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Active: 1850 users

a really specific Ninja ZvP nerf (1.4.0 PTR) - Page 13

Forum Index > SC2 General
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Sated
Profile Blog Joined March 2011
England4983 Posts
September 12 2011 18:50 GMT
#241
--- Nuked ---
EmilA
Profile Joined October 2010
Denmark4618 Posts
September 12 2011 18:51 GMT
#242
On September 13 2011 03:45 moofang wrote:
Show nested quote +
On September 13 2011 03:36 Soluhwin wrote:
EmilA is correct, according to my tests, baneling bombs are still possible but it will always hit the outskirts of a deathball. This means the overall DPS of banelings have been slaughtered in this matchup, because instead of a the full 360 degree splash on top of units, the splash will hit around 180 degrees of units. This distributes baneling splash without any effort from the protoss, I'd have to disagree with this change.

MS paint added for further explanation:
[image loading]
Black dots w/purple outlines are stalkers, green circle is bane splash.


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.
http://dotabuff.com/players/122305951 playing other games
TutsiRebel
Profile Joined August 2011
United States172 Posts
September 12 2011 18:51 GMT
#243
if blizzard thinks zerg aoe is too strong, can't they just remove fungal snare? first we lose NP, which actually takes positioning / micro, and now the damage from baneling drops appears to be severely attenuated by this "fix". If blizzard wants to get rid of F + click syndrome in the matchups (which they should), this is NOT the way to do it.
I can bhop irl
Sausafeg
Profile Joined October 2010
United Kingdom54 Posts
September 12 2011 18:52 GMT
#244
On September 13 2011 03:43 skatbone wrote:
Show nested quote +
On September 13 2011 01:55 arbitrageur wrote:
If current 1.4.0 PTR goes through, it seems Zerg can no longer use baneling drops against Protoss (see end of post for for ppl that semi-dispute this claim as well as others that endorse it in tests). You can still technically do it (if the video I've linked is an accurate representation of the change) but the tech isn't going to be worth it because the damage output in a big fight may be ~30% as much as it used to be, as you'll see in the video (perhaps 0% because they can now FF wall their army).

The change, under bug-fixes:
Transports can no longer unload units into a dense area if the original order was issued on a fogged location.



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
Profile Joined April 2010
United States446 Posts
September 12 2011 18:55 GMT
#245
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!
WniO
Profile Blog Joined April 2010
United States2706 Posts
September 12 2011 18:56 GMT
#246
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
Profile Joined September 2009
Netherlands1206 Posts
September 12 2011 18:57 GMT
#247
1.4 is looking pretty bad for zerg.. this change is really just promoting 1-a syndrome for deathball..
bring back weapon of choice for hots!
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
September 12 2011 18:57 GMT
#248
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.
gosublade
Profile Joined May 2011
632 Posts
September 12 2011 18:58 GMT
#249
Wtf, are you guys missing the fogged mention? This chances nothing
Not even death can save you from me.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
September 12 2011 18:59 GMT
#250
so, blizzard encouraging making ball of death (keeping army tightly in one cluster) and neglecting micro (spreading army, sniping ovies). And nerfing zergs while protoss struggling in PvT.

thought they knew what they're doing
its depressing.
Its grack
Jayrod
Profile Joined August 2010
1820 Posts
September 12 2011 19:00 GMT
#251
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
Profile Blog Joined May 2010
United States3437 Posts
September 12 2011 19:01 GMT
#252
First thing first, lets explain the change

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.
Developer for http://mtgfiddle.com
arbitrageur
Profile Joined December 2010
Australia1202 Posts
September 12 2011 19:02 GMT
#253
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
Profile Joined December 2010
Australia1202 Posts
September 12 2011 19:03 GMT
#254
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
Profile Joined August 2010
Poland6595 Posts
September 12 2011 19:04 GMT
#255
Im just kinda laughing my ass of as they proceed to label queing drop as bug, next time they label everything as "bug" so they can proceed to change any mechanic without consequence of having discussion ("thats not balance issue it was only a bug, everyone used and we failed to notice for 1.5 year").
Stork[gm]
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-09-12 19:05:12
September 12 2011 19:04 GMT
#256
On September 13 2011 04:00 Jayrod wrote:
Show nested quote +
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.

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
Profile Joined November 2010
Russian Federation823 Posts
September 12 2011 19:07 GMT
#257
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.
the game is the game
winthrop
Profile Blog Joined December 2010
Hong Kong956 Posts
September 12 2011 19:08 GMT
#258
this fix is totally silly .
im terran
Incredible Miracle
Dikkbutt
Profile Joined September 2010
Sweden193 Posts
September 12 2011 19:09 GMT
#259
Top master protoss here, and if this is an intended change I must say that blizzard is approaching balancing in the completly wrong way. Protoss is a very one dimensional, clumpsy race atm. Just nerfing random stuff that is good against the only way protoss can play is just plain stupid. Dont fix zerg, fix protoss blizzard.
howdy
moofang
Profile Joined June 2011
508 Posts
September 12 2011 19:10 GMT
#260
On September 13 2011 04:03 arbitrageur wrote:
Show nested quote +
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?


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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