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Patch 1.3 on PTR - Page 37

Forum Index > SC2 General
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Prev 1 35 36 37 38 39 186 Next
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 03:29 GMT
#721
On February 26 2011 12:28 FliedLice wrote:
Show nested quote +
On February 26 2011 12:24 101toss wrote:
On February 26 2011 12:20 Lucius22 wrote:
On February 26 2011 12:15 Ratel wrote:
first they made voidrays useless without flux veins and now hts
looks like blizzards wants to to have only 1 toss build for all matchups..


coming soon: removal of thermal lance

Given blizz's track record, I'm expecting this to happen



EMP was designed to COUNTER storm/fungal/other spellcasters. The crying here is like saying "omg wtf why my roaches die to immortals?" EMP hard counters storm. Deal with it by attempting to minimize it's effect, not by crying for a research nerf


Awesome, a counter that's available before the actual unit it counters.

Marines counter mutalisks? I fail to see the point.
Math doesn't kill champions and neither do wards
Lucius22
Profile Joined February 2011
172 Posts
February 26 2011 03:29 GMT
#722
On February 26 2011 12:28 FliedLice wrote:
Show nested quote +
On February 26 2011 12:24 101toss wrote:
On February 26 2011 12:20 Lucius22 wrote:
On February 26 2011 12:15 Ratel wrote:
first they made voidrays useless without flux veins and now hts
looks like blizzards wants to to have only 1 toss build for all matchups..


coming soon: removal of thermal lance

Given blizz's track record, I'm expecting this to happen



EMP was designed to COUNTER storm/fungal/other spellcasters. The crying here is like saying "omg wtf why my roaches die to immortals?" EMP hard counters storm. Deal with it by attempting to minimize it's effect, not by crying for a research nerf


Awesome, a counter that's available before the actual unit it counters.


this


User was warned for this post
KonohaFlash
Profile Joined July 2010
Canada1590 Posts
February 26 2011 03:30 GMT
#723
On February 26 2011 12:28 Azarkon wrote:
If HTs become used less, ghosts are also going to be used less, since they are not efficient against colossi-based armies. So TvP becomes even more one-dimensional colossi vs. viking. I hope to see more air play, at least.


Ghosts can EMP the entire protoss army. How is that not advantageous?
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
February 26 2011 03:30 GMT
#724
On February 26 2011 12:20 AmaZing wrote:
An alert has been added when MULEs expire.

# An alert has been added when the Chrono Boost buff expires.

# An alert has been added when the Spawn Larva buff expires.

hahahahaha the joke has begun. Hey lets take mechanics out of the game altogether, that would be a great idea

Yeah, beside the HT nerf this is the most ridiculous thing ever. Auto-mining, MBS, clever rally point, one infinity group. And now this?

Blizzard has been telling us that they want to make SC2 a great E-sport, and it seems that their balance team just want to take out every last things that make a master seperate from the mass.

Guess what next time, may be the game will start to make units for you so that your minerals is never gonna surpass 200. Macro god anyone :D
Terran
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
Last Edited: 2011-02-26 03:31:53
February 26 2011 03:30 GMT
#725
I already love going infestors in ZvZ, maybe after this patch I'll go infestors more often ^^

Correct me if I'm wrong, but the new fungal growth is fast enough for it to kill zerglings in one volley, right? The old fungal duration allowed them to generate just enough health to survive.

Edit
Oh wow I didn't notice the macro alerts. I think that's pretty lame. Having an internal clock has always been very important in competitive games, and it's pretty lame that it's not going to be very important to have one for spawn larvae/mule/chronoboost...
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
February 26 2011 03:30 GMT
#726
They nerfed High Templar further? Are they really that determined to make certain that all Protoss be reliant on Colossi?
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
KonohaFlash
Profile Joined July 2010
Canada1590 Posts
February 26 2011 03:31 GMT
#727
On February 26 2011 12:29 Lucius22 wrote:
Show nested quote +
On February 26 2011 12:28 FliedLice wrote:
On February 26 2011 12:24 101toss wrote:
On February 26 2011 12:20 Lucius22 wrote:
On February 26 2011 12:15 Ratel wrote:
first they made voidrays useless without flux veins and now hts
looks like blizzards wants to to have only 1 toss build for all matchups..


coming soon: removal of thermal lance

Given blizz's track record, I'm expecting this to happen



EMP was designed to COUNTER storm/fungal/other spellcasters. The crying here is like saying "omg wtf why my roaches die to immortals?" EMP hard counters storm. Deal with it by attempting to minimize it's effect, not by crying for a research nerf


Awesome, a counter that's available before the actual unit it counters.


this


Not really. Zealots are the counter to Marauders, and they're out before Marauders.
Veritassong
Profile Joined April 2010
Canada393 Posts
February 26 2011 03:31 GMT
#728
no amulet.. are you fuckin kidding me? yea lets just get owned by ghost emp now
人族英巴
Spectorials
Profile Joined October 2010
558 Posts
February 26 2011 03:31 GMT
#729
On February 26 2011 12:26 solistus wrote:
Show nested quote +
On February 26 2011 12:17 101toss wrote:
On February 26 2011 12:15 Spectorials wrote:
Lol @ comparison between Ghost and HT....

Ghost is lower down the tech tree AND you don't need to research EMP.

EMP doesn't kill hydras/lings/bio. Storm does. That's why storm is 200/200 and is high up on the tech tree.


Ghosts aren't a counter to hydras/lings/bio. They're a counter to casters but useful against any Protoss composition thanks to EMP. While we're pointing out random differences between the units without explaining a context in which those differences matter: HTs don't attack. Ghosts do. HTs don't snipe. Ghosts do. HTs don't cloak. Ghosts do. HTs don't nuke. Ghosts do. HTs have 80 hp (inc. shields). Ghosts have 100. What do any of those things have to do with Storm's research cost vs. EMP not requiring research? Nothing. Anyone can cherry pick random details about two units to point out an advantage one has over the other, but that's not a very useful way to discuss balance changes.


Was posting in reference to a guy that was comparing how much time you need to have a Ghost on the field to get enough energy for EMP vs time for HT on a field to have enough energy for storm.

Not a 'random detail'. Read whole thread.

I am saying they SHOULDN'T be comapred like this guy earlier in the thread was.
SolidusR
Profile Joined November 2010
United States217 Posts
Last Edited: 2011-02-26 03:33:20
February 26 2011 03:32 GMT
#730
Jeez guys it's the PTR relax, remember when infestors had a big FG nerf coming and now it's getting buffed? Just calmly address your concerns to the appropriate forum in Bnet where the devs may get a chance to view your logic. I for one am calling it right now that HT will get some form of Khaydarin back, and I'm sure other things will be adjusted as well.

Edit: Grammar fail
FliedLice
Profile Blog Joined April 2010
Germany7494 Posts
Last Edited: 2011-02-26 03:33:53
February 26 2011 03:32 GMT
#731
On February 26 2011 12:29 101toss wrote:
Show nested quote +
On February 26 2011 12:28 FliedLice wrote:
On February 26 2011 12:24 101toss wrote:
On February 26 2011 12:20 Lucius22 wrote:
On February 26 2011 12:15 Ratel wrote:
first they made voidrays useless without flux veins and now hts
looks like blizzards wants to to have only 1 toss build for all matchups..


coming soon: removal of thermal lance

Given blizz's track record, I'm expecting this to happen



EMP was designed to COUNTER storm/fungal/other spellcasters. The crying here is like saying "omg wtf why my roaches die to immortals?" EMP hard counters storm. Deal with it by attempting to minimize it's effect, not by crying for a research nerf


Awesome, a counter that's available before the actual unit it counters.

Marines counter mutalisks? I fail to see the point.


I start to think you're trolling...

Marines can hit air.
A Ghost renders a HT useless with a single ranged AoE spell.


On February 26 2011 12:31 KonohaFlash wrote:
Show nested quote +
On February 26 2011 12:29 Lucius22 wrote:
On February 26 2011 12:28 FliedLice wrote:
On February 26 2011 12:24 101toss wrote:
On February 26 2011 12:20 Lucius22 wrote:
On February 26 2011 12:15 Ratel wrote:
first they made voidrays useless without flux veins and now hts
looks like blizzards wants to to have only 1 toss build for all matchups..


coming soon: removal of thermal lance

Given blizz's track record, I'm expecting this to happen



EMP was designed to COUNTER storm/fungal/other spellcasters. The crying here is like saying "omg wtf why my roaches die to immortals?" EMP hard counters storm. Deal with it by attempting to minimize it's effect, not by crying for a research nerf


Awesome, a counter that's available before the actual unit it counters.


this


Not really. Zealots are the counter to Marauders, and they're out before Marauders.


That's why the Marauders get Concussive Shells 10minutes before the Zealots get their Charge.
Kevmeister @ Dota2
reprise
Profile Joined May 2010
Canada316 Posts
February 26 2011 03:32 GMT
#732
On February 26 2011 12:19 tree.hugger wrote:
Like motherships? Why on earth do you need to nerf vortex? It's not a gamebreaking spell. If used correctly, yeah it can do a lot of damage. But he'll, so can a lot of things. And Motherships are rarely ever used seriously in games. So why bother?


The "Archon toilet" was just too powerful, being able to wipe out full armies in the blink of a second. That specific situation may only occur in only a handful of games but getting to that specific scenario shouldn't guarantee you the win. It's not difficult at all to execute and so I feel a change (no matter how insignificant of an impact it has on 99% of games) was still required.

for graphs of passion, and charts of stars
Azarkon
Profile Joined January 2010
United States21060 Posts
February 26 2011 03:33 GMT
#733
On February 26 2011 12:30 KonohaFlash wrote:
Show nested quote +
On February 26 2011 12:28 Azarkon wrote:
If HTs become used less, ghosts are also going to be used less, since they are not efficient against colossi-based armies. So TvP becomes even more one-dimensional colossi vs. viking. I hope to see more air play, at least.


Ghosts can EMP the entire protoss army. How is that not advantageous?


It is advantageous. It's just that Terran usually do not build ghosts except when they see HTs. I don't know why, but it's just what happens.
FiWiFaKi
Profile Blog Joined February 2009
Canada9859 Posts
February 26 2011 03:33 GMT
#734
So much hate. I like the patch. As a protoss I'm very pleased with all the changes besides removing the fun things to see like an Archon toilet.

Not exactly sure what the Fungal ability will look like now. Remember guys this is a PTR!
In life, the journey is more satisfying than the destination. || .::Entrepreneurship::. Living a few years of your life like most people won't, so that you can spend the rest of your life like most people can't || Mechanical Engineering & Economics Major
EMPaThy789
Profile Joined July 2009
New Zealand878 Posts
February 26 2011 03:33 GMT
#735
the vortex nerf was rediculous, the oppoent will just run their army in to the vortex with no downside. infact it now buffs the units that were inside so casting vortex over an oppoent's army is actually somewhat benifical for the oppoent since they get 1.5 secs to take freeshots at your army. they should have just made vortex smaller so its cant trap whole armys unless they run into the vortex.
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 03:33 GMT
#736
On February 26 2011 12:32 SolidusR wrote:
Jeez guys it's the PTR relax, remember when infestors had a big FG nerf coming and now it's getting buffed? Just calmly address your concerns to the appropriate forum in Bnet where the dev's may get a chance to view your logic. I for one am calling it right now that HT will get some form of Khaydarin back, and I'm sure other things will be adjusted as well.

It's like in the previous PTR how the bunker got a -5 second buff, while in this PTR the bunker got a +5 second nerf :D
Math doesn't kill champions and neither do wards
Lochat
Profile Joined January 2011
United States270 Posts
February 26 2011 03:33 GMT
#737
On February 26 2011 12:31 KonohaFlash wrote:



Not really. Zealots are the counter to Marauders, and they're out before Marauders.[/QUOTE]

Erm. Except Conc shell counters Zealots, and they're done so damn quickly that it's moot to even consider a zealot hitting a maruader.

Zealots with charge are a counter to maruaders. Charge is a pain in the ass to get when you need colossi to defend against bio since HT are pretty mediocre.
"The trouble was that he was talking in philosophy, but they were listening in gibberish." -- (Terry Pratchett, Small Gods)
Spekulatius
Profile Joined January 2011
Germany2413 Posts
February 26 2011 03:33 GMT
#738
On February 26 2011 12:26 Lucius22 wrote:
Show nested quote +
On February 26 2011 12:24 L3gendary wrote:
how come no one mentioned how ridiculous storm is against zerg armies. It decimates raoch/hydra cus they are so slow and lings die very quickly due to low health. a blink stalker/immortal/ht army is extremely deadly if not op against zerg.


sry, but templars in pvz are almost useless. void/collo do the job 10x better


Did you watch Thorzain vs Morrow from the latest TSL (iirc)? I recommend game 5. Zerg air dominance and toss went immortal/storm. Not useless at all, considering the outcome.
Always smile~
Honeybadger
Profile Joined August 2010
United States821 Posts
February 26 2011 03:33 GMT
#739
Looks like BC's will be viable now in true endgame sense. Before, tanks outrunning them was pretty obnoxious, lol.


Also, thank god fungal growth is only 4 seconds. But does it also mean that it deals damage twice as fast? as a meching tvz player, I do think the damage vs armored is appropriate, however. mech is just unbelievably strong, even against the massive tech switches (broodlords aren't great when hellions roast the broodlings)


No more instastorms = omfgomfgomfgomfgomfg. I can REALLY go mass raven now!



"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
February 26 2011 03:33 GMT
#740
On February 26 2011 12:30 Caphe wrote:
Show nested quote +
On February 26 2011 12:20 AmaZing wrote:
An alert has been added when MULEs expire.

# An alert has been added when the Chrono Boost buff expires.

# An alert has been added when the Spawn Larva buff expires.

hahahahaha the joke has begun. Hey lets take mechanics out of the game altogether, that would be a great idea

Yeah, beside the HT nerf this is the most ridiculous thing ever. Auto-mining, MBS, clever rally point, one infinity group. And now this?

Blizzard has been telling us that they want to make SC2 a great E-sport, and it seems that their balance team just want to take out every last things that make a master seperate from the mass.

Guess what next time, may be the game will start to make units for you so that your minerals is never gonna surpass 200. Macro god anyone :D


Stop fucking whining for a second and TEST IT IN GAME.

Its not a fucking alert in teh middle of your screen, its not a fucking audio signal.

Its the simple alerts that show up when your building or unit or research completes. How many times do you notice that? Its NOT A BIG DEAL. People that were missing injects before will still do, unless you tell me you focus 90% of your attention in game on the left middel screen instead of the minimap.
secret - never again
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