and I responded.

Sigh. what has TL become.
I have a dream, that some day I wouldn't see any imba comments in GSL threads.
TLOBrian
Profile Blog Joined March 2010
United States453 Posts
February 26 2011 23:51 GMT
#2135
If they would have just kept the projectile the same, and then add in the other buffs, it would be fine. If this goes live, I would DEMAND other buffs to the units utility or ability such as Infested terrans being the same speed as regular marines, fungal growth can be cast while burrowed, broodlings pop out of units killed by fungal growth to make the infestors useful again.

Hell, they could have done something else to zerg, like...I dunno, Made the crackling upgrade actually USEFUL? Buff the ultralisk (Without any nerfs whatsoever) reduce the time it takes to morph a greater spire? It just seems like theres so many other places blizzard needs to change zerg that its frustrating that they decide to nerf a unit into the ground like this. Absolute nonsense.
Steven Bonnell II is the friggin man.
HairyProboscis
Profile Joined January 2011
Canada63 Posts
February 26 2011 23:53 GMT
#2136
Whats the point of the mothership now? Archon toilet was pretty much its only use (aside from mass recall), now it just makes the opposing army invincible. Unless you can use it on your own units, that may lead to some interesting scenarios.
Putting the sensual into non-consensual.
dark fury
Profile Joined September 2010
Sweden426 Posts
February 26 2011 23:53 GMT
#2137
On February 27 2011 08:50 hidiliho wrote:
Show nested quote +
On February 27 2011 08:47 dark fury wrote:
On February 27 2011 08:45 hidiliho wrote:
On February 27 2011 08:40 dark fury wrote:
On February 27 2011 08:39 hidiliho wrote:
On February 27 2011 08:37 dark fury wrote:
On February 27 2011 08:36 hidiliho wrote:
On February 27 2011 08:30 Fenrisulf wrote:
One question to the terran players.

What if you were to include a ghost in your drop? 2 medivacs MM + 1 ghost. Drop, proceed to destroy probes and nexus, see HT warping in, emp before it even finishes warping in (or as it is moving up to storm if it is warped in out of sight). What is the downside to this other than having 1 less marauder or 2 less marines in the drop? Don't say higher gas cost because the HT being warped in to defend cost just as much.

Real question, not sarcasm. Why are terrans not including ghosts in their late game drops against protoss if they are warping in high templar?


Why waste an EMP on 20 shield Probes. When you can just kill it just as fast.

If medivacs get feedback/sniped by stalkers.. thats a lot of gas units wasted.

Why would you warp in templars to handle a drop when Zealots with charge will do.


since when can warp in zealots kill microed marauders with medievac support? i wonder what game you are playing dude


Then warp in stalkers... I don't see what the problem is. My point is that you don't need HTs to handle late game drops.

so you are just blindly assuming that every protoss has 10 warpgates off cooldowns all the time? because thats how many stalker/zealots you need to kill 8 marauders with medievac support. stop the trollin mr terran fanboy


So you think HTs are the way to go to handle late game drops?


i just think that the HT nerf was stupid and un-justified in general. most players where bored about the colossus-centred play already and this is just going to make things worse. also, terran already won 56% of the games against protoss in master league, seems like blizzard wants to make that gap even bigger?


So you were just arguing for the sake of arguing. Because there was NO argument for or against HT nerfs/Amulet in that whole conversation. The guy asked an honest question and I responded.

Sigh. what has TL become.


the point is that protoss needs templar with amulet to counter lategame drops from terran. Marauders just rape gateway units and you know that.
GagnarTheUnruly
Profile Joined July 2010
United States655 Posts
Last Edited: 2011-02-26 23:57:52
February 26 2011 23:55 GMT
#2138
On February 26 2011 09:56 tsuxiit wrote:PROTOSS

Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

ZERG

Fungal Growth
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast.


No, No, No, No - These are bad changes and don't get me started on loss of Viking flower

It's like Blizzard is intent on sucking the fun out of SC.

Are viking flowers cool and fun to watch -- get rid of them
Are archon toilets amazing -- get rid of them
Are HTs getting in the way of P having to use Colossi in every matchup -- get rid of them
Are investors zerg's only positional control units -- get rid of them
Immutant
Profile Joined November 2010
Singapore201 Posts
Last Edited: 2011-02-26 23:55:53
February 26 2011 23:55 GMT
#2139
On February 27 2011 08:34 darksidemoon wrote:
Hey guys take a look at this
http://www.youtube.com/watch?v=Eoysr9JKuaE&feature=player_embedded

FG is not the same anymore?

What a joke video; as if any competent zerg would field only infestors against MMM. You might as well make a video of 5 ghosts vs a Stalker Collosus ball and QQ about how useless EMP is.

What I would like to see is a proper diamond/masters zerg replay before making judgments about how nerfed/buffed infestors have become.
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
February 26 2011 23:57 GMT
#2140
How can anyone complain about the new infestor? HP buff, shorter duration, more damage to armored units. The projectile is fine, if it was instant like before it would be too strong and easy to use. I think it is a fair trade.

Zerg probably needs some other buff for another unit though *cough hydra cough*
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