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Patch 1.3 on PTR - Page 115

Forum Index > SC2 General
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Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
February 27 2011 06:46 GMT
#2281
at the buttom part of the UI there is a place where you see your control groupe, and the new option is able to make unable to be clicked or just make them disapear


Ahh sweet :D I hate when I accidently set a new control group or such, takes so many precious seconds trying to fix it xD

@Ksi

FG got a buff in damage against Armored. DPS is huge especially against Terran. They can't out-heal your fungal now, and so it'll be much easier to kill MMM with FGs
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
Last Edited: 2011-02-27 06:53:42
February 27 2011 06:53 GMT
#2282
On February 27 2011 15:00 Furycrab wrote:
Show nested quote +
On February 27 2011 12:51 Sfydjklm wrote:
On February 27 2011 12:32 PrinceXizor wrote:
On February 27 2011 12:23 proot wrote:
I don't see how the zerg infestor change is a nerf at all. To the players crying it's a nerf, have you gone on the PTR and tested it out? It's a brilliant change in practically every way. The skill cap for the spell has been increased significantly both ways and it now hits pretty damn hard. I really see this change making hydra/ling/infestor viable again seeing infestors absolutely obliterate packed bio now.

the people who feel it's a nerf used infestors for the snare ability, the people who think it's a buff saw the dps increase as a buff. If psi storm did 40 damage but snared units for 4 seconds, people would view that as a buff or a nerf? it all depends on what you want to do with the unit.

it's a nerf because it relies on terran to make mistakes to land. Yes sure people Catz and Sheth face on US servers probably dont have sufficient micro to avoid those mistakes but good luck landing fungals on someone MVP/Jinro caliber.



30 extra health on the infestors should let you get into better positions in huge fights.

Seems like it will do more damage and quicker (at least to armored) but has more of a skill component involved to land it.

Skill component involved to land it would only be a good thing if fungal was a spell that needed a nerf. As it is an extremely hard to use spell even on instacast. It used to be a projectile mind you, back in beta, and it was changed to insta cast for a very good reason. And back then noone possessed a fraction of ability MVP has.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
Barett
Profile Joined May 2010
Canada454 Posts
February 27 2011 06:54 GMT
#2283
Fungal now fires a missile instead of being instant cast.

So everything is dodge-able except EMP?
They need to hurry up and make EMP a dodge-able effect. Right now it currently is too strong. This overall is a pretty good patch though. I'm a Protoss player and I like the Protoss nerfs. They definitely were needed. HT was too strong late game with Khadarin. It was basically a instant win button.

This is steps in the right direction, but somehow every time Blizzard releases a patch it seems like not quite enough. I still believe Marine, Maurader needs some work beyond stim.
Gym, Video Games, Laundry.
Sfydjklm
Profile Blog Joined April 2005
United States9218 Posts
February 27 2011 06:54 GMT
#2284
On February 27 2011 15:13 Necro)Phagist( wrote:
Show nested quote +
On February 27 2011 13:28 WUTLOL wrote:
I was hoping that some of the things that actually ARE imbalanced would get nerfed.... You really need to be a masochist to play zerg nowdays



lol wait what?

ZERG
Infestors get a health buff and damage boost.

Protoss
Every viable late game strategy gets nerfed except collosi

Hmm.... If it takes a masochist to play zerg, then there is no word describing the pain loving freak it takes to play protoss nowdays....

it's not Blizzards fault you're so bad you can't even sit on two base and mass collosus void ray.

User was temp banned for this post.
twitter.com/therealdhalism | "Trying out Z = lots of losses vs inferior players until you figure out how to do it well (if it even works)."- Liquid'Tyler
da_head
Profile Blog Joined November 2008
Canada3350 Posts
February 27 2011 06:57 GMT
#2285
On February 27 2011 15:54 Sfydjklm wrote:
Show nested quote +
On February 27 2011 15:13 Necro)Phagist( wrote:
On February 27 2011 13:28 WUTLOL wrote:
I was hoping that some of the things that actually ARE imbalanced would get nerfed.... You really need to be a masochist to play zerg nowdays



lol wait what?

ZERG
Infestors get a health buff and damage boost.

Protoss
Every viable late game strategy gets nerfed except collosi

Hmm.... If it takes a masochist to play zerg, then there is no word describing the pain loving freak it takes to play protoss nowdays....

it's not Blizzards fault you're so bad you can't even sit on two base and mass collosus void ray.

notice how he said "Every viable late game strategy gets nerfed except collosus."?
stop trying to be cute.
When they see MC Probe, all the ladies disrobe.
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
Last Edited: 2011-02-27 07:02:51
February 27 2011 06:58 GMT
#2286
Am i the only one who is concerned about not being able to efficiently fungal + infested terran any drops or banshees now?

It seems like there have been significant changes to increase the effectiveness of drops now, across the board (including map design, like the extra smoke on metalopolis).
Parodoxx
Profile Joined May 2010
United States549 Posts
February 27 2011 07:00 GMT
#2287
On February 27 2011 15:30 Vorlik wrote:
Protoss players are overreacting on the exclusion of amulet. Yeah, it was a great skill, but it's not going to force everyone to go colossus...HT's will still be used. I guarantee it.

Ht are still going to be used obviously the issues are more subtle then that.

A warped in HT was a way to deal with a drop or any attack coming from multiple Angles, Further more when a timing attack was used against a protoss who had just finished storm+amulet upgrades is was often depended on warped in HT to defend the pushes. All these things taken away.

To address PVT specifically A common start not adays is mass marine, well common response is either HT or Collosi. Now with all your mineral going to marine and nothing consuming gas everything went to medvacs but if you go collosi a viking army can spring out with really no draw back (no lost maurder count or Ghost count) So most of the time HT were the best option b/c even though they ended up dying right after storms due to high marine dps you could always warp more in to hold.

Now granted these are specific situations and dont happen in all games so dont point that out. I also understand that Your not suppose to be able to be invisible from everything b/c thats not balance.

If they keep this amulet change I vote they make archons immune to Concussive shells so protoss still has some use for our poor HT
Mise
Profile Joined August 2010
Finland580 Posts
February 27 2011 07:05 GMT
#2288
On February 27 2011 15:58 SiguR wrote:
Am i the only one who is concerned about not being able to efficiently fungal + infested terran any drops or banshees now?

It seems like there have been significant changes to increase the effectiveness of drops now, across the board (including map design, like the extra smoke on metalopolis).
You should be more concerned about not being able to fungal well microed Phoenixes. When they reach a critical mass hydras can't do anything against them, without a fungal that is.

This is what bothers me most about this change as there will most likely be some new Phoenix strats that are absolute pain to beat.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 27 2011 07:08 GMT
#2289
On February 27 2011 15:58 SiguR wrote:
Am i the only one who is concerned about not being able to efficiently fungal + infested terran any drops or banshees now?

It seems like there have been significant changes to increase the effectiveness of drops now, across the board (including map design, like the extra smoke on metalopolis).
I am, the entire change to fungal is bad for so many reasons.
~
SheaR619
Profile Joined October 2010
United States2399 Posts
February 27 2011 07:12 GMT
#2290
Why wont they just change give +1 or +2 range to fungal growth it is going to be a projectile like that. Since with the recent change to it being a slow and not stun, i think it completely reasonable.
I may not be the best, but i will be some day...
Harbinger631
Profile Joined September 2010
United States376 Posts
February 27 2011 07:14 GMT
#2291
Fungal + Infested Terran didn't work anyway. Hatch time was too long. Fungal able to deal w/ marine/medivac is much, much more useful.

Zergs float so many minerals too, build some damn spines/spores at your bases!
aquanda
Profile Joined January 2003
United States477 Posts
February 27 2011 07:32 GMT
#2292
I'm not convinced these changes are enough to balance ZvT, unfortunately.
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
February 27 2011 07:51 GMT
#2293
I like the changes regarding ZvT but the amulet nerf is basically saying "go Colossi because immo/HT isn't viable anymore". IMO a better nerf to a protoss upgrade would have been something affecting Colossi Range upgrade (more expensive, longer etc.).
Micro your Macro
AnAngryDingo
Profile Joined August 2010
United States223 Posts
February 27 2011 07:54 GMT
#2294
uhm, as a zerg, id trade all these buffs and give protoss their little necklace back in exchange for a viable way to scout before lair =(
HowardRoark
Profile Blog Joined February 2010
1146 Posts
February 27 2011 07:55 GMT
#2295
On February 27 2011 15:24 Drunkasarous wrote:
Show nested quote +
On February 27 2011 15:22 HowardRoark wrote:
Fixed an issue to prevent force fields from pushing units during construction.

What does this mean? I read it as a nerf to Sentry, but I am not playing on US. If FF on a unit, will it now get stuck inside the FF? Can it move out?


Thats a good question. I would like to know what happens. Would be kinda funny if things get stuck inside now.

Yeah, would be weird. I just wish we could find any player on the US server to ask about this. I know there are Americans on TL, a lot actually seeing that several voted for the US time zones a couple days back. Tempted to buy US account just for the PTR, but would rather prefer that Blizzard allowed other gateways to try it out aswell.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
reptile
Profile Joined July 2010
United States210 Posts
February 27 2011 07:59 GMT
#2296
Okay, so I have to change my opinion about the fungal growth buff after experiencing the patch. This seems really effective against marine/marauder/medivac and even tank pushes. As long as you can catch them off guard, which decent scouting will grant you, this fungal growth buff seems pretty nice. I'm not sure how it will pan up against a mid-late game army, but I have to take back my extreme negativity towards it.
"When the game is over, the King and the Pawn go back in the same box."
SwiftSpear
Profile Joined February 2010
Canada355 Posts
February 27 2011 08:03 GMT
#2297
On February 27 2011 15:54 Barett wrote:
Fungal now fires a missile instead of being instant cast.

So everything is dodge-able except EMP?
They need to hurry up and make EMP a dodge-able effect. Right now it currently is too strong. This overall is a pretty good patch though. I'm a Protoss player and I like the Protoss nerfs. They definitely were needed. HT was too strong late game with Khadarin. It was basically a instant win button.

This is steps in the right direction, but somehow every time Blizzard releases a patch it seems like not quite enough. I still believe Marine, Maurader needs some work beyond stim.

Psystorm isn't.
Dommk
Profile Joined May 2010
Australia4865 Posts
February 27 2011 08:08 GMT
#2298
On February 27 2011 17:03 SwiftSpear wrote:
Show nested quote +
On February 27 2011 15:54 Barett wrote:
Fungal now fires a missile instead of being instant cast.

So everything is dodge-able except EMP?
They need to hurry up and make EMP a dodge-able effect. Right now it currently is too strong. This overall is a pretty good patch though. I'm a Protoss player and I like the Protoss nerfs. They definitely were needed. HT was too strong late game with Khadarin. It was basically a instant win button.

This is steps in the right direction, but somehow every time Blizzard releases a patch it seems like not quite enough. I still believe Marine, Maurader needs some work beyond stim.

Psystorm isn't.

It takes 0.5seconds to start doing damage and you can run out of it, would say that it is dodgeable...
EMP does it's entire damage upfront, impossible to dodge
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
February 27 2011 08:08 GMT
#2299
Fungal growth buff is actually huge, if you catch some marines with it and attack with bunch of zerglings marines will die instantly. Before the patch marines would manage to kill all zerglings and run away with half health.
Its grack
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
February 27 2011 08:15 GMT
#2300
On February 27 2011 16:54 AnAngryDingo wrote:
uhm, as a zerg, id trade all these buffs and give protoss their little necklace back in exchange for a viable way to scout before lair =(

Scouting before lair, how ridiculous! We would see long macro games then, just absurd! - Blizzard
Valor is a poor substitute for numbers.
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