• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:28
CEST 14:28
KST 21:28
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Maestros of the Game: Week 1/Play-in Preview9[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy12
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?35Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris46Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #21 - Presented by Monster Energy Heaven's Balance Suggestions (roast me) Geoff 'iNcontroL' Robinson has passed away Speculation of future Wardii series
Tourneys
RSL: Revival, a new crowdfunded tournament series LiuLi Cup - September 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game—$20k event w/ live finals in Paris
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ BSL Polish World Championship 2025 20-21 September BW General Discussion ASL20 General Discussion Simple editing of Brood War save files? (.mlx)
Tourneys
Is there English video for group selection for ASL [Megathread] Daily Proleagues [ASL20] Ro24 Group F [IPSL] CSLAN Review and CSLPRO Reimagined!
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Path of Exile General RTS Discussion Thread Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Expert Roof Repairs in Welwyn Garden City Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s) Gtx660 graphics card replacement
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
How Culture and Conflict Imp…
TrAiDoS
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 739 users

Patch 1.3 on PTR - Page 158

Forum Index > SC2 General
Post a Reply
Prev 1 156 157 158 159 160 186 Next
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
March 04 2011 09:05 GMT
#3141
On March 04 2011 18:01 Rotodyne wrote:
Show nested quote +
On March 04 2011 17:48 PrinceXizor wrote:
On March 04 2011 17:45 Hellhammer wrote:
On March 04 2011 17:36 PrinceXizor wrote:
On March 04 2011 17:28 dark fury wrote:
lol at all the people whining about fungual change. now its possibly even better than storm vs marines (a good terran will usualy only let his marine take 2 hits from the storm) fungual deals that much damage, + disables.

3 funguals will also kill a group of stalkers

before: 1 fungal means a group of marines will die (typically in 8 seconds)
now: 1 fungal means a group of marines will be damaged greatly, 2 fungals mean they die

this is do to the huge nerf in snare time preventing units from getting to and surrounded the marines in time.

"good" terrans should actually prevent fungal from even hitting as the same time for 2 ticks of storm is the time it takes the projectile to reach the marines.

WTF man.. You are messing me up. What side are you on lol? From the sounds of it, you just like trolling everyone's posts x.x STOP CONFUSING MEEEEEE

i'm confused about what you are confused about?


because of the snare time decrease it's difficult to get a surround on a group of marines like you could before, and as such you have to use 2x the energy to get them dead for sure


and dark fury stated that good terrans only let 2 ticks of storm go by on their marines, which is about the time it takes the projectile for fungal to hit the marines, so his definition of good terrans should be able to avoid alot of fungals.

i'm not trolling anyone

just super upset that a years worth of practice and effort are going down the drain and some people are so happy about it kind of pisses me off.

EDIT: full disclosure: also pretty drunk atm


Your anger and over exaggerations about fungal makes the entire change worth it I'm sorry, it's nothing personal.

it's not really over exaggerations. and i understand you finding my anger funny, i mean who doesn't laugh at avilo's rage every once in a while, i do.
but like i spent a whole damn year practicing an openning and mid game that i now can't do because it requires another infestor in order to survive early, when the gas isn't there, and if i don't get the infestor it needs 8 more lings, which results in a much slower third, which was the whole purpose of the build. it makes my build auto lose to a few strategies that it didn't before, and thats upsetting to have a year of practice and effort of 20+ hours a week just thrown the hell away.

it doesn't matter what the hell you are talking about, losing 1000 hours of work SUCKS. period.
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
Last Edited: 2011-03-04 09:08:38
March 04 2011 09:06 GMT
#3142

it doesn't matter what the hell you are talking about, losing 1000 hours of work SUCKS. period.


Now you are trolling. It didn't take you 41 days to create a simple build order. Since when is starcraft 100% about the build order. All your practice wasted? I don't think so.
I can only play starcraft when I am shit canned. IPXZERG is a god.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2011-03-04 09:15:46
March 04 2011 09:09 GMT
#3143
On March 04 2011 18:06 Rotodyne wrote:

Now you are trolling.

nah man i've been practicing part time for close to a year now, i'm estimating 1000 hours, but i've been practicing on average 4 hours a day 4-6 days a week. been trying to perfect my strategies and transitions and then start performing in MLG and TSL. the last few weeks i haven't been playing though, so i bet it's closer to 900 hours. but still. 900 hours is NOT long for a progamer or aspiring pro gamer.

since 900 hours = 25 weeks of full time work.

hell with my style 4 hours is about 8 games because of how freaking long it takes to starve people out.


and i've been slowly tweaking the timings and everything to surviving each typical push based on scouting information, solving issues with various killer builds like 2 gate 4 gate 5 rax reaper 4 rax marine scv all ins 2 rax pressure the good old 11 port (remember that LOL). tweaking the build once a weak to survive each new build coming out of the other races.it wasn't a build order. it was an overarchign strategy

to the point where i know that if i go 14/14/13 hatch gas pool i need to have a spine crawler starting as soon as i scout the second rax without an add-on, and a second spine crawler if a tech lab'd third rax comes after that. things like that. figuring out that i actually needed to lair after pool to get a overseer in order to scout for these timings. learning to defend various pushes with infestors takes alot of time as well. learning when my third timing should be in a ton of situations. SO much effort goes into developing an entire strategy that is planned to defend against everything.

I know it's not how SC2 strategies ar edone now, but it's somethign i've been working on myself because of the beauty of BW strategies, i'm trying to 1 man an entire evolution of metagame and builds in order to create those standard builds.
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
March 04 2011 09:11 GMT
#3144
On March 04 2011 18:09 PrinceXizor wrote:
Show nested quote +
On March 04 2011 18:06 Rotodyne wrote:

Now you are trolling.

nah man i've been practicing part time for close to a year now, i'm estimating 1000 hours, but i've been practicing on average 4 hours a day 4-6 days a week. been trying to perfect my strategies and transitions and then start performing in MLG and TSL. the last few weeks i haven't been playing though, so i bet it's closer to 900 hours. but still. 900 hours is NOT long for a progamer or aspiring pro gamer.

since 900 hours = 20 weeks of full time work.

hell with my style 4 hours is about 8 games because of how freaking long it takes to starve people out.


Yea, just cause you only know one build order doesn't mean that all those hours were wasted. You kinda missed the point of my last post. I wasn't disagreeing with the amount of time you put in. I'm saying they weren't wasted.
I can only play starcraft when I am shit canned. IPXZERG is a god.
ooni
Profile Blog Joined March 2010
Australia1498 Posts
March 04 2011 09:12 GMT
#3145
On March 04 2011 18:01 PrinceXizor wrote:
Show nested quote +
On March 04 2011 17:53 Roblin wrote:
also for the record, they changed the fungal to:
1. last half the time
2. deal the same amount of damage
3. 1+2=> double DPS
4. still have hold effect
5. 1+4=> half the hold effect
6. be a projectile

which changes the spell in the following ways:
3. double the DPS: fungal can now be used as a weak damage spell
5. half the hold effect: you must pay closer attention to the units you have used fungal on to continue fungal them: more micro intensive: rewards better players, but loses half of its HPE(HoldPerEnergy)
6. be a projectile: you can now fire a projectile at an area which will land two storm ticks later: you can fungal an area and move away immiedietly with your infestors: you can fungal areas outside of the infestors normal range: rewards better players

in essence: the change doubles the DPS, halfs the HPE, rewards better players. I'm perfectly fine with that.

well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

err what? Of course you can deal more damage, given you got more infestors. I know what you are trying to say, you are saying per fungal it is equal, however it does more damage with more infestors. Pre 1.3PTR no matter how many infestors you got, you have to wait 8 seconds until fungal wears off and then you can use it again (fungal does not stack). To make it clear with more energy/infestor it will certainly do more damage over same period of time, with same amount it will not. Think about the times you had infestors and were waiting for fungal to wear off so you can do it again. It's definately higher DPS (by doubling 'possible' dps cap by 2).
Hi!
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
Last Edited: 2011-03-04 09:17:47
March 04 2011 09:13 GMT
#3146
On March 04 2011 18:12 ooni wrote:
Show nested quote +
On March 04 2011 18:01 PrinceXizor wrote:
On March 04 2011 17:53 Roblin wrote:
also for the record, they changed the fungal to:
1. last half the time
2. deal the same amount of damage
3. 1+2=> double DPS
4. still have hold effect
5. 1+4=> half the hold effect
6. be a projectile

which changes the spell in the following ways:
3. double the DPS: fungal can now be used as a weak damage spell
5. half the hold effect: you must pay closer attention to the units you have used fungal on to continue fungal them: more micro intensive: rewards better players, but loses half of its HPE(HoldPerEnergy)
6. be a projectile: you can now fire a projectile at an area which will land two storm ticks later: you can fungal an area and move away immiedietly with your infestors: you can fungal areas outside of the infestors normal range: rewards better players

in essence: the change doubles the DPS, halfs the HPE, rewards better players. I'm perfectly fine with that.

well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

err what? Of course you can deal more damage, given you got more infestors. I know what you are trying to say, you are saying per fungal it is equal, however it does more damage with more infestors. Pre 1.3PTR no matter how many infestors you got, you have to wait 8 seconds until fungal wears off and then you can use it again (fungal does not stack). To make it clear with more energy/infestor it will certainly do more damage over same period of time, with same amount it will not. Think about the times you had infestors and were waiting for fungal to wear off so you can do it again. It's definately higher DPS (by doubling 'possible' dps cap by 2).


nah dude he spent 41 days making an extremely specific zerg build order where he can only afford one infestor. So now he can't freeze units for the extra 4 seconds that he needs to, which absolutely ruins his entire life. understand? cause I fucking don't
hes an epic troll and ill argue all night as I procrastinate for this physics exam. its 4:20 AM and I got plenty of time
I can only play starcraft when I am shit canned. IPXZERG is a god.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2011-03-04 09:20:55
March 04 2011 09:19 GMT
#3147
On March 04 2011 18:12 ooni wrote:

err what? Of course you can deal more damage, given you got more infestors. I know what you are trying to say, you are saying per fungal it is equal, however it does more damage with more infestors. Pre 1.3PTR no matter how many infestors you got, you have to wait 8 seconds until fungal wears off and then you can use it again (fungal does not stack). To make it clear with more energy/infestor it will certainly do more damage over same period of time, with same amount it will not. Think about the times you had infestors and were waiting for fungal to wear off so you can do it again. It's definately higher DPS (by doubling 'possible' dps cap by 2).


yeah never said it wasn't higher DPS. but DPS doesn't matter when the spell devolves into a pure DPS spell. off of PTR you can fungal and then run in banes or lings and surround/kill the unit within the 8 second window, in the PTR's 4 second window banes no longer are effective off creep, and lings have a difficult time fully surrounded off creep.and so you end up dealing the same amoutn of damage but using more fungals to do it.

Pretty much it costs twice as much in order to base your defense off of infestors than it did before, which makes it highly ineffective and a waste of time to do.

also the CAP of damage is the same both ways, you can't deal more damage than required to kill the unit, and whether or not that takes 32 seconds of them being helpless of 16 it doesn't matter, since they can't stop it either way.

EDIT: and i get 2 infestors in the build but in order to scout i need an overseer which costs the gas required for the third infestor that is now needed to hold a stim push.
ooni
Profile Blog Joined March 2010
Australia1498 Posts
Last Edited: 2011-03-04 09:26:36
March 04 2011 09:20 GMT
#3148
On March 04 2011 18:13 Rotodyne wrote:
Show nested quote +
On March 04 2011 18:12 ooni wrote:
On March 04 2011 18:01 PrinceXizor wrote:
On March 04 2011 17:53 Roblin wrote:
also for the record, they changed the fungal to:
1. last half the time
2. deal the same amount of damage
3. 1+2=> double DPS
4. still have hold effect
5. 1+4=> half the hold effect
6. be a projectile

which changes the spell in the following ways:
3. double the DPS: fungal can now be used as a weak damage spell
5. half the hold effect: you must pay closer attention to the units you have used fungal on to continue fungal them: more micro intensive: rewards better players, but loses half of its HPE(HoldPerEnergy)
6. be a projectile: you can now fire a projectile at an area which will land two storm ticks later: you can fungal an area and move away immiedietly with your infestors: you can fungal areas outside of the infestors normal range: rewards better players

in essence: the change doubles the DPS, halfs the HPE, rewards better players. I'm perfectly fine with that.

well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

err what? Of course you can deal more damage, given you got more infestors. I know what you are trying to say, you are saying per fungal it is equal, however it does more damage with more infestors. Pre 1.3PTR no matter how many infestors you got, you have to wait 8 seconds until fungal wears off and then you can use it again (fungal does not stack). To make it clear with more energy/infestor it will certainly do more damage over same period of time, with same amount it will not. Think about the times you had infestors and were waiting for fungal to wear off so you can do it again. It's definately higher DPS (by doubling 'possible' dps cap by 2).


nah dude he spent 41 days making an extremely specific zerg build order where he can only afford one infestor. So now he can't freeze units for the extra 4 seconds that he needs to, which absolutely ruins his entire life. understand? cause I fucking don't
hes an epic troll and ill argue all night as I procrastinate for this physics exam. its 4:20 AM and I got plenty of time

I like how he edited the post, epic troll indeed.

EDIT:
On March 04 2011 18:19 PrinceXizor wrote:
Show nested quote +
On March 04 2011 18:12 ooni wrote:

err what? Of course you can deal more damage, given you got more infestors. I know what you are trying to say, you are saying per fungal it is equal, however it does more damage with more infestors. Pre 1.3PTR no matter how many infestors you got, you have to wait 8 seconds until fungal wears off and then you can use it again (fungal does not stack). To make it clear with more energy/infestor it will certainly do more damage over same period of time, with same amount it will not. Think about the times you had infestors and were waiting for fungal to wear off so you can do it again. It's definately higher DPS (by doubling 'possible' dps cap by 2).


yeah never said it wasn't higher DPS. but DPS doesn't matter when the spell devolves into a pure DPS spell. off of PTR you can fungal and then run in banes or lings and surround/kill the unit within the 8 second window, in the PTR's 4 second window banes no longer are effective off creep, and lings have a difficult time fully surrounded off creep.and so you end up dealing the same amoutn of damage but using more fungals to do it.

Pretty much it costs twice as much in order to base your defense off of infestors than it did before, which makes it highly ineffective and a waste of time to do.

also the CAP of damage is the same both ways, you can't deal more damage than required to kill the unit, and whether or not that takes 32 seconds of them being helpless of 16 it doesn't matter, since they can't stop it either way.

EDIT: and i get 2 infestors in the build but in order to scout i need an overseer which costs the gas required for the third infestor that is now needed to hold a stim push.

Why does one edit one's post completely if that is not what you have said? <- Maybe a question that may never be answered

On March 04 2011 18:01 PrinceXizor wrote:
Show nested quote +
On March 04 2011 17:53 Roblin wrote:
also for the record, they changed the fungal to:
1. last half the time
2. deal the same amount of damage
3. 1+2=> double DPS
4. still have hold effect
5. 1+4=> half the hold effect
6. be a projectile

which changes the spell in the following ways:
3. double the DPS: fungal can now be used as a weak damage spell
5. half the hold effect: you must pay closer attention to the units you have used fungal on to continue fungal them: more micro intensive: rewards better players, but loses half of its HPE(HoldPerEnergy)
6. be a projectile: you can now fire a projectile at an area which will land two storm ticks later: you can fungal an area and move away immiedietly with your infestors: you can fungal areas outside of the infestors normal range: rewards better players

in essence: the change doubles the DPS, halfs the HPE, rewards better players. I'm perfectly fine with that.

well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

Bolded for you Smiles :D

Please, stop trolling TL, it's very obvious.
Hi!
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2011-03-04 09:29:39
March 04 2011 09:22 GMT
#3149
On March 04 2011 18:20 ooni wrote:

I like how he edited the post, epic troll indeed.

i only edit posts to add information or correct huge errors that prevent understanding of my text. like if i say alphabet instead of apples. or some other nonsense. sorry for trying to clarify myself.

EDIT: i NEVER tried to say it wasn't more DPS, it just wasn't more damage (except vs armored) which apparently you can't understand. done being trolled sorry for stating my opinion. ugh. thanks for belittling the past year of my life guys. real cool of you. thought this was a site for people passionate about starcraft.
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
Last Edited: 2011-03-04 09:24:21
March 04 2011 09:23 GMT
#3150
On March 04 2011 18:22 PrinceXizor wrote:
Show nested quote +
On March 04 2011 18:20 ooni wrote:
On March 04 2011 18:13 Rotodyne wrote:
On March 04 2011 18:12 ooni wrote:
On March 04 2011 18:01 PrinceXizor wrote:
On March 04 2011 17:53 Roblin wrote:
also for the record, they changed the fungal to:
1. last half the time
2. deal the same amount of damage
3. 1+2=> double DPS
4. still have hold effect
5. 1+4=> half the hold effect
6. be a projectile

which changes the spell in the following ways:
3. double the DPS: fungal can now be used as a weak damage spell
5. half the hold effect: you must pay closer attention to the units you have used fungal on to continue fungal them: more micro intensive: rewards better players, but loses half of its HPE(HoldPerEnergy)
6. be a projectile: you can now fire a projectile at an area which will land two storm ticks later: you can fungal an area and move away immiedietly with your infestors: you can fungal areas outside of the infestors normal range: rewards better players

in essence: the change doubles the DPS, halfs the HPE, rewards better players. I'm perfectly fine with that.

well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

err what? Of course you can deal more damage, given you got more infestors. I know what you are trying to say, you are saying per fungal it is equal, however it does more damage with more infestors. Pre 1.3PTR no matter how many infestors you got, you have to wait 8 seconds until fungal wears off and then you can use it again (fungal does not stack). To make it clear with more energy/infestor it will certainly do more damage over same period of time, with same amount it will not. Think about the times you had infestors and were waiting for fungal to wear off so you can do it again. It's definately higher DPS (by doubling 'possible' dps cap by 2).


nah dude he spent 41 days making an extremely specific zerg build order where he can only afford one infestor. So now he can't freeze units for the extra 4 seconds that he needs to, which absolutely ruins his entire life. understand? cause I fucking don't
hes an epic troll and ill argue all night as I procrastinate for this physics exam. its 4:20 AM and I got plenty of time

I like how he edited the post, epic troll indeed.

i only edit posts to add information or correct huge errors that prevent understanding of my text. like if i say alphabet instead of apples. or some other nonsense. sorry for trying to clarify myself.


easy solution. download a maphack and then you won't need an overseer anymore. why didn't you think of that before? it's so simple. Your build will work perfectly once again and your 41-42 days were not wasted.
I can only play starcraft when I am shit canned. IPXZERG is a god.
JiYan
Profile Blog Joined February 2009
United States3668 Posts
March 04 2011 09:25 GMT
#3151
this thread needs to get cleaned up seriously
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
March 04 2011 09:27 GMT
#3152
On March 04 2011 18:25 JiYan wrote:
this thread needs to get cleaned up seriously


nah deleted.
I can only play starcraft when I am shit canned. IPXZERG is a god.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
March 04 2011 09:36 GMT
#3153
On March 04 2011 18:20 ooni wrote:
Show nested quote +
well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

Bolded for you Smiles :D

Please, stop trolling TL, it's very obvious.


how is total damage = dps?

if a marine has 45 hp you can't deal more than 45 damage to that marine. regardless of how fast you do it. please stop trolling me, i'm done with dealing with you guys trolling me for being passionate about somethign i love.
ooni
Profile Blog Joined March 2010
Australia1498 Posts
Last Edited: 2011-03-04 09:53:46
March 04 2011 09:42 GMT
#3154
On March 04 2011 18:36 PrinceXizor wrote:
Show nested quote +
On March 04 2011 18:20 ooni wrote:
well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

Bolded for you Smiles :D

Please, stop trolling TL, it's very obvious.


how is total damage = dps?

if a marine has 45 hp you can't deal more than 45 damage to that marine. regardless of how fast you do it. please stop trolling me, i'm done with dealing with you guys trolling me for being passionate about somethign i love.


Please Stop... Just plz?


On March 04 2011 17:53 Roblin wrote:
also for the record, they changed the fungal to:
1. last half the time
2. deal the same amount of damage
3. 1+2=> double DPS
4. still have hold effect
5. 1+4=> half the hold effect
6. be a projectile

which changes the spell in the following ways:
3. double the DPS: fungal can now be used as a weak damage spell
5. half the hold effect: you must pay closer attention to the units you have used fungal on to continue fungal them: more micro intensive: rewards better players, but loses half of its HPE(HoldPerEnergy)
6. be a projectile: you can now fire a projectile at an area which will land two storm ticks later: you can fungal an area and move away immiedietly with your infestors: you can fungal areas outside of the infestors normal range: rewards better players

in essence: the change doubles the DPS, halfs the HPE, rewards better players. I'm perfectly fine with that.

Your reply post to this->
On March 04 2011 18:01 PrinceXizor wrote:

well 3. just means it deals damage faster, the same overall damage exists (except vs armored) so any amount of damage you could deal before you can't deal more now (except vs armored).
the less fungal time means you have to invest twice as much energy in getting the same effect for surrounds and positioning. which rewards more infestors and less so better players.

and the projectile as i said i have little real issue with. it's a front loaded nerf, something that as you get used to (as we did BEFORE it became instant) it gets better and stops being a nerf and just becomes different.

I just don't get what you get out of trolling ppl.

EDIT:
Just in case you aren't trolling, I'll just make it clear.
Pre 1.3
you need 1 for surround and positioning

After 1.3
you need 2 for surround and positioning
YEAH that's right
BUT

Pre 1.3
in 8 seconds, deals 36 damage (using 1 fungal)

After 1.3
in 8 seconds, deals 72 damage (using 2 fungal)

"so any amount of damage you could deal before you can't deal more now" <- not true because you can use damage from 2 fungals =_=
Hi!
AspenY
Profile Joined December 2010
19 Posts
March 04 2011 09:46 GMT
#3155
i'm not sure if the stim timing will really affect most matchups, but the bunker timing will definately change the way tvz will be played.
~~*tQ Fighting*~~
Odradek
Profile Joined January 2011
8 Posts
March 04 2011 09:52 GMT
#3156
Hope this wasn't mentioned before but just my thoughts:

Remove the khaydarian amulet: I don't like it. First the flux veins now the amulet pretty sad. I guess they do it because protoss can do a pretty good drop defense by just warping in one or two ht. Well I would nerf the amulet first, it should give the ht 20 energy points instead of 25. That way it would be still very useful but you wouldn't be able to do an instant defence by a warped in ht.

2. Units immun for 1,5 sec after the vortex. This is a patch i seriously do not understand. First of all 1,5 sec is forever isn't it? They attack me for 1,5 sec without receiving any damage? That is imba in my book. Second why do they have the need to nerf the archon toilet or remove it? Yeah i know you can kill an entire army with one vortex and 3 archons or so but the danger of an archon toilet made the vortex useful. Before (and after) people will just put all the units they have in the vortex and wait. The vortex just pauses the battle for a couple of seconds nothing more. Before, with the threat of an archon toilet people resist to just put everything into the vortex and the vortex was usefull even without the archonn toilet because the threat of the archon toilet made the vortex like a big awesome forcefield. It now split the army really in half and wasn't that the intention of the vortex to begin with?
Crescend1
Profile Joined November 2010
Poland108 Posts
Last Edited: 2011-03-04 11:04:36
March 04 2011 11:03 GMT
#3157
Well guys, many people dont understand that fungal damage didnt change at all. Armored is exception of course, but rest units will get same adamage as before. Remember guys, that infestor is gas heavy unit, so usually when game depends on them, u have 2-3 with 1 fungal each. This moment is crucial for example in tvz, where at that time u need to defend teran push.

2-3 fungals before and after patch will do total of 108 damage, no difference here. Problem is that its very hard to hold terran army with this (and i bet most terans will be able to dodge fungals, so u hit like 60-70% of units u hit with old fungal). 1 fungal is still 1 fungal, but it holds enemy postion worse, and u hit it much worse. And Guys, notice fact that usually those 2-3 infestors are your main midgame (and early game cause u head towards them) strat! Those 3 units is core of your defense/ofense/strategy. U paid alot for ability to use those 2-3 fungals, with new spell its easier to dodge it, and its harder to come to fungaled units with banes.


All in all, many people here should understand thats buff only in specific situations, that are rare to zergs, most of time its nerf. Theorycrafting is cool, but new infestor will be better than old one only when u can spam fungals left and right, yeah, then its better. Also, remember that midgame, when u have those 3 fungals, its not big problem to wait 4 more seconds for damage, terran doesnt have medivacs usually, so u just wait few more seconds. Limiting factor is not 4 more seconds, but amount of fungals u have at this time. I rarely have situations when i have like 10 infstors, and shoot enemy units with fungals like in quake

Overall, i think that fungal needs to really do more damage to be good spell with new utility to it. 1 Fungal is still 1 fungal, no matter what, and 30% armored isnt enough to destroy very usefull spell:/
idonthinksobro
Profile Joined December 2010
3138 Posts
Last Edited: 2011-03-04 11:30:17
March 04 2011 11:24 GMT
#3158
On March 04 2011 09:40 dAPhREAk wrote:
Show nested quote +
On March 04 2011 09:34 PrinceXizor wrote:
On March 04 2011 09:00 DirtYLOu wrote:
On March 04 2011 08:53 mousepad wrote:
On March 04 2011 08:07 DarthXX wrote:
I havn't been on the PTR to test, but how slow is the fungal missile? Is it still possible to hit mutas? If not I fear ZvZ might turn to a muta-fest




Timing off the video it takes about .75 second at max range.

Its not terrible, but its no EMP projectile.


We need more spells like that... so actually u can dodge it( actuall skill ) ... I love it, but still i dont know if its a nerf or a buff for zerg.

Still, Good call from Blizzard.

projectile instead of instant: very slight nerf.
4 second reduction in snare: very major nerf.

all around nerf.


if the time is reduced, but the damage isn't, it creates a higher dps right? isn't that a buff? although the units aren't snared as long, they will lose their life a lot faster. in short batttles, i would prefer a higher dps than a long ensnare time in some instances. for example, when i am fungalng for damage and engaging with melee units.


the whole point of getting infestors vs terran was to delay pushes - and counter mass marine strategies. So if the slowing time is cut in half thats a huge nerf - especially because you cant fungal + infested terran anymore or you better have more than 1 fungal(to kill off drops mutas or phenixes). That means air units are even harder to kill off as zerg and you probably need mutas every game or hydras, I dont like that blizzard makes all units that zerg has luck based. e.g. banes vs marines - if your opponent is good your banes wont do anything against his marines or at least not be cost effective.
Infestor change - fungal with the new patch it seems like mutas/phenixes/blinkstalker/stimmed units - everything can outrun the projectile unless your infestor is basically on top of the units they try to fungal and once again zerg has to rely on the opponent fucking up.

but maybe my opinion on that will change after i got a chance to test it myself - i cant access the PTR but from the videos and the reports others did it pretty much looks like that.

Stiluz
Profile Joined October 2010
Norway688 Posts
March 04 2011 13:14 GMT
#3159
Any news on the new PTR maintenance, any changes etc?
Kindred
Profile Blog Joined May 2010
Canada396 Posts
March 04 2011 16:39 GMT
#3160
Did Blizzard release a rationale explaining the major changes in this patch? Like what was the reason(s) for doing this to the infesor, etc
Two 2.93GHz 6-Core Intel Xeon “Westmere” (12 cores) + 32GB RAM + Four 512GB Solid-State Drives + Two ATI Radeon HD 5770 1GB + Two Apple LED Cinema Display (27" flat panel) + Quad-channel 4Gb Fibre Channel PCI Express card
Prev 1 156 157 158 159 160 186 Next
Please log in or register to reply.
Live Events Refresh
RSL Revival
10:00
Season 2: Group D
Maru vs SHIN
MaNa vs MaxPax
Crank 1452
Tasteless624
Rex125
IndyStarCraft 88
3DClanTV 79
LiquipediaDiscussion
The PondCast
10:00
Episode 61
CranKy Ducklings39
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Crank 1452
Tasteless 624
Lowko290
Rex 125
IndyStarCraft 88
StarCraft: Brood War
Britney 63963
Bisu 2223
GuemChi 800
Jaedong 695
Snow 436
EffOrt 416
Mini 347
actioN 321
Stork 300
hero 268
[ Show more ]
BeSt 259
Larva 219
Hyun 209
Light 190
Pusan 189
firebathero 189
Rush 187
Last 159
sSak 110
ggaemo 102
Mong 100
Soma 95
Liquid`Ret 76
ZerO 63
Backho 62
Sea.KH 39
ToSsGirL 37
Sharp 36
zelot 33
JYJ32
Nal_rA 27
soO 22
scan(afreeca) 16
ajuk12(nOOB) 12
Sacsri 12
sorry 11
Icarus 10
Terrorterran 7
Shine 7
JulyZerg 5
HiyA 5
Dota 2
The International19372
Gorgc9388
Dendi805
qojqva804
XaKoH 277
Fuzer 258
XcaliburYe115
KheZu40
Counter-Strike
olofmeister1589
x6flipin550
oskar118
Other Games
singsing1501
B2W.Neo1461
crisheroes564
DeMusliM431
Mew2King67
ArmadaUGS21
Dewaltoss20
MindelVK15
ZerO(Twitch)5
Organizations
StarCraft: Brood War
Kim Chul Min (afreeca) 1193
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos792
• Stunt542
Upcoming Events
Maestros of the Game
4h 32m
Classic vs TriGGeR
Reynor vs SHIN
OSC
14h 32m
MaNa vs SHIN
SKillous vs ShoWTimE
Bunny vs TBD
Cham vs TBD
RSL Revival
21h 32m
Reynor vs Astrea
Classic vs sOs
Maestros of the Game
1d 4h
Serral vs Ryung
ByuN vs Zoun
BSL Team Wars
1d 6h
Team Bonyth vs Team Dewalt
CranKy Ducklings
1d 21h
RSL Revival
1d 21h
GuMiho vs Cham
ByuN vs TriGGeR
Cosmonarchy
2 days
TriGGeR vs YoungYakov
YoungYakov vs HonMonO
HonMonO vs TriGGeR
Maestros of the Game
2 days
Solar vs Bunny
Clem vs Rogue
[BSL 2025] Weekly
2 days
[ Show More ]
RSL Revival
2 days
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
3 days
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
3 days
Team Hawk vs Team Sziky
Sparkling Tuna Cup
3 days
Monday Night Weeklies
4 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 18: Qualifier 2
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
ASL Season 20
CSL 2025 AUTUMN (S18)
RSL Revival: Season 2
Maestros of the Game
Sisters' Call Cup
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

LASL Season 20
2025 Chongqing Offline CUP
BSL Season 21
BSL 21 Team A
Chzzk MurlocKing SC1 vs SC2 Cup #2
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.