Patch 1.3 on PTR - Page 159
Forum Index > SC2 General |
woowoo
France164 Posts
| ||
Allred
United States352 Posts
On March 03 2011 07:44 jirpy wrote: 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! just something else to consider- terran can build a ghost way faster than a toss can build templar- when was the last time a toss player tried to templar rush off 1 base and push up the terrans ramp-rofl how often doesa terran try something gimmicky like an all in push with a ghost or 2 in order to emp the sentries at the top of the ramp- i guess not in pro tournies and such but i still see it happen also just a thought with the vortex/ no archon toilet- i think it would be cool if the toss player could control the vortex so long as the mothership is alive still- basically at anytime the vortex is casted the toss player should make it so the units that are trapped in it are still stuck there until it ends but more units can't be added to it- this way once it is casted if you trap a few units in the vortex and the oppoenent tries to run his whole army into it you can just prevent that and he has wasted his time of moving his army into yours- just a thought that i had- would actually make the mothership an almost half decent unit to get | ||
hugman
Sweden4644 Posts
| ||
HowardRoark
1146 Posts
On March 05 2011 02:53 hugman wrote: I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d? I have been trying to ask people about this a lot, it could fix protoss, but so far I have not received a reply. It is in the bug fix section: - Fixed an issue to prevent force fields from pushing units during construction If anyone here is from North America, could you check this out please? Can you not put force fields ontop of units anymore, or do they just get stuck inside the FF now? | ||
Mowr
Sweden791 Posts
On March 05 2011 02:56 HowardRoark wrote: I have been trying to ask people about this a lot, it could fix protoss, but so far I have not received a reply. It is in the bug fix section: - Fixed an issue to prevent force fields from pushing units during construction If anyone here is from North America, could you check this out please? Can you not put force fields ontop of units anymore, or do they just get stuck inside the FF now? How do you mean it would "fix" protoss? | ||
freetgy
1720 Posts
On March 05 2011 02:53 hugman wrote: I heard someone say you can't cast FF ontop of units now, that it needs to be on open ground. That could be huge. Can anyone c/d? no more unit splitting? that would be bullshit right there... | ||
hugman
Sweden4644 Posts
You wouldn't be able to cut an army in half | ||
Chriamon
United States886 Posts
That sounds detrimental to toss expo builds. I can't see such a huge nerf being intentional and undocumented. | ||
HowardRoark
1146 Posts
Apparently there is a bug with the Sentry since the beta that made it possible for this unit to place Force Fields anywhere, even on top of hostile units. When placed on top of enemy units it would just push them away. What I surmise from reading the bug fixes this is, according to Blizzard, a bug that not have been addressed until now. However, I do not fully understand the nature of this bug-fix, since I am not on the NA-server, and have yet to find someone who is that have written or uploaded any video regarding this fix. I could very well be wrong, but from Blizzard's own bug-fix list, it does sound interesting that they do not regard this as a balance fix but a bug fix. Perhaps I am just interpreting this incorrectly, and that it instead now traps units inside the duration of the force field. On March 05 2011 03:07 Chriamon wrote: That sounds detrimental to toss expo builds. I can't see such a huge nerf being intentional and undocumented. It is not undocumented, it is in Blizzard's official PTR notes. See first page. | ||
Wolf
Korea (South)3290 Posts
| ||
Turgid
United States1623 Posts
| ||
Reapercometh
United States46 Posts
On March 04 2011 18:42 ooni wrote: Please Stop... Just plz? Your reply post to this-> 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 =_= You clearly don't get it or haven't seen his replays / stream or strategy before. He loves infestors he has a very fast tech to infestor strat which he uses amazingly well. He's getting dropping an infesation pit at something crazy like 20 supply. So those early pushes you hold off with lings and blings he's holding off with lings and an infestor. I saw it and thought it was amazing and different. The guy is not trolling Honestly search for his thread watch his replays and stuff he was a very unique zerg that i can see how this change will hurt his strategy. | ||
LoboParamilitary
Australia3 Posts
| ||
Turgid
United States1623 Posts
On March 05 2011 03:27 LoboParamilitary wrote: I haven't been on the ptr but does anyone know if the fungal growth missile is fast enough to hit phoenixes? I'm gonna fear them even more so if they're too fast for it ;.; Haven't played with it as much as I would like but your best bet of hitting phoenixes is to lead your shot, in my observation. It's not very easy. I'd really like to see the speed of this projectile upgraded to at least about the level of slings on creep. | ||
hugman
Sweden4644 Posts
On March 05 2011 03:27 LoboParamilitary wrote: I haven't been on the ptr but does anyone know if the fungal growth missile is fast enough to hit phoenixes? I'm gonna fear them even more so if they're too fast for it ;.; lol, not a chance dude | ||
Vaporized
United States1471 Posts
can you guys that cant get on the ptr watch replays from it? | ||
Kyuki
Sweden1867 Posts
On March 05 2011 03:22 Reapercometh wrote: You clearly don't get it or haven't seen his replays / stream or strategy before. He loves infestors he has a very fast tech to infestor strat which he uses amazingly well. He's getting dropping an infesation pit at something crazy like 20 supply. So those early pushes you hold off with lings and blings he's holding off with lings and an infestor. I saw it and thought it was amazing and different. The guy is not trolling Honestly search for his thread watch his replays and stuff he was a very unique zerg that i can see how this change will hurt his strategy. Well he'll have to adapt like all players do when a new patch hits. His arguments as to how much time he's spent on a build that wont work the same anymore is kinda borked because that goes for all players. Just because he's made the infestor his unit of choice and made it special for him it hurts him extra (as his build looks now) but maybe in the future he'll be one of the pioneer users of the new infestor. Who knows. Way too much ranting going on imho. Both when it comes to amulet and fungal. People will adapt, and soon enough we'll look back and say stuff like "wasnt that silly!" like we do today when we talk about the roach for example. | ||
LoboParamilitary
Australia3 Posts
On March 05 2011 03:30 Turgid wrote: Haven't played with it as much as I would like but your best bet of hitting phoenixes is to lead your shot, in my observation. It's not very easy. I'd really like to see the speed of this projectile upgraded to at least about the level of slings on creep. Dang, that's gonna make them so much more difficult to deal with. | ||
bennyaus
Australia1833 Posts
On March 05 2011 03:35 Kyuki wrote: Way too much ranting going on imho. Both when it comes to amulet and fungal. People will adapt, and soon enough we'll look back and say stuff like "wasnt that silly!" like we do today when we talk about the roach for example. Well said, I remember people saying that the Void Ray would see no use after the 'nerf' (which was sort of a buff) in 1.1 or 1.2.......... | ||
dAPhREAk
Nauru12397 Posts
On March 04 2011 10:10 PrinceXizor wrote: higher dps isn't a big deal when the spell isn't a dps spell like storm. again you can create higher DPS by cutting the snare to 2 seconds and cutting the damage in half, but that doesn't make the spell better. Damage is the LAST reason you fungal growth something. and if thats the entire "buff" then a major ass nerf it really was. Other than banelings (and ultralisks kind of), zerg doesn't have a strong area of effect dps spell/unit. why not add one to the game? i can see why you would want ensnare. i normally use it for groups of flying units to stop their harass, but i can see its uses in larger battles rather than situational fights. also, when you invest so much in a harass unit (mutalisks) that is easily shut down by infestors, it turns match ups like zvz into roachfests where mutalisks are rarely an option anymore because its so easy to counter. | ||
| ||