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Patch 1.3 on PTR - Page 93

Forum Index > SC2 General
Post a Reply
Prev 1 91 92 93 94 95 186 Next
Achilles
Profile Joined August 2010
Canada385 Posts
Last Edited: 2011-02-26 16:39:08
February 26 2011 16:37 GMT
#1841
On February 27 2011 01:21 n00b3rt wrote:
Show nested quote +
On February 27 2011 01:08 Achilles wrote:
On February 26 2011 23:50 Lurk wrote:
I can't build units either if i miss the minerals due to a missed mule.

"Chronoboost is not a "bonus", as it only lets you keep up with the other races, if you don't use it you WILL lose"

The same can be said for mule. Case closed.


Except if you miss mules you can spam them down and receive instant redemption while chronoboost doesn't stack.

Mules. Comforting poor macro since 2010.

I digress.

Just because terran players have decided they can go bio every TvP, get their asses kicked, and still do it for the next 300 games, doesn't make ht imba.

You can't really spend the minerals with your usual building status. While you can chrono boost multiple buildings at once. If I tell you something about your intellectual skills I'll get myself banned so I'll keep it shut for now but damn ...


We're talking about mineral gathering here. Use your fucking head

User was warned for this post
[rS]Gluske // http://www.rsgaming.com // Troku[tC]
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
February 26 2011 16:37 GMT
#1842
A while ago a wrote a blog about protoss vs terran, after a patch long ago that nerfed toss pretty hard. It seems to have a whole new level of relevance now. Check it out, warning you may be tempted to laugh or cry upon reading this.

http://www.teamliquid.net/blogs/viewblog.php?id=146907

Btw, I've been playing some off race customs last 2 days, and I've played ZvZ about 5 times in 8 games. Where both me an my opponent were protoss playing as zergs and considering a switch from P to Z. The swarm might be swarmed with protoss refugees in the near future.
:)
sjschmidt93
Profile Joined April 2010
United States2518 Posts
February 26 2011 16:37 GMT
#1843
It's completely ridiculous that they have made no change to the ghost but think the high templar is overpowered. Colossi will now be the only thing anyone does now.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
Last Edited: 2011-02-26 16:38:31
February 26 2011 16:37 GMT
#1844
On February 26 2011 09:56 tsuxiit wrote:
Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.


Really Blizzard? -_-

I mean I can live with regular balance changes like Khaydarin Amulet whether I personally like them or not (and I don't), but was the Vortex thing really necessary?

It seems that every time somebody thinks of a smart way to use an unit that isn't really easy to pull out OR particularly imbalanced, there's a red alert at the Blizzard HQ and they rush to completely stomp at it.

It looks like they're trying their best to make the game as one-dimensional and dull as possible.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
February 26 2011 16:39 GMT
#1845
On February 27 2011 01:09 Prinate wrote:
I've only skimmed through 20 pages or so... has anyone mentioned a fix/work=around for people who's Blizzard Patcher is just looping endlessly? Is there just a regular file that can be downloaded and installed outside the normal patching system?

I think there are patches for manual download on the battle.net site.

On February 27 2011 01:08 Achilles wrote:
Show nested quote +
On February 26 2011 23:50 Lurk wrote:
I can't build units either if i miss the minerals due to a missed mule.

"Chronoboost is not a "bonus", as it only lets you keep up with the other races, if you don't use it you WILL lose"

The same can be said for mule. Case closed.


Except if you miss mules you can spam them down and receive instant redemption while chronoboost doesn't stack.

Mules. Comforting poor macro since 2010.

I digress.

Just because terran players have decided they can go bio every TvP, get their asses kicked, and still do it for the next 300 games, doesn't make ht imba.

More like making poor macro poorer. You miss a mule and first some of you structures can't produce for that time and later can't spend the additional resources.
If you think Terran has it that easy then your own macro must be lacking too if you can't abuse that.
Remember last patch gave us the ability to re-hotkey everything except "cc/nex/hatch" hotkey which is backspace. You can re-hotkey larva inject to like O, set Queens group to 0 and enjoy the backspace larva injecting.
wwww
vrok
Profile Joined August 2009
Sweden2541 Posts
Last Edited: 2011-02-26 16:42:26
February 26 2011 16:39 GMT
#1846
On February 27 2011 01:37 Reborn8u wrote:
A while ago a wrote a blog about protoss vs terran, after a patch long ago that nerfed toss pretty hard. It seems to have a whole new level of relevance now. Check it out, warning you may be tempted to laugh or cry upon reading this.

http://www.teamliquid.net/blogs/viewblog.php?id=146907

Btw, I've been playing some off race customs last 2 days, and I've played ZvZ about 5 times in 8 games. Where both me an my opponent were protoss playing as zergs and considering a switch from P to Z. The swarm might be swarmed with protoss refugees in the near future.

Haha. We feel your pain but really... You have no idea how it feels to be the true underdog of this game where every single facet, of the game that Blizzard intended it to be, is conspiring to work against you. :D
"Starcraft 2 very easy game" - White-Ra
Achilles
Profile Joined August 2010
Canada385 Posts
February 26 2011 16:40 GMT
#1847
On February 27 2011 01:39 beetlelisk wrote:
Show nested quote +
On February 27 2011 01:09 Prinate wrote:
I've only skimmed through 20 pages or so... has anyone mentioned a fix/work=around for people who's Blizzard Patcher is just looping endlessly? Is there just a regular file that can be downloaded and installed outside the normal patching system?

I think there are patches for manual download on the battle.net site.

Show nested quote +
On February 27 2011 01:08 Achilles wrote:
On February 26 2011 23:50 Lurk wrote:
I can't build units either if i miss the minerals due to a missed mule.

"Chronoboost is not a "bonus", as it only lets you keep up with the other races, if you don't use it you WILL lose"

The same can be said for mule. Case closed.


Except if you miss mules you can spam them down and receive instant redemption while chronoboost doesn't stack.

Mules. Comforting poor macro since 2010.

I digress.

Just because terran players have decided they can go bio every TvP, get their asses kicked, and still do it for the next 300 games, doesn't make ht imba.

More like making poor macro poorer. You miss a mule and first some of you structures can't produce for that time and later can't spend the additional resources.
If you think Terran has it that easy then your own macro must be lacking too if you can't abuse that.
Remember last patch gave us the ability to re-hotkey everything except "cc/nex/hatch" hotkey which is backspace. You can re-hotkey larva inject to like O, set Queens group to 0 and enjoy the backspace larva injecting.


I'm not saying terran has it easy. I'm saying being able to spam 4 mules at once is better at mitigating the disaster of your incompetance than spamming 4 chronoboosts at once on the nexus
[rS]Gluske // http://www.rsgaming.com // Troku[tC]
aneruok
Profile Joined July 2010
Canada122 Posts
Last Edited: 2011-02-26 16:42:37
February 26 2011 16:42 GMT
#1848
On February 27 2011 01:37 Talin wrote:
Show nested quote +
On February 26 2011 09:56 tsuxiit wrote:
Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.


Really Blizzard? -_-

I mean I can live with regular balance changes like Khaydarin Amulet whether I personally like them or not (and I don't), but was the Vortex thing really necessary?

It seems that every time somebody thinks of a smart way to use an unit that isn't really easy to pull out OR particularly imbalanced, there's a red alert at the Blizzard HQ and they rush to completely stomp at it.

It looks like they're trying their best to make the game as one-dimensional and dull as possible.


Ya its quite sad
feels like some wow fix where they do something different. blizzard says oh thats a bug and changes it completely. that has happened to blizzard....
Phayze
Profile Blog Joined June 2009
Canada2029 Posts
February 26 2011 16:43 GMT
#1849
No more archon toilet? wow too bad. Thing was bamf.
Proud member of the LGA-1366 Core-i7 4Ghz Club
lgn!
Profile Joined February 2010
Italy224 Posts
February 26 2011 16:47 GMT
#1850
removing amulet instead really focusing on balancing the mu, fuking ridicolous
화이팅
HaZ87
Profile Joined January 2011
3 Posts
February 26 2011 16:47 GMT
#1851
The new FG will kill marines so fast, that is the role of banelings. So zerg now have 2 power weapons against marines... i think bio play against z is dead
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
Last Edited: 2011-02-26 16:51:49
February 26 2011 16:48 GMT
#1852
On February 27 2011 01:37 Talin wrote:
Show nested quote +
On February 26 2011 09:56 tsuxiit wrote:
Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.


Really Blizzard? -_-

I mean I can live with regular balance changes like Khaydarin Amulet whether I personally like them or not (and I don't), but was the Vortex thing really necessary?

It seems that every time somebody thinks of a smart way to use an unit that isn't really easy to pull out OR particularly imbalanced, there's a red alert at the Blizzard HQ and they rush to completely stomp at it.

It looks like they're trying their best to make the game as one-dimensional and dull as possible.

Play a team game (because of more units and easier time to tech to Motheship) make your team use Vortex on as many units as possible and run like 5-15 banelings / archons in.
Something similar is putting Thors right next to it after catching air units.
This isn't the first time they are addressing the problem of clumped units as Vortex fades.
They already made it break Force Fields that even touch it because they were used to keep the units clumped and vulnerable to something like Colossi one shooting all of them instantly.

On February 27 2011 01:47 HaZ87 wrote:
The new FG will kill marines so fast, that is the role of banelings. So zerg now have 2 power weapons against marines... i think bio play against z is dead

I think we could already see Terrans spreading their bio good enough to worry about it.
wwww
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
Last Edited: 2011-02-26 16:50:10
February 26 2011 16:48 GMT
#1853
Don't know if this has been posted, but FG is gonna be tough to use to say the least.



Yeah, it's pretty embellished, but we're going to have to use the new projectile FPS style.
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
doomed
Profile Joined May 2010
Australia420 Posts
February 26 2011 16:49 GMT
#1854
On February 27 2011 01:47 HaZ87 wrote:
The new FG will kill marines so fast, that is the role of banelings. So zerg now have 2 power weapons against marines... i think bio play against z is dead


What?? you do realise the new fungal does exactly the same dmg to marines as it used to? and it even stuns for less time! it will be weaker against marines if anything..

How ever! it does do really nice dmg to things like marauders, stalkers and sentries now!
And in ZvZ it owns up roaches...
IamBach
Profile Blog Joined August 2010
United States1059 Posts
February 26 2011 16:51 GMT
#1855
On February 27 2011 01:48 Dalguno wrote:
Don't know if this has been posted, but FG is gonna be tough to use to say the least.

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

Yeah, it's pretty embellished, but we're going to have to use the new projectile FPS style.

wow thats awesome!! I thought the patch was just making it easier and more casual friendly but this is a step in the right direction!!
Just listen http://www.youtube.com/watch?v=__lCZeePG48
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-02-26 16:52:06
February 26 2011 16:51 GMT
#1856
On February 27 2011 01:47 HaZ87 wrote:
The new FG will kill marines so fast, that is the role of banelings. So zerg now have 2 power weapons against marines... i think bio play against z is dead


The thing is, in most of the ZvT that won't change much, because you engage with lings/blings/infestors and fungal only 1 time anyways. This will have huge impact when you have several infestors and go near marine group and fungal them few times, but who does that? It's rarely seen and usually tanks are in range.

What will change though, is that when you engage then it will be much harder to target stimmed moving marines with your fungal, and I am sure that a lot of FG will be missed.
You should never underestimate the predictability of stupidity
doomed
Profile Joined May 2010
Australia420 Posts
February 26 2011 16:51 GMT
#1857
On February 27 2011 01:48 Dalguno wrote:
Don't know if this has been posted, but FG is gonna be tough to use to say the least.

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

Yeah, it's pretty embellished, but we're going to have to use the new projectile FPS style.


It will be a different way of using fungal for sure, but I really would not use that zergs fungal timings as a benchmark... he did pretty bad.

I actually like the new changes overall... very interesting, will change a lot in different match ups.
spidii
Profile Joined October 2010
United States372 Posts
February 26 2011 16:53 GMT
#1858
On February 27 2011 01:49 doomed wrote:
Show nested quote +
On February 27 2011 01:47 HaZ87 wrote:
The new FG will kill marines so fast, that is the role of banelings. So zerg now have 2 power weapons against marines... i think bio play against z is dead


What?? you do realise the new fungal does exactly the same dmg to marines as it used to? and it even stuns for less time! it will be weaker against marines if anything..

How ever! it does do really nice dmg to things like marauders, stalkers and sentries now!
And in ZvZ it owns up roaches...



Same damage in 4 seconds vs. 8? Isn't that more dps?
Lurk
Profile Joined December 2010
Germany359 Posts
February 26 2011 16:53 GMT
#1859
On February 27 2011 01:49 doomed wrote:
Show nested quote +
On February 27 2011 01:47 HaZ87 wrote:
The new FG will kill marines so fast, that is the role of banelings. So zerg now have 2 power weapons against marines... i think bio play against z is dead


What?? you do realise the new fungal does exactly the same dmg to marines as it used to? and it even stuns for less time! it will be weaker against marines if anything..

How ever! it does do really nice dmg to things like marauders, stalkers and sentries now!
And in ZvZ it owns up roaches...


It will kill marines faster, as it will deal the same amount of damage in half the time. Meaning you can use it twice as often on the same units in a given amount of time, resulting in double the damage.

Not to mention it now does more dps than a medivac heals per second.
Darneck
Profile Joined September 2010
Sweden1394 Posts
Last Edited: 2011-02-26 16:54:35
February 26 2011 16:54 GMT
#1860
On February 27 2011 01:49 doomed wrote:
Show nested quote +
On February 27 2011 01:47 HaZ87 wrote:
The new FG will kill marines so fast, that is the role of banelings. So zerg now have 2 power weapons against marines... i think bio play against z is dead


What?? you do realise the new fungal does exactly the same dmg to marines as it used to? and it even stuns for less time! it will be weaker against marines if anything..

How ever! it does do really nice dmg to things like marauders, stalkers and sentries now!
And in ZvZ it owns up roaches...

How is it weaker when it gets its dps doubled and even more vs armored?
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