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Patch 1.3 PTR Notes (12/3/2011 update) - Page 10

Forum Index > SC2 General
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Prev 1 8 9 10 11 12 28 Next All
Hollis
Profile Joined January 2011
United States505 Posts
March 12 2011 21:20 GMT
#181
On March 13 2011 03:36 reneg wrote:
Show nested quote +
On March 12 2011 23:01 Hollis wrote:
A significant Spine Crawler build time reduction would help a lot, I think. 50 seconds is way too long.


I disagree. I think that would wreck zvz, and it'd boil it down to 7 pool spine crawler rushing


Oh yeah, I always forget that zergs can vs other zergs.

Nevertheless, I still think zerg needs something to help in the early game vs T and P, and perhaps more than that as well.
kNightLite
Profile Blog Joined December 2010
United States408 Posts
Last Edited: 2011-03-12 22:22:04
March 12 2011 21:36 GMT
#182
On March 13 2011 06:20 Hollis wrote:
Show nested quote +
On March 13 2011 03:36 reneg wrote:
On March 12 2011 23:01 Hollis wrote:
A significant Spine Crawler build time reduction would help a lot, I think. 50 seconds is way too long.


I disagree. I think that would wreck zvz, and it'd boil it down to 7 pool spine crawler rushing


Oh yeah, I always forget that zergs can vs other zergs.

Nevertheless, I still think zerg needs something to help in the early game vs T and P, and perhaps more than that as well.


Hmm what about some of these changes?

Overlord armor increased from 0 to 1
Spawning Pool build time decreased from 65 to 60
Queen ground attack damage increased from 4(x2) to 5(x2)
Inactive creep tumor armor increased from 0 to 10 (active tumors unchanged)
Inactive creep tumor HP decreased from 50 to 25 (active tumors unchanged)
Baneling Nest cost changed from 100/50 to 150/0
Roach Warren build time increased from 55 to 60
Spine crawler build time decreased from 50 to 40
Spore crawler now detects even while uprooted
Root duration decreased from 12 to 8
Pneumatized carapace no longer requires Lair
Upgrade to Lair cost decreased from 150/100 to 100/100
Overseer armor increased from 1 to 2
Zerg units now only receive creep speed bonuses if they are on their teams creep
Creep is now color coded by team
You can no longer create buildings on your opponents creep (fyi this also prevents offensive tumors)
Protoss and Terran players can now create buildings on their team's creep in 2v2 3v3 and 4v4
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
March 12 2011 21:36 GMT
#183
On March 13 2011 06:07 caradoc wrote:
Show nested quote +
On March 13 2011 06:02 Pug1911 wrote:
Perhaps this goes without saying, but the EMP nerf will make them less effective against infestors.

Currently infestors are usually countered by siege tanks,



You might've hit the nail on the head here. The change increases the viability of siege tanks vs. infestors, reduces the viability of ghosts vs. infestors. Having infestors stronger vs. siege tanks (i.e. with 110 health) and simultaneously nerfing emp vs casters may make infestor play relatively too strong in some situations vs. terran.

of course we're assuming omniscience on the part of the balance team. It could be just a gut feeling shot from the hip on their part too.

But really, 100 energy is still all (more than all?) the energy the HT will ever ever have. so its just a sentry buff vs ghosts in PvT.

That's hyperbole, really. If you have a high templar that isn't fighting for about a minute after being warped in (without amulet, even) you will have more than 100 energy. This happens pretty often, so in all those occasions it will be a buff for high templars.

I have to say that upon further consideration I'm not really fond of the EMP change though. If I was a terran player and I'd EMP an infestor, I would want to be sure they couldn't use fungals anymore, without checking all of them for energy (might add beneficial mechanical requirements though?). It's more of a transparency issue in this case, because as a player it seems like it would just be so frustrating if you get a nice EMP off on all of his infestors, and then he has a clutch fungal growth to destroy your army anyway. If you had known he had the energy, you wouldn't have engaged, but you did and you lost the game.

I still do think the EMP change is mostly right. It is a problem that spellcasters can be so totally and completely shutdown by one well-aimed cast. I don't think there is any spell in the game that can be this strong while also being this hard to prevent or mitigate. And in my opinion it's bad for the game to have ghosts as hard-counters for other casters. It's not good design, because casters are skill-intensive, audience-favourite, fun units that you want your players to have to make. A ghost should be able to prevent some damage, but still leave casters cost-effective.

Actually, ghost vs infestor , ghost vs high templar are fun and tactical mini-games, because the first two can both cloak, but also essentially destroy the other unit if they so desire, so it's a very amusing "mission-style" type of gameplay, more inspiring than just finding the right concave as far as tactics go.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Blizzard_torments_me
Profile Joined February 2010
Romania199 Posts
March 12 2011 21:38 GMT
#184
On March 13 2011 04:28 ToyotomiXD wrote:
Show nested quote +
On March 13 2011 04:21 Liquid`Jinro wrote:
On March 13 2011 03:37 Jayrod wrote:
I believe the stim nerf was specifically to eliminate the timing window where terrans would have stim but baneling speed hadn't quite finished. Its a really scary timing for a zerg. I think a side effect is making it easier to bust a terran fast expand with a couple timing push options.


... Removing all timing pushes isnt good =/


Correction: removing all TERRAN timing is not good, eh, eh.

But seriously, this is the easiest way to fix this problem. The stim push is the hardest timming attack to stop, if they go ahead with the nerf then terrans will just have to adapt. Dw about it, if anyone can find a way to flip this nerf, you can.


Stim timing push?Are you guys even diamond? Who the hell does that anymore :O ? This seems like another nerf to satisfy the lower leagues. Way to go blizzard.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
March 12 2011 21:54 GMT
#185
On March 13 2011 06:38 Blizzard_torments_me wrote:
Show nested quote +
On March 13 2011 04:28 ToyotomiXD wrote:
On March 13 2011 04:21 Liquid`Jinro wrote:
On March 13 2011 03:37 Jayrod wrote:
I believe the stim nerf was specifically to eliminate the timing window where terrans would have stim but baneling speed hadn't quite finished. Its a really scary timing for a zerg. I think a side effect is making it easier to bust a terran fast expand with a couple timing push options.


... Removing all timing pushes isnt good =/


Correction: removing all TERRAN timing is not good, eh, eh.

But seriously, this is the easiest way to fix this problem. The stim push is the hardest timming attack to stop, if they go ahead with the nerf then terrans will just have to adapt. Dw about it, if anyone can find a way to flip this nerf, you can.


Stim timing push?Are you guys even diamond? Who the hell does that anymore :O ? This seems like another nerf to satisfy the lower leagues. Way to go blizzard.

Stim and a hellion? That's not exactly a low league timing attack.
Creator of sc2unmasked.com
emc
Profile Joined September 2010
United States3088 Posts
March 12 2011 22:00 GMT
#186
woulda liked the missile if it just shot faster and made it a skill shot, woulda made mutas viable in ZvZ again. I guess they decided they didn't quite want mutas and infestors roles over lapping somewhat, so they try to differentiate from them. Don't understand why the reverted the health change either and EMP is worse...

What I woulda liked:

everything the same in PTR except the following:

Amulet brought back in and gives +15 energy
EMP remains the same
infestor gains health buff and missile is 2x or maybe even 3x faster
VanGarde
Profile Joined July 2010
Sweden755 Posts
March 12 2011 22:02 GMT
#187
Wait, so what they did was they made fungal undodgeable again, they keep it at the higher dps so that two fungals kills marines and you can't outheal it, and they nerfed emp so that you can't actually emp fully energized infestors..

Why don't they skip the middle hand and just remove bio units from TvZ?
War does not determine who is right - only who is left.
Reason.SC2
Profile Joined April 2010
Canada1047 Posts
March 12 2011 22:05 GMT
#188
On March 13 2011 07:02 VanGarde wrote:
Wait, so what they did was they made fungal undodgeable again, they keep it at the higher dps so that two fungals kills marines and you can't outheal it, and they nerfed emp so that you can't actually emp fully energized infestors..

Why don't they skip the middle hand and just remove bio units from TvZ?


Baseless wine ftw.

"Oh no the tier 3 unit that is mean to counter my tier 1 units is now very effective at countering them" Wahhhh what do I do?
Froadac
Profile Blog Joined July 2009
United States6733 Posts
March 12 2011 22:08 GMT
#189
On March 12 2011 22:13 Alpina wrote:
Very sad about infestor missile reverted

Missile gives nice micro to the game - muta/phoenix/hellion micro would be really cool vs. FG.

And I can't believe they reverted infestors hp - I mean what's the point?

Yeah. Also don't like the ghost change. Would prefer something like 100% energy 50 shields.
Zidane
Profile Blog Joined July 2008
United States1692 Posts
March 12 2011 22:12 GMT
#190
I bet 90% of the people complaining about the ghost nerf don't even use ghosts.
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
March 12 2011 22:19 GMT
#191
On March 12 2011 22:10 CreepCrepe wrote:
Infestor still nerfed. Cool beans.


I'm pretty sure this isn't a nerf
Fungal growth does the same amount of damage in half the time, and because of insta-cast, dodging it is the same as it was before.
You can type "StarCraft" with just your left hand.
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
March 12 2011 22:25 GMT
#192
On March 13 2011 07:02 VanGarde wrote:
Wait, so what they did was they made fungal undodgeable again, they keep it at the higher dps so that two fungals kills marines and you can't outheal it, and they nerfed emp so that you can't actually emp fully energized infestors..

Why don't they skip the middle hand and just remove bio units from TvZ?


Well... you wouldn't need them to be entirely honest. Infestors will never end a game but the dps change will make them cost effective if the terran decides to transition into mech. I played my fair share of ZvT's with Infestors and haven't seen as much Ghosts as to say this change is necessary but the feel of having my infestors emp'd (which you basically can't prevent as soon as cloak is up) with loss of full energy is kinda redicoulus since Ultras are useless against Bio or Mech with bio support as long as you don't have fungal.
Zerg - because Browders sons hate 'em
Morphs
Profile Joined July 2010
Netherlands645 Posts
March 12 2011 22:43 GMT
#193
Ghost nerf seems quite ok. 2 ghosts can still drain ALL your casters energy. Especially HTs are usually clumped up.

Hmm what about some of these changes?

[.. interesting changes..]



There are some very nice subtle buffs in that list for zerg.
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
March 12 2011 22:44 GMT
#194
Hurray for the end of missile fungal! Impossible to hit mutas with them in Zvz ^^ HURRAY
Piski
Profile Blog Joined April 2010
Finland3461 Posts
March 12 2011 22:50 GMT
#195
On March 13 2011 06:20 Hollis wrote:
Show nested quote +
On March 13 2011 03:36 reneg wrote:
On March 12 2011 23:01 Hollis wrote:
A significant Spine Crawler build time reduction would help a lot, I think. 50 seconds is way too long.


I disagree. I think that would wreck zvz, and it'd boil it down to 7 pool spine crawler rushing


Oh yeah, I always forget that zergs can vs other zergs.

Nevertheless, I still think zerg needs something to help in the early game vs T and P, and perhaps more than that as well.


Give zerg colonies like before. You make them first then transform into spore or sunken, in this case spine crawler. This way no 7pool crawler rush because it takes the same 50s in total but now you can put colonies a lot cheaper in advance and transform them quickly when you see units coming. So it would be a good middle ground.
Something like half the price for colony that takes 30s to build and another half to transform into spine with 20s build time.
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
March 12 2011 23:01 GMT
#196
I am happy as a zerg player that they took away the health buff for the instant cast and I still see people complain about the health buff not being there because they run their infestors into tanks. Hmmm...
Strut
Profile Joined June 2010
United States182 Posts
March 12 2011 23:04 GMT
#197
I'm actually excited to see how these changes play out. The infestor play should get pretty interesting in all match ups. The dps increase is going to make them so much more offensive. I'm also glad they removed the missle, as that seems more like a dota/wc3 ability.

The whole amulet and ghost EMP changes i'm more skeptical about. I don't think it's terrible but I'm worried they're nerfing too much. I would prefer buffing rather than nerfing for this game.
GooseBoy
Profile Joined April 2010
United States66 Posts
March 12 2011 23:06 GMT
#198
Perfect, now just add +15 starting energy to amulet and we are done. And maby revert the EMP change.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-03-12 23:08:30
March 12 2011 23:07 GMT
#199
Honestly I dont think the Terran changes are going to make things easier for Zerg. 5 extra secs on bunkers is not going to stop bunker rushes, and adding 30 sec to stim means that T is going to hit Zerg with an extra 2 rounds of marines instead. Sure you get an extra round of larvae inject but thats not going to make or break defending vs the larger terran push.


Uhm, in bunker rush situations (and pretty much all situations that involve the defensive structures) every second counts. I disagree with 5 seconds not being a big deal. I've easily lost by 5 seconds with spinecrawlers several times.
cheesemaster
Profile Joined February 2011
Canada1975 Posts
March 12 2011 23:10 GMT
#200
On March 12 2011 22:58 Klonere wrote:
As a Zerg scrub, I feel that the missle change was actually ok. I would have liked it to be a lot faster if it were to be implemented. I feel it would lead to more emphasis on micro tricks at a a high level. Watching players predict and dodge fungals would be extremely exciting.

The removal of the Viking Flower and Archon Toilet is pretty dumb still. A lot of BW micro was based around "breaking" the game and making units do things they were never designed to in the first place (Muta stacking being the big example). Both the Viking Flower and Archon Toilet are really neat little tricks that players can incorporate into their play. They are not imbalanced or game breaking at all. It just seems to be taking away interesting techniques from SCII for no reason

Yea i agree from a spectators point of view i think the missile change would have made infestor based play really exciting to watch, the missile even looks cool when its shot, ah well nice change for zerg would have been cool though even if they made it a bit faster so it was almost instant and only the most micro intensive players would beable to dodge it by a bit.
Slayers_MMA The terran who beats terrans
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