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On May 11 2011 16:34 Slix36 wrote:Show nested quote +On May 11 2011 16:29 Alpina wrote:On May 11 2011 16:18 espritsc wrote: Is it really necessary to make one of these as each region gets patched? Absolutelly. Wondering what was the reason for infestor speed nerf. I see it more as a buff because now my infestors won't move faster than my army can.
Can you please specify what ground unit moves slower than infestor?
Roaches, lings and banelings are all faster than infestors, where do you took this info from? Now you will need to control infestors separate because they won't reach opponents army when all other forces will engage. It's a nerf and nothing more.
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i would've preferred some mediocre ranged attack for infestors tbh. would've also justified their being prioritized by enemy air units over lings, roaches and ultras
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I would prefer to be able to play -.- this weird bug keeps telling me I need to patch. It's impossible to start a game on EU right now.
come on blizzard.... I have one day a week off -.-
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its because maintenance technically doesn't end until 1h20min from now for blizzard servers, not sure why they let the server open up in the first place early today
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its online right now to me
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On May 11 2011 16:15 HappyZerg wrote: Fixed an issue that allowed players to stack air units when issuing a queued stop command before the units reached the end of their patrol point.
Does this mean you cant stack them at all? That might hurt muta micro. Maybe it only means that you cant have them stay that way without actively forcing them?
edit: rephrased
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On May 11 2011 17:49 whisp91 wrote:Show nested quote +On May 11 2011 16:15 HappyZerg wrote: Fixed an issue that allowed players to stack air units when issuing a queued stop command before the units reached the end of their patrol point.
Does this mean you cant stack them at all? That might really hurt mutas. Maybe it only means that you cant have them stay that way without actively forcing them? Please correct me if i am wrong but i think vs thors this actually helps mutas.
mod: vs infestors and hts same thing i would allso say it helps muta.
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United Kingdom16710 Posts
Everytime I read the patch notes, all I can see is 'Fixed an issue where players had to evolve and adapt to new strategies'.
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On May 11 2011 17:59 Telcontar wrote: Everytime I read the patch notes, all I can see is 'Fixed an issue where players had to evolve and adapt to new strategies'.
Exactly how I feel....
Patch 1.3.3 - Fixed an error where terrans would use other than infantry units in TvP
A much better solution would have been to make immortals a bit more durable against cannons, if the thor timing pushes were the problem. I liked to use thors in my mid-to-late game army compositions simply as meatshields with no intent of going cannons, but now it seems I can't even do that without having most of their hp drought away by feedback.
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So, any new fancy taccs emerging?
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Patch finishes, patch download restarts. You can't explain that
Awesome timing, just got computer back after having it in for repairs for a month......
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On May 11 2011 17:39 sCuMBaG wrote: I would prefer to be able to play -.- this weird bug keeps telling me I need to patch. It's impossible to start a game on EU right now.
come on blizzard.... I have one day a week off -.-
:/ That's gotta suck.
Seems to work fine here in NA. Is this a localized problem?
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On May 11 2011 17:28 Alpina wrote:Show nested quote +On May 11 2011 16:34 Slix36 wrote:On May 11 2011 16:29 Alpina wrote:On May 11 2011 16:18 espritsc wrote: Is it really necessary to make one of these as each region gets patched? Absolutelly. Wondering what was the reason for infestor speed nerf. I see it more as a buff because now my infestors won't move faster than my army can. Can you please specify what ground unit moves slower than infestor? Roaches, lings and banelings are all faster than infestors, where do you took this info from? Now you will need to control infestors separate because they won't reach opponents army when all other forces will engage. It's a nerf and nothing more.
You obviously dont play with infestors much. They do indeed run off ahead before this buff came out, I do hope it alleviates the problem somewhat, and yes like the guy said, make them a little more like HTs.
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United Arab Emirates660 Posts
On May 11 2011 19:45 Cops wrote:Show nested quote +On May 11 2011 17:28 Alpina wrote:On May 11 2011 16:34 Slix36 wrote:On May 11 2011 16:29 Alpina wrote:On May 11 2011 16:18 espritsc wrote: Is it really necessary to make one of these as each region gets patched? Absolutelly. Wondering what was the reason for infestor speed nerf. I see it more as a buff because now my infestors won't move faster than my army can. Can you please specify what ground unit moves slower than infestor? Roaches, lings and banelings are all faster than infestors, where do you took this info from? Now you will need to control infestors separate because they won't reach opponents army when all other forces will engage. It's a nerf and nothing more. You obviously dont play with infestors much. They do indeed run off ahead before this buff came out, I do hope it alleviates the problem somewhat, and yes like the guy said, make them a little more like HTs.
He was quoting IdrA, IdrA said that when he was asked of his thoughts about the infestor change, obvious sarcasm though .
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On May 11 2011 19:45 Cops wrote:Show nested quote +On May 11 2011 17:28 Alpina wrote:On May 11 2011 16:34 Slix36 wrote:On May 11 2011 16:29 Alpina wrote:On May 11 2011 16:18 espritsc wrote: Is it really necessary to make one of these as each region gets patched? Absolutelly. Wondering what was the reason for infestor speed nerf. I see it more as a buff because now my infestors won't move faster than my army can. Can you please specify what ground unit moves slower than infestor? Roaches, lings and banelings are all faster than infestors, where do you took this info from? Now you will need to control infestors separate because they won't reach opponents army when all other forces will engage. It's a nerf and nothing more. You obviously dont play with infestors much. They do indeed run off ahead before this buff came out, I do hope it alleviates the problem somewhat, and yes like the guy said, make them a little more like HTs.
They are slowest out of all zerg ground units, how do they run ahead? Is this some kind of magic I don't know?
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On May 11 2011 17:34 roemy wrote: i would've preferred some mediocre ranged attack for infestors tbh. would've also justified their being prioritized by enemy air units over lings, roaches and ultras and i would preffer them to be smaller so i can hit more than 2 with emp, combined with speed on creep when they easily outrun ghosts i call bs on every zerg saying to use them to counter infestors
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They dared to release it like that? After just one week of testing? I'm surprised..
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Excellent! it's up on SEA too btw, I'm downloading it now. This is definitely the best patch ever. Seriously. Goodbye 4-gate (mostly), hello holding it off easily with gate-robo-2 more gates builds in PvP.
Also a good nexus 1st build can hold it pretty easy now (obviously with it's own set of problems tho) too or even maybe some sort of 1-gate expand on really big maps.
Also love the change to the Thor. It's a buff vs Immortals and a nerf vs Templar, which is fine in my book. Needed because now I can afford Ghosts when I go mech!
Zerg fix is also excellent, not sure about speed nerf to Infestors, but loving the shorter root time of Spores. Excellent vs Toss on turtle maps.
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On May 11 2011 21:00 althaz wrote: ...
Also love the change to the Thor. It's a buff vs Immortals and a nerf vs Templar, which is fine in my book. Needed because now I can afford Ghosts when I go mech! ... It's only a nerf. There is nothing "good" (for the thor that is) about this change. It takes longer to get ready, it takes longer time between strike cannons, feedback now kills off half of a thors HP (optimally).
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On May 11 2011 19:03 exog wrote: So, any new fancy taccs emerging? Does MMM in TvP count?
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