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a really specific Ninja ZvP nerf (1.4.0 PTR) - Page 16

Forum Index > SC2 General
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PPTouch
Profile Joined January 2011
99 Posts
September 12 2011 21:20 GMT
#301
has anyone tested if surrounding your stalkers super tightly with forcefields will make it so banelings cannot even hit the prtosos untis when dropped?
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
September 12 2011 21:24 GMT
#302
On September 13 2011 06:20 PPTouch wrote:
has anyone tested if surrounding your stalkers super tightly with forcefields will make it so banelings cannot even hit the prtosos untis when dropped?


I'm not 100% sure that such a test would be entirely useful, since a protoss player who's up against baneling drops may not want to pack his units so tightly together-- if he makes even the slightest error he will lose. Also, this won't be doable if you have colossi in your group as they will just step on the forcefields
When you stare into the iCCup, the iCCup stares back.
TL+ Member
PPTouch
Profile Joined January 2011
99 Posts
September 12 2011 21:31 GMT
#303
On September 13 2011 06:24 Blazinghand wrote:
Show nested quote +
On September 13 2011 06:20 PPTouch wrote:
has anyone tested if surrounding your stalkers super tightly with forcefields will make it so banelings cannot even hit the prtosos untis when dropped?


I'm not 100% sure that such a test would be entirely useful, since a protoss player who's up against baneling drops may not want to pack his units so tightly together-- if he makes even the slightest error he will lose. Also, this won't be doable if you have colossi in your group as they will just step on the forcefields


Depends on how tightly you pack your units- with perfect micro I think you could pack everything lcose enough togather while not having colossi too close to forcefields (at lest at 200/200) that bane rain would not even hit the ball- it's worth a test.

Navillus
Profile Joined February 2011
United States1188 Posts
September 12 2011 22:09 GMT
#304
Seriously? I play protoss and this pisses me off, I want to actually learn how to split well when baneling drops are coming and micro my blink and force fields better, I don't want every strategy that I have trouble against to get nerfed to oblivion by Blizzard this is just retarded.
"TL gives excellent advice 99% of the time. The problem is no one listens to it." -Plexa
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
September 12 2011 22:43 GMT
#305
Can't wait to hear Blizzard's explanation on this one... same with the NP change.
"Trash Micro but Win. Its Marin." - Min Chul
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2011-09-12 22:54:22
September 12 2011 22:47 GMT
#306
I made a video testing the change. Each test was done using:

- 24 Banelings
- 6 Overlords
- 30 Zealots
- 4 Colossus



As you can see in this video, my findings are inconclusive plus I am not sure if the nerf is active or not on the EU PTR. On both tests (1.3 live and 1.4 PTR), I did a crapton of damage on an a-moving Zealot Colossus ball with 24 Banelings.

However, what I can say is that the army made it out a little bit more intact on the 1.4 PTR than it did on the 1.3 Live client. Then again, this could have just been me doing it slightly wrong.

Don't get me wrong, it sounds like a huge nerf on paper. However, I think it would depend on your unit composition and just how many banelings and overlords you are willing to waste. Plus I didn't use the forcefield trick that anybody mentioned.

I hope it gets reversed nonetheless. Zerg need more ways to fight a deathball anyways.
Kajarn
Profile Joined September 2010
United States126 Posts
September 12 2011 22:54 GMT
#307
You realize even if you nerf baneling drops will still be good, just not absoluetly amazing as they are now. Currently if the Toss doesnt kite at all his whole army dies in the blink of an eye.
ZergBonjwa
Profile Joined May 2011
Canada104 Posts
September 12 2011 22:56 GMT
#308
This isn't even a nerf, the conditions are retarded. This will probably never be recreated in an actual game.
頑張れ
Ruscour
Profile Blog Joined April 2011
5233 Posts
September 12 2011 22:58 GMT
#309
Oh, thank god. Baneling drops are so so good ZvP and relatively easy to execute and with lings swarming in and such it's so hard to position well against them. This makes them strong but not insane imo.
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
September 12 2011 23:00 GMT
#310
I am surprised that this is even an issue. Its not an actual change. Are you dumb? Baneling drops will work exactly the same way they do now, except now the funky bug where you could drop them anywhere if you issued the command to a destination covered by fog of war (which no one does against a deathball). Its a minor bugfix, no more.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
iblink
Profile Joined September 2011
Netherlands36 Posts
Last Edited: 2011-09-12 23:02:59
September 12 2011 23:02 GMT
#311
why hear the voices of so many people saying nothing has chnaged when i can just whine at blizzard once again? makes no sense!
just do it
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
September 12 2011 23:05 GMT
#312
edited thread title and OP
ModeratorBlame yourself or God
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 12 2011 23:06 GMT
#313
On September 13 2011 08:05 Zelniq wrote:
edited thread title and OP


yoyo let's go play some more typhon peaks ^^
get rich or die mining
TL+ Member
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2011-09-12 23:10:21
September 12 2011 23:09 GMT
#314
On September 13 2011 08:05 Zelniq wrote:
edited thread title and OP


All-in-all I think this thread is a great success. Empirical testing wins out and becomes the OP! <3

I'm surprised the playXP people didn't double-check thought it did take several tries to find the truth.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
I Hott Sauce I
Profile Joined June 2010
United States91 Posts
September 12 2011 23:15 GMT
#315
Blizz is just raping Zerg now huh

User was warned for this post
Power Overwhelming
InstantKarma
Profile Joined November 2010
United States205 Posts
September 12 2011 23:33 GMT
#316
On September 13 2011 08:05 Zelniq wrote:
edited thread title and OP


You didn't cite the evidence for the test being false. There are multiple videos of this nerf. Are they just hallucinations? How are they incorrect?
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
September 12 2011 23:36 GMT
#317
On September 13 2011 08:33 InstantKarma wrote:
Show nested quote +
On September 13 2011 08:05 Zelniq wrote:
edited thread title and OP


You didn't cite the evidence for the test being false. There are multiple videos of this nerf. Are they just hallucinations? How are they incorrect?


They are incorrect because there are small gaps in between the zealots where the banelings land, and sometimes those gaps are too big and sometimes they're too small and that caused the difference between the tests.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
BrodiaQ
Profile Blog Joined October 2008
United States892 Posts
September 13 2011 00:00 GMT
#318
After reading this thread earlier when it was thought to be a legit nerf, I went on battlenet and rediscovered the joys of dropping banelings on protoss armies. It felt good. Thank you thread for letting me rediscover baneling drops.
"So come right up and let me squash your creativity with my iron fist of conservative play."--Nony
chestnutman
Profile Joined March 2011
176 Posts
September 13 2011 00:37 GMT
#319
On September 13 2011 08:36 Blazinghand wrote:
Show nested quote +
On September 13 2011 08:33 InstantKarma wrote:
On September 13 2011 08:05 Zelniq wrote:
edited thread title and OP


You didn't cite the evidence for the test being false. There are multiple videos of this nerf. Are they just hallucinations? How are they incorrect?


They are incorrect because there are small gaps in between the zealots where the banelings land, and sometimes those gaps are too big and sometimes they're too small and that caused the difference between the tests.

Ye, just did some testing myself, nothing changed to baneling drops. You cant drop on super tigh unit balls just like you cant drop on top of tightly built buildings. The banelings will just stop to drop.
So what is that bug fix in the patch notes really about? Anyone knows?
DustyShelf
Profile Joined September 2010
United Kingdom111 Posts
Last Edited: 2011-09-13 05:42:34
September 13 2011 05:12 GMT
#320
Hello! I am the creator of the original test (tpyo / BelligerentWombat) and the videos that are linked to. I just wanted to add my 0.02 cents.

First off I should really clarify that I 100% agree with the TL;DR on the original post

That is: "it probably requires unrealistic conditions to take full effect"

I apologise for my sensationalist headline and minimalist commentary on my initial posting on reddit, it has resulted in the community wildly overreacting to the change. It probably wont be an issue for most games. I have performed further testing on more realistic death balls and have clarified that everything should be okay.

Anyway, I did want to clarify a couple of things. The tests were not "failed" in any way. While I appreciate that I used a somewhat unrealistic parameters but I really wanted to see if there was any change between the two versions, hence I made a huge ball of closely clumped together zealots.
I verified my results multiple times. Exactly the same micro and setup was used almost every single time. The holes circled in the OP are not real gaps but merely appear to be due to the perspective of the 3d.
Unless 1.4 also has also made changes to the way one can clump a bunch of zealots those gaps do not exist

To clarify my findings: There is a difference between 1.3 and 1.4 in the way that the drop code is handled. In 1.3 it will permit the dropping of units into a tight cluster of units if it cannot find available space within a specific radius. In 1.4 it will delay the drop command until if finds viable space. However in 1.4 if it fails to find available space within a specific period of time the drop command will be cancelled. This is why in my 1.4 test you can see that most of the overlords fail to drop their full contingent of banelings.

Now while this should not be an issue in most games my fear is that cunning players of the future will find mechanisms to exploit this logic and cause baneling drops to fail. I really wanted to bring light to the fact that there is a flaw in the new logic in 1.4 that should be resolved before people find mechanisms to exploit it. I have added some musings to my thread on battle.net (*shudders*) and I hope the devs take note and consider improving the logic.

One example of such exploits that concern me is how players exploit the "hold" position command on workers in micro fights to make melee troops act idiotically. People seem to champion this as "amazing micro" whereas (as a software engineer) I see it as just a flaw in the system that should be fixed (not that I dislike players that do it but I don't like the fact that the exploit exists at all).

Once more I'd like to apologise for creating the video without the proper commentary alongside it to put into context and for my sensationalist title. I will be more careful with any future postings I make.

Thanks for reading this far.

TL;DR; "it probably requires unrealistic conditions to take full effect" (but there is a difference between the two versions and the tests were genuine)

---------

EDIT: WHOA! Check the post at the top of this page that states:

has anyone tested if surrounding your stalkers super tightly with forcefields will make it so banelings cannot even hit the prtosos untis when dropped?


I just did a couple of tests... and by all means we really need to test this further, preferably with two people to make the micro good (as its tough to do it all as one person)..... but from what I can gather It's true.

I don't know if it is unrealistic to have so many sentries/FFs but it is at least possible.
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