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Another Neural Parasite Change. - Page 22

Forum Index > SC2 General
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happyness
Profile Joined June 2010
United States2400 Posts
September 15 2011 20:52 GMT
#421
On September 16 2011 05:39 BeeNu wrote:
Show nested quote +
On September 16 2011 05:36 Heavenly wrote:
On September 16 2011 05:32 happyness wrote:
On September 16 2011 05:22 DuneBug wrote:
Bad change.

I'd ask all the protoss players... would you rather be able to make templar or infestors? I'd like to see their answers. If feedback was not smartcast I'd have more sympathy for the protoss.

I doubt this will have too great of an effect on balance (IE zergs wont start uber-losing) , I just don't like when stuff gets nerfed.


Wait....... Feedback is smartcast!?!!?!


You can click on the minimap to cast it against the closest unit with energy, what does that have to do with anything? A good player will still manually target infestors to get ones with full energy and it makes little difference anyway whether you click the minimap or click the infestor. Helps with trying to select ghosts in an army when they're bunched up with a bunch of other infantry and almost impossible to click.


I'm pretty sure that isn't true, you can't just click wherever on the minimap, you actually have to click on the specific little point on the minimap that is a unit with energy for it to do anything just like using Injection on Hatcheries. The reason Protoss don't do minimap feedback is because it takes too long to specifically click on the tiny little dots and you can't even tell which ones are the casters.


Ya I was going to say... if you dont click on a specific unit with energy you get the *ERRR* sound. I was thinking by smart cast it meant auto cast LOL.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
September 15 2011 20:53 GMT
#422
On September 16 2011 05:26 Outofstims wrote:
Like Destiny already suggested in his stream this change is an absolute bullshit.

Ghost and Templars have a range of 10/9 and 8 respectively on their abilities and the Infestor now has 7... WTF Blizzard?! I mean, NP was perfectly fine, they should have increased the energy cost of Infested Terrans instead.

If they don't want us to use NP anymore, why don't they just remove it from the game. I'm sorry Blizzard but I don't want to suicide my Infestors to a group of Colo, Ghosts or Templars, all of the stated out range them...


Well, with the most recent change, they still want you to use NP, they just made it significantly harder for you.

The change before that - you could make the case that they don't want you to use it at all (lol)
"Trash Micro but Win. Its Marin." - Min Chul
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 15 2011 20:54 GMT
#423
On September 16 2011 05:51 Heavenly wrote:
Show nested quote +
On September 16 2011 05:50 BBWsuperstar wrote:
I'm saying that 10 infested terrans per infestor for a mineral line is a little insane. I'd love to drop a medivac (and some) of units instantly and just rape mineral lines.

I'd personally like infestors to be slower. More like HTs. They are super strong and should require some extra micro to get them into the correct positions.

They are super easy to mass anyway, just go build another 20.


I'd just prefer HTs to be faster...annoying as hell really and I can't think of any reason for their slow speed compared to infestors and ghosts.

But yeah, I'm sure almost every P and Z would've preferred a ghost nerf to neural parasite nerf, as annoying as the spell was to deal with.

They have a bus for rapid transport :D WP will be so good and like doubles the templar's speed.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
September 15 2011 20:55 GMT
#424
I'd personally like infestors to be slower. More like HTs. They are super strong and should require some extra micro to get them into the correct positions.

They are super easy to mass anyway, just go build another 20.

Wrong.

Zergs are swarm. They MUST have more units.

2 templars can be merged into deadly archon.
Ghost can atack and drop nuke with 1 hp and cloack.

What alone infestor can do? Drop Infested Terran every 44 seconds and say "Booo!" to enemy workers?

They're fast? Nah, because they're very big, and with uneffective damage/HP per unit, infestors are fine now. They're big and don't allows a lot units around, like HT or Ghost, but they can do some more stuff, than tiny HT and small Ghost.
branflakes14
Profile Joined July 2010
2082 Posts
September 15 2011 20:55 GMT
#425
On September 16 2011 05:52 worldsnap wrote:
Stop comparing infestors/ghosts/templar, their cast range, their spells,who wants which unit more, blah blah blah.

Each caster is designed to work with a particular race. saying "omg i'd totally take infestors over templar" is meaningless: i'd take thors over ultralisks too, but it makes no sense.


Comparisons are inevitable when every caster fills pretty much the same role for each race.
happyness
Profile Joined June 2010
United States2400 Posts
September 15 2011 20:55 GMT
#426
On September 16 2011 05:54 Yaotzin wrote:
Show nested quote +
On September 16 2011 05:51 Heavenly wrote:
On September 16 2011 05:50 BBWsuperstar wrote:
I'm saying that 10 infested terrans per infestor for a mineral line is a little insane. I'd love to drop a medivac (and some) of units instantly and just rape mineral lines.

I'd personally like infestors to be slower. More like HTs. They are super strong and should require some extra micro to get them into the correct positions.

They are super easy to mass anyway, just go build another 20.


I'd just prefer HTs to be faster...annoying as hell really and I can't think of any reason for their slow speed compared to infestors and ghosts.

But yeah, I'm sure almost every P and Z would've preferred a ghost nerf to neural parasite nerf, as annoying as the spell was to deal with.

They have a bus for rapid transport :D WP will be so good and like doubles the templar's speed.


Meh protoss is just going to go mass colossus anyways
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
September 15 2011 20:55 GMT
#427
Infestors will still be used, but neural parasite won't. NP will now pretty much only be used vs terran mech, IMO. It's sad, really. NP used to have a short range, but then they buffed it because nobody used it. It will now go back to never being used.

Oh well, at least we can still do baneling drops. As long as we don't have to keep doing roach corruptor, ugh.
Alzadar
Profile Blog Joined April 2010
Canada5009 Posts
September 15 2011 20:55 GMT
#428
A lot of people seem to have a big misunderstanding about what "smart-cast" means.

It just means that one click = one spell, regardless of how many spell-casters are selected. And that is how EVERY single spell in the game works. If you select all your Queens and click to inject a hatchery, they won't all try to inject, selecting all your OCs won't make them all drop a mule, selecting all your Ghosts won't make them all EMP, selecting all your Templar won't make them all feedback.

Again, every spell in the game is smart-cast.
I am the Town Medic.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 15 2011 20:56 GMT
#429
On September 16 2011 05:52 worldsnap wrote:
Stop comparing infestors/ghosts/templar, their cast range, their spells,who wants which unit more, blah blah blah.

Each caster is designed to work with a particular race. saying "omg i'd totally take infestors over templar" is meaningless: i'd take thors over ultralisks too, but it makes no sense.

They're compared because they counter each other. Feedback kills the other two, EMP neuters the other two, and NP+fungal cripples the other two.

In many cases they're the only unit stopping these casters, leading to the comparisons.
TolEranceNA
Profile Joined April 2011
Canada434 Posts
September 15 2011 20:56 GMT
#430
Need...more corruptor buff.
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
R3N
Profile Joined March 2011
740 Posts
September 15 2011 20:56 GMT
#431
On September 16 2011 05:50 Cloud9157 wrote:
Show nested quote +
On September 16 2011 05:47 R3N wrote:
On September 16 2011 05:44 Cloud9157 wrote:
On September 16 2011 05:43 R3N wrote:
On September 16 2011 05:37 Cloud9157 wrote:
Zergs are seriously hilarious.

Can I get a unit that can steal your massives, snare everything you have, and then have a billion little devils blocking you from getting to it?


Protoss are seriously hilarious.

Can I get a unit that can storm-rape your entire army, 1-shott all your casters, and then morph into a-moving rapeArchons blocking you from winning the game?


But wait... My AoE spell actually requires research+resources... And my Archon requires 12 seconds to form, and 100/300 in resources...



My NP requires research+ resources...And when I'm out of energy I can't form another unit and thus put my thumbs in my mouth and try to look useful.


But you can take bases more freely than me and as a result, get so many resources... Plus you don't spend gas on anything other than research/buildings (assuming ling/Infestor).

Are we done yet?


Wtf?
I don't understand, are you insinuating infestors are cheaper than HT?! I do agree infestors is a SLIGHTLY better unit but their still in the same caliber (both way below ghosts LOL) and take roughly the same amount of risk/reward (infestors more risk - believe it or not - but also more reward).
I guess HT require more tech (focused). But still take more bases? I'm zerg, that's what I'm supposed to do as a result of my armies (maxed) fail to even take the shields off your deathball. You can't take resources in the equation without considering all factors.
Roblin
Profile Joined April 2010
Sweden948 Posts
September 15 2011 20:56 GMT
#432
On September 16 2011 03:46 LesPhoques wrote:
No more "Mass Infestor rape your army".

I do somewhat agree with this but I don't know what actual change it will bring to gameplay. Interested what players who mass infestor will do.

Show nested quote +
On September 16 2011 03:46 CrimsnDragn wrote:
On September 16 2011 03:42 Zerker wrote:
They are going to nerf NP from 9 range to 7 range, What does this mean?

Stalkers can now snipe NP more easily, Collosi will be able to use their lazer lance to kill them before they get NPd and thors will also be able to kill them once they get in close enough range.


Orginal comment from blizzard

We thank those of you who participated in the 1.4 PTR and appreciate your feedback regarding changes to the Infestor unit. In response to that feedback, we have chosen a different course of action regarding adjustment of Neural Parasite. Rather than preventing this ability from targeting Massive Units, the range of Neural Parasite will instead be reduced from 9 to 7. We believe that this change will make choices regarding positioning and unit composition more important when using the Infestor.

This change will not be reflected on the PTR, but we wanted to ensure that you were aware of the new changes before the StarCraft II Patch 1.4 is live.


Link to official bnet forums
http://us.battle.net/sc2/en/forum/topic/3182509584#1



Are you fucking kidding? It's already NERFED to the point that you can't neural parasite COLLOSI or THOR because they're fucking MASSIVE. That's fine, wasn't going to research neural ever again since the original change. Here's to another reason.


Sad zerg player is sad. You already have a unit that does EVERYTHING and they nerf it => From most useful to most useless? gtfo.


I mass infestors, I won't change anything.

why? because I use the following gameplan:

mass zergling>mass zergling infestor> mass zergling infestor ultralisk

ya, thats right, I used ultralisks before they were cool.

why my gameplay won't change:
NP is now 7 range? so what? I only used neural parasite vs mass thor and mass capital ships, I may just transition to broodlords (alt corruptor) instead of ultralisk if that happens, but it basicly never does.

fungal growth now deals 30(40) instead of 36(46), so they reduced the damage by 16.7%, whoopdedo, im so impressed, that means the overall DPS of my midgame army is reduced by... about 2%, what an enourmous change, I guess I must switch strategies. *sarcasm*

ultralisks buildtime is now shorter! woohoo, I get my end-game unit faster, this readily makes p for the nerfes in my opinion.
FYI: I don't play much, but when I get ultras out I am usually so far ahead already that I almost never lose.
I'm better today than I was yesterday!
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
September 15 2011 20:56 GMT
#433
On September 16 2011 05:55 happyness wrote:
Show nested quote +
On September 16 2011 05:54 Yaotzin wrote:
On September 16 2011 05:51 Heavenly wrote:
On September 16 2011 05:50 BBWsuperstar wrote:
I'm saying that 10 infested terrans per infestor for a mineral line is a little insane. I'd love to drop a medivac (and some) of units instantly and just rape mineral lines.

I'd personally like infestors to be slower. More like HTs. They are super strong and should require some extra micro to get them into the correct positions.

They are super easy to mass anyway, just go build another 20.


I'd just prefer HTs to be faster...annoying as hell really and I can't think of any reason for their slow speed compared to infestors and ghosts.

But yeah, I'm sure almost every P and Z would've preferred a ghost nerf to neural parasite nerf, as annoying as the spell was to deal with.

They have a bus for rapid transport :D WP will be so good and like doubles the templar's speed.


Meh protoss is just going to go mass colossus anyways

Mass collo sucked donkey balls since forever. It's slow, impossible to replace, and vulnerable to muta switches. Collo usage will remain low.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
September 15 2011 20:57 GMT
#434
On September 16 2011 05:49 MandoRelease wrote:
So while zerg gets a double nerf on the infestor, terran's ghost gets nothing. Blizzard is acting a big strange. Ghost is as much an issue as the infestor.

I'm not really disagreeing with the nerf (nor am i agreeing), we'll see how things will go after the patch, but it'd be great if blizzard stoped looking away when it comes to Terran. Major changes are almost always for the other races, while Terran gets minor change everytime. Be more drastic with Terran, even if it means reverting back to the previous state, like with the other races. 5s is nothing.


Yeah man, nerfing Siege Tanks, Medevac speed, Stim timming, Supply before barracks, Nitro pack at Factory level, Reapers at 50s build time, BC AtG nerf were all minor changes.

Stop pretending as if Blizzard favours one race over the other.
"Its easy, just trust your CPU".-Boxer on being good at games
Cloud9157
Profile Joined December 2010
United States2968 Posts
September 15 2011 20:58 GMT
#435
On September 16 2011 05:56 R3N wrote:
Show nested quote +
On September 16 2011 05:50 Cloud9157 wrote:
On September 16 2011 05:47 R3N wrote:
On September 16 2011 05:44 Cloud9157 wrote:
On September 16 2011 05:43 R3N wrote:
On September 16 2011 05:37 Cloud9157 wrote:
Zergs are seriously hilarious.

Can I get a unit that can steal your massives, snare everything you have, and then have a billion little devils blocking you from getting to it?


Protoss are seriously hilarious.

Can I get a unit that can storm-rape your entire army, 1-shott all your casters, and then morph into a-moving rapeArchons blocking you from winning the game?


But wait... My AoE spell actually requires research+resources... And my Archon requires 12 seconds to form, and 100/300 in resources...



My NP requires research+ resources...And when I'm out of energy I can't form another unit and thus put my thumbs in my mouth and try to look useful.


But you can take bases more freely than me and as a result, get so many resources... Plus you don't spend gas on anything other than research/buildings (assuming ling/Infestor).

Are we done yet?


Wtf?
I don't understand, are you insinuating infestors are cheaper than HT?! I do agree infestors is a SLIGHTLY better unit but their still in the same caliber (both way below ghosts LOL) and take roughly the same amount of risk/reward (infestors more risk - believe it or not - but also more reward).
I guess HT require more tech (focused). But still take more bases? I'm zerg, that's what I'm supposed to do as a result of my armies (maxed) fail to even take the shields off your deathball. You can't take resources in the equation without considering all factors.


My point is you get more Infestors than I get HTs, since I'm actually spending gas on more than 1 unit.

HT = Infestor in gas cost. Any Stalker/Sentry is an additional 50/100 gas respectively.

2 base vs 3 base. 4 geysers for me, 6 for you. You get more gas than me.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
September 15 2011 20:58 GMT
#436
...they have no idea what they are doing do they...? Random buff/nerfs on wrong spells every 3 months.
Terrible, just terrible.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
September 15 2011 21:00 GMT
#437
On September 16 2011 03:44 Darkdeath3 wrote:
Well at least they can np massive units. Change should still help out p though with the decreased range.

Hrm.. there not uploading to ptr maybe that means patch soon?


blizz's pattern seems to be this, they do some testing, make a couple c hanges, then just release the patch without actaully testing it publicly very odd method but w/e
[]Phase[]
Profile Joined September 2010
Belgium927 Posts
September 15 2011 21:00 GMT
#438
hmm I wish they had nerfed Fungal and Fested terran harder, and leave NP be. For me the infestor was used to combat their tier 3 units with a 2.5 unit, to buy some more time to get tier 3 out myself. I feel it's already hard to safely get to tier 3 IN TIME, so that extra time the infestor bought me was very valuable. I think most ppl agree that the problem wasent the NP in the first place.

I'm a sad sad drone right now, especially because I feel like using the infestor in small numbers for a few calculated neurals had great potential, and was a fun way to use this unit.
branflakes14
Profile Joined July 2010
2082 Posts
September 15 2011 21:00 GMT
#439
On September 16 2011 05:57 windsupernova wrote:
Show nested quote +
On September 16 2011 05:49 MandoRelease wrote:
So while zerg gets a double nerf on the infestor, terran's ghost gets nothing. Blizzard is acting a big strange. Ghost is as much an issue as the infestor.

I'm not really disagreeing with the nerf (nor am i agreeing), we'll see how things will go after the patch, but it'd be great if blizzard stoped looking away when it comes to Terran. Major changes are almost always for the other races, while Terran gets minor change everytime. Be more drastic with Terran, even if it means reverting back to the previous state, like with the other races. 5s is nothing.


Yeah man, nerfing Siege Tanks, Medevac speed, Stim timming, Supply before barracks, Nitro pack at Factory level, Reapers at 50s build time, BC AtG nerf were all minor changes.

Stop pretending as if Blizzard favours one race over the other.


Well in all fairness Barracks before Depot, Reaper speed at Barracks and Siege Tanks having 70 damage across the board were all kinda game breaking.
JKira
Profile Blog Joined April 2011
Canada1002 Posts
September 15 2011 21:01 GMT
#440
On September 16 2011 05:56 TolEranceNA wrote:
Need...more corruptor buff.


I think they're actually gonna remove this unit and replace it with a better anti-air unit in HotS.

Otherwise I agree it probably does need a buff.
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