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Patch 1.3 on PTR - Page 141

Forum Index > SC2 General
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pwadoc
Profile Joined August 2010
271 Posts
February 28 2011 21:35 GMT
#2801
Having played the PTR as zerg for a few days now, it doesn't do much to fix the fundamental weakness of the race. I'd say the game still isn't worth playing as zerg at this point.
CyberPitz
Profile Blog Joined June 2009
United States428 Posts
Last Edited: 2011-02-28 21:49:09
February 28 2011 21:48 GMT
#2802
On March 01 2011 06:32 DoctorPhil wrote:
Show nested quote +
Old Method of injecting 4 hatcheries.
55->v->click 66->v->click 77->v->click 88->v->click
Total : 16 actions
Time it takes: Slow ~ Fast
Did you know you can spawn larvae via the minimap? I assign all my queens to the same hotkey, then for each hatchery I click on v then on the hatchery with the minimap. The queens automaticly go for the hatchery closest to them and you don't have to scroll away from where you're currently watching. It's super easy and fast if you get the hang of it.

Currently I keep all my queens on 4 and hatches on 5. I changed my "Center on next base" button to Tilde (~). That way it's really easy to *hit 4, ~, v+click, ~, v+click, ~, v+click, etc...)

Most hatches inject at the same time (Very small amount of time between). Only thing you gotta do is just remember to do it regularly.
1st_Panzer_Div.
Profile Joined November 2010
United States621 Posts
February 28 2011 21:57 GMT
#2803
-Units now follow a transport if the transport fills up and they have no other orders.

I find this change to be annoying, I'm curious as to the reasoning why this change was made.
Manager, Team RIP ZeeZ
TimeSpiral
Profile Joined January 2011
United States1010 Posts
February 28 2011 21:59 GMT
#2804
On March 01 2011 06:23 ZergForHire wrote:
Show nested quote +
On March 01 2011 06:15 ZeromuS wrote:
On March 01 2011 06:02 ZergForHire wrote:
Also, for future patch, blizzard should really consider fixing injecting larva mechanics.
The fact of the matter is, if you dont inject simultaneously, you lose the game. [Its like playing with 2 rax the entire game] The consequences are so harsh compare the other races.
Protoss can forget about chrono, and dump it all on their upgrade. Not effecting any game there.
Protoss can pump out units like there is no tomorow using warpgate technology.
Same with Terran, they can dump mules onces they have secured a gold mineral. And still not have any major effect on their unit production.

On the other hand, zerg misses larva inject, its very critical and may lead to a loss very quickly. Confucious says zerg is dependent on how frequent you inject. And the reality is, even pros still struggle to inject larva simultaneously after the cool down is over, in the midst of intense micro actions that will take place in the later stages of the game.

Here are my solutions:

Hatchery has an option to Load and Un-Load Queens Only.
When Queen is Loaded inside the hatchery, a simple press of 'V' after clicking hatchery, will inject larva to hatcheries. If there are more than 1 hatchery binded to a key, then you must press 'V' accordingly.

When queen is Un-loaded from the hatchery, they can lay creep tumors but cannot inject larva unless they are loaded to the hatchery.

To be more speicfic, the queen may not attack after unloading from the hatchery for 5 seconds, and will have a slowed movement speed. [But this is a great way for your queen to hide from banshee harass, but by no means, there will be no micro potential for the queen to kill banshee from popping in and out of the hatchery, just a way to evacuate]

This will only work with Queen.
Tell me what you guys think. Right now Larva inject is far too important to manually do it, even at the pro levels, think about casual players? who forget to inject. That is again... playing with 2 rax for the entire game. as all the production happens in hatcheries.




all that loading/unloading does is remove a click or two from the macro mechanic of injecting. at that point you might as well just click hatchery hotkey hit queen hotkey and click tp spawn larva. If you forget to do the loaded queen click "v" thing then you are in the same boat.

For protoss, if you dont warp in right when the cooldown is available that is limiting the number of units you can have. I can have 4 zealots and if I miss warping in units for 30 seconds, I miss out on 4 zealots. The 30 seconds i dont warp will never come back and instead of 12 zealots i'll only have 8.

Terran if not queing units will likewise miss out on production time if they don't build units. If they queue they lose money in the short run and their macro suffers because of it.

In the end, lost production time is the same for Zerg, Protoss and Terran. The mechanic of production however is different. No race can remax without spending more money on production other than Zerg. So consider that a benefit of the queen mechanic as well.

just work on your timings is all you really need to do no need to change the game to make it easier due to the shortcomings of players.

EDIT: yay 800 posts :D im glad about this and have really been enjoying my time here on TL. Maybe i will start contributing more to the community as a whole when i get better at this game


I think you missed my point:
Here is the broken down step for my new mechanic proposition.

We assume with....
Most widely used hotkey for zergs:
Queen binded: 5 6 7 8 All hatches at :4
--------------------------------------------------------

Old Method of injecting 4 hatcheries.
55->v->click 66->v->click 77->v->click 88->v->click
Total : 16 actions
Time it takes: Slow ~ Fast

My new way of injecting 4 hatcheries
4 -> vvvv
Total :5 Actions
Time it takes: Very fast


Now imagine trying to inject 4 hatcheries using the OLD METHOD at around 10 minute mark where things start to get really micro intensive, gets almost impossible to stay on top.
My solution is legitimate for zergs in that, its just simple as pressing W and clicking as it is the case for protoss. Nothing fancy.


And you mentioned remaxing your army. This only happens if you are at a point where if you have atleast 5 bases fully injecting larva at every interval. Not to mention that at this point, you probably have won the game either way. [ Im talking about the game leading up to 10 ~ 15 mark, where army is crucial for zerg as we only have 2 ~ 3 hatch to work with]







Buffing the spawn larva mechanic is not a good idea. It is very, very, very powerful in its current incarnation. The method you used for comparison is extremely inefficient, and that is not how most people are doing it :p

Old Method of injecting 4 hatcheries.
55->v->click 66->v->click 77->v->click 88->v->click
Total : 16 actions
Time it takes: Slow ~ Fast

My new way of injecting 4 hatcheries
4 -> vvvv
Total :5 Actions
Time it takes: Very fast


• Four Queens bound to 9
• Four Hatches
To spawn larva nearly instantly on all hatches
1. Press 9
2. Press V
3. Hold SHIFT
4. (Back Space + left mouse click) * 4

Step four is essentially instantaneous. You created an account to voice your suggestion, which means you've thought a lot about it, but you're talking about a super buff to Zerg that would require entirely new mechanics be programmed into the game = not gonna happen, nor should it.

The backspace method is infinitely faster than what you called the "old method" and it is also faster than the minimap method, although that does take less clicks. So ....

(a) If you have amazing mouse accuracy, spawn larva from the minimap.
(b) EVERYONE ELSE - use the backspace method. Seriously. It is amazing.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Robo_Ian
Profile Joined October 2010
United States10 Posts
February 28 2011 22:08 GMT
#2805
On March 01 2011 03:51 Huragius wrote:
Show nested quote +
On March 01 2011 02:59 Robo_Ian wrote:
Bro #1 -" Hey, you know what seems like a great idea"
Bro #2 -" What?"
Bro #1 -" Lets make Marines fly and stim is autocast, which also does no damage"
Bro #2 -" That sounds great!"

Welcome to the Blizzard balancing team.






More like welcome to the Rumble in the Bronze. Really, gtfo.


umad?

User was temp banned for this post.
In all seriousness
terranghost
Profile Joined May 2010
United States980 Posts
Last Edited: 2011-02-28 22:16:32
February 28 2011 22:15 GMT
#2806
On March 01 2011 05:51 LegendaryZ wrote:
Show nested quote +
On March 01 2011 05:43 TimeSpiral wrote:
If you want your bunkers to shoot projectiles that damage enemy units then yes, they do in fact require active supply. No matter what type of argument you try and make that will never change that point, and that is the point.

You can also load Marauders, Reapers, and Ghosts into bunkers. Not that it affects the argument, but it is not just "Marines" as you so bitterly focused on in your raging rebuttal.


I'm going to assume that his point was that the point made about a bunker costing 4 Marines and active supply is actually misleading because the supply and mineral investment in the troops to fill the Bunker would have been made already regardless of whether or not the Bunker was actually constructed which means that it's not an investment directly associated with the Bunker itself. Marines are obviously the point of issue here because the argument revolving the Bunker is primarily an early-game argument and Marines are really the only unit that would consistently be using it. Reapers pretty much don't exist in the game anymore thanks to an earlier nerf that made it just about pointless and Marauders tend to come well after most Bunker complaints and Ghosts well beyond the relevance of the Bunker in your average game.



Not that I am defending the original complaint on a 40sec bunker but here is why IMO you must always include the supply cost of a bunker.
Terran and toss both build their ground defensive structures respectively at their natural. An engagement occurs in the middle of the map. Toss loses basically their whole army and must fall back. The cannons are all useful dispite the lower army size. Terran is crushed must fall back the bunkers are not all useful because the army has not completely been rebuilt.

As for spine crawlers being 50sec.
I don't agree with blizzard for balancing the game for all levels of play or balancing it for the sake of mirror MUs. The reason IMO for the spine crawler being at 50sec is basically because of zvz. A RL friend of mine will with his scouting drone will always try to plant a spine crawler on that one area of the creep where the zerg doesn't have vision. He says even if they notice it its always worth it because they have to pull of drones usually and then all he has to do is cancel it and tell the drone to mine so it can escape. This tactic works even against plat/diamond players so whether it is easy to stop or not is not gonna stop blizzard from trying to balance the game for all levels of play.
+ Show Spoiler +
On March 01 2011 07:08 Robo_Ian wrote:
Show nested quote +
On March 01 2011 03:51 Huragius wrote:
On March 01 2011 02:59 Robo_Ian wrote:
Bro #1 -" Hey, you know what seems like a great idea"
Bro #2 -" What?"
Bro #1 -" Lets make Marines fly and stim is autocast, which also does no damage"
Bro #2 -" That sounds great!"

Welcome to the Blizzard balancing team.






More like welcome to the Rumble in the Bronze. Really, gtfo.


umad?


What an awesome first and second post
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Offhand
Profile Joined June 2010
United States1869 Posts
February 28 2011 22:20 GMT
#2807
The bunker doesn't destroy your marines. They're perfectly capable of leaving the bunker and doing other things, and that's exactly what you should do when you push out.

That being said, I have freaking clue why the bunker build time is such a critical balance issue for blizzard.
p1cKLes
Profile Joined November 2010
United States342 Posts
February 28 2011 22:49 GMT
#2808
On March 01 2011 04:32 eviltomahawk wrote:
Show nested quote +
On March 01 2011 04:30 p1cKLes wrote:
So it seems that most people agree on two things.

1. Protoss and Zerg’s late game is very strong and difficult to deal with for Terran.

2. Terran’s early game is strong and is difficult for Protoss and Zerg (zerg more so) to deal with.

And in my mind, the balance changes don’t really address either one of these points.

Well, removal of the Amulet upgrade nerfs Protoss late game.

Increasing Stim Pack research time nerfs Terran early game.


I’m not sure I agree with this in the sense that these changes really play that big of a part in Terrans early game or Protoss/Zerg’s late game. Protoss and Zerg have a very strong late game. Terran has a weak late game, but a very strong early game. So it seems to me the culprit isn’t Protoss or Zerg, it is Terran. So I’m not sure the other races need adjustments but instead Terran’s early game needs a nerf and their late game a buff.
Zog
Profile Joined September 2010
57 Posts
Last Edited: 2011-02-28 23:20:18
February 28 2011 22:53 GMT
#2809
What about enabling auto inject larva (which already exists on modified maps) but nerfing the number of larva by 1 ?
I basically quit playing zerg because of injection. That's just not fun.
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
February 28 2011 22:54 GMT
#2810
On March 01 2011 06:57 1st_Panzer_Div. wrote:
-Units now follow a transport if the transport fills up and they have no other orders.

I find this change to be annoying, I'm curious as to the reasoning why this change was made.


Don't units already do that? I.e. if I try and fill up my Medivac with 10 marines, 2 marines will follow the medivac wherever it goes until I tell them to do otherwise. I don't get the patch change.
TheWahbinator
Profile Joined September 2010
United States131 Posts
February 28 2011 22:58 GMT
#2811
On March 01 2011 07:54 Jimmeh wrote:
Show nested quote +
On March 01 2011 06:57 1st_Panzer_Div. wrote:
-Units now follow a transport if the transport fills up and they have no other orders.

I find this change to be annoying, I'm curious as to the reasoning why this change was made.


Don't units already do that? I.e. if I try and fill up my Medivac with 10 marines, 2 marines will follow the medivac wherever it goes until I tell them to do otherwise. I don't get the patch change.

I think that it used to reject the "Load" command and stop, and post-patch it's going to follow the "move" command, something that it would do if any other unit that doesn't take transport was right-clicked.
Magulina
Profile Joined May 2010
Sweden152 Posts
February 28 2011 23:00 GMT
#2812
Zerg would have too little to do if they added autoinject, it's fair as it is. There is no shame in adding macro hatches if you're low on larva.
kuroshiro
Profile Joined October 2010
United Kingdom378 Posts
February 28 2011 23:06 GMT
#2813
On March 01 2011 07:49 p1cKLes wrote:
Show nested quote +
On March 01 2011 04:32 eviltomahawk wrote:
On March 01 2011 04:30 p1cKLes wrote:
So it seems that most people agree on two things.

1. Protoss and Zerg’s late game is very strong and difficult to deal with for Terran.

2. Terran’s early game is strong and is difficult for Protoss and Zerg (zerg more so) to deal with.

And in my mind, the balance changes don’t really address either one of these points.

Well, removal of the Amulet upgrade nerfs Protoss late game.

Increasing Stim Pack research time nerfs Terran early game.


I’m not sure I agree with this in the sense that these changes really play that big of a part in Terrans early game or Protoss/Zerg’s late game. Protoss and Zerg have a very strong late game. Terran has a weak late game, but a very strong early game. So it seems to me the culprit isn’t Protoss or Zerg, it is Terran. So I’m not sure the other races need adjustments but instead Terran’s early game needs a nerf and their late game a buff.


I don't think Terrans are struggling late game any more vs Zerg, they're so highly mobile and tank marine is so cost efficient that it's really not the doomsday scenario people were predicting before the GSL maps got played. The amulet nerf will make a huge change to TvP lategame and if T were UP at that stage before they'll certainly be able to readjust now.

I'm strongly of the opinion that Terran needs to be left completely alone now, not because they're not too strong, but simply because the other races are too weak. Terran are basically perfect, the exact image of what a race should be in SCII, just watch 90% of TvTs to see that they're currently the most exciting thing in the game. If anything has to be done it has to be done to the other races (more specifically zerg), in order to bring them up to scratch with this standard. I'm not holding my breath though, cause I think Blizzard have pretty much commited to not changing units/unit roles until HotS.
I am you, and you are me.
Ratel
Profile Joined July 2010
Canada184 Posts
February 28 2011 23:09 GMT
#2814
On March 01 2011 07:49 p1cKLes wrote:
Show nested quote +
On March 01 2011 04:32 eviltomahawk wrote:
On March 01 2011 04:30 p1cKLes wrote:
So it seems that most people agree on two things.

1. Protoss and Zerg’s late game is very strong and difficult to deal with for Terran.

2. Terran’s early game is strong and is difficult for Protoss and Zerg (zerg more so) to deal with.

And in my mind, the balance changes don’t really address either one of these points.

Well, removal of the Amulet upgrade nerfs Protoss late game.

Increasing Stim Pack research time nerfs Terran early game.


I’m not sure I agree with this in the sense that these changes really play that big of a part in Terrans early game or Protoss/Zerg’s late game. Protoss and Zerg have a very strong late game. Terran has a weak late game, but a very strong early game. So it seems to me the culprit isn’t Protoss or Zerg, it is Terran. So I’m not sure the other races need adjustments but instead Terran’s early game needs a nerf and their late game a buff.

the terran has extremely powerful lategame
its just their early game units are so cost efficient and cheap to the point that everyone keep using them throughout the whole game. as a result their efficiency goes does as the protoss get higher tech tier units that specifically counter the lower tier terran units.
RiGun
Profile Joined February 2010
Argentina155 Posts
February 28 2011 23:15 GMT
#2815
is the PTR online? I can't log in
doomed
Profile Joined May 2010
Australia420 Posts
February 28 2011 23:20 GMT
#2816
It was last night... I love the new changes.. a bit different but i like them. the new fungal helps a lot vs marine / marauder pushes mid game as the dps is a lot higher and lings can now finish them off before medivacs go crazy.
jgelling
Profile Joined February 2011
55 Posts
Last Edited: 2011-02-28 23:30:24
February 28 2011 23:24 GMT
#2817
Who in their right mind will tech to something that can be completed countered by 2-3 good emps ?

Good question indeed. For all the talk in this forum of "something needed to be done about insta-warp in storm", no one has explained why you'd build HTs with the EMP threat hanging out there?

As it is, templar is still viable even with SC2's much stronger EMP (which used to be on the chunky, expensive, late-game science vessel) ONLY because of Khaydarin. If 2-3 EMPs completely obliterate your entire investment in templartech with no possibility of recovery, it's game over. I can't see why Protoss players wouldn't take their chances vs. Vikings.

Templartech without Khaydarin is simply too risky in PvT. And it's simply too weak compared to robo in PvZ. And it's never had any real place in PvP. This just kills the entire tech tree.

If anything, I think Blizz should consider switching all the energy upgrades to BW-style, +50 mana and increasing the energy regen rate of all spellcasting units. We need MORE spellcasting in this game, not less.
Tula
Profile Joined December 2010
Austria1544 Posts
February 28 2011 23:28 GMT
#2818
On March 01 2011 06:34 beetlelisk wrote:
Have anyone checked on the PTR if removal of the amulet really is a nerf?

Erm are you serious?
Obviously by my previous posts i am of the opinion that the removal was necessary (or at least worth trying out on the PTR) but it is certainly a nerf.
By definition as soon as you take something away without giving something of equal value back it is a nerf. If they had buffed some other aspect of the protoss race you could start to argue if the patch itself nerfs or buffs the race, but in our current case the only other change to protoss was a slight buff to the zealot charge mechanic (frankly something well deserved as well) which doesn't matter nearly as much as KA did balancewise so YES this is without a doubt a nerf to the protoss race.

The entire argument in this thread is about wether the nerf makes playing protoss impossible (as some are arguing) or was necessary to make playing Terran possible (as some others me included are arguing ).

The only aspect of this patch where you can argue if it is a nerf or a buff is the Infestor change. Health is obviously a buff (and a necessary one, they were probably the weakest spellcaster and are VERY easy to target with focus fire due to their size), but the FG changes can be seen as a buff or a nerf (DPS increase vs. reduce of Snare time) depending on the role you use infestors for.
p1cKLes
Profile Joined November 2010
United States342 Posts
February 28 2011 23:28 GMT
#2819
On March 01 2011 08:06 kuroshiro wrote:
Show nested quote +
On March 01 2011 07:49 p1cKLes wrote:
On March 01 2011 04:32 eviltomahawk wrote:
On March 01 2011 04:30 p1cKLes wrote:
So it seems that most people agree on two things.

1. Protoss and Zerg’s late game is very strong and difficult to deal with for Terran.

2. Terran’s early game is strong and is difficult for Protoss and Zerg (zerg more so) to deal with.

And in my mind, the balance changes don’t really address either one of these points.

Well, removal of the Amulet upgrade nerfs Protoss late game.

Increasing Stim Pack research time nerfs Terran early game.


I’m not sure I agree with this in the sense that these changes really play that big of a part in Terrans early game or Protoss/Zerg’s late game. Protoss and Zerg have a very strong late game. Terran has a weak late game, but a very strong early game. So it seems to me the culprit isn’t Protoss or Zerg, it is Terran. So I’m not sure the other races need adjustments but instead Terran’s early game needs a nerf and their late game a buff.


I don't think Terrans are struggling late game any more vs Zerg, they're so highly mobile and tank marine is so cost efficient that it's really not the doomsday scenario people were predicting before the GSL maps got played. The amulet nerf will make a huge change to TvP lategame and if T were UP at that stage before they'll certainly be able to readjust now.

I'm strongly of the opinion that Terran needs to be left completely alone now, not because they're not too strong, but simply because the other races are too weak. Terran are basically perfect, the exact image of what a race should be in SCII, just watch 90% of TvTs to see that they're currently the most exciting thing in the game. If anything has to be done it has to be done to the other races (more specifically zerg), in order to bring them up to scratch with this standard. I'm not holding my breath though, cause I think Blizzard have pretty much commited to not changing units/unit roles until HotS.


You could be right? I do agree with Zerg, I’ve always thought that their early game needs some work, because it seems to be very open to early aggression, but I don’t think their late game needs any adjustment. I think both Protoss and Zerg have a very strong late game and where most of the problems seem to reside is that “early” game.
oxxo
Profile Joined February 2010
988 Posts
February 28 2011 23:38 GMT
#2820
On March 01 2011 08:09 Ratel wrote:
Show nested quote +
On March 01 2011 07:49 p1cKLes wrote:
On March 01 2011 04:32 eviltomahawk wrote:
On March 01 2011 04:30 p1cKLes wrote:
So it seems that most people agree on two things.

1. Protoss and Zerg’s late game is very strong and difficult to deal with for Terran.

2. Terran’s early game is strong and is difficult for Protoss and Zerg (zerg more so) to deal with.

And in my mind, the balance changes don’t really address either one of these points.

Well, removal of the Amulet upgrade nerfs Protoss late game.

Increasing Stim Pack research time nerfs Terran early game.


I’m not sure I agree with this in the sense that these changes really play that big of a part in Terrans early game or Protoss/Zerg’s late game. Protoss and Zerg have a very strong late game. Terran has a weak late game, but a very strong early game. So it seems to me the culprit isn’t Protoss or Zerg, it is Terran. So I’m not sure the other races need adjustments but instead Terran’s early game needs a nerf and their late game a buff.

the terran has extremely powerful lategame
its just their early game units are so cost efficient and cheap to the point that everyone keep using them throughout the whole game. as a result their efficiency goes does as the protoss get higher tech tier units that specifically counter the lower tier terran units.


No they don't. At least compared to Broodlord/Ultras and Carriers/Colossus. Maybe the move speed buff will make BCs usable, but we'll have to see.
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