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a really specific Ninja ZvP nerf (1.4.0 PTR) - Page 4

Forum Index > SC2 General
Post a Reply
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Zerker
Profile Joined May 2010
Canada201 Posts
September 12 2011 17:22 GMT
#61
roaches are next, going to nerf their range back to 3
IPA
Profile Joined August 2010
United States3206 Posts
September 12 2011 17:22 GMT
#62
Unbelievably bad if this stays in. Saddening is what it is..
Time held me green and dying though I sang in my chains like the sea.
Jayrod
Profile Joined August 2010
1820 Posts
Last Edited: 2011-09-12 17:23:50
September 12 2011 17:23 GMT
#63
You guys are reading this exactly backwards. First of all, its a bug fix... what was bugged before is now unbugged... keep that in mind.

What is happening in 1.3 is that zerg players are able to drop banelings onto armies that are completely balled up and, thus, should leave no landing zone for the zerg to drop their banes. Baneling drops should NOT be able to be performed AT ALL in situations where there is no landing zone... that is by design... its the same for all drop ships... you cannot drop your units onto an area that is occupied by other ground units. The bug is being fixed in 1.4 so now banelings are no longer the exception to that rule.

If any of you watch Liquid`Tylers stream when its up you'll see alot of times he balls his stalkers up intentionally to eliminate possible landing area for baneling bombs... You'll also see that it NEVER works... its through no fault of his own, but rather, through the fault of this bug, which is being fixed.

Does it affect gameplay? Absolutely. Should that gameplay have been possible to begin with? Absolutely not.
ohampatu
Profile Joined July 2010
United States1448 Posts
September 12 2011 17:23 GMT
#64
On September 13 2011 02:18 TheKefka wrote:
After watching the video like for the 10th time now I'm almost positive it isn't working as intended from reading the notes.I'm pretty sure bane drops won't go anywhere.



Exactly, the way it reads is the way i think it should be. I think they are trying to work out how to do it though, lol. Prolly requires some coding they aren't fully used to.
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
September 12 2011 17:23 GMT
#65
On September 13 2011 02:21 windsupernova wrote:
Show nested quote +
On September 13 2011 02:18 N3rV[Green] wrote:
Baneling drops were just really really really fucking scary. I for one am glad I won't be seeing my ENTIRE ARMY turn into green goo while I can't move them cause they're all fungaled.



Well, the counter for that was... spliting your army and sniping the bananalings :D


Well if this goes through the counter would be... stacking your army and making sure it doesn't split :D
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
September 12 2011 17:24 GMT
#66
This is so funny watching people rage at the most obviously bugged thing off all time.
Cackle™
nvs.
Profile Blog Joined May 2010
Canada3609 Posts
September 12 2011 17:24 GMT
#67
Wow Blizzard is actually killing SC2 as an interesting high-level RTS by removing all actions that are NOT a-move. Everything that was once interesting or exciting to watch is being removed.

How much more do they expect people to take. >_>
Nothingtosay
Profile Blog Joined February 2011
United States875 Posts
September 12 2011 17:24 GMT
#68
As a protoss player I would rather have this go live than the NP change (which is absolutely retarded).

Baneling drops are so ridiculous, if protoss had decent AA they wouldn't even be such a major problem.
[QUOTE][B]On October 16 2011 13:00 Anihc wrote:[/B] No, you're the one who's wrong. Nothingtosay got it right.[/QUOTE]:3
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-09-12 17:26:18
September 12 2011 17:25 GMT
#69
On September 13 2011 02:23 Jayrod wrote:
Does it affect gameplay? Absolutely. Should that gameplay have been possible to begin with? Absolutely not.

The only reasoning that you provided is that units should not be able to be unloaded on other units.

This is pretty good reasoning (sarcasm), and certainly outweighs the arguments that it improves gameplay tremendously, adds a huge micro element to ZvP that would otherwise be non-existent, turns ZvP into a sick multitasking MU instead of A-move ball strategies.

yep. Your argument that it "just shouldn't be" is not really good sorry!
TolEranceNA
Profile Joined April 2011
Canada434 Posts
September 12 2011 17:26 GMT
#70
On September 13 2011 02:23 Jayrod wrote:
You guys are reading this exactly backwards. First of all, its a bug fix... what was bugged before is now unbugged... keep that in mind.

What is happening in 1.3 is that zerg players are able to drop banelings onto armies that are completely balled up and, thus, should leave no landing zone for the zerg to drop their banes. Baneling drops should NOT be able to be performed AT ALL in situations where there is no landing zone... that is by design... its the same for all drop ships... you cannot drop your units onto an area that is occupied by other ground units. The bug is being fixed in 1.4 so now banelings are no longer the exception to that rule.

If any of you watch Liquid`Tylers stream when its up you'll see alot of times he balls his stalkers up intentionally to eliminate possible landing area for baneling bombs... You'll also see that it NEVER works... its through no fault of his own, but rather, through the fault of this bug, which is being fixed.

Does it affect gameplay? Absolutely. Should that gameplay have been possible to begin with? Absolutely not.


On September 13 2011 02:24 TheKefka wrote:
This is so funny watching people rage at the most obviously bugged thing off all time.


It is so funny to watching protoss laughing at one of the only innovative zerg tactic every invented being removed from the game so they can 1-A like before.
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
ohampatu
Profile Joined July 2010
United States1448 Posts
September 12 2011 17:26 GMT
#71
On September 13 2011 02:23 Jayrod wrote:
You guys are reading this exactly backwards. First of all, its a bug fix... what was bugged before is now unbugged... keep that in mind.

What is happening in 1.3 is that zerg players are able to drop banelings onto armies that are completely balled up and, thus, should leave no landing zone for the zerg to drop their banes. Baneling drops should NOT be able to be performed AT ALL in situations where there is no landing zone... that is by design... its the same for all drop ships... you cannot drop your units onto an area that is occupied by other ground units. The bug is being fixed in 1.4 so now banelings are no longer the exception to that rule.

If any of you watch Liquid`Tylers stream when its up you'll see alot of times he balls his stalkers up intentionally to eliminate possible landing area for baneling bombs... You'll also see that it NEVER works... its through no fault of his own, but rather, through the fault of this bug, which is being fixed.

Does it affect gameplay? Absolutely. Should that gameplay have been possible to begin with? Absolutely not.


After reading it this way. +1. That makes sense.

Here is a way to test and see its a bug, which works i believe.
Build up like 8 gw's all lined up in a nice big square. Fill a terran drop ship. Try to drop on it. It wont work. Now fill a ovy with some banes. You can drop on it. LOL AT THAT. (if this is wrong im at work, but last i checked this was how it worked)
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
agff
Profile Joined May 2011
Portugal39 Posts
September 12 2011 17:26 GMT
#72
On September 13 2011 02:23 Jayrod wrote:


If any of you watch Liquid`Tylers stream when its up you'll see alot of times he balls his stalkers up intentionally to eliminate possible landing area for baneling bombs... You'll also see that it NEVER works... its through no fault of his own, but rather, through the fault of this bug, which is being fixed.

Does it affect gameplay? Absolutely. Should that gameplay have been possible to begin with? Absolutely not.



This was exactly what I was thinking of. He even commented on it last night on his stream.
If this is the change I am quite fine with it!
hugman
Profile Joined June 2009
Sweden4644 Posts
September 12 2011 17:26 GMT
#73
On September 13 2011 02:23 Jayrod wrote:
You guys are reading this exactly backwards. First of all, its a bug fix... what was bugged before is now unbugged... keep that in mind.


Bug or not it's a very important part of the game. There are plenty of good bugs in many esports titles, strafe jumping for one, mulatisk stacking is another
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
September 12 2011 17:26 GMT
#74
On September 13 2011 02:21 windsupernova wrote:
Show nested quote +
On September 13 2011 02:18 N3rV[Green] wrote:
Baneling drops were just really really really fucking scary. I for one am glad I won't be seeing my ENTIRE ARMY turn into green goo while I can't move them cause they're all fungaled.



Well, the counter for that was... spliting your army and sniping the bananalings :D

It's actually pretty difficult, if they get off a few Fungals your army will probably die because you can't kill Overlords as fast as you would hope, even with a lot of Stalkers.
arbitrageur
Profile Joined December 2010
Australia1202 Posts
Last Edited: 2011-09-12 17:27:50
September 12 2011 17:27 GMT
#75
On September 13 2011 02:23 Jayrod wrote:
If any of you watch Liquid`Tylers stream when its up you'll see alot of times he balls his stalkers up intentionally to eliminate possible landing area for baneling bombs... You'll also see that it NEVER works... its through no fault of his own, but rather, through the fault of this bug, which is being fixed.

How?
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
September 12 2011 17:27 GMT
#76
On September 13 2011 02:23 Jayrod wrote:
You guys are reading this exactly backwards. First of all, its a bug fix... what was bugged before is now unbugged... keep that in mind.

What is happening in 1.3 is that zerg players are able to drop banelings onto armies that are completely balled up and, thus, should leave no landing zone for the zerg to drop their banes. Baneling drops should NOT be able to be performed AT ALL in situations where there is no landing zone... that is by design... its the same for all drop ships... you cannot drop your units onto an area that is occupied by other ground units. The bug is being fixed in 1.4 so now banelings are no longer the exception to that rule.

If any of you watch Liquid`Tylers stream when its up you'll see alot of times he balls his stalkers up intentionally to eliminate possible landing area for baneling bombs... You'll also see that it NEVER works... its through no fault of his own, but rather, through the fault of this bug, which is being fixed.

Does it affect gameplay? Absolutely. Should that gameplay have been possible to begin with? Absolutely not.


On the other hand, things like muta-stacking with an overlord in BW was basically a bug that shouldn't have been possible (or wraith-stacking with a sieged-up tank), and yet became a crucial element of gameplay. How the game was designed and how it ought to be played are not always the same.

On September 13 2011 02:21 windsupernova wrote:
Show nested quote +
On September 13 2011 02:18 N3rV[Green] wrote:
Baneling drops were just really really really fucking scary. I for one am glad I won't be seeing my ENTIRE ARMY turn into green goo while I can't move them cause they're all fungaled.



Well, the counter for that was... spliting your army and sniping the bananalings :D


Easier said than done, given that stalkers don't have quite the burst dps of marines against overlords. Still, I thought it made games pretty exciting to watch
When you stare into the iCCup, the iCCup stares back.
TL+ Member
TheKefka
Profile Blog Joined March 2011
Croatia11752 Posts
September 12 2011 17:28 GMT
#77
On September 13 2011 02:26 TolEranceNA wrote:
Show nested quote +
On September 13 2011 02:23 Jayrod wrote:
You guys are reading this exactly backwards. First of all, its a bug fix... what was bugged before is now unbugged... keep that in mind.

What is happening in 1.3 is that zerg players are able to drop banelings onto armies that are completely balled up and, thus, should leave no landing zone for the zerg to drop their banes. Baneling drops should NOT be able to be performed AT ALL in situations where there is no landing zone... that is by design... its the same for all drop ships... you cannot drop your units onto an area that is occupied by other ground units. The bug is being fixed in 1.4 so now banelings are no longer the exception to that rule.

If any of you watch Liquid`Tylers stream when its up you'll see alot of times he balls his stalkers up intentionally to eliminate possible landing area for baneling bombs... You'll also see that it NEVER works... its through no fault of his own, but rather, through the fault of this bug, which is being fixed.

Does it affect gameplay? Absolutely. Should that gameplay have been possible to begin with? Absolutely not.


Show nested quote +
On September 13 2011 02:24 TheKefka wrote:
This is so funny watching people rage at the most obviously bugged thing off all time.


It is so funny to watching protoss laughing at one of the only innovative zerg tactic every invented being removed from the game so they can 1-A like before.


Lol calm down man,I'm all for bane drops I have no idea what you are on about.
All I am saying the video is showing a bugged version of the change that will not go live so lower your zerg pitchforks and chill.
Cackle™
hugman
Profile Joined June 2009
Sweden4644 Posts
September 12 2011 17:28 GMT
#78
Jesus, look at all the Protoss players coming out of the woodwork to say that baneling drops is overpowered and broken just like neural and fungal. Enough already.
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
September 12 2011 17:28 GMT
#79
On September 13 2011 01:59 Blazinghand wrote:
Show nested quote +
On September 13 2011 01:56 Montana[TK] wrote:
This doesn't affect ZvP because you unload banelings onto "dense areas" when you are already over the army.


The sight range of overlords isn't huge, and a lot of the time you have to make the command partially in the fog-- if you're close enough to have good sight of his army, you've already engaged him, and his army is a dense area. Also, from these videos it looks like this DOES effect ZvP-- in the playxp article it looks like the overlord has sight to the zealots (since it's the 2nd overlord, the first one is over the ball when the command is issued) and the drops are still ineffective.


I think we're assuming the version in the video is bugged, as that army clearly isn't fogged. Either thats a bug or theres been a breakdown of communications somewhere along the line. Personally i wouldn't mind too much either way as someone already said the combination of root + 1.3 bane drops is way too powerful.
Sqq
Profile Joined August 2010
Norway2023 Posts
September 12 2011 17:28 GMT
#80
This is just terrible. I'm not sure what Blizzards reason for doing this is ? As soon as there are some micro tricks they nerf them out. It wasn't even overpowered or anything. It just made both sides micro harder ? I'm actually shocked and do not understand the reasoning here.
Dead girls don't say no.
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