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Massive units are not affected by concussive shells. If you think they are, you are wrong. It's SPORE crawlers that are being changed, not SPINE. Please read carefully. |
On May 04 2011 11:04 closey wrote:Show nested quote +On May 04 2011 10:56 crms wrote: i hope archons are baller now, I used to love watching them in BW. POWER OVERWHELMING.
I dont like infestor speed, freaking turds are slow enough as is.
edit; if archons become sweet i may switch back to my BW toss roots. I don't like festor speed decrease too. Maybe they're trying to address the burrow + IT spam---why not remove burrow move or slow it down when it is burrowed? I know it is entirely possible.
It puts the infestor on par with the ghost off creep yet faster on, seems fair. I know a lot of zerg players don't want to hear it, but every unit being super speedy just devalues the ones that are actually meant to be mobile.
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On May 04 2011 11:03 crackcc wrote:Yup everything looks good in this patch ! Im glad they left the zealot train time as is ! They just avoided 99% of Pv? games being proxy ( even far away ) 2gate zealot rush, especially vs zerg ! Other then that the thor change seems a bit overreacting - IMO its because a lot of noise was made over the thorzain game I mean how often do terran leave their MM for mass thors, basicaly it makes HT's just to strong because they just OWN any bioball and now allmost ALL mech - Battlecruisers, Bansees, Raven, Medivac, and now Thors Oh and a slight decrease in spine rooting, not as low as the spores but still could be a LITTLE faster no ? I think if the abilities arent being used for these units we will see ghosts emp'ing their own units to avoid getting feedbacked ive seen tpain do it with battlecruisers and it worked out quite well for him.
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On May 04 2011 11:05 Executor1 wrote:Show nested quote +On May 04 2011 10:46 Sapphire.lux wrote:On April 26 2011 11:20 Jimbo77 wrote:
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).
WTF is this for? A unit that was good against Protoss except the Marauder and now it's back to being feedback fodder? I really hope this does not make it in the final patch. it was kind of ridiculous that the counter to thors immortals were countered so easily by 250mm cannon now its still possible but if you go templar immortal it is now a good option against thors rather then going immortal and still getting pummeled without any real response, chargelots do okay and so do void rays but vikings and hellions deal with those 2 solutions really easily so if they scout properly voidrays shouldnt be much of a problem against thors. Void rays counter mass thor+hellion nicely dunno why they need to nerf it some more ! Finally ill have a response to thor hellion :D Yes, it is kind of fustrating but its kinda the same with HT's ! Terrans counter is the ghost but the HT can hard counter the ghost with feedback so it encourages micro between them or other shenanigens for Immortels VS Thors ( like hallucinated Immortels so the T doesnt know which ones to Strike-cannon )
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On May 04 2011 11:01 MonsieurGrimm wrote:Show nested quote +On May 04 2011 10:52 Sapphire.lux wrote:On May 04 2011 10:47 MonsieurGrimm wrote:On May 04 2011 10:46 Sapphire.lux wrote:On April 26 2011 11:20 Jimbo77 wrote:
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).
WTF is this for? A unit that was good against Protoss except the Marauder and now it's back to being feedback fodder? I really hope this does not make it in the final patch. The post above yours has a good solution  I know  . That was the solution back when it had energy and, most would agree, it's retarded. The thing is, IMO, this makes the Thors a loooot worse in the late game (when templars are out) and that is the time when you don't actually use the 250mm thing, in big battles and all. Back to EMP my own Thors....Jesus...i thought we were past that lol Yeah, but from my PvT understanding Thors, when they were upgraded, were incredibly hard to deal with... Protoss kind of needed a better answer.
I do not disagree with that but, for such a niche spell to have such a "hard counter" (a 50 energy spell to take half the life of a super expensive and slow unit) i think it's stupid. Mass Thors was/is hard for Protoss but, this is way to much IMO.
First time i feel like raging for a (possible) patch change lol. Like the other changes though.
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WTF EMP your own Thors? If I understand right, you are supposed to EMP the Templars in order to protect the Thors. It seems that Blizzard want Terran players to use more ghosts., that's why they reduced its cost. If you can EMP the Protoss caster units (Sentries and High Templars), then nothing can prevent your thors from 250MM strike cannoning the Robo facility units. all in all, more micro.
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Yep, loving these updated changes.
Should be a really nice patch. *shock* *horror*.
Blizzard seem to have their head in the game, and are making intelligent subtle changes... which is exactly what we need right now.
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On May 04 2011 11:07 crackcc wrote:Show nested quote +On May 04 2011 11:05 Executor1 wrote:On May 04 2011 10:46 Sapphire.lux wrote:On April 26 2011 11:20 Jimbo77 wrote:
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).
WTF is this for? A unit that was good against Protoss except the Marauder and now it's back to being feedback fodder? I really hope this does not make it in the final patch. it was kind of ridiculous that the counter to thors immortals were countered so easily by 250mm cannon now its still possible but if you go templar immortal it is now a good option against thors rather then going immortal and still getting pummeled without any real response, chargelots do okay and so do void rays but vikings and hellions deal with those 2 solutions really easily so if they scout properly voidrays shouldnt be much of a problem against thors. Void rays counter mass thor+hellion nicely dunno why they need to nerf it some more ! Finally ill have a response to thor hellion :D Yes, it is kind of fustrating but its kinda the same with HT's ! Terrans counter is the ghost but the HT can hard counter the ghost with feedback so it promotes micro etc ( like hallucinated Immortels so the T doesnt know which ones to Strike-cannon )
There were timings where terran turtled and went mass blue flame hellion and thor with strike cannon. He can kill your immortals before they even get any hits in and any zealots \ other units melt almost immediately. not to mention thors being repaired get healed quicker than immortals can kill them at that stage of the game.
It was a necessary change...
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Very excited about this patch, im happy with pretty much every change!
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the infestor is fragile enough, wtf
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On May 04 2011 11:12 Reborn58 wrote:Show nested quote +On May 04 2011 11:07 crackcc wrote:On May 04 2011 11:05 Executor1 wrote:On May 04 2011 10:46 Sapphire.lux wrote:On April 26 2011 11:20 Jimbo77 wrote:
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).
WTF is this for? A unit that was good against Protoss except the Marauder and now it's back to being feedback fodder? I really hope this does not make it in the final patch. it was kind of ridiculous that the counter to thors immortals were countered so easily by 250mm cannon now its still possible but if you go templar immortal it is now a good option against thors rather then going immortal and still getting pummeled without any real response, chargelots do okay and so do void rays but vikings and hellions deal with those 2 solutions really easily so if they scout properly voidrays shouldnt be much of a problem against thors. Void rays counter mass thor+hellion nicely dunno why they need to nerf it some more ! Finally ill have a response to thor hellion :D Yes, it is kind of fustrating but its kinda the same with HT's ! Terrans counter is the ghost but the HT can hard counter the ghost with feedback so it promotes micro etc ( like hallucinated Immortels so the T doesnt know which ones to Strike-cannon ) There were timings where terran turtled and went mass blue flame hellion and thor with strike cannon. He can kill your immortals before they even get any hits in and any zealots \ other units melt almost immediately. not to mention thors being repaired get healed quicker than immortals can kill them at that stage of the game. It was a necessary change... I EDITED post ! THOR+HELLIONS get countered nicely by void rays .. if he has 5 + thors with strike cannon upgrade hellions with blue flame you should have a nice pack of VOIDS to destroy his thors, after all thats what blizz wanted voids to be with the bonus vs massive
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Archon buff is a really good change :D. Is there confirmation on the fact that only sentries got their buiild time reduced and stalkers are back to where they were before?
Well now the mech builds that I've lost a lot to recently get a slight nerf I guess. At least you aren't totally boned if you opened templar against thor based mech now.
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Actually if blizz has given VR 30% massive units bonus why didn't they give the same to BC? At now 1 (one) VR almost kill 1 (one) BC. It's so ridiculous.
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I wish hydralisk have the ability to attack when burrow.
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Why can't zerg ever have nice things??
But it might be interesting if this slight speed decrease will actually increase their survivability, as they won't rush to the front lines to get sniped as quickly. hm....
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On May 04 2011 11:14 crackcc wrote:Show nested quote +On May 04 2011 11:12 Reborn58 wrote:On May 04 2011 11:07 crackcc wrote:On May 04 2011 11:05 Executor1 wrote:On May 04 2011 10:46 Sapphire.lux wrote:On April 26 2011 11:20 Jimbo77 wrote:
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).
WTF is this for? A unit that was good against Protoss except the Marauder and now it's back to being feedback fodder? I really hope this does not make it in the final patch. it was kind of ridiculous that the counter to thors immortals were countered so easily by 250mm cannon now its still possible but if you go templar immortal it is now a good option against thors rather then going immortal and still getting pummeled without any real response, chargelots do okay and so do void rays but vikings and hellions deal with those 2 solutions really easily so if they scout properly voidrays shouldnt be much of a problem against thors. Void rays counter mass thor+hellion nicely dunno why they need to nerf it some more ! Finally ill have a response to thor hellion :D Yes, it is kind of fustrating but its kinda the same with HT's ! Terrans counter is the ghost but the HT can hard counter the ghost with feedback so it promotes micro etc ( like hallucinated Immortels so the T doesnt know which ones to Strike-cannon ) There were timings where terran turtled and went mass blue flame hellion and thor with strike cannon. He can kill your immortals before they even get any hits in and any zealots \ other units melt almost immediately. not to mention thors being repaired get healed quicker than immortals can kill them at that stage of the game. It was a necessary change... I EDITED post ! THOR+HELLIONS get countered nicely by void rays .. if he has 5 + thors with strike cannon upgrade hellions with blue flame you should have a nice pack of VOIDS to destroy his thors, after all thats what blizz wanted voids to be with the bonus vs massive
lol. you have no idea what you are talking about. but yeah...obviously blizzard disagrees with you too. So no big deal.
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i would much rather have seen a buff to carriers than a nerf to Thors.
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On May 04 2011 11:18 Jimbo77 wrote: Actually if blizz has given VR 30% massive units bonus why didn't they give the same to BC? At now 1 (one) VR almost kill 1 (one) BC. It's so ridiculous.
Because vikings were already pretty effective at taking down collosus and voidrays were not, but they didnt want to buff void rays against buildings.
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I'm glad they didn't go through with the Zealot production time buff, I can deal with sentries. I like every change right now, I play Zerg and I like the Infestor being slower. I hate it when my Infestors run in front of my army due to my mad micro Now they will stay behind like hydras.
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On May 04 2011 11:20 KimJongChill wrote: Why can't zerg ever have nice things??
But it might be interesting if this slight speed decrease will actually increase their survivability, as they won't rush to the front lines to get sniped as quickly. hm.... put them on a separate hot key and it wont happen.
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On May 04 2011 11:20 KimJongChill wrote: Why can't zerg ever have nice things??
But it might be interesting if this slight speed decrease will actually increase their survivability, as they won't rush to the front lines to get sniped as quickly. hm.... I dunno, it seems like players shouldn't let their infestors get that far ahead of the rest of their army in the first place.
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