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Patch 1.3 on PTR - Page 152

Forum Index > SC2 General
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mousepad
Profile Joined April 2010
United States136 Posts
March 02 2011 18:37 GMT
#3021
On March 03 2011 02:54 Trentelshark wrote:
Question on the Infestor Fungal Change since I don't play on PTR. Being a missle based attack, if I get a Raven, does a Raven's PDD blast it down?


PDD doesn't work against spells.
Trentelshark
Profile Joined September 2010
Canada385 Posts
March 02 2011 18:49 GMT
#3022
On March 03 2011 03:37 mousepad wrote:
Show nested quote +
On March 03 2011 02:54 Trentelshark wrote:
Question on the Infestor Fungal Change since I don't play on PTR. Being a missle based attack, if I get a Raven, does a Raven's PDD blast it down?


PDD doesn't work against spells.

K wasn't sure because they called it a missle attack, and PDD stops missle attacks whether it's an ability or not . Thanks.
GreatFall
Profile Blog Joined January 2010
United States1061 Posts
March 02 2011 18:55 GMT
#3023
I like these changes. I think they fix the problem with the 'Archon toilet', storm, and I love how fungal now damages mech 30% more. All in all, great changes I think.
Inventor of the 'Burning Tide' technique to quickly getting Outmatched Crusher achivement :D
Protein
Profile Joined August 2010
United States132 Posts
March 02 2011 19:31 GMT
#3024
On March 02 2011 08:19 NicolBolas wrote:
Show nested quote +
On March 02 2011 07:01 Offhand wrote:
On March 02 2011 06:51 Reborn58 wrote:
On March 02 2011 06:33 Kokujin wrote:
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players


False...there have been numerous pros to comment in this thread saying that it should not be put through in the way that it currently is on test.


Kiwikaki has said there's no way in hell it will go through. I don't see where people have got this "universally agreed upon by top players that it's OP" idea.


In which case Blizzard's work is done.

See, I get the feeling that Blizzard puts one red herring change into every PTR, just so that the community spends its time complaining about that and not complaining about the other things. Then when they take it out, they can say, "See? We're listening to the fans!"


Haha, I get that feeling too. It'll never go through... Am I the only one bothered by the fact that BCs are now much much better than Carriers? Why is no one talking about the buff that carriers so obviously need?
pzea469
Profile Blog Joined September 2008
United States1520 Posts
March 02 2011 20:16 GMT
#3025
On March 02 2011 02:25 ixi.genocide wrote:
Show nested quote +
On March 02 2011 01:49 freetgy wrote:
yeah but you disregard the fact that Warp in Storms is the longest Techtree in the game
it is not Protoss fault if Terran doesn't get Ghosts earlier, it is not like it is a useless slw unit without energy...unlike HT



Almost 110% positive that B-lords is a longer tech path by a fair margin.... maybe in the pvt MU it is the longest techtree in the game.


Well yeah, it takes longer to get broodlords, and maybe just as long to get mothership, but those are pretty late game. Protoss needs something for mid game. The zerg army is way stronger than the protoss army midgame unless P has either Collossi or Templar with storm. Storm already sucks in comparison to Collossi because it comes out just as fast, you can build an obs on the way, and even though you need an upgrade for it as well, its still useful in case of a surprise attack. Templar with storm take about the same time as a collosus with range. Only they will probably only be able to storm once each and storm already isn't a good choice because if the zerg goes roaches(which they always do) then storms suck. Even if you do kill the first wave, the next wave will kill you. Not to mention you pretty much HAVE to get a robo in between. Now without the amulet, i see no reason to get templar vs zerg, except maybe in a very very lategame situation, where i already have many collossi.

But honestly, templar vs zerg has never been very good since they've started getting roaches, and now they're even worse. Everyone was using Collossi and rarely if ever have i seen someone go templars instead. IMO they shouldve nerfed the Collossi and left the ht alone. If hts are so good, why doesn't every pro use it in every game?
Kill the Deathball
IPA
Profile Joined August 2010
United States3206 Posts
March 02 2011 20:26 GMT
#3026
I'm excited about the infestor change. I understand it changes the nature and purpose of the unit; but to be honest, I'd rather have the damage than the positional advantage of a longer "freeze". The idea of decimating a bio ball (even with medivac support) with 3 infestors sounds so appealing to me.

I think the mothership change is a joke, and I say that as a zerg player. If you teched to that unit, you were making large sacrifices to other compositional elements of your army. It should be a fearsome unit. The vortex was not imbalanced in any way.

As a proud Terran hater, I love the small but significant nerfs they are receiving. <3

3k masters for reference.
Time held me green and dying though I sang in my chains like the sea.
jirpy
Profile Joined January 2011
United States32 Posts
March 02 2011 22:10 GMT
#3027
I apologize if this has already been addressed but won't sacking KA give an unfair advantage to terran - mainly ghosts who still have moebius reactor so they pop out with instant emps. I understand that they can't warp in like high templar, but it still seems unfair.
orotoss
Profile Joined September 2010
United States298 Posts
March 02 2011 22:23 GMT
#3028
Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.


Can they still attack during these 1.5 seconds?
BLARRGHGHH
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2011-03-02 22:26:02
March 02 2011 22:25 GMT
#3029
On March 03 2011 05:26 IPA wrote:
I'm excited about the infestor change. I understand it changes the nature and purpose of the unit; but to be honest, I'd rather have the damage than the positional advantage of a longer "freeze". The idea of decimating a bio ball (even with medivac support) with 3 infestors sounds so appealing to me.

I think the mothership change is a joke, and I say that as a zerg player. If you teched to that unit, you were making large sacrifices to other compositional elements of your army. It should be a fearsome unit. The vortex was not imbalanced in any way.

As a proud Terran hater, I love the small but significant nerfs they are receiving. <3

3k masters for reference.

and you are the type of zerg that i dislike very much because you think dps is more important than utility. :/ just mass hydras then instead of muta baneling, since hydras have better dps but worse utility.

ugh i cannot begin to describe how disgusted i am at this proposed fungal change.
oxxo
Profile Joined February 2010
988 Posts
March 02 2011 22:34 GMT
#3030
On March 03 2011 07:10 jirpy wrote:
I apologize if this has already been addressed but won't sacking KA give an unfair advantage to terran - mainly ghosts who still have moebius reactor so they pop out with instant emps. I understand that they can't warp in like high templar, but it still seems unfair.


Why do you say you understand when you don't? Warp in changes everything. In fact there's another thread here showing that warp in templar gets ~the same energy as upgraded infestor/ghost. The closest analogy (though obviously it's different since different races = different mechanics) is that HT (and sentries) get their energy upgrade the moment you get warp gates.
jirpy
Profile Joined January 2011
United States32 Posts
March 02 2011 22:44 GMT
#3031
On March 03 2011 07:34 oxxo wrote:
Show nested quote +
On March 03 2011 07:10 jirpy wrote:
I apologize if this has already been addressed but won't sacking KA give an unfair advantage to terran - mainly ghosts who still have moebius reactor so they pop out with instant emps. I understand that they can't warp in like high templar, but it still seems unfair.


Why do you say you understand when you don't? Warp in changes everything. In fact there's another thread here showing that warp in templar gets ~the same energy as upgraded infestor/ghost. The closest analogy (though obviously it's different since different races = different mechanics) is that HT (and sentries) get their energy upgrade the moment you get warp gates.


Gotcha. I didn't think about that so basically since it takes a couple seconds for the HT to warp in it cuts their build time from 55 to about 5 seconds vs the ghosts 40 second build time. And with energy regen at .562 per second it gives the HT about 70 energy to the ghosts 75 (assuming they were built at the same time). Thanks!
RoosterSamurai
Profile Blog Joined March 2010
Japan2108 Posts
March 02 2011 22:45 GMT
#3032
Bunker time increase + no more khaydarin amulet = more 4gate abusers.
stim now takes 3 years to finish instead of 2 years.
Zerg got no real buffs =/
zergrushkekeke
Profile Joined November 2010
Australia241 Posts
March 02 2011 23:11 GMT
#3033
NO MORE OVERLORD DISCO BALL. NOOOOOO!


"- An alert has been added when the Spawn Larva buff expires."
This could be huge. As vomit larva is by far the most important macro ability to keep on cooldown constantly. I might change from the backspace method to select all queens, space, inject. This means you don't need to sync the vomits
KEKEKE
Deleted User 135096
Profile Blog Joined December 2010
3624 Posts
Last Edited: 2011-03-02 23:25:37
March 02 2011 23:24 GMT
#3034
There are really only two changes that are really grating to me, 1. the Khaydarin Amulet and 2. Fungal Growth. The second one I'm not really in disagreement with, it's just that the speed of the damned projectile flies at slug-like speed...
Administrator
TSL-Lore
Profile Joined January 2009
United States412 Posts
March 03 2011 00:04 GMT
#3035
On March 02 2011 06:38 Aerakin wrote:
Show nested quote +
On March 02 2011 06:33 Kokujin wrote:
On March 02 2011 06:20 TheCookieMonster wrote:
I'd be pretty surprised if the amulet Nerf actually went through. There's just too much public outcry and the games would become so colossi-heavy that the game would lose a lot of it's dynamic. Similar to the Fungal nerf proposed last patch (couldnt hit air units), which would have VERY seriously affected ZvZ (would have been a complete Muta-spam battle)


the amulet nerf is almost universally agreed upon by top players



But then they're still gonna complain about colossus being OP. And I understand why they would.

Instead of adressing what a large number of people have said is a problem, they decided to sidestep everything and nerf something that wasn't talked much about.

(note: I hate colossus, I wish I didn't have to use them. But it seems that it is the only protoss unit blizzard doesn't intend to nerf, ever. So why use anything else >_>)


The Colossus seems to try to combine the roles of both the Reaver and the Shuttle into a single unit. I always felt like they should completely re-work the way Colossus fight. As of now, the Colossus is a great a-moving unit that you can include in your main army. They should require the Colossus to build scarabs and have them drop scarabs down from their tall tripod, and do massive AOE damage.

... I think I just really miss Reavers. Probably the most exciting unit (causing Koreans to go REEEAAAVUUUUUUUU REEEAVVUUUUUUUUU) from SC1.. and it's been replaced by the oh-so-boring Colossus.
I want to become stronger. -Shindou Hikaru
woowoo
Profile Joined May 2010
France164 Posts
March 03 2011 00:10 GMT
#3036
I want stimpacks for reapers, stim would be a dot, killing stimmed reapers in a few seconds, they could go faster than speedlings and others fast units with nitropacks + stim but they can't survive.
wooooo
Fleshy
Profile Joined October 2010
United States28 Posts
March 03 2011 00:20 GMT
#3037
I like fungal change :D
i know time went down, but with mess army It can kill enemy units faster :D
jason fleshman
Keyz1
Profile Joined March 2011
Canada94 Posts
Last Edited: 2011-03-03 00:35:06
March 03 2011 00:29 GMT
#3038
- Infestor Fungal Growth -

Is it a NERF or a BUFF? NERF.

Why? Well, let' see what I can do now, vs what i cant do.

Can't:
Fungal Growth to stop a fast moving air unit. (Good luck landing it unless he stops.)
Spawn infested Terrans to take out ANY unit in time, before they run away.
Stall an enemy army for 8 seconds, while I spawn more larva units and regroup an army.
Give my Broodlords the correct range to steer away from enemy units in time.
Keep units AWAY from my Broodlords so that they can keep killing rather than flying away.
Stop Protoss Units from using blink to catch up to my Broodlords.
Bring half the amount of infestors needed for a stall vs an enemy. (More gas)
Point and click an area of effect, yet High Templar can.
Cast instantly anymore.

Can:
Kill Marines and other fragile units, 2x faster. (If my fungal lands.)
Do 30% more damage to armored units (10~points)
Cry at the fact my fungal can miss.
Help make my infestor survive longer because he has a whopping 20 more points of HP.
No longer think of an infestor as a defensive unit.

If you noticed it yet or not, any good player uses infestors in a defensive manor at the moment, especially when they are going T3. The nerf indirectly affects the other zerg units and the priority of making infestors, period. It also indirectly affects macro games in general, as well making it much harder to defend against cheese or air units in general. Not only does it do that, but it also indirectly affects the other infestor skill: Infested terran, as they are very slow, and also slow to spawn.

And anybody who says it will help kill other units faster now, should remember that 150 gas can be used in much better ways (that's like 6 roaches) in a offensive state of mind.

Edit: Want to fungal an opponent to get your roaches in position? Sorry.

The infestor is NOT an offensive unit, it was never supposed to be.


WarrickHunt
Profile Joined December 2010
United Kingdom393 Posts
March 03 2011 00:33 GMT
#3039
so effectively PvZ will now become mass pheonix vs mass hydra n then toss can tech to collsus and win?

I am very sadly dissapointed in the nerf to zerg, as well as no nerf to late game toss, other than the KA.

Collussus is far too strong, and if a unit can force a unit that cant be used well after they are dead is stupid, toss get to pick up with their anti muta unit, other than corrution which isnt all that good, corupters are useless, thus eating into zergs 200/200 army even more as it is already weak.

I am disapoint blizzard
fickazzz
Profile Joined June 2009
Germany152 Posts
March 03 2011 00:36 GMT
#3040
ye i am kinda sad the PvZ deathball issue isnt addressed in this patch...
or could the new infestor with +30% dmg vs armored be answer...? we will see but i dont think so :/
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