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Patch 1.3 on PTR - Page 45

Forum Index > SC2 General
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Resilient
Profile Joined June 2010
United Kingdom1431 Posts
February 26 2011 04:15 GMT
#881
On February 26 2011 13:13 LetoAtreides82 wrote:
Removing loss counts from the profile and ladder pages makes absolutely no sense and the ladder page looks retarded now because of it. It simply lists your points and your wins, also your profile page doesn't say how many games you've played so there's no way to figure out how many losses you have. I hope that doesn't make it to the live servers.


It does help alleviate some of the stats whorage that goes on in 4v4 etc though. It's not uncommon to see people with 1000-100 stats purely from dual 10 pool, hellion + DT etc. That is, if I'm understanding the change correctly.
fadestep
Profile Blog Joined October 2008
United States605 Posts
February 26 2011 04:15 GMT
#882
On February 26 2011 13:13 KonohaFlash wrote:
Show nested quote +
On February 26 2011 13:08 Shooks wrote:
On February 26 2011 13:00 FabledIntegral wrote:
On February 26 2011 12:39 Kratisto wrote:
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


I quit.

Oh right, constructive discussion. What was wrong with Templar before? Protoss, Terran, and Zerg all had good responses to Templar tech (EMP and high health units, roach regen). I guess we'll be seeing even more Colossus-centric Protoss strategy, if that's even possible.


Most people disagree with you. Templars broke TvP lategame into oblivion.


Most of the people that disagree in bronze, just saying, and the ones that aren't, are still not experimenting with mech play, I don't even know why the whole TvP lategame is OP for protoss is still being brought up, ever since we saw IMMvp vs Squirtle we saw the transition into mech is strong, IMMvp just played it wrong.


Then why don't you Show all us Terrans how we're supposed to play Mech? This game has been out for how many months? All you're brought up is Jinro and MVP. What are you trying to say about Mech? That only people at the pro level can utilize it properly?

If the vast majority of Terrans out there excluding MVP and Jinro are having trouble using Mech against toss what does that say?


The argument that Terran requires a pro level of play to utilize compared to other races actually just left me in tears. I guess anything above 1a + T would be considered pro level play for a Terran.
not a hero
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 04:15 GMT
#883
On February 26 2011 13:15 Dfgj wrote:
Show nested quote +
On February 26 2011 13:13 KonohaFlash wrote:
On February 26 2011 13:08 Shooks wrote:
On February 26 2011 13:00 FabledIntegral wrote:
On February 26 2011 12:39 Kratisto wrote:
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


I quit.

Oh right, constructive discussion. What was wrong with Templar before? Protoss, Terran, and Zerg all had good responses to Templar tech (EMP and high health units, roach regen). I guess we'll be seeing even more Colossus-centric Protoss strategy, if that's even possible.


Most people disagree with you. Templars broke TvP lategame into oblivion.


Most of the people that disagree in bronze, just saying, and the ones that aren't, are still not experimenting with mech play, I don't even know why the whole TvP lategame is OP for protoss is still being brought up, ever since we saw IMMvp vs Squirtle we saw the transition into mech is strong, IMMvp just played it wrong.


Then why don't you Show all us Terrans how we're supposed to play Mech? This game has been out for how many months? All you're brought up is Jinro and MVP. What are you trying to say about Mech? That only people at the pro level can utilize it properly?

If the vast majority of Terrans out there excluding MVP and Jinro are having trouble using Mech against toss what does that say?

Lot of master T on SEA are using mech with great effectiveness vP. It hasn't been that heavily explored but it's certainly viable.

Mostly because P doesn't like building warp prisms
Math doesn't kill champions and neither do wards
Lucius22
Profile Joined February 2011
172 Posts
February 26 2011 04:16 GMT
#884
On February 26 2011 13:11 101toss wrote:
Show nested quote +
On February 26 2011 13:09 Lucius22 wrote:
On February 26 2011 13:05 101toss wrote:
On February 26 2011 13:03 Lucius22 wrote:
On February 26 2011 13:00 canikizu wrote:
On February 26 2011 12:56 Uhnno wrote:
On February 26 2011 12:51 101toss wrote:
On February 26 2011 12:47 Shooks wrote:
On February 26 2011 12:45 101toss wrote:
On February 26 2011 12:39 TheDemigod wrote:
[quote]

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.

I don't play terran, that's probably why.

Mech play also DIES to immortals (absent ghosts), carriers/voids. Mech is also pretty bad against colossi.



Mech obliterates MANY toss compositions so hard it's not funny. I still have no idea how to counter a well mixed Thor/Hellion/Tanks/Viking+ mineraldump at marine mix except to not let them get there.

2 robo mass immortals to critical mass.
And use your warp prism and proxy pylon to harass Terran, his army should be quite immobile.


mix 3 ghosts into the army and all your immotrals and chargelots will get 1 shotted by the tankball. while 3 templar on the other hand wouldnt do that much to a mech ball.

You ignored his key element of advice: drops/abuse mobility. Mech is the slowest shit ever. Your mineral line will get raped and you can do nothing about it.



mech builds sensor towers, mech has vikings, mech has blue flame hellions.

so, why again is it so easy to drop mech?

So, how does mech have enough gas for towers, vikings, thors, tanks, production facilities/add-ons, and upgrades?


so dont tell me you gonna try some fancy drops when he is still camping on 2 bases lol
axellerate
Profile Joined October 2010
Canada179 Posts
February 26 2011 04:16 GMT
#885
"Now i'm Terran.... Terr..an"
BanelingXD
Profile Joined April 2010
130 Posts
February 26 2011 04:17 GMT
#886
The khaydarian amulet does make sense, it's just so that Toss can't warp in 10 HTS and instantly storm the Terran army and change the tide of the game in seconds. Makes sense now.



If that makes sense then why haven't they removed the Mule from the game?

BLIZZ = TERRAN FANBOYS!
0 harvesters, 2700 minerals per minute. Mules are totally balanced!
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 04:17 GMT
#887
On February 26 2011 13:16 Lucius22 wrote:
Show nested quote +
On February 26 2011 13:11 101toss wrote:
On February 26 2011 13:09 Lucius22 wrote:
On February 26 2011 13:05 101toss wrote:
On February 26 2011 13:03 Lucius22 wrote:
On February 26 2011 13:00 canikizu wrote:
On February 26 2011 12:56 Uhnno wrote:
On February 26 2011 12:51 101toss wrote:
On February 26 2011 12:47 Shooks wrote:
On February 26 2011 12:45 101toss wrote:
[quote]
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.

I don't play terran, that's probably why.

Mech play also DIES to immortals (absent ghosts), carriers/voids. Mech is also pretty bad against colossi.



Mech obliterates MANY toss compositions so hard it's not funny. I still have no idea how to counter a well mixed Thor/Hellion/Tanks/Viking+ mineraldump at marine mix except to not let them get there.

2 robo mass immortals to critical mass.
And use your warp prism and proxy pylon to harass Terran, his army should be quite immobile.


mix 3 ghosts into the army and all your immotrals and chargelots will get 1 shotted by the tankball. while 3 templar on the other hand wouldnt do that much to a mech ball.

You ignored his key element of advice: drops/abuse mobility. Mech is the slowest shit ever. Your mineral line will get raped and you can do nothing about it.



mech builds sensor towers, mech has vikings, mech has blue flame hellions.

so, why again is it so easy to drop mech?

So, how does mech have enough gas for towers, vikings, thors, tanks, production facilities/add-ons, and upgrades?


so dont tell me you gonna try some fancy drops when he is still camping on 2 bases lol

While I'm on 5 bases since your mech lacks the mobility to punish my expansions
Math doesn't kill champions and neither do wards
Neptuneajax
Profile Joined April 2009
Australia206 Posts
February 26 2011 04:17 GMT
#888
Khaydarin Amulet upgrade removed?! What the hell?! With this patch and the new maps Blizzard have prooved their utter retardation.
Duban
Profile Joined July 2009
United States548 Posts
Last Edited: 2011-02-26 04:21:58
February 26 2011 04:18 GMT
#889
The fungal growth being a missile is rediculous. I just did some tests. I neural parasited an SCV and built my own marine for this test. I stimmed the marine, ran it 90 degrees across a fungal growth, and fired the fungal growth from maximum range dead on with the center on the marine. In the time the FG to travel the stimmed marine traveled roughly twice the radius of the FG.

In my tests I found the FG round travels at roughly 7 units/second, just faster than a speedling on creep. A stimmed marine travels at about 3.4 units/second. Basically a reasonably fast unit has a huge effect on the accuracy of a FG. Even if you anticipate your opponnent's moves it's difficult, x10 if they try to dodge around and make it difficult.

P.S. Keep in mind that I'm masters so I can "hit" a marine with a high level of accuracy.
An ignorant person makes a mistake. A stupid person makes it again.
aogmxctm
Profile Joined September 2010
64 Posts
February 26 2011 04:18 GMT
#890
On February 26 2011 13:17 BanelingXD wrote:
Show nested quote +
The khaydarian amulet does make sense, it's just so that Toss can't warp in 10 HTS and instantly storm the Terran army and change the tide of the game in seconds. Makes sense now.



If that makes sense then why haven't they removed the Mule from the game?

BLIZZ = TERRAN FANBOYS!


since when did tl turn into bnet forums
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 04:19 GMT
#891
On February 26 2011 13:18 aogmxctm wrote:
Show nested quote +
On February 26 2011 13:17 BanelingXD wrote:
The khaydarian amulet does make sense, it's just so that Toss can't warp in 10 HTS and instantly storm the Terran army and change the tide of the game in seconds. Makes sense now.



If that makes sense then why haven't they removed the Mule from the game?

BLIZZ = TERRAN FANBOYS!


since when did tl turn into bnet forums

Whenever balance is mentioned...
Math doesn't kill champions and neither do wards
billyX333
Profile Blog Joined January 2008
United States1360 Posts
Last Edited: 2011-02-26 04:20:55
February 26 2011 04:19 GMT
#892
at first i thought it was a nerf for infestor but i think its better now that i realize that it does 36 damage in 4 seconds instead of 8 seconds so you can spam cast it and kill units faster @.@~ but i still dont like shooting the projectile and i did like the ensnare aspect but i'll have to test it out more to come to a well informed opinions
MechaCthulhu
Profile Joined November 2010
United States136 Posts
February 26 2011 04:20 GMT
#893
On February 26 2011 13:13 KonohaFlash wrote:
Show nested quote +
On February 26 2011 13:08 Shooks wrote:
On February 26 2011 13:00 FabledIntegral wrote:
On February 26 2011 12:39 Kratisto wrote:
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


I quit.

Oh right, constructive discussion. What was wrong with Templar before? Protoss, Terran, and Zerg all had good responses to Templar tech (EMP and high health units, roach regen). I guess we'll be seeing even more Colossus-centric Protoss strategy, if that's even possible.


Most people disagree with you. Templars broke TvP lategame into oblivion.


Most of the people that disagree in bronze, just saying, and the ones that aren't, are still not experimenting with mech play, I don't even know why the whole TvP lategame is OP for protoss is still being brought up, ever since we saw IMMvp vs Squirtle we saw the transition into mech is strong, IMMvp just played it wrong.


Then why don't you Show all us Terrans how we're supposed to play Mech? This game has been out for how many months? All you're brought up is Jinro and MVP. What are you trying to say about Mech? That only people at the pro level can utilize it properly?

If the vast majority of Terrans out there excluding MVP and Jinro are having trouble using Mech against toss what does that say?


That they're all shitty players? The game should only be balanced for the highest level of play. Everyone else can improve so much about their play than balance tweaks aren't necessary for them.
That which can be asserted without proof can be dismissed without proof.
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
February 26 2011 04:20 GMT
#894
Mine's having trouble patching. Gets to 100%, finishes, then goes back to '100~~MB remaining' and patches again, endlessly looping.
Die tomorrow - Live today
lowercase
Profile Joined September 2010
Canada1047 Posts
February 26 2011 04:20 GMT
#895
Hai guys I heard they removed Protoss in the new patch, pretty sweet huh? Gotta admit, it really balances the game a lot more!
That is not dead which can eternal lie...
Ezekyle
Profile Blog Joined November 2010
Australia607 Posts
February 26 2011 04:20 GMT
#896
As a Terran player, this is the worst patch I've ever seen, for any game. Removal of the viking flower is pointless and detracts from the game, removal of archon toilet cuts out the only truly exciting and awesome trick present in the game, and removing amulet just encourages the stupid, boring mass T1 Terran lategame. Just as people were starting to try out and use mech armies Blizzard decides to make them utterly pointless and let Terrans just 1a through the enemy army with no skill at all. And macro mechanic alerts are just plain dumb. This is freaking Starcraft, stop trying to make it easy to play.
jstar
Profile Joined April 2010
Canada568 Posts
February 26 2011 04:21 GMT
#897
On February 26 2011 13:18 aogmxctm wrote:
Show nested quote +
On February 26 2011 13:17 BanelingXD wrote:
The khaydarian amulet does make sense, it's just so that Toss can't warp in 10 HTS and instantly storm the Terran army and change the tide of the game in seconds. Makes sense now.



If that makes sense then why haven't they removed the Mule from the game?

BLIZZ = TERRAN FANBOYS!


since when did tl turn into bnet forums


since SC2 came out
lastmotion
Profile Blog Joined September 2010
368 Posts
February 26 2011 04:21 GMT
#898
As a Terran player, I feel that the amulet upgrade removal was a good thing. I hated late game TvP where even if I emp'd the HTs on the field, more will just warp in and instantly cast game-changing storms. Making Protoss waste its storms and making the players more careful about preparing storms before-hand is a good change.

As an unbiased Terran player, I feel like Terrans are still too strong and Blizz just keeps favoring T over the other races. Look at this patch, T's "nerfs" are minimal compared to what happened to other races. Stim delay is not gonna do much. I wonder why they still haven't nerfed Marauders yet.
MojoJojo
Profile Joined February 2011
Canada20 Posts
February 26 2011 04:21 GMT
#899
does anybody else have trouble updating their PTR? Mine keeps looping the last version...keeps going to 100% and restarts
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 26 2011 04:22 GMT
#900
I'm perfectly happy knowing that infestor nerf won't stick because it completely wrecks the unit, why keep nerfing them every patch. they are good and critical to late game Z, yeah, but thats not a bad thing (see defilers)
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