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Patch 1.3 on PTR - Page 87

Forum Index > SC2 General
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vvJustice
Profile Joined December 2010
30 Posts
February 26 2011 14:20 GMT
#1721
On February 26 2011 23:17 vvJustice wrote:
Show nested quote +
On February 26 2011 23:11 Lurk wrote:
On February 26 2011 23:07 vvJustice wrote:Like how Terrans abuse the MULE correctly?

HT's are used lategame because they are lategame its the natural path to take.


Bringing the MULE-argument is like saying "Hey, i got no clue about the game but i wanted to say something regardless". Next time, before you post, you should maybe read some of the thousand threads that proved month ago that mules are not an advantage for terran.


HAHAHAHAHAA


Never said they gave terran advantage I just meant that "some" terrans I am not trying to speak for every single Terran. No need to talk shit kid.
xilaratu
Profile Joined July 2010
United States233 Posts
February 26 2011 14:22 GMT
#1722
Ah, the patch notes thread. Never has there been a more wretched hive of scum of villainy. (Well, except maybe balance threads, but those are along the same vein).

I like all of the patch changes.
iPlaY.NettleS
Profile Blog Joined June 2010
Australia4329 Posts
February 26 2011 14:22 GMT
#1723
On February 26 2011 23:16 Lurk wrote:
Show nested quote +
On February 26 2011 23:13 iPlaY.NettleS wrote:
On February 26 2011 23:04 gillon wrote:

HTs are used in ever single PvT ever that goes lategame. Some tosses (read: alot) are even skipping colossi completely and going immortal/gateway into HT.

This is because of how ridiculously strong HTs are. With the warpin, it essentialy becomes an unwinnable situation for a terran if it's abused correctly and the map isn't something tiny like steppes.

Explain why a T3 unit should not be strong against a T1 unit?


So, thors (T3) should be good vs zealots (T1) and banshees/battlecruiser (T3) should be good versus stalkers (T1) ?

Now explain to me, why by your logic protoss T3 counters terran T1 but terran T3 doesn't counter protoss T1.

thors? banshees?
Temp archives is a dead end tech tree , you don't even get dark templars from it anymore.
Thors need a machine shop and an armory , machine shop lets you also build tanks and armory upgrades said tanks so it's not a dead end tech tree
Banshee , same deal , once you put the addon on the starport you can also build medivac

Once again , temp archives is a dead end , expensive tech tree that needs to be very viable , compared to sc1 temp archives is a joke.

Also stalkers isn't tier one , you need a cybernetics core to build.
https://www.youtube.com/watch?v=e7PvoI6gvQs
Shieru
Profile Joined March 2009
Chile53 Posts
February 26 2011 14:23 GMT
#1724
Its amazing watch people arguing in favor of things that make the game easier for them, but doesnt care abaout balance at all, the amulet removal its just bad, sadly terran players (not all of them ofc) dont realize the power of their own race, the timings of the templar tech are huge, and is so gas expensive that most of the time, toss needs micro miracles to not be killed if he skipped colossi.

In late game, terran has a counter for every single thing, and some of them are massive counters, EMP doesnt only counter HT, but is a shield burner, and vikings are cheap so u can make ghost and still making vikings, I play 3 races my main now is zerg, but for educational proposes, i play 3 races and, the only problem I see is that terran players (again not all of them) are lazy and if they can not deal with something that will force them to use more multitask and think more about their strategies, they are happy with that even if that sacrifices balance.

The infestor change gives me a little of hope agaisnt colossus/voidray, but i rly like to be 6 seconds stop instead of 4, cause if u wanna to make fungal kill something in the protoss deadball (colossi or voids) u will need to fungal and bring corruptors to kill the big units, and then atack, well i gues we can use 2 inestors

love <3
If every day is a challenge, I may well start living in night
thesideshow
Profile Blog Joined May 2010
930 Posts
February 26 2011 14:24 GMT
#1725
From experiences from WoW, blizzard likes to make unpopular choices, but in hindsight they always seem to get things right. I trust them. Besides, this is still PTR, subject to changes. Give them a chance!
OGS:levelchange
megainferno
Profile Joined January 2011
Albania4 Posts
February 26 2011 14:25 GMT
#1726
On February 26 2011 22:15 Johnranger-123 wrote:
Show nested quote +
On February 26 2011 22:12 Fenrisulf wrote:
For people saying HT are imba because warping them in to defend an expo is OP....so how do you expect protoss to defend 2nd, 3rd and 4th expos from drops? Build a planetary fortress?

Warping in stalkers and zealots doesn't work because they get melted by stimmed MM in the blink of an eye. Collosus are too slow to be able to walk around the map defending drops, not to mention simultaneous drops/attacks. DTs can be very effective if they don't have a scan...if they do then they get vaporized instantly. Cannons also get vaporized by stimmed MM if there are is no storm support. Without the warp in storm mechanic, protoss has no good way to react to drops in the late game.

Not to mention, the other casters in the game already has some way of doing damage before research. (infestor - fungal/infester terran, Ghost - attack/emp/snipe) HT has only feedback and archon morph. Archons are hardly viable as anything but an emergency use for HTs without energy/storm and feedback only works against units with energy. HT already needs 1 upgrade just to get their primary spell and another one to be able to use it without waiting 45 seconds. Makes no sense to take away amulet. If you are gonna take away amulet then fungal and emp should be changed to require research and also take away the ghost and infestors energy upgrades. Casters for each race should be similar right?

what you can do is warp in a templar before hand, problem solved


leave a high templar or 2 at each base. Thats definitely not harsh on your economy/main army. You might be as well be saying "oh, mutalisks are so easy to defend. Just put a thor or 2 at all my bases. problem solved."
Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 14:26 GMT
#1727
On February 26 2011 23:19 Cabinet Sanchez wrote:
lol the race which gets no punishment for missing it's macro feature but the others do... love it.
mules let you oversaturate. they let you target one expansion specifically to milk it fast if it's in a risky position. they let you use them when you forget with no punishment, they let you recover your economy after being worker harassed unlike any other race (how many screenshots have we seen of 1 base remaining T with more income than 2 or 3 base P or Z, thanks to multiple mules)

Need I go on?


Wow, i don't even know where to begin. No punishment for missing the macro feature ... if i miss a mule, i'm going to have less minerals - i can use the mule later, but for now i'll have less minerals -> disadvantage.

Other races macro features have more punishment ? Maybe zergs' has, but last i checked, energy piled up on nexi just like on orbitals. Either way, it's more like a disadvantage zergs have than an advantage terran/protoss have.

And for the other stuff you mentioned - yeah, races are different, get over it. I cannot use mules to get out an important upgrade or unit faster and neither can i use a mule to produce 7 workers at once. But in terms of economy/income, mules DO NOT give terran an advantage, they just compensate for the other races' macro mechanics.
vvJustice
Profile Joined December 2010
30 Posts
Last Edited: 2011-02-26 14:28:18
February 26 2011 14:27 GMT
#1728
On February 26 2011 23:23 Shieru wrote:
Its amazing watch people arguing in favor of things that make the game easier for them, but doesnt care abaout balance at all, the amulet removal its just bad, sadly terran players (not all of them ofc) dont realize the power of their own race, the timings of the templar tech are huge, and is so gas expensive that most of the time, toss needs micro miracles to not be killed if he skipped colossi.

In late game, terran has a counter for every single thing, and some of them are massive counters, EMP doesnt only counter HT, but is a shield burner, and vikings are cheap so u can make ghost and still making vikings, I play 3 races my main now is zerg, but for educational proposes, i play 3 races and, the only problem I see is that terran players (again not all of them) are lazy and if they can not deal with something that will force them to use more multitask and think more about their strategies, they are happy with that even if that sacrifices balance.

The infestor change gives me a little of hope agaisnt colossus/voidray, but i rly like to be 6 seconds stop instead of 4, cause if u wanna to make fungal kill something in the protoss deadball (colossi or voids) u will need to fungal and bring corruptors to kill the big units, and then atack, well i gues we can use 2 inestors

love <3



pluvos
Profile Joined June 2010
39 Posts
February 26 2011 14:28 GMT
#1729
On February 26 2011 23:24 thesideshow wrote:
From experiences from WoW, blizzard likes to make unpopular choices, but in hindsight they always seem to get things right. I trust them. Besides, this is still PTR, subject to changes. Give them a chance!


if you honestly think that blizzard makes good choices based on what they did with wow, you are delusional.
Consummate
Profile Joined April 2010
Australia191 Posts
February 26 2011 14:30 GMT
#1730
Correct me if I am wrong, but the Fungal growth duration change didn't nerf the damage, so instead of doing X damage over 8 seconds, you're still doing X damage but in 4 seconds.

There is a nerf and a buff here. If you only like getting 1 or 2 infestors, this is a nerf, but if you get like 6-8 infestors, this is an enormous buff since you can keep them fungal'd and get more damage out of it.

But if they changed the damage to correspond with the duration change, then it is indeed a nerf.
lol
XenoKai
Profile Joined October 2010
Canada53 Posts
February 26 2011 14:31 GMT
#1731

+ Show Spoiler +
wow, these are drastic changes in balance.
I think this is a patch that influences progaming a lot!

- No more viking flowers. ok, but why? Was there anything wrong with them? :/
- longer stim research time. Sounds good to me

- no more amulet. not ok. Should have the amulet but not for instant storm. I have the feeling that just now, that people try to use storms more, they will disappear again because EMP is a lot stronger now...

- Fungal changes. idk. We'll have to wait and see but making it a missle? why?

This seems to be a really gamechanging patch....
How long did it take the last time they added it on PTR until it was implemented on the servers?


WTF?? there was absolutely nothing ever mentioned about them changing ANYTHING with the vikins, let alone the way they "flower"
Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 14:31 GMT
#1732
On February 26 2011 23:22 iPlaY.NettleS wrote:
Show nested quote +
On February 26 2011 23:16 Lurk wrote:
So, thors (T3) should be good vs zealots (T1) and banshees/battlecruiser (T3) should be good versus stalkers (T1) ?

Now explain to me, why by your logic protoss T3 counters terran T1 but terran T3 doesn't counter protoss T1.

thors? banshees?
Temp archives is a dead end tech tree , you don't even get dark templars from it anymore.
Thors need a machine shop and an armory , machine shop lets you also build tanks and armory upgrades said tanks so it's not a dead end tech tree
Banshee , same deal , once you put the addon on the starport you can also build medivac

Once again , temp archives is a dead end , expensive tech tree that needs to be very viable , compared to sc1 temp archives is a joke.

Also stalkers isn't tier one , you need a cybernetics core to build.


So now you want to somehow argue that terran has no tech equal to templars ? So once you get templars you win because i have nothing equal ? I don't get your reasoning. I only adapted your tier reasoning to show you how flawed it is.

The SC2 tech patch is too complicated to break it down into "tiers". And either way, the game is not designed around higher tech units automatically countering lower tech ones.
Consummate
Profile Joined April 2010
Australia191 Posts
February 26 2011 14:31 GMT
#1733
On February 26 2011 23:25 megainferno wrote:
Show nested quote +
On February 26 2011 22:15 Johnranger-123 wrote:
On February 26 2011 22:12 Fenrisulf wrote:
For people saying HT are imba because warping them in to defend an expo is OP....so how do you expect protoss to defend 2nd, 3rd and 4th expos from drops? Build a planetary fortress?

Warping in stalkers and zealots doesn't work because they get melted by stimmed MM in the blink of an eye. Collosus are too slow to be able to walk around the map defending drops, not to mention simultaneous drops/attacks. DTs can be very effective if they don't have a scan...if they do then they get vaporized instantly. Cannons also get vaporized by stimmed MM if there are is no storm support. Without the warp in storm mechanic, protoss has no good way to react to drops in the late game.

Not to mention, the other casters in the game already has some way of doing damage before research. (infestor - fungal/infester terran, Ghost - attack/emp/snipe) HT has only feedback and archon morph. Archons are hardly viable as anything but an emergency use for HTs without energy/storm and feedback only works against units with energy. HT already needs 1 upgrade just to get their primary spell and another one to be able to use it without waiting 45 seconds. Makes no sense to take away amulet. If you are gonna take away amulet then fungal and emp should be changed to require research and also take away the ghost and infestors energy upgrades. Casters for each race should be similar right?

what you can do is warp in a templar before hand, problem solved


leave a high templar or 2 at each base. Thats definitely not harsh on your economy/main army. You might be as well be saying "oh, mutalisks are so easy to defend. Just put a thor or 2 at all my bases. problem solved."


???

Most people usually do leave a thor and a couple of marines in their base to prevent muta harass....
lol
Lucius22
Profile Joined February 2011
172 Posts
February 26 2011 14:32 GMT
#1734
a terrible patch with even more terrible maps, i think ill never resume in playing 1v 1
ckukner
Profile Joined November 2010
Turkey54 Posts
February 26 2011 14:32 GMT
#1735
Even as a Zerg player I believe 30 seconds of waiting is quite a long time for HT. Do not understand why there was no collosus nerf but a templar nerf.
syllogism
Profile Joined September 2010
Finland5948 Posts
Last Edited: 2011-02-26 14:46:53
February 26 2011 14:33 GMT
#1736
On February 26 2011 23:30 Consummate wrote:
Correct me if I am wrong, but the Fungal growth duration change didn't nerf the damage, so instead of doing X damage over 8 seconds, you're still doing X damage but in 4 seconds.

There is a nerf and a buff here. If you only like getting 1 or 2 infestors, this is a nerf, but if you get like 6-8 infestors, this is an enormous buff since you can keep them fungal'd and get more damage out of it.

But if they changed the damage to correspond with the duration change, then it is indeed a nerf.

Plus they are now much more effective in battle as they do double DPS as it also means enemy DPS drops much quicker. They also still delay pushes more than you'd think as terran has to wait until their units are healed unless they want to lose all the marines. Of course, this doesn't apply to ZvP. Actually they'll probably lose the marines anyway as the DPS is so high you only need two fungals even if they've a bunch of medivacs. The only issue is the speed of the missile, which is kind of slow.
branflakes14
Profile Joined July 2010
2082 Posts
Last Edited: 2011-02-26 14:37:14
February 26 2011 14:34 GMT
#1737
On February 26 2011 23:11 Lurk wrote:
Show nested quote +
On February 26 2011 23:07 vvJustice wrote:Like how Terrans abuse the MULE correctly?

HT's are used lategame because they are lategame its the natural path to take.


Bringing the MULE-argument is like saying "Hey, i got no clue about the game but i wanted to say something regardless". Next time, before you post, you should maybe read some of the thousand threads that proved month ago that mules are not an advantage for terran.


Have you got a link to a thread?
Doppelganger
Profile Joined May 2010
488 Posts
February 26 2011 14:36 GMT
#1738
Isn't it like the fifth time they changed the build time of bunkers between 40 ans 35 seconds? How about 37,5 seconds? I mean sooner or later they need to stop switching it ^^

Anyway I hope they test stronger corrupters. Would like to see an improvement for Zergs in the fight against the Protoss death ball.
And I would like to see a change to the Infestor AI so they don't move toward the enemy on their own.
BTW as a Terran I think the longer upgrade time for stim is a ok.
Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 14:36 GMT
#1739
On February 26 2011 23:34 branflakes14 wrote:
Show nested quote +
On February 26 2011 23:11 Lurk wrote:
On February 26 2011 23:07 vvJustice wrote:Like how Terrans abuse the MULE correctly?

HT's are used lategame because they are lategame its the natural path to take.


Bringing the MULE-argument is like saying "Hey, i got no clue about the game but i wanted to say something regardless". Next time, before you post, you should maybe read some of the thousand threads that proved month ago that mules are not an advantage for terran.


I'd love to read any proof that MULEs aren't an advantage. Have you got a link to a thread?


http://www.teamliquid.net/forum/viewmessage.php?topic_id=187243

or

http://www.teamliquid.net/forum/viewmessage.php?topic_id=158661
woowoo
Profile Joined May 2010
France164 Posts
February 26 2011 14:36 GMT
#1740
They should change vortex for time bomb, same results.
wooooo
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