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Patch 1.3 on PTR - Page 76

Forum Index > SC2 General
Post a Reply
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Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 11:01 GMT
#1501
On February 26 2011 19:48 Cabinet Sanchez wrote:
Show nested quote +
On February 26 2011 19:39 mTw|NarutO wrote:
Because you can't warp in Ghosts anywhere on the map neither does EMP kill units. Thats why its unchanged.


True, true - but 2 good EMP's effectively divides the size of your entire army by 2 in a millisecond.


Having your army at 50 % hp is not the same as having only 50 % of your army. The dps remains unchanged. While EMP is instant and deals more effective "damage" than storm, there is nothing for the terran to gain from subsequent EMPs. Storm is still effective after the first wave has hit, emp is not.

Also, i can't warp in ghosts at my expansions with 75 energy. And even if i could, i couldn't kill units with them, only "half" them. Just look at how many games are won by good storms and then look how many games are won by good emps - that alone should give you a clue.

Note that i'm not arguing that emp is bad - it's ridiculously strong - but it's hardly comparable to storm. Both spells have to be used completely differently and please stop to try to compare them to one another.
Somnolence
Profile Joined August 2010
Lithuania127 Posts
February 26 2011 11:01 GMT
#1502
On February 26 2011 18:52 Cheeselicker wrote:
I'm glad that the game is getting balanced, but I'm also worried that the game will just become boring.


I think it is more important for all races to become equally capable of winning before whining about lack of choices. Diversity can be added latter.

These changes are fine.
ALPINA
Profile Joined May 2010
3791 Posts
February 26 2011 11:03 GMT
#1503
New fungal vs. stalkers:

You should never underestimate the predictability of stupidity
MechaCthulhu
Profile Joined November 2010
United States136 Posts
Last Edited: 2011-02-26 11:07:38
February 26 2011 11:05 GMT
#1504
On February 26 2011 20:01 Ocedic wrote:
Show nested quote +
On February 26 2011 19:45 iPlaY.NettleS wrote:
I don't understand the removal of +25 templar energy or the removal of losses in the profile view.

This game is going backwards , blizzard needs to stop messing with the basics like supply before barracks and concentrate on the real issues.

The game continues to have options removed without anything being added.


High Templar with +25 energy was not expanding on options. Quite simply, HT use with the advent of warp in and 25 bonus energy made the unit incredibly one dimensional. I remember in Brood War when Protoss had to, you know, manage their High Templar carefully.


Why manage your HT when you can just make Collosus? That's why people are complaining--it means the only viable tech path is Collosus, and that was pretty much the only thing people were using anyway.

What's the point of nerfing something that was severely underused? Collosus is the real problem. It's like if every Zerg went Muta/Ling every match up because it was always the best choice, so they decided to nerf Hydras.
That which can be asserted without proof can be dismissed without proof.
DarKcS
Profile Blog Joined November 2010
Australia1237 Posts
February 26 2011 11:05 GMT
#1505
Anyone found a fix for the patch installing looping pm me please (since the thread is too large to scour individually, but I did see the same thing mentioned).
Die tomorrow - Live today
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
February 26 2011 11:05 GMT
#1506
if they now change the warpins so rushdistance affects P early game we have a great foundation to evolve from.



ignoring balance, changing the amulet is one of the overall best changes they did for gameplay. no matter how you look at it, beeing able to storm on demand anywhere on the map is just not a good mechanic. if P suddenly has problems lategame (which i doubt atm) then sure change stuff again. but it is good for the game.
life of lively to live to life of full life thx to shield battery
Cyberus
Profile Joined October 2010
Germany148 Posts
February 26 2011 11:06 GMT
#1507
--------------------------------------------------------------------------------
- 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.
--------------------------------------------------------------------------------

This is making the game easier once again and I don't think that's a good thing for competition. Someone withbetter macro should be rewarded and now everyone knows when to inject larva etc.
Junichi
Profile Joined January 2011
Germany1056 Posts
Last Edited: 2011-02-26 11:06:45
February 26 2011 11:06 GMT
#1508
On February 26 2011 20:03 Alpina wrote:
+ Show Spoiler +
New fungal vs. stalkers:

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


The difference is that 100% of the toss concentration can be applied to this specific situation. We'll have to see how it'll work out in the battlefield, with the pros fighting.

My gut feeling is it could be a tiny bit faster. But that is completely without any experience with the new FG.
"Until the very, very top, in almost anything all that matters, is how much work you put in. The only problem is that most people can't work hard even at things they do enjoy, much less things they don't have a real passion for." - Greg "IdrA" Fields
thenanox
Profile Joined June 2010
Spain73 Posts
February 26 2011 11:06 GMT
#1509
On February 26 2011 20:03 Alpina wrote:
New fungal vs. stalkers:

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


i was going to post this video just now. hahah i agree that fungal seems better now, but the new projectile thing makes me cry. look at 00:12, i thought that it will hit one stalker at least!!
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
February 26 2011 11:06 GMT
#1510
When are we going to see bunkers get 80% value back on salvage instead of 100%?
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
February 26 2011 11:07 GMT
#1511
On February 26 2011 20:03 Alpina wrote:
New fungal vs. stalkers:

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


k this is stupid. but easily fixable if they increase missile speed by like 2 or 3 times.
life of lively to live to life of full life thx to shield battery
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4386 Posts
February 26 2011 11:08 GMT
#1512
On February 26 2011 19:45 Rialz wrote:
Repost fom official blizzard forums but i don't think anyone realized this and it is GAME BREAKING

Without mentioning it, Blizzard added the cost of a corruptor to a Brood Lord morph, and the cost of an overlord to an Overseer morph.

Overseers are costing 150/100 to morph from an Overlord, instead of 50/100.

Broodlords are now 300/250 just to morph, instead of 150/150 to morph.

So in a sense, you are spending the gas and mineral cost of TWO overlords / corruptors PLUS the morph itself.

I tested it myself, and confirmed it.

My opinion on it: + Show Spoiler +
This is absolutely ridiculous. Ultras / BroodLords already cost unbelievable amounts of money already. I mean, can this be a mistake on their part?


Link to original thread: + Show Spoiler +
http://us.battle.net/sc2/en/forum/topic/2140186806

That really is disgraceful , it must be intentional though because why would they change the numbers if those units were not changed at all in this patch?

Absolutely bizarre changes , completely not necessary.
https://www.youtube.com/watch?v=e7PvoI6gvQs
Mike15xp
Profile Joined December 2010
United States595 Posts
February 26 2011 11:08 GMT
#1513
im a little confused about the promotion note
so as of now you cannot move up/down a league? or effective when patch 1.3 is released?
DooMDash
Profile Joined May 2010
United States1015 Posts
February 26 2011 11:09 GMT
#1514
On February 26 2011 20:05 DarKcS wrote:
Anyone found a fix for the patch installing looping pm me please (since the thread is too large to scour individually, but I did see the same thing mentioned).

You have to update SCII non-PTR first. I did it the wrong way, so I had to delete my "test folder" and re-install the PTR update after downloading the new patch for the real version. works great now.
S1 3500+ Master T. S2 1600+ Master T.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
February 26 2011 11:09 GMT
#1515
On February 26 2011 20:03 Alpina wrote:
New fungal vs. stalkers:

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


That video is pointless. Why exactly people make random youtube videos then try claim facts from them is beyond me. Play a game then show us the results of that game. Not some isolated incidents.
Ocedic
Profile Joined April 2010
United States1808 Posts
February 26 2011 11:09 GMT
#1516
On February 26 2011 20:05 jaearess wrote:
Show nested quote +
On February 26 2011 20:01 Ocedic wrote:
On February 26 2011 19:45 iPlaY.NettleS wrote:
I don't understand the removal of +25 templar energy or the removal of losses in the profile view.

This game is going backwards , blizzard needs to stop messing with the basics like supply before barracks and concentrate on the real issues.

The game continues to have options removed without anything being added.


High Templar with +25 energy was not expanding on options. Quite simply, HT use with the advent of warp in and 25 bonus energy made the unit incredibly one dimensional. I remember in Brood War when Protoss had to, you know, manage their High Templar carefully.


Why manage your HT when you can just make Collosus? That's why people are complaining--it means the only viable tech path is Collosus, and that was pretty much the only thing people were using anyway.

What's the point of nerfing something that was severely underused? Collosus is the real problem. It's like if ever Zerg went Muta/Ling every match up, so they decided to nerf Hydras.


Fair point. Personally I've felt the Collosus has been a one dimensional unit as well, and has made games rather boring to watch. PvP especially is just awful when it becomes Collosus vs. Collosus fests.

In addition, all other Robotics units see very little use besides the very, very rare warp prism play, making an observer here and there, and perhaps strategic use of Immortals on occasion (but the circumstances where Immortal > Collosus are few and far between.) I don't know what, but I feel something has to change about Collosus, but simply nerfing it without compensating Protoss in other areas might be detrimental to balance.
cnas
Profile Joined June 2010
Sweden640 Posts
February 26 2011 11:09 GMT
#1517
On February 26 2011 19:45 Rialz wrote:
Repost fom official blizzard forums but i don't think anyone realized this and it is GAME BREAKING

Without mentioning it, Blizzard added the cost of a corruptor to a Brood Lord morph, and the cost of an overlord to an Overseer morph.

Overseers are costing 150/100 to morph from an Overlord, instead of 50/100.

Broodlords are now 300/250 just to morph, instead of 150/150 to morph.

So in a sense, you are spending the gas and mineral cost of TWO overlords / corruptors PLUS the morph itself.

I tested it myself, and confirmed it.

My opinion on it: + Show Spoiler +
This is absolutely ridiculous. Ultras / BroodLords already cost unbelievable amounts of money already. I mean, can this be a mistake on their part?


Link to original thread: + Show Spoiler +
http://us.battle.net/sc2/en/forum/topic/2140186806

If that's intentional one broodlord will cost almost as much as a mothership. Rediculous, it has to be a bug.
One more game, bro's!
exittlight
Profile Joined December 2010
Australia271 Posts
February 26 2011 11:10 GMT
#1518
On February 26 2011 20:03 Alpina wrote:
New fungal vs. stalkers:

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


Well that is interesting. Maybe you need to fungal where they are and where they are going to blink. should make for some interesting micro.
If you have no goals in life, you can never be disappointed.
Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 11:12 GMT
#1519
On February 26 2011 20:06 Cabinet Sanchez wrote:
When are we going to see bunkers get 80% value back on salvage instead of 100%?


Bunkers effectively cast 125 minerals now (lost mining time, .7 minerals per second, 35 seconds), and you only get 100 back. That's 80% for you.

And besides, getting only 80 minerals back on salvage wouldn't change the game at all. It would just reduce jealousy from other races.
Dauntless
Profile Joined May 2010
Norway548 Posts
Last Edited: 2011-02-26 11:13:42
February 26 2011 11:12 GMT
#1520
In real in-game situations I think it's easier to hit stalkers, because there's usually much more going on. But the missile speed could be a bit faster. Though pure infestor vs pure stalker could actually be like this.

I wanted to see how much dmg fungal actually does vs stalkers now though, cause I imagine it's quite a lot higher than before. 46 dmg each fungal, was it? Requires 4 fungals to kill a stalker I guess. Can anyone confirm?
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
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