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Patch 1.3.3 PTR - Page 194

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
May 05 2011 14:06 GMT
#3861
autoattack doesn't stun. Stunning an immortal/collo type unit is huge.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2011-05-05 14:10:36
May 05 2011 14:10 GMT
#3862
My Thor is stunned while doing it as well . 150 Energy is just way too much i can't see any reason for a cost that high for a mediocre ability.
reptile
Profile Joined July 2010
United States210 Posts
May 05 2011 14:10 GMT
#3863
On May 05 2011 23:00 TimeSpiral wrote:
Every time I read this thread I baulk at the inexplicable Protoss buffing.

They've been trying to nerf the Infestor for ages now, but it never goes through ... It's not the Infestor that is the issue. It is Fungal Growth. The spell is broken and there is a bug that does not appear to be fixed either. The spell should be able to hit but not snare (hold) air units. It makes no sense, and is ridiculously OP.

+ Show Spoiler [This will spoil TLO vs Spanishiwa] +
Spanishiwa knew about this bug and managed to killed about 40 SCVs instantly and TLO never knew it because FG does not give an "under attack" warning ... lol. So ridiculous.

Ages? Really? You must be joking. Zerg has been given one viable/powerful unit. If you want to talk about people complaining about a unit for ages, look at the Colossus. Fungal growth is not op. Learn how to micro and split up your units both air and ground and it'll be less effective. You don't ball up your units to engage a high templar now do you? Don't complain about a unit or ability because of your lack of micro.
"When the game is over, the King and the Pawn go back in the same box."
Zhou
Profile Joined February 2009
United States832 Posts
May 05 2011 14:12 GMT
#3864
On May 05 2011 23:10 s3rp wrote:
My Thor is stunned while doing it as well . 150 Energy is just way too much i can't see any reason for a cost that high for a mediocre ability.


It's still doing damage necessary, while the unit it's attacking isn't able to. A colossus in this case would not be able to dish out damage to the out lying units.

Plus, it still has a ton of hp.

I think the thor is a fine unit. It just needs a bit more loving from the pro-gaming scene.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2011-05-05 14:18:00
May 05 2011 14:14 GMT
#3865
Dude the Colossus has 2 more Range you won't be able to reach it unless the Protoss is retarted. The Thor has to run in front of my whole Army to be able to use Strike Cannon and Zealots and kind of in the way and the Thor pathing is really really bad. There's no way anyone will be able to Strike Cannon Kolossi against a decent oppononent .
jkl
Profile Joined May 2011
Afghanistan2 Posts
May 05 2011 14:22 GMT
#3866
do they plan to re-implement the amulet?
jkl
ridonkulous
Profile Joined May 2011
159 Posts
May 05 2011 14:22 GMT
#3867
On May 05 2011 23:06 Yaotzin wrote:
autoattack doesn't stun. Stunning an immortal/collo type unit is huge.


actually strike cannon is only worth using vs immortals, massive units are immune and others are too small, i would rather have no "upgrade" than energybar with strike cannon costing 150 energy.
junemermaid
Profile Joined September 2006
United States981 Posts
May 05 2011 14:23 GMT
#3868
On May 05 2011 23:10 s3rp wrote:
My Thor is stunned while doing it as well . 150 Energy is just way too much i can't see any reason for a cost that high for a mediocre ability.


That's the first time I heard that the Thor gets stunned while using its ability to kill any ground unit it wants to.

Amazing.
the UMP says YER OUT
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
May 05 2011 14:23 GMT
#3869
To say that strike cannon is a mediocre ability is ridiculous lol
It might not have any use vs zerg but it rapes colo so fast if it can get in range.
Official Entusman #21
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
May 05 2011 14:24 GMT
#3870
On May 05 2011 23:22 ridonkulous wrote:
Show nested quote +
On May 05 2011 23:06 Yaotzin wrote:
autoattack doesn't stun. Stunning an immortal/collo type unit is huge.


actually strike cannon is only worth using vs immortals, massive units are immune and others are too small, i would rather have no "upgrade" than energybar with strike cannon costing 150 energy.

Massive units are not immune. Might want to learn the mechanics of the ability before dismissing it.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
Last Edited: 2011-05-05 14:28:30
May 05 2011 14:27 GMT
#3871
On May 05 2011 23:10 TRG wrote:
Show nested quote +
On May 05 2011 23:00 TimeSpiral wrote:
Every time I read this thread I baulk at the inexplicable Protoss buffing.

They've been trying to nerf the Infestor for ages now, but it never goes through ... It's not the Infestor that is the issue. It is Fungal Growth. The spell is broken and there is a bug that does not appear to be fixed either. The spell should be able to hit but not snare (hold) air units. It makes no sense, and is ridiculously OP.

+ Show Spoiler [This will spoil TLO vs Spanishiwa] +
Spanishiwa knew about this bug and managed to killed about 40 SCVs instantly and TLO never knew it because FG does not give an "under attack" warning ... lol. So ridiculous.

Ages? Really? You must be joking. Zerg has been given one viable/powerful unit. If you want to talk about people complaining about a unit for ages, look at the Colossus. Fungal growth is not op. Learn how to micro and split up your units both air and ground and it'll be less effective. You don't ball up your units to engage a high templar now do you? Don't complain about a unit or ability because of your lack of micro.


Calm down, bratha. No need to drop the "l2p" bomb, lol.

I will elaborate, for your benefit.
They've [Blizzard] been trying to nerf the Infestor for ages [Several Months] now [as evident by the various changes in PTRs that were all revoked: does not hit air units, projectile, and now the movement speed]


Then somewhere along the line they switched gears and decided to buff it 0_o

Don't come in here claiming that "Zerg has been given one viable/powerful unit," and then follow it up by telling your Terran and Protoss opponents to l2p, lol. You've essentially discredited yourself in one post.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
lurked
Profile Blog Joined March 2010
Canada918 Posts
May 05 2011 14:27 GMT
#3872
On May 05 2011 23:10 s3rp wrote:
My Thor is stunned while doing it as well . 150 Energy is just way too much i can't see any reason for a cost that high for a mediocre ability.


Yeah, adding an energy cost to such a powerful ability that often win games in TvP is absurd.

Storm's energy cost should also be removed.

Am I right? -_-
Magic is "just" magic until I get my hands on the source code.
Zhou
Profile Joined February 2009
United States832 Posts
May 05 2011 14:28 GMT
#3873
On May 05 2011 23:22 ridonkulous wrote:
Show nested quote +
On May 05 2011 23:06 Yaotzin wrote:
autoattack doesn't stun. Stunning an immortal/collo type unit is huge.


actually strike cannon is only worth using vs immortals, massive units are immune and others are too small, i would rather have no "upgrade" than energybar with strike cannon costing 150 energy.


I believe this is incorrect. Massive units can be stunned, with the only exception of the ultralisk because of its frenzy ability.

Massive units are unable to be slowed, or graviton beam'd, and can break forcefields.

I think I'm also a bit misunderstood. It is unlikely that a thor will barrel down the line and 250mm a colossus. What I'd be more worried about is how much time the skill actually does take up.

Liquipedia says 2 seconds to start up, 6 seconds to shot, and 2 seconds to close down. That is pretty lengthy.
trNimitz
Profile Joined October 2010
204 Posts
May 05 2011 14:32 GMT
#3874
On May 05 2011 23:10 TRG wrote:
Show nested quote +
On May 05 2011 23:00 TimeSpiral wrote:
Every time I read this thread I baulk at the inexplicable Protoss buffing.

They've been trying to nerf the Infestor for ages now, but it never goes through ... It's not the Infestor that is the issue. It is Fungal Growth. The spell is broken and there is a bug that does not appear to be fixed either. The spell should be able to hit but not snare (hold) air units. It makes no sense, and is ridiculously OP.

+ Show Spoiler [This will spoil TLO vs Spanishiwa] +
Spanishiwa knew about this bug and managed to killed about 40 SCVs instantly and TLO never knew it because FG does not give an "under attack" warning ... lol. So ridiculous.

Ages? Really? You must be joking. Zerg has been given one viable/powerful unit. If you want to talk about people complaining about a unit for ages, look at the Colossus. Fungal growth is not op. Learn how to micro and split up your units both air and ground and it'll be less effective. You don't ball up your units to engage a high templar now do you? Don't complain about a unit or ability because of your lack of micro.

Splitting your units against zerg = death. Roach healing after moving out of storms counters it pretty well, and terran just heals their units with medivacs.
reptile
Profile Joined July 2010
United States210 Posts
May 05 2011 14:35 GMT
#3875
On May 05 2011 23:27 TimeSpiral wrote:
Show nested quote +
On May 05 2011 23:10 TRG wrote:
On May 05 2011 23:00 TimeSpiral wrote:
Every time I read this thread I baulk at the inexplicable Protoss buffing.

They've been trying to nerf the Infestor for ages now, but it never goes through ... It's not the Infestor that is the issue. It is Fungal Growth. The spell is broken and there is a bug that does not appear to be fixed either. The spell should be able to hit but not snare (hold) air units. It makes no sense, and is ridiculously OP.

+ Show Spoiler [This will spoil TLO vs Spanishiwa] +
Spanishiwa knew about this bug and managed to killed about 40 SCVs instantly and TLO never knew it because FG does not give an "under attack" warning ... lol. So ridiculous.

Ages? Really? You must be joking. Zerg has been given one viable/powerful unit. If you want to talk about people complaining about a unit for ages, look at the Colossus. Fungal growth is not op. Learn how to micro and split up your units both air and ground and it'll be less effective. You don't ball up your units to engage a high templar now do you? Don't complain about a unit or ability because of your lack of micro.


Calm down, bratha. No need to drop the "l2p" bomb, lol.

I will elaborate, for your benefit.
Show nested quote +
They've [Blizzard] been trying to nerf the Infestor for ages [Several Months] now [as evident by the various changes in PTRs that were all revoked: does not hit air units, projectile, and now the movement speed]


Then somewhere along the line they switched gears and decided to buff it 0_o

Don't come in here claiming that "Zerg has been given one viable/powerful unit," and then follow it up by telling your Terran and Protoss opponents to l2p, lol. You've essentially discredited yourself in one post.

Ironic considering most options in dealing with units and abilities rely on tactics and strategy. If you want to ignore the fact that an AOE ability relies on the opponent not splitting his army, then continue QQing about fungal growth. Zerg had to learn to micro/split banelings just as efficiently as Terran did with mass marine. If you'd like to go down unit for unit comparison, it's obvious Zerg has the least viable units. Meanwhile Terran sits on one of the most powerful units in the game which just happens to be available at tier 1. And let's not forget Zerg relies on the ability to surround an army, but the many chokes and lack of open area in SC2 tends to negate this option. As for the Infestor, wrong again. Blizzard was trying to find a purpsoe/function for it and its abilities. It wasn't powerful enough to replace banelings, and infested terran failed to be effective anti air. They've finally given Zerg an option other than mutalisks for dealing with air units and map control. It's awesome how Terran and Protoss sit back and mock Zergs over complaining, but with one unit change, all the sudden you cry Zerg OP.
"When the game is over, the King and the Pawn go back in the same box."
s3rp
Profile Joined May 2011
Germany3192 Posts
May 05 2011 14:36 GMT
#3876
On May 05 2011 23:23 junemermaid wrote:
Show nested quote +
On May 05 2011 23:10 s3rp wrote:
My Thor is stunned while doing it as well . 150 Energy is just way too much i can't see any reason for a cost that high for a mediocre ability.


That's the first time I heard that the Thor gets stunned while using its ability to kill any ground unit it wants to.

Amazing.


Well it doesn't move and i can't controll it while doing it. Yeah its not a stun by definition but you get the point.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
May 05 2011 14:36 GMT
#3877
Splitting is standard practice in pro TvZ....
ridonkulous
Profile Joined May 2011
159 Posts
Last Edited: 2011-05-05 14:38:08
May 05 2011 14:36 GMT
#3878
On May 05 2011 23:24 Yaotzin wrote:
Show nested quote +
On May 05 2011 23:22 ridonkulous wrote:
On May 05 2011 23:06 Yaotzin wrote:
autoattack doesn't stun. Stunning an immortal/collo type unit is huge.


actually strike cannon is only worth using vs immortals, massive units are immune and others are too small, i would rather have no "upgrade" than energybar with strike cannon costing 150 energy.

Massive units are not immune. Might want to learn the mechanics of the ability before dismissing it.


probably know mechanics better than you, ultralisk is immune and the only massive unit it would be worth using is colossus but u wont be able to do that since u should never be in range, also everybody who read few last pages sees how biased toward toss you are, few pages ago u tried to convince us how thors are unstoppable in pvt where its definately not the case,
Now u changed the tune and try to convince us the change doesnt affect thors at all where this also definately isnt true, seriously how blind u have to be to not recognize thors without this skill would be better that with current strike cannon "upgrade"
reptile
Profile Joined July 2010
United States210 Posts
May 05 2011 14:38 GMT
#3879
On May 05 2011 23:32 trNimitz wrote:
Show nested quote +
On May 05 2011 23:10 TRG wrote:
On May 05 2011 23:00 TimeSpiral wrote:
Every time I read this thread I baulk at the inexplicable Protoss buffing.

They've been trying to nerf the Infestor for ages now, but it never goes through ... It's not the Infestor that is the issue. It is Fungal Growth. The spell is broken and there is a bug that does not appear to be fixed either. The spell should be able to hit but not snare (hold) air units. It makes no sense, and is ridiculously OP.

+ Show Spoiler [This will spoil TLO vs Spanishiwa] +
Spanishiwa knew about this bug and managed to killed about 40 SCVs instantly and TLO never knew it because FG does not give an "under attack" warning ... lol. So ridiculous.

Ages? Really? You must be joking. Zerg has been given one viable/powerful unit. If you want to talk about people complaining about a unit for ages, look at the Colossus. Fungal growth is not op. Learn how to micro and split up your units both air and ground and it'll be less effective. You don't ball up your units to engage a high templar now do you? Don't complain about a unit or ability because of your lack of micro.

Splitting your units against zerg = death. Roach healing after moving out of storms counters it pretty well, and terran just heals their units with medivacs.

No... splitting negates both banelings and fungal. If I have to break this down to elementary explanation, it's obvious you don't know what you're talking about. Splitting is necessary when engaging, the same as using marines to bait enemy units into seige tanks. It's pathetic you're all saying infestors aren't fair because I can no longer A+move.
"When the game is over, the King and the Pawn go back in the same box."
s3rp
Profile Joined May 2011
Germany3192 Posts
May 05 2011 14:38 GMT
#3880
On May 05 2011 23:27 lurked wrote:
Show nested quote +
On May 05 2011 23:10 s3rp wrote:
My Thor is stunned while doing it as well . 150 Energy is just way too much i can't see any reason for a cost that high for a mediocre ability.


Yeah, adding an energy cost to such a powerful ability that often win games in TvP is absurd.

Storm's energy cost should also be removed.

Am I right? -_-


It's not about the Energy in general its about the cost of 150 Energy . Even the Yamato Cannons costs less and that ability is way better.
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