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Patch 1.3 on PTR - Page 90

Forum Index > SC2 General
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Prev 1 88 89 90 91 92 186 Next
sickoota
Profile Blog Joined April 2010
Canada918 Posts
February 26 2011 15:20 GMT
#1781
hmmm guess I need a new PvT maybe try the double forge everyone is loving. All I ask is what do I use a warp prism for now that i can't warp in hts and storm a min line no more amulet is a nerf both to toss's harass and ability to deal with harass.
I could spend a while with that smile
mordk
Profile Blog Joined November 2010
Chile8385 Posts
February 26 2011 15:20 GMT
#1782
Now my HTs can watch while marine/rauders destroy my nexii, only to kill them all once the nexii are destroyed :D
SetStndbySmn
Profile Joined August 2010
United States657 Posts
February 26 2011 15:23 GMT
#1783
Amulet removed? Ghosts will need to be looked at if this change stays.
"He doesn't operate under some divine shroud that lets him determine what is or is not valid culture. He cannot rob you, retroactively, of wholly valid experiences; he cannot transform them into worthless things." - Tycho
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
February 26 2011 15:23 GMT
#1784
I don't have opportunity to play now.

So, my zerg brothers, have any luck with new infestors?
Is it any useful against protoss death ball or mmm?
Its grack
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-02-26 15:26:58
February 26 2011 15:25 GMT
#1785
Woo! Infestor buff! Now having multiple infestors will be worth more, because the time duration is shorter!

Holy crap no templar upgrade? Whaaaat?

They fixed charge, does that mean they fixed the analogous problem with ultralisks?
KeithJar
Profile Joined October 2010
Sweden30 Posts
February 26 2011 15:27 GMT
#1786
I don't know if someone wrote this earlier since I haven't read all the posts (89 pages O.o).
But couldn't vortex be used in such a way that you suck up the whole enemy army then move in all your zealots so that they stand on top of the units.

Maybe that could somehow be an advantage for the Protoss when using vortex, that 1.5 sec immortality might be useful for getting some type of surround with the zealots. But I dunno, just throwing out some ideas.

Btw is it only me that is slightly annoyed that carriers can't kite for shit? As soon as they turn around the interceptors fly back into the carrier after maybe one or two more attacks.
Just feels like the only way a carrier can be used is to either have it just for damage like a colossus or wait until you have 5,6 bases and can support a full switch to carriers (which isn't really viable) and you have to do it in secret since Zerg can outproduce you with corrupters and Terran just kite you into oblivion with vikings.
"it's not that he's dumb, he's just neural parasited by a retarded infestor" - Day9
killtec
Profile Joined September 2010
United States21 Posts
February 26 2011 15:27 GMT
#1787
Sick and tired of toss nerfs!! They need to be encouraging using tech routes other then Colossis instead of Nerfing them! And did they take away the additional energy upgrade for ghost, ravans, battle cruisers or the infestors.... I don't thinks so.
red_b
Profile Joined April 2010
United States1267 Posts
February 26 2011 15:29 GMT
#1788
I want to ask, though Im sure I wont get a satisfactory answer, when will blizzard actually test changes to the marine, the colossus, and the ultralisk?

bunker build time change and stim taking longer to research are the answer to terran being too strong early?

I think if the blizzard office went up in flames the balance team would say "well shit, the ice cream is going too melt".
Those small maps were like a boxing match in a phone booth.
Patriot.dlk
Profile Blog Joined October 2004
Sweden5462 Posts
February 26 2011 15:32 GMT
#1789
As a terran player who only uses mech in all matchups I really like this patch. I'm one of the few who thinks the infestor buff in damage against armor being actually means something.

I really feel the storm nerf is justified to me it was overpowered to the degree that I switched to mech play very early.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2011-02-26 15:37:02
February 26 2011 15:34 GMT
#1790
@ Fungal change: LOL workers. Good bye.
Killing 20-30 Marines in 4 seconds? Holy shit.

omg fml AH SHIT +30% is only against light
This is definitely going to be looking more exciting than old Fungal... even killing something like Fungal'd Phoenixes is going to be really tense if they are going to stay like that during only 4 seconds.
Oh God ^^

oh btw @ Amulet removed: so far I think each time the upgrade was removed, the unit affected automaticly was gaining it without the need for research. Void Rays are the only exception to the rule?

On February 27 2011 00:03 Morphs wrote:
Show nested quote +
On February 26 2011 23:39 PaterPatriae wrote:
i think the alarm for CB,Mule and larva injection is a bad joke. It`s so unnecessary to simplify the economy.


Observe the following typical scenario: A 2 basing T vs a 4 basing Zerg (with 4 queens):

The number of clicks for calling down mules would be:
1,1 (center on mineral line), E, hold shift, click, click (6 actions)

For injecting using the most efficient method:

3 (all queens), V (inject), hold shift, backspace, click, backspace, click, backspace, click, backspace, click (11 actions)

BUT: queens have to inject every 25 energy while mules cost 50 energy. So we have to multiply the Zerg actions by 2. That's 6 T macro actions vs 22 (!!) Z actions just to be even. On top of that, the inject mechanism is unforgiving while T can stack mules.

That's also 32 larvae. Thirty two larvae.

Did I already mention that this does not calculate creep spreading in account? A typical scenario would be 3 tumors on different paths which would require the following:

Click map, click tumor, C, click (4 actions per tumor)

So that's ANOTHER 12 actions every 40 game seconds (you can spread tumors faster but let's assume you spread creep after injecting). Times two (since that's every inject cycle): 24 actions!

So that's 6 T actions versus 46 Z actions. I guess you play T so yeah, your economy is more than SEVEN TIMES simpler to manage in terms of apm. So please give the Zerg players a break for crying out loud.

Or you can hotkey all of your tumors, click C, hold shift...
wwww
Ohdamn
Profile Joined June 2010
Germany765 Posts
February 26 2011 15:34 GMT
#1791
soo i didn't read through all the pages but did anyone notice this:

- 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.


i think that's a bigger change than most of the balance tweaks
that's going to make zerg macro so mutch better and it's no longer more dufficult than CB/Mule

of course it helps P and T too..but it's not really important there
"If you can chill....chill!"
Coramoor
Profile Blog Joined November 2010
Canada455 Posts
February 26 2011 15:34 GMT
#1792
after watching yesterday's match in the gsl

+ Show Spoiler +
sanzenith vs IMNestea, well it should be obvious that archon toliet is a very necessary ability, without that the game that san domianted would've been a lot closer, crazy game btw
0mar
Profile Joined February 2010
United States567 Posts
February 26 2011 15:35 GMT
#1793
On February 26 2011 17:02 WhiteLight wrote:
Did everyone forget the the HT in bw? They did not get the ability to start with storm either and they had to take 50s to build like all the other races instead of being able to just be instantly warped in anywhere like they are now. Yet dispite this they were still used in ALL 3 MUs and played critical roles. Now Does the amulet nerf make HT useless now? No! Does it make them harder to use? Yes! The nerf now mean that you have to plan when you want to warp in your HT and when you want to attack. It also means that if you want to have storm ready in your base incase you get attacked or lose the battle, that you need to do it Before then battle and not after.

Im sure people wont like this coming from a terran player, but having a bigger army and winning a battle and then having to dodge 8 storms again is bloody annoying, or having 1-2 being warped in every 10s and having storms go off every 2 seconds is hard to deal with when trying to macro as well. I know its hard to believe but marines die easily whether they can dodge storms or not, medivacs run out of energy, and mech is hard to repair (especially when scvs die to storm).

Im not trying to say that amulet is op or that it needs to be removed (thats not my point in the 2nd para anyway) but I think that people can deal with not having amulet and can still use HT effectively. I think people need to just try it and deal with it for a decent period before complaining about it (impossible i know)


Show nested quote +
Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds


So does that mean that I can get a free stim when coming out of a vortex if the timing is right? Or does it only work from damage taken from an enemy? Wish I had time to test this...



I know this is going to come as a shock to you, but Brood War and StarCraft 2 are two entirely different games. Sorry, I hope I didn't blow your mind with that statement.
SetStndbySmn
Profile Joined August 2010
United States657 Posts
February 26 2011 15:37 GMT
#1794
On February 26 2011 21:52 StarcraftMan wrote:
Show nested quote +
On February 26 2011 12:20 Dommk wrote:
The amulet change would be fine if Ghosts were also changed drastically to adjust, right now it is no contest, High Temps just got flipped upside down, going from having instant storms to having to wait 45seconds



Ghosts don't do massive instant damage like HTs. Ghosts are used in PvsT as a defensive measure against HTs.

No matter how you look at it, warp in instant storm is very imbalanced. Warping in 2 HTs can easily and instantly hold off any Protoss expos against any bio ground army - that's ridiculous. Protoss can already warp in units to defend expos but it's absurd when they can warp in 2 HTs to defend any expo on the map.


This post is ridiculous because it's just as easy to say HTs, and colossus for that matter, are a defensive measure against stimmed rax units. That being said, the benfits of HT will just not be enough to compensate for the risk involved in being the first tier 3 tech of a match. If you catch a bad EMP you very well might just be dead, steamrolled by rax, gg- no emergency replacement templars. Why would you ever risk that if colossus can come into a match fulfilling that role immediately and without potentially having that power instantly revoked? Can you see why it may not be fun for a protoss player to feel like he has to go colossus?
"He doesn't operate under some divine shroud that lets him determine what is or is not valid culture. He cannot rob you, retroactively, of wholly valid experiences; he cannot transform them into worthless things." - Tycho
red_b
Profile Joined April 2010
United States1267 Posts
February 26 2011 15:37 GMT
#1795
On February 27 2011 00:32 Patriot.dlk wrote:
As a terran player who only uses mech in all matchups I really like this patch. I'm one of the few who thinks the infestor buff in damage against armor being actually means something.

I really feel the storm nerf is justified to me it was overpowered to the degree that I switched to mech play very early.


you mean the way it was in brood war?

is it so bad that you go bio in one matchup, have the option to go bio or tank viking in mirror, and have to go mech in another?

btw, storm and amulet take a long time to get out. even if you go HT first if T pressures you at all you really have to go double forge to survive, IMO.
Those small maps were like a boxing match in a phone booth.
Fede
Profile Joined January 2011
Uruguay114 Posts
February 26 2011 15:41 GMT
#1796
Anyone noticed the gold expo added to Jungle Basin? sry if it has been mentioned
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
February 26 2011 15:41 GMT
#1797
On February 27 2011 00:35 0mar wrote:
Show nested quote +
On February 26 2011 17:02 WhiteLight wrote:
Did everyone forget the the HT in bw? They did not get the ability to start with storm either and they had to take 50s to build like all the other races instead of being able to just be instantly warped in anywhere like they are now. Yet dispite this they were still used in ALL 3 MUs and played critical roles. Now Does the amulet nerf make HT useless now? No! Does it make them harder to use? Yes! The nerf now mean that you have to plan when you want to warp in your HT and when you want to attack. It also means that if you want to have storm ready in your base incase you get attacked or lose the battle, that you need to do it Before then battle and not after.

Im sure people wont like this coming from a terran player, but having a bigger army and winning a battle and then having to dodge 8 storms again is bloody annoying, or having 1-2 being warped in every 10s and having storms go off every 2 seconds is hard to deal with when trying to macro as well. I know its hard to believe but marines die easily whether they can dodge storms or not, medivacs run out of energy, and mech is hard to repair (especially when scvs die to storm).

Im not trying to say that amulet is op or that it needs to be removed (thats not my point in the 2nd para anyway) but I think that people can deal with not having amulet and can still use HT effectively. I think people need to just try it and deal with it for a decent period before complaining about it (impossible i know)


Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds


So does that mean that I can get a free stim when coming out of a vortex if the timing is right? Or does it only work from damage taken from an enemy? Wish I had time to test this...



I know this is going to come as a shock to you, but Brood War and StarCraft 2 are two entirely different games. Sorry, I hope I didn't blow your mind with that statement.

BW is also the foundation that was used to develop SC2. If it would a totally different game it wouldn't be called Starcraft.
wwww
Gegenschein
Profile Joined November 2010
Canada107 Posts
February 26 2011 15:41 GMT
#1798
From a pure spectator point of view, I like the Terran and Zerg changes quite a lot.
I'm not a huge fan of the Protoss changes though.
Protoss needs a nerf (especially with the Terran nerf), but I'm not sure this is the right way to give it to them.

Most notably, the Archon toilet has become one of the coolest things to watch. I think it's premature to remove it. Let Zerg try to find ways to counter it first (banelings, ultralisks...) Maybe a good way to nerf it would be to remove the Archon aoe damage to air.
Also, maybe a good way to go about the HT nerf would be to only decrease the energy Kayderin amulet gives you. So HTs with the amulet would have to wait, say, 5 in-game seconds before being able to storm.
You and whose 200/200 fully upgraded army?
monx
Profile Blog Joined May 2010
Canada1400 Posts
February 26 2011 15:44 GMT
#1799
On February 27 2011 00:41 Fede wrote:
Anyone noticed the gold expo added to Jungle Basin? sry if it has been mentioned


the map is imba and isnt on ladder anymore so who cares
@ggmonx
Zidane
Profile Blog Joined July 2008
United States1692 Posts
February 26 2011 15:46 GMT
#1800
We need a viking damage nerf if HT's are getting hit.
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