a really specific Ninja ZvP nerf (1.4.0 PTR) - Page 13
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Sated
England4983 Posts
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EmilA
Denmark4618 Posts
On September 13 2011 03:45 moofang wrote: Hmmm, I'm curious. Did you test the 360 degree splash case in 1.3 extensively too? Like I said, the tone of the patch note implied that you never could drop on fully clumped units even in 1.3. I tested on 1.3 - while you can't issue a drop command while on top of the ball, you can issue the drop command on the outskirts of the ball and it won't stop no matter how tightly clumped the ball gets. | ||
TutsiRebel
United States172 Posts
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Sausafeg
United Kingdom54 Posts
On September 13 2011 03:43 skatbone wrote: http://www.teamliquid.net/forum/viewmessage.php?topic_id=210348 This thread, from April 2011, dealt with this issue as a bug. It contains elements of the same discussion--clumping versus non-clumping. I'm fine with them dropping directly on units (unlike P and T). But I also agree with those who are claiming that this IS a bug. So I assume that this means that the effect shown in the OPs video (banelings not dropping on clumped armies), was not changed at all in the patch when you have vision (based on observations seen in the april thread). The only thing the patch is changing is that you can't drop onto clumped areas when you issue the command without vision, as described by the patch notes. So baneling drops should work exactly as they have before patch 1.4. | ||
Avril_Lavigne
United States446 Posts
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WniO
United States2706 Posts
On September 13 2011 03:41 Arcanefrost wrote: I hope Morrow wasn't drinking a hot beverage while reading this. On topic: Good change, but the problem will still be ling/infestor completely stopping all toss pressure in the midgame. LOL at the morrow comment. this is a terrible change... protoss laying down forcefields and microing back was a cool gameplay mechanic that developed to combat the overlord drops. banelings on paper are terrible against protoss, its just everyone is too lazy to not clusterfuck their units. | ||
Destro
Netherlands1206 Posts
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Mastermind
Canada7096 Posts
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gosublade
632 Posts
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bokeevboke
Singapore1674 Posts
thought they knew what they're doing ![]() its depressing. | ||
Jayrod
1820 Posts
On September 13 2011 03:55 Avril_Lavigne wrote: cool, now protoss will never have to learn how to micro, terran actually takes splitting, and now protoss just has to stack there army tightly together and 1a! Jokes on you, you dont even have to 1a cause youre standing still. in all seriousness zerg has the easiest and least consequential micro requirements by FAR.. baneling drops are no exception... its hilarious to read people that are saying its difficult. Its pathetically easy... if its difficult for you, maybe world of warcraft would suit you better. | ||
darmousseh
United States3437 Posts
It is no longer possible to drop a unit in a dense area as explained above. This is definitely the way it should always have been. Previously, units dropped would push the units away from it in order to make space which is why baneling drops worked on super dense groups, but no longer do. In most actual game situations, this is highly unlikely to affect anything since unless you are spamming a command to group close, there will always be some room in between units, especially with stalkers in the mix. How will this affect the game? It won't. The situation in which your units are so tightly clumped that banelings will actually show up on the outside of the group is really really hard to do and has to be done in an instant. Usually the best idea when you see a bunch of overlords is to run away. If you decide "ok, i'm going to group up to prevent the banelings from hitting the middle of the group. If you screw up at all, which is the most likely scenario unless you are perfect, then you just lost the game for yourself. 99.9% of the time, protoss will still be running away and 99.9% of the time, banelings will still land in the middle of the group. The fog of war thing I believe has to do with not being able to drop units if the area was under fog of war, it seems however, that this change lead to this unintended bug fix which they decided to report as a single bug fix. | ||
arbitrageur
Australia1202 Posts
On September 13 2011 03:57 Mastermind wrote: I dont think I ever won a game where zerg used baneling drops so I am glad this has been removed. Such an OP tactic. If there were futures contracts for individual's I'd short you so hard lol | ||
arbitrageur
Australia1202 Posts
On September 13 2011 04:01 darmousseh wrote: How will this affect the game? It won't. The situation in which your units are so tightly clumped that banelings will actually show up on the outside of the group is really really hard to do and has to be done in an instant. Evidence? | ||
bgx
Poland6595 Posts
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arbitrageur
Australia1202 Posts
On September 13 2011 04:00 Jayrod wrote: Jokes on you, you dont even have to 1a cause youre standing still. in all seriousness zerg has the easiest and least consequential micro requirements by FAR.. baneling drops are no exception... its hilarious to read people that are saying its difficult. Its pathetically easy... if its difficult for you, maybe world of warcraft would suit you better. It's actually difficult. It's easy to drop, but it's hard to do it optimally. If protoss splits in 3 directions, you want to move command groups of overlords after individually D-clicking each one and neuraling. doing this efficiently is not easy. Doing it inefficiently is. | ||
kusto
Russian Federation823 Posts
On September 13 2011 03:57 Mastermind wrote: I dont think I ever won a game where zerg used baneling drops so I am glad this has been removed. Such an OP tactic. Yes, just as improving or adjusting to strategies and controlling your army. | ||
winthrop
Hong Kong956 Posts
im terran | ||
Dikkbutt
Sweden193 Posts
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moofang
508 Posts
I know I've tried using a stalker to plug a hole to prevent a ling runby. Suffice to say, I never tried it again. | ||
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