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Patch 1.3 on PTR - Page 181

Forum Index > SC2 General
Post a Reply
Prev 1 179 180 181 182 183 186 Next
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 11 2011 06:46 GMT
#3601
Aw, I wish they kept the HP buff on infestors ):
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 11 2011 06:51 GMT
#3602
On March 11 2011 14:53 dartoo wrote:
It's working right now.


Check this out, I havent seen this myself, but I read on the battle.net ptr forums:

Show nested quote +

Morphing into BroodLord only cost 50 gas now?? good for Zerg but as a honest zerg player, i do report this...

Also Morphing into Overseer cost -50 minerals and 100 gas

which means we GAIN money for morphing into overseers xD


NICE!!!!! BUFFF!!!


If it is true, this is very very sloppy


lol thats awesome just morph overseer's all day. Profit! :D.
When I think of something else, something will go here
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 11 2011 06:52 GMT
#3603
I'm really unsure why they revoked the FG missile.

Judging from the responses in this thread, most people thought it wasn't a bad change at all...if the missile speed is too slow, then just make it faster.

Blizzard seems to be taking an all-or-nothing approach to everything. I feel like that's the wrong approach.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
March 11 2011 06:52 GMT
#3604
On March 11 2011 15:51 blade55555 wrote:
Show nested quote +
On March 11 2011 14:53 dartoo wrote:
It's working right now.


Check this out, I havent seen this myself, but I read on the battle.net ptr forums:


Morphing into BroodLord only cost 50 gas now?? good for Zerg but as a honest zerg player, i do report this...

Also Morphing into Overseer cost -50 minerals and 100 gas

which means we GAIN money for morphing into overseers xD


NICE!!!!! BUFFF!!!


If it is true, this is very very sloppy


lol thats awesome just morph overseer's all day. Profit! :D.


Yes, my dream for a Changeling army will be complete!
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2011-03-11 07:07:21
March 11 2011 07:03 GMT
#3605
On March 11 2011 14:59 NicolBolas wrote:
Show nested quote +
On March 11 2011 14:05 densha wrote:
About tiers -

I'm not the biggest WCIII fan, but I think that's where the "tiers" come from. For example, your first town hall was tier 1, upgrading to the next incarnation was tier 2, and the final incarnation was tier 3. It worked not unlike hatch -> lair -> hive, except I think all four races shared the mechanic.

In SC2, the races have a bit less in common so I think the "tier" idea doesn't work as clear cut. I akin "tier 1, 2, & 3" to "early, mid, and late game" units. So tier 1 for Zerg is lings, blings, and roaches. Tier 2 is mutas, hydras, infestors, and corruptors. Tier 3 of course is ultras and broodlords.

I really don't think the idea of taking every single step into getting a unit as a new tier to be very useful when discussing unit power/roles. Just to show how ridiculous that is, you'd have to say broodlords are tier 8 (pool -> lair -> infestation pit -> hive -> spire -> greater spire -> corruptor -> broodlord).


First of all, WC3 doesn't work that way. It does for the Humans, but even that is a carry over from WC2 (where it worked that way for both sides, since they were nearly identical).


WC3 works that way for all 4 races.

Of course SC2 doesn't work this way.

On March 11 2011 15:52 Ryuu314 wrote:
Judging from the responses in this thread, most people thought it wasn't a bad change at all...if the missile speed is too slow, then just make it faster.


Zergs were complaining about how fly units are hard to hit. The ones who like it were Terrans and Tosses saying it would be "exciting to watch" or something like that.
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
sleepingdog
Profile Joined August 2008
Austria6145 Posts
March 11 2011 09:02 GMT
#3606
I guess Blizz "really" wants toss to produce templars in advance.

First the removal of amulet, now the nerf to EMP which means templars that have been sitting around for hours cannot even be countered all that well by ghosts.
"You see....YOU SEE..." © 2010 Sen
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 11 2011 09:03 GMT
#3607
On March 11 2011 16:03 JieXian wrote:
Show nested quote +
On March 11 2011 14:59 NicolBolas wrote:
On March 11 2011 14:05 densha wrote:
About tiers -

I'm not the biggest WCIII fan, but I think that's where the "tiers" come from. For example, your first town hall was tier 1, upgrading to the next incarnation was tier 2, and the final incarnation was tier 3. It worked not unlike hatch -> lair -> hive, except I think all four races shared the mechanic.

In SC2, the races have a bit less in common so I think the "tier" idea doesn't work as clear cut. I akin "tier 1, 2, & 3" to "early, mid, and late game" units. So tier 1 for Zerg is lings, blings, and roaches. Tier 2 is mutas, hydras, infestors, and corruptors. Tier 3 of course is ultras and broodlords.

I really don't think the idea of taking every single step into getting a unit as a new tier to be very useful when discussing unit power/roles. Just to show how ridiculous that is, you'd have to say broodlords are tier 8 (pool -> lair -> infestation pit -> hive -> spire -> greater spire -> corruptor -> broodlord).


First of all, WC3 doesn't work that way. It does for the Humans, but even that is a carry over from WC2 (where it worked that way for both sides, since they were nearly identical).


WC3 works that way for all 4 races.

Of course SC2 doesn't work this way.

Show nested quote +
On March 11 2011 15:52 Ryuu314 wrote:
Judging from the responses in this thread, most people thought it wasn't a bad change at all...if the missile speed is too slow, then just make it faster.


Zergs were complaining about how fly units are hard to hit. The ones who like it were Terrans and Tosses saying it would be "exciting to watch" or something like that.

Why are you blindly inferring motives? I'm a zerg, I liked it. Not everyone is some blatantly cynical person considering everything from the PoV of relative strength of his race. If you think so, maybe it's projecting your own feelings?

A slow missile might make it harder to trap air units, but that is precisely what is needed for infestors. One infestor should not shut down all mutalisk/phoenix harass. It will still capture all slower air units such as void rays and medivacs.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Homeless666
Profile Joined March 2011
Czech Republic50 Posts
March 11 2011 09:35 GMT
#3608
this will be a decent patch ! good blizz ghosts/stimpack/bunker nerf, HT/mothership nerf and Infestor buff(they needed better FG) .. but the Amulet honestly should go with research time about - 140/150 seconds for same price and that will be okay.
scottly
Profile Joined February 2011
United States14 Posts
March 11 2011 10:16 GMT
#3609
if the missle was used imagine zvz micro battles...instead of scourge muta we have infestor muta...INTENSE MICRO FTW! thats something i myself as a zerg want to watch.
Strivers
Profile Joined November 2010
United States358 Posts
March 11 2011 10:27 GMT
#3610
On March 11 2011 18:02 sleepingdog wrote:
I guess Blizz "really" wants toss to produce templars in advance.

First the removal of amulet, now the nerf to EMP which means templars that have been sitting around for hours cannot even be countered all that well by ghosts.


Where's the info on EMP nerf?

These little dudes really like the blue stuff..
progeny
Profile Joined January 2011
Sweden43 Posts
Last Edited: 2011-03-11 10:36:52
March 11 2011 10:36 GMT
#3611
i think amulet changes would be fine if they just removed the slow effect from concussive grenade on archons. Now its just a overpriced zealot, kinda. The changed wouldnt effect PvZ and in PvT you could still warp your HTs into archons if they dont have enough energy or gets empd when the attack comes and have them still be useful.
Deleted User 124618
Profile Joined November 2010
1142 Posts
March 11 2011 10:41 GMT
#3612
On March 11 2011 19:27 Strivers wrote:
Show nested quote +
On March 11 2011 18:02 sleepingdog wrote:
I guess Blizz "really" wants toss to produce templars in advance.

First the removal of amulet, now the nerf to EMP which means templars that have been sitting around for hours cannot even be countered all that well by ghosts.

Where's the info on EMP nerf?



PTR Patch notes, under the label "ghost":
http://us.battle.net/sc2/en/forum/topic/1213111662
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2011-03-11 10:43:24
March 11 2011 10:42 GMT
#3613
On March 11 2011 18:03 Grumbels wrote:
Show nested quote +
On March 11 2011 16:03 JieXian wrote:
On March 11 2011 14:59 NicolBolas wrote:
On March 11 2011 14:05 densha wrote:
About tiers -

I'm not the biggest WCIII fan, but I think that's where the "tiers" come from. For example, your first town hall was tier 1, upgrading to the next incarnation was tier 2, and the final incarnation was tier 3. It worked not unlike hatch -> lair -> hive, except I think all four races shared the mechanic.

In SC2, the races have a bit less in common so I think the "tier" idea doesn't work as clear cut. I akin "tier 1, 2, & 3" to "early, mid, and late game" units. So tier 1 for Zerg is lings, blings, and roaches. Tier 2 is mutas, hydras, infestors, and corruptors. Tier 3 of course is ultras and broodlords.

I really don't think the idea of taking every single step into getting a unit as a new tier to be very useful when discussing unit power/roles. Just to show how ridiculous that is, you'd have to say broodlords are tier 8 (pool -> lair -> infestation pit -> hive -> spire -> greater spire -> corruptor -> broodlord).


First of all, WC3 doesn't work that way. It does for the Humans, but even that is a carry over from WC2 (where it worked that way for both sides, since they were nearly identical).


WC3 works that way for all 4 races.

Of course SC2 doesn't work this way.

On March 11 2011 15:52 Ryuu314 wrote:
Judging from the responses in this thread, most people thought it wasn't a bad change at all...if the missile speed is too slow, then just make it faster.


Zergs were complaining about how fly units are hard to hit. The ones who like it were Terrans and Tosses saying it would be "exciting to watch" or something like that.

Why are you blindly inferring motives? I'm a zerg, I liked it. Not everyone is some blatantly cynical person considering everything from the PoV of relative strength of his race. If you think so, maybe it's projecting your own feelings?

A slow missile might make it harder to trap air units, but that is precisely what is needed for infestors. One infestor should not shut down all mutalisk/phoenix harass. It will still capture all slower air units such as void rays and medivacs.


No I didn't try it out but I've only read complaints from people who did.

I inferred what I did because the other possibility seemed .. unlikely to me. But I won't argue with you about your opinions because I don't have a firm stand either. My bad then.
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Noam
Profile Joined September 2010
Israel2209 Posts
March 11 2011 11:37 GMT
#3614
According to http://us.battle.net/sc2/en/forum/topic/1213111662

ZERG

Infestor

Health increased from 90 to 110. -- This change has been revoked.

Fungal Growth

Stun duration decreased from 8 to 4 seconds.

Damage increased by +30% vs. armored units.

Now fires a missle instead of being instant cast.
-- This change has been revoked.
Liquipedia
Ragoo
Profile Joined March 2010
Germany2773 Posts
March 11 2011 11:45 GMT
#3615
On March 11 2011 19:36 progeny wrote:
i think amulet changes would be fine if they just removed the slow effect from concussive grenade on archons. Now its just a overpriced zealot, kinda. The changed wouldnt effect PvZ and in PvT you could still warp your HTs into archons if they dont have enough energy or gets empd when the attack comes and have them still be useful.


This is so true and I wanted this for ages now. Archons are just so useless against MMM when they are affected by slow.
Would be such a nice subtle buff for Archons if they changed that.
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
bLah.
Profile Joined July 2009
Croatia497 Posts
March 11 2011 11:52 GMT
#3616
silly how people are only mentioning high templars with this EMP nerf and totally forget about all those 200 energy sentries which couldn't cast FFs after EMP. That's gonna be big change in mid game where you need to control how many FFs will protoss be able to cast.
Ohdamn
Profile Joined June 2010
Germany765 Posts
March 11 2011 11:53 GMT
#3617
On March 11 2011 20:37 Noam wrote:
According to http://us.battle.net/sc2/en/forum/topic/1213111662

Show nested quote +
ZERG

Infestor

Health increased from 90 to 110. -- This change has been revoked.

Fungal Growth

Stun duration decreased from 8 to 4 seconds.

Damage increased by +30% vs. armored units.

Now fires a missle instead of being instant cast.
-- This change has been revoked.

WOOOOT thats awesome!!!
"If you can chill....chill!"
askTeivospy
Profile Blog Joined March 2011
1525 Posts
March 11 2011 11:57 GMT
#3618
The EMP change says "up to"

does that mean EMP will drain 0-100 energy randomly or just if a templar has 65 energy current and it gets hit then EMP will drain 65

prolly the latter but just wondering
hihihi
dartoo
Profile Joined May 2010
India2889 Posts
March 11 2011 12:03 GMT
#3619
On March 11 2011 20:57 Teivospy wrote:
The EMP change says "up to"

does that mean EMP will drain 0-100 energy randomly or just if a templar has 65 energy current and it gets hit then EMP will drain 65

prolly the latter but just wondering

ummm....it should be a maximum of 100..Imagine hitting an emp, losing the ghost in the process, and finding out you removed 2 energy :D
mynhauzen
Profile Joined February 2011
Russian Federation30 Posts
Last Edited: 2011-03-11 12:06:03
March 11 2011 12:05 GMT
#3620
I wonder, if it means, that 1 EMP can drain up to 100, AND second EMP can take another "up to 100", or it means, that 10 emp's on the same unit can drain max 100 energy per 1 sec?
WhiteRa - HE CARES :)
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