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Patch 1.3 on PTR - Page 40

Forum Index > SC2 General
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daxile
Profile Joined April 2010
Canada829 Posts
February 26 2011 03:43 GMT
#781

This will help lower level players, but won't have a big impact on the pros. Good changes increasing the accessibility of the game for the larger masses.

In other words, making the game easier.
to live is to suffer
Dakkas
Profile Joined October 2010
2550 Posts
February 26 2011 03:44 GMT
#782
On February 26 2011 12:39 TheDemigod wrote:
Show nested quote +
On February 26 2011 12:35 101toss wrote:
On February 26 2011 12:32 FliedLice wrote:
On February 26 2011 12:29 101toss 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.

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.

A HT kills an entire bio army with a single ranged AoE spell. That's why its 200/200.

Ghosts also cost 100 min extra


Maybe you should stop building bio armies against T3 units designed to destroy them?



Exactly, terran keep sticking to T1 with a sprinkle of T2-3 to fight Protoss who has to go to T3 to win and terran complain? Get some mech in your army like when Jinro beat MC. I mean is it so hard to use more than one type of production facility?
Shooks
Profile Joined January 2011
Australia256 Posts
February 26 2011 03:44 GMT
#783
On February 26 2011 12:41 101toss wrote:
Show nested quote +
On February 26 2011 12:38 FliedLice wrote:
On February 26 2011 12:35 101toss wrote:
On February 26 2011 12:32 FliedLice wrote:
On February 26 2011 12:29 101toss 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.

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.

A HT kills an entire bio army with a single ranged AoE spell. That's why its 200/200.

Ghosts also cost 100 min extra


That's the awesome thing about EMP, it deals the damage instantly, Storm doesn't.

I'd be more than willing to pay an extra 100 minerals to give my HTs a nonretarded speed and the ability to actually shoot things.

I take my energyless 50/150 templar after they storm and morph them into an 360 hp meatshield (which was also somewhat nerfed by this patch).

Energyless templar and ghosts both have usefulness.


Archons gets kited by marauders, and once EMP'd become pretty much useless.
KonohaFlash
Profile Joined July 2010
Canada1590 Posts
February 26 2011 03:44 GMT
#784
On February 26 2011 12:41 jazzbassmatt wrote:
I would prefer a slight colossus nerf rather than a HT nerf though. HT are so much more interesting units


The problem with High Templar, is the warp-in mechanic. Being able to call a unit anywhere a Pylon is placed and deal a good chunk of damage instantly is kinda scary

As a Terran I find Colossus harder to deal with since it's a bit harder to hit them, as you need to place your vikings in a way that stalkers don't eat them up quickly. With High Templar you can EMP them, so it's a bit easier to deal with.
Bobster
Profile Joined January 2011
Germany3075 Posts
Last Edited: 2011-02-26 03:45:48
February 26 2011 03:45 GMT
#785
On February 26 2011 12:43 daxile wrote:
Show nested quote +

This will help lower level players, but won't have a big impact on the pros. Good changes increasing the accessibility of the game for the larger masses.

In other words, making the game easier.

Sure, just like the game timer increased people's awareness of timings and progression. Oh, I'm sorry "made the game easier".


It's a great change.
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 03:45 GMT
#786
On February 26 2011 12:39 TheDemigod wrote:
Show nested quote +
On February 26 2011 12:35 101toss wrote:
On February 26 2011 12:32 FliedLice wrote:
On February 26 2011 12:29 101toss 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.

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.

A HT kills an entire bio army with a single ranged AoE spell. That's why its 200/200.

Ghosts also cost 100 min extra


Maybe you should stop building bio armies against T3 units designed to destroy them?


That's not what blizzard likes. That's probably why they nerfed the tank from 50 to 35 damage against marines, to prevent siege from absolutely denying bio.
Math doesn't kill champions and neither do wards
SolidusR
Profile Joined November 2010
United States217 Posts
February 26 2011 03:45 GMT
#787
I'd prefer battles to be decided by strategy and not mastery of a rhythmic macro mechanic, personally. If both players had perfect macro or at least more even macro then all games would test your tactics rather than your muscle memory. I kind of agree with Blizzard on this one.
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
Last Edited: 2011-02-26 03:46:21
February 26 2011 03:46 GMT
#788
The Infestorchange cant be true... Fungal is the last thing that needed "improvement". This feels more like a nerf than a buff and you can't seriously argue Zerg needs to get nerfed at the current stage.
Zerg - because Browders sons hate 'em
HubertFelix
Profile Joined April 2010
France631 Posts
February 26 2011 03:46 GMT
#789
It's fun that people complaining about the mule/queen/chronoboost announce are protoss and terran.
They are complaining because the game is "easier" while having the easy mechanics.
Shooks
Profile Joined January 2011
Australia256 Posts
February 26 2011 03:47 GMT
#790
On February 26 2011 12:45 101toss wrote:
Show nested quote +
On February 26 2011 12:39 TheDemigod wrote:
On February 26 2011 12:35 101toss wrote:
On February 26 2011 12:32 FliedLice wrote:
On February 26 2011 12:29 101toss 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.

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.

A HT kills an entire bio army with a single ranged AoE spell. That's why its 200/200.

Ghosts also cost 100 min extra


Maybe you should stop building bio armies against T3 units designed to destroy them?


That's not what blizzard likes. That's probably why they nerfed the tank from 50 to 35 damage against marines, to prevent siege from absolutely denying bio.


Actually every Terran player should transition into Mech in the lategame vs Protoss, and a lot of Terran have been doing it, you probably just don't know how to play.
Spekulatius
Profile Joined January 2011
Germany2413 Posts
February 26 2011 03:48 GMT
#791
On February 26 2011 12:46 Turbo.Tactics wrote:
The Infestorchange cant be true... Fungal is the last thing that needed "improvement". This feels more like a nerf than a buff and you can't seriously argue Zerg needs to get nerfed at the current stage.


Well, if you can land two consecutive FGs now, you have a damage output compared to storm plus a disable. I'd say watch how it works out.
Always smile~
LloydRays
Profile Joined October 2010
United States306 Posts
February 26 2011 03:48 GMT
#792
I love how everyone thinks Protoss 'instantly warps-in' and neglects the fact that warp gates have a 30 second cool down plus 5 seconds to warp in a unit. Having the Amulet add under 25+ energy, perhaps 10-15 would be better.

either that our put storm cast on colossus :3
mads
Profile Joined December 2010
Canada90 Posts
Last Edited: 2011-02-26 03:50:07
February 26 2011 03:48 GMT
#793
On February 26 2011 10:57 Soleron wrote:
Show nested quote +
On February 26 2011 10:53 Gentleman7 wrote:
What the shit are they doing....

No one was saying Archon toilet or viking flower were making the game imba.

Few were saying amulet was a problem.

If these go live imma be mad.


To be fair, killing 200 supply worth of units with four archons and a mothership should not be possible no matter how hard it is to set up.

I don't see the problem with the viking flower, because isn't hard to set up, isn't imbalanced, looks cool, and does its job much better than a whole bunch of vikings spread out and sitting there.

Seeing today's Day9 Daily with pure marines vs pure zealot-templar and the marines won no matter how many died to amulet-storms makes me think HTs were balanced to slightly weak even.



Quoted for truth. Those complaining that HT really needed to be nerfed should watch that game. You are playing your race wrong.
brownthing
Profile Joined November 2009
United States189 Posts
February 26 2011 03:48 GMT
#794
Why does Blizzard love the colossus so f$%^ing much!!?!?!?
My probe's like the gingerbread man-you're not gonna catch that shit ~Liquid'Tyler
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 03:48 GMT
#795
On February 26 2011 12:46 HubertFelix wrote:
It's fun that people complaining about the mule/queen/chronoboost announce are protoss and terran.
They are complaining because the game is "easier" while having the easy mechanics.

Since when was larva a difficult mechanic?
Math doesn't kill champions and neither do wards
Lokian
Profile Joined March 2010
United States699 Posts
February 26 2011 03:48 GMT
#796
i like how blizzard is making the game more acessible. no more generic skills that require macro management. now ppl will cocentrate on what really matters
Watch my gaming channel: http://www.youtube.com/user/BedinSpace
xand
Profile Joined September 2010
United States65 Posts
February 26 2011 03:48 GMT
#797
The balance changes seem kind of well...what the heck?

Nerf Mothership and Templar was this really necessary?

Longer Bunker build time, stim research, chargelot hit, increased BC move speed and Infestor HP these are probably good but other than the Infestor HP it seems kind of out of nowhere.

And I honestly don't know how to take the Fungel Growth change. Decrease the stun? and make it a missle? Why?
KonohaFlash
Profile Joined July 2010
Canada1590 Posts
February 26 2011 03:49 GMT
#798
On February 26 2011 12:44 Dakkas wrote:
Show nested quote +
On February 26 2011 12:39 TheDemigod wrote:
On February 26 2011 12:35 101toss wrote:
On February 26 2011 12:32 FliedLice wrote:
On February 26 2011 12:29 101toss 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.

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.

A HT kills an entire bio army with a single ranged AoE spell. That's why its 200/200.

Ghosts also cost 100 min extra


Maybe you should stop building bio armies against T3 units designed to destroy them?



Exactly, terran keep sticking to T1 with a sprinkle of T2-3 to fight Protoss who has to go to T3 to win and terran complain? Get some mech in your army like when Jinro beat MC. I mean is it so hard to use more than one type of production facility?


I hear this all the time. Terran mech is slow and isn't as mobile as the Protoss Deathball. Why sacrifice doing drops in a Protoss' base, sniping buildings and having mobility, Just to have units that are sluggish and get eaten up by Chargelots,Immortals, Phoenix and Void rays?

D:
daxile
Profile Joined April 2010
Canada829 Posts
February 26 2011 03:49 GMT
#799
On February 26 2011 12:45 Bobster wrote:
Show nested quote +
On February 26 2011 12:43 daxile wrote:

This will help lower level players, but won't have a big impact on the pros. Good changes increasing the accessibility of the game for the larger masses.

In other words, making the game easier.

Sure, just like the game timer increased people's awareness of timings and progression. Oh, I'm sorry "made the game easier".


It's a great change.

game timer is much more different than basic macro mechanics a player should develop when playing the game. Relying on blizzard to tell you to inject larvae over your shoulder isn't exactly improving you as a player.
to live is to suffer
flexy
Profile Joined February 2011
United States182 Posts
February 26 2011 03:49 GMT
#800
On February 26 2011 12:44 Dakkas wrote:
Show nested quote +
On February 26 2011 12:39 TheDemigod wrote:
On February 26 2011 12:35 101toss wrote:
On February 26 2011 12:32 FliedLice wrote:
On February 26 2011 12:29 101toss 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.

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.

A HT kills an entire bio army with a single ranged AoE spell. That's why its 200/200.

Ghosts also cost 100 min extra


Maybe you should stop building bio armies against T3 units designed to destroy them?



Exactly, terran keep sticking to T1 with a sprinkle of T2-3 to fight Protoss who has to go to T3 to win and terran complain? Get some mech in your army like when Jinro beat MC. I mean is it so hard to use more than one type of production facility?


thats easy to say but if you dont make bio off the start youll get owned by a timing push if hes decent and scouts it. I mean theres other things like 1-1-1 you can do but its risky if he catches it.
o_o
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