New interface canges looks good too
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Forum Index > SC2 General |
pallad
Poland1958 Posts
New interface canges looks good too ![]() | ||
babysimba
10466 Posts
Perhaps just as important, a snare duration of 4 makes Infestors a very weak response to drop play. It was really refreshing to see Infestor play gaining popularity in ZvT instead of the usual mass Muta play, but if Infestor play is going to become even more vulnerable to drops than it already is, we're back to the drawing board with Muta balls. It was nice that Zerg could actually engage Terran's army while it lasted. Now an infestor and a small group of lings can clean up 8 rines more easily though. Even in the event of a straight up fight, Fungal Growth doesn't do huge damage. It does 36 damage for its 75 energy cost, as compared to 80 damage from Storm or 100 shield damage from EMP for the same cost. I understand there are other factors in play, but without a significant snare effect, Fungal Growth just feels like way too much energy for so little damage. That's a huge problem, since neither Infested Terrans nor Neural Parasite is enough to justify getting Infestors by themselves. I feel 36 dmg or 47dmg(armored) guaranteed dmg for good aiming or consecutive fungals is not a bad deal compared to ht though. I don't know if the infestor change is balanced or not, but it's definitely moving into the right direction. Making infestor potentially stronger while making it a missle animation adds another dimension of play. Muta play is more viable in ZvZ. In PvZ and TvZ, it's a spellcaster war. Imagine ghost emp and ht feedback against infestor. And there will be lots of dodging and predicting of fungals in all 3 matchups. | ||
Hane
France210 Posts
On February 28 2011 00:45 ixi.genocide wrote: Show nested quote + On February 27 2011 15:27 Drunkasarous wrote: On February 27 2011 15:26 Rotodyne wrote: Cool, blizzard has been rolling so much good stuff out in the past week. They are really working hard on sc2. I LOVE BLIZZARD. I hope your trolling. This patch basically forces protoss into colossus as their mid/late game. Which can be easily countered by all 3 races. HUH!?? Colossi can be countered, but the cost effectivness of the counter is something to be laughed at. On top of that Colossi/VR is absolutely dominating versus Z. Having a unit that starts w/ 34 splash damage at 9 range (also gets +4 per upgrade) is super rediculous. It might be easy to counter colossi when ur macro sucks but outside of that....... Easily the worst thing this patch does for Toss (in this regard) is limiting there options because of an OP unit stays while a micro intensive unit is nerfed. PvT is another story :/ | ||
Tedde93
Sweden169 Posts
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Sek-Kuar
Czech Republic593 Posts
On February 27 2011 23:07 Wolf wrote: o.o Not that many high MMR players on, I suppose. GET ON THE PTR AND TEST THESE CHANGES! Oh nice leage icon ![]() Too bad all others look worse than they did before masters introduce... But this one is really cool ![]() | ||
Reborn58
United States238 Posts
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IamBach
United States1059 Posts
- Charging Zealots will now hit fleeing targets at least once. Did people notice this? It appears they are trying to get rid of stutter step vs chargelots. | ||
Umpteen
United Kingdom1570 Posts
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Ratel
Canada184 Posts
On February 28 2011 02:02 etheovermind wrote: Zealot - Charging Zealots will now hit fleeing targets at least once. Did people notice this? It appears they are trying to get rid of stutter step vs chargelots. Blizzard: we will fix a big that makes zealots kind of useless against terran but we will take a dump in your hearts and make only 1 tech tree viable | ||
Numy
South Africa35471 Posts
On February 28 2011 02:02 etheovermind wrote: Zealot - Charging Zealots will now hit fleeing targets at least once. Did people notice this? It appears they are trying to get rid of stutter step vs chargelots. No it's more the fact that anything moving around the same speed as chargelots would never get hit by them even after a charge. So it's not so much stutter step, it's everything. You can still micro vs them but there will be at least some damage done not like now. | ||
IamBach
United States1059 Posts
On February 28 2011 02:05 Numy wrote: Show nested quote + On February 28 2011 02:02 etheovermind wrote: Zealot - Charging Zealots will now hit fleeing targets at least once. Did people notice this? It appears they are trying to get rid of stutter step vs chargelots. No it's more the fact that anything moving around the same speed as chargelots would never get hit by them even after a charge. So it's not so much stutter step, it's everything. You can still micro vs them but there will be at least some damage done not like now. Well in BW, a hydra can always stutter against speedlots without taking any damage. So its up to the protoss player to get a good surround so it can't escape. It defeats the whole purpose of stuttering if you take damage. | ||
Funkatron
United States725 Posts
On February 28 2011 00:59 pallad wrote: Nice changes , Ht nerf fix OP combo in 2vs2 . I play some fun games whit friend as zerg , he play toss , and roches+ fungal + Stalkers + HT own all. It fix 2vs2 a little bit. New interface canges looks good too ![]() who the hell cares about 2v2? if they are really patching the game based on 2v2 balance... That's a problem. | ||
Bobster
Germany3075 Posts
On February 27 2011 23:07 Wolf wrote: And first in your division! Picture confirms Wolf as a Top 200 player. Brilliant signing by FXO, applying for Code A casting obviously was just a ruse, the real goal was for you get seeded into Code A immediately.o.o Not that many high MMR players on, I suppose. GET ON THE PTR AND TEST THESE CHANGES! | ||
lowercase
Canada1047 Posts
On February 28 2011 00:59 pallad wrote: Nice changes , Ht nerf fix OP combo in 2vs2 . I play some fun games whit friend as zerg , he play toss , and roches+ fungal + Stalkers + HT own all. It fix 2vs2 a little bit. New interface canges looks good too ![]() I don't care one lick about 2v2, 3v3, melee, or bronze to platinum balance. All I care about is that, at top-tier play, the game is balanced and dynamic. This is not accomplished by nerfing every powerful ability into the ground such that it's only worth massing tier one units and 1a2a3a-ing into your opponent's main. Sort of like the current status-quo. | ||
ForTheDr3am
842 Posts
On February 28 2011 02:06 etheovermind wrote: Show nested quote + On February 28 2011 02:05 Numy wrote: On February 28 2011 02:02 etheovermind wrote: Zealot - Charging Zealots will now hit fleeing targets at least once. Did people notice this? It appears they are trying to get rid of stutter step vs chargelots. No it's more the fact that anything moving around the same speed as chargelots would never get hit by them even after a charge. So it's not so much stutter step, it's everything. You can still micro vs them but there will be at least some damage done not like now. Well in BW, a hydra can always stutter against speedlots without taking any damage. So its up to the protoss player to get a good surround so it can't escape. It defeats the whole purpose of stuttering if you take damage. Charge is different from legspeed in BW though. I wonder what happens now if chargelots try to hit fleeing hellions, for instance. Must be quite fast. | ||
mprs
Canada2933 Posts
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Mentymion
Germany259 Posts
StarCraft II Beta - Patch 6 (version 0.8.0.14593) Bunker Build time decreased from 40 seconds to 30 seconds. StarCraft II: Wings of Liberty - Patch 1.1.0 Bunker Build time increased from 30 to 35. StarCraft II: Wings of Liberty - PTR 1.3 Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not. ------------------------------------------------------------------------- StarCraft II Beta - Patch 1 (version 0.3.0.14093) Fungal Growth: The damage done by this ability has decreased from 48 to 36. Fungal Growth: This ability now prevents affected units from burrowing. StarCraft II Beta - Patch 9 (version 0.11.0.15097) Fungal Growth projectile removed; Units in the target area are now instantly hit. StarCraft II: Wings of Liberty - Patch 1.1.2 Fungal Growth now prevents Blink. StarCraft II: Wings of Liberty - PTR 1.3 Fungal Growth - Stun duration decreased from 8 to 4 seconds. - Damage increased by +30% vs. armored units. - Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not ----------------------------------------------------------------------- StarCraft II Beta - Patch 12 (version 0.14.0.15343) Mothership: Vortex now removes Force Fields within its area of effect. StarCraft II: Wings of Liberty - PTR 1.3 Mothership: Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds. Took them ashitload of time to notice that this could be done with Archons,too... ------------------------------------------------------------------------- StarCraft II: Wings of Liberty - PTR 1.3 High Templar - Khaydarin Amulet upgrade (+25 starting energy) has been removed. Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there. Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway Build time increased from 40 to 45. Barracks requirement changed from Command Center to Supply Depot. Nitro Packs speed upgrade now has a Factory Requirement. Roach Range increased from 3 to 4. And now the unit is finally dead and Blizzard doesn't even care about it. If all the changes comes true....dear god is the game fucked up. Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on. | ||
IamBach
United States1059 Posts
On February 28 2011 02:22 Mentymion wrote: With each patch Blizzard announce, the "balance" gets even worse. For me it's certain that David Kim and his "Balance Team" have absolutley no clue how to balance the game AND whats more important, they don't know what to do with the units and whats their purpose. StarCraft II Beta - Patch 6 (version 0.8.0.14593) Bunker Build time decreased from 40 seconds to 30 seconds. StarCraft II: Wings of Liberty - Patch 1.1.0 Bunker Build time increased from 30 to 35. StarCraft II: Wings of Liberty - PTR 1.3 Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not. ------------------------------------------------------------------------- StarCraft II Beta - Patch 1 (version 0.3.0.14093) Fungal Growth: The damage done by this ability has decreased from 48 to 36. Fungal Growth: This ability now prevents affected units from burrowing. StarCraft II Beta - Patch 9 (version 0.11.0.15097) Fungal Growth projectile removed; Units in the target area are now instantly hit. StarCraft II: Wings of Liberty - Patch 1.1.2 Fungal Growth now prevents Blink. StarCraft II: Wings of Liberty - PTR 1.3 Fungal Growth - Stun duration decreased from 8 to 4 seconds. - Damage increased by +30% vs. armored units. - Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not ----------------------------------------------------------------------- StarCraft II Beta - Patch 12 (version 0.14.0.15343) Mothership: Vortex now removes Force Fields within its area of effect. StarCraft II: Wings of Liberty - PTR 1.3 Mothership: Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds. Took them ashitload of time to notice that this could be done with Archons,too... ------------------------------------------------------------------------- StarCraft II: Wings of Liberty - PTR 1.3 High Templar - Khaydarin Amulet upgrade (+25 starting energy) has been removed. Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there. Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway Build time increased from 40 to 45. Barracks requirement changed from Command Center to Supply Depot. Nitro Packs speed upgrade now has a Factory Requirement. Roach Range increased from 3 to 4. And now the unit is finally dead and Blizzard doesn't even care about it. If all the changes comes true....dear god is the game fucked up. Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on. David Kim is balancing the game. Just not for high level players. | ||
Kinetik_Inferno
United States1431 Posts
Favorites, cool tabs, good graphics, and halfway decent balance. Awwwwwww Yeahhhhhhhhh | ||
Bagi
Germany6799 Posts
On February 27 2011 21:55 Fa1nT wrote: Don't see why they can't give HT the BW energy buff. High Templar start with 50 energy, had 200 total. Make a upgrade that makes them get +12 energy starting, and +50 total. Start with 62, 250 max. No more warp-in storms, but can storm 3 times per templar if you bank energy. Probably because this isn't BW and no other units have would have an upgrade like this, as all the energy upgrades give more starting energy. I can totally see this being an even more awkward change from a game design point of view. The 50 extra max energy would only be there because all casters had it in BW. I think a more reasonable change would be amulet granting 15 or 20 extra starting energy. | ||
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