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Another Neural Parasite Change. - Page 31

Forum Index > SC2 General
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tuho12345
Profile Blog Joined July 2011
4482 Posts
September 15 2011 22:26 GMT
#601
Instead of 25 energies on HTs, why not make it like 15 energies then??? Much faster I assume?
Demonhunter04
Profile Joined July 2011
1530 Posts
Last Edited: 2011-09-15 22:27:20
September 15 2011 22:26 GMT
#602
On September 16 2011 07:23 Steel wrote:
I'm Zerg and I understand the NP change to fix infestors in ZvP but I have no idea how I'm going to deal with mech in the late game.

I don't think that even if I remax 3 times with whatever units you want I could kill tank thor viking without being able to neural half the thors. It was already pretty hard with range 9 to not instantly die.


A mix of Zerglings, Ultralisks, and Brood Lords? That might work. Add some corruptors for the vikings or just skip the brood lords and get moar ultras.
"If you don't drop sweat today, you will drop tears tomorrow" - SlayerSMMA
branflakes14
Profile Joined July 2010
2082 Posts
September 15 2011 22:27 GMT
#603
On September 16 2011 07:26 Turbo.Tactics wrote:
How many times do you see NP beeing used without the infestors getting sniped. Now imagine the same with less range. Awful change... I rather take the non massive and NP 1 blink out of range than this.


If it happens often you won't even notice the range change :D
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
September 15 2011 22:28 GMT
#604
On September 16 2011 07:22 Demonhunter04 wrote:
-_- so many people on bnet forums are saying that colossus range is 7 by default when it's actually 6.

Show nested quote +
On September 16 2011 07:21 iamke55 wrote:
Looks like QQ wins again. At this point I really wish Idra and his legion of fanboys played Protoss instead. I have no doubt we would still have KA, NP wouldn't work vs massive, and roaches would have 3 range if that were the case.


Khaydarin Amulet is pretty unfair though. Being able to warp in and storm immediately means a powerful, immediate response to any kind of harass.

Don't start with the KA, I think it's removal was totally unfair. You still have to have the tech, you still have to have the gas (considering every other necessary unit you have requires a shit ton of it), and that templar is probably going to die anyway.
Knowing is half the battle... the other half is lasers.
Turbo.Tactics
Profile Joined April 2010
Germany675 Posts
September 15 2011 22:29 GMT
#605
On September 16 2011 07:27 branflakes14 wrote:
Show nested quote +
On September 16 2011 07:26 Turbo.Tactics wrote:
How many times do you see NP beeing used without the infestors getting sniped. Now imagine the same with less range. Awful change... I rather take the non massive and NP 1 blink out of range than this.


If it happens often you won't even notice the range change :D


Well played Sir! I guess the appropriate reaction is to burn your mana on fungals rather than hoping the enemy doesnt move. Or combine fungal and NP which at least takes some skill and keeps them alive for at least 1 blink cooldown.
Zerg - because Browders sons hate 'em
R3N
Profile Joined March 2011
740 Posts
September 15 2011 22:29 GMT
#606
On September 16 2011 07:18 Heavenly wrote:
Show nested quote +
On September 16 2011 07:11 R3N wrote:
On September 16 2011 07:04 Heavenly wrote:
On September 16 2011 07:02 R3N wrote:
On September 16 2011 06:45 Heavenly wrote:
On September 16 2011 06:37 R3N wrote:
On September 16 2011 06:24 Heavenly wrote:
On September 16 2011 06:21 R3N wrote:
On September 16 2011 06:16 Heavenly wrote:
On September 16 2011 06:13 R3N wrote:
[quote]

......
As I said, I'm zerg and not protoss. My units aren't ½ as efficient as yours. That's why I get access to more bases faster than you can. Zerg can't win any half-decent ZvP on equal bases.

One might think people figure that out by now....


Here, I'll make ridiculous unfounded statements too: Protoss units are not cost-effective versus zerg. If you prove your statement I'll prove mine.

You're also going on a completely different tangent of the original statement that you'll have more infestors than templar.


Proven my statement? So you really do believe protoss units are to be as easily massed as zerg?

I think you need to enlighten the entire starcraft community and ofc, blizzard about this gospel of truth. As the other way 'round is widely accepted by everyone but you.

Also we were talking about gas efficient and you came in straying shit about archons and how roaches beat them.


What is the first part even talking about? What? I never said anything remotely like that.

And watch any GSL ZvP. Z destroys P utterly in the matchup. This month was like 25% winrate and it would've been lower if protoss didn't one base all-in a couple games. Zerg completely shits on protoss and you are sitting here acting as if stalker/archon kills THREE zerg armies, which has never actually happened. You're just making random inaccurate statements, probably from your experiences in silver league or something, hence my sarcasm.

Um, my talking about roaches v archons was in response to saying that roaches are a soft counter and me saying they aren't. That was me responding to a statement, not me going on a tangent.


Lol, there are 2 more zergs in code S than 'toss and that "25% winrate" that you pulled from your ass was not far there off (the other way 'round) couple of months ago when zerg had no answer to 'toss a-moving balls.
I just got promoted to masters in season 3 where I fail to see any balance issues ZvP but I do understand bronzies and 'toss trolls thinking so as they can't a-move anymore (HT requires 'T' left click )

And oh roaches aren't a soft-counter to archons? So you think they're a hard-counter? LoL. As I already stated in previous posts, they do ok in midgame not because they're any particularly good
against archons but because aren't as good at that point, you need allot of them en masse for their AoE to show real effect. That and with roaches scaling terribly , they ain't going to hold anymore. But I dunno why I'm saying this to you as you believe zerg units are as strong as toss individually...


The 25% winrate I pulled "from my ass" is actually 23.5% in GSL, look it up. While zerg was losing to protoss before, zerg was buffed and began to discover new styles like baneling drops + fungal and now it has been ahead internationally in the matchup since April:

http://imgur.com/Jvlvy

Also look at the Korean graph and please show me where zerg was ever at 25% versus protoss in Korea: http://i.imgur.com/aZDCO.png

The lowest was 42.9%, back in September 2010.

Lmao, you think that you are going to have a large amount of archons (300 gas) and stalkers in the midgame, enough to put a dent into a roach army? Sorry, try some micro for yourself---fungal growth those archons into place, they are 3 range compared to 4 of roaches and if you focus fire then archons will never get a shot off, so yes, roaches are a hard counter to them. Sorry that you can't beat mass archon/stalker with a-moving mass roach?

Roaches do not scale terribly. They scale better with upgrades than stalkers, this is also a fact. They are supply-inefficient, not cost-inefficient. You make up for that by going into high tech units to match protoss high tech units, like infestors and broodlords. Infestor/broodlord is just as good of a deathball as voidray/colossus ever was, and it beats that composition. Watch high level ZvP nowadays so you stop sounding so ignorant.


I don't see any 23.5% in any of these graphs nor would it matter even if it was true as both races are being raped by terrans and the fact that TvP is more imbalanced than TvZ matters jack shit when considering (the VERY FEW) ZvP's we have seen. Protoss lost these matches and you take that as a proof of imbalance? That's how it works only in your dreams.

Roaches scale terribly. They do shit dmg and their only worth, their relatively high hp, is worthless lategame because of AoE. They are kinda similar to stalkers in that regard, also high hp/ low dps, but unlike stalkers have 4 and not 6 range so worse surface area/less dps and more importantly, more vulnerable to AoE.

You can have 50 roaches lategame in a 200/200 army and unless it's a massive concave in like the middle of Tal'Darim (which is the fault of the 'toss, you ain't going to utilize all of them. Not even close. Unlike stalkers which have blink, infinetely more useful than burrow (late game). But that requires micro some thing I'm not even sure you know what it is.

Why do you even talk about infestor/broodlords lol. You further my points, as that's exactly what you see lategame ZvP, infestors+broodlords not hurr-durr. 50 roach "micro" (lol...) ass-raped by storms/colossi/archons.

Also I watch tons of starcraft (not some much these days tho, too many TvT's in GSL, some of my favourite youtube casters hibernating) so why do you continue with pointless personal attacks when you know nothing about me. Also I see tons of rapage, from both sides and not a one sided infestors+roach pushes you think is so unstoppable.


Um, because those graphs don't have August's statistics in them? Lol arguing with you is pointless and you have horrible reading comprehension and overall reasoning skills. Continue to think zerg is bad versus protoss while they do amazingly. Thanks for the debate, it was funny.


So you don't have any arguments anymore and refers to personal attacks. Pointless idd.
And *once again*, it doesn't matter it if those "statistics" (requires more than one season...) are true cause we have so few ZvP's this season. Reading comprehension fail idd.


You also used personal attacks the entire time and are just stating completely random things. Arguing with you is pointless because you seem to have no idea what is actually being argued. Here, I'll humor you one more time and try to make this as simple as possible.

I have explained why roaches are bad in a 200/200 engagement of pure roaches. It is their supply inefficiency and being outranged so more stalkers engage. I acknowledged this the entire time, but roaches are most cost-effective than stalkers in anything that's not a maxed out scenario where range comes into play. However that scenario never happens because no one goes to 200/200 roaches anymore.The reason I brought infestor/broodlord into it is the same reason you brought up storms/colossi/archons beating roaches---because we are moving into late game past t1 of stalker v roach into t3, and zerg should have t3 to beat protoss' t3. No shit that roaches die to colossi/storm/archons with stalker support in the late game, stalkers also die to broodlords and infestors with roach support very cost-inefficiently.

Also roach damage is higher than stalker damage at 3/3, so how can you say they have shit damage when they have more DPS at half the cost?



I was discussing with another guy, you came in and started with the insults Why do you even defend yourselves when I throw 'em back.

No one has ever gone 200/200 roaches because it's laughable- not just because of supply inefficient but because they can't fucking accomplish anything.

Lol, you never mentioned stalker range, and dps I did, and you don't have arguments against it and trying to save your skin by blatant lying. Also that a 1 3/3 upgrade roach have more dps than a stalker is irrelevant in lategame, because *again* you cannot utilize them unless the terrain favors you and you 'toss opponent is bad; something you never wrote or understand and trying to look as if you do.

You didn't acknowledge shit as you never mentioned or even insinuated these things, you were saying roaches are a hard counter to archons lol.

Why should zerg have t3 to beat toss t3? Mass roach! It really works lulz...
Also never did I say you ain't allowed to build roaches lategame (they are an excellent reinforcement-unit, more firepower than lings often) but you absolutely cannot mass them lategame or you're playing it wrong.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
September 15 2011 22:31 GMT
#607
On September 16 2011 07:29 Turbo.Tactics wrote:
Show nested quote +
On September 16 2011 07:27 branflakes14 wrote:
On September 16 2011 07:26 Turbo.Tactics wrote:
How many times do you see NP beeing used without the infestors getting sniped. Now imagine the same with less range. Awful change... I rather take the non massive and NP 1 blink out of range than this.


If it happens often you won't even notice the range change :D


Well played Sir! I guess the appropriate reaction is to burn your mana on fungals rather than hoping the enemy doesnt move. Or combine fungal and NP which at least takes some skill and keeps them alive for at least 1 blink cooldown.

Nope just find their sentries and fungal them, then move in for the gg. It's often times just that easy.
Knowing is half the battle... the other half is lasers.
cydial
Profile Blog Joined September 2010
United States750 Posts
September 15 2011 22:31 GMT
#608
They should've nerfed fungal growth, it is the scrubbiest mechanic in this game right now.

Make fungal growth like maelstrom from BW (only immobilizes) but make it longer... make it 6 or 7 seconds.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
September 15 2011 22:31 GMT
#609
I'm not going to comment whether old NP change was good or not.
It's just disgusting that whining wins once again.
MacDubhghaill
Profile Joined August 2010
United States41 Posts
September 15 2011 22:31 GMT
#610
On September 16 2011 07:17 IamPryda wrote:
Figures just like fungal not affecting air units got reverted by Zerg qq so does np. I wonder why no other options were looked at for the Templar before they just removed the amulet. It's pretty clear how the races are treated- terran is blizzards pride and joy and Zerg is the fully grown adult that blizzards feels the need to still baby and Protoss is the middle child no one gives a shit about


So, you are saying this:
Terran - no QQ
Zerg - QQ, but tries to get something done about it
Protoss - QQ in the corner wondering why they don't get more patches.

On to the topic of the change, this is actually really reasonable. Forcing more position play on infestors pushes Zerg play into the intended play style in my opinion.

What I mean by this is that Zerg is a race that shouldn't be played by smashing two balls into each other and seeing who wins. Zerg is supposed to be the race that engulfs the ball from all sides. Bruce Lee comes to mind when I think of how Zerg is supposed to be played.

+ Show Spoiler +
Be like water making its way through cracks. Do not be assertive, but adjust to the object, and you shall find a way round or through it. If nothing within you stays rigid, outward things will disclose themselves.

Empty your mind, be formless. Shapeless, like water. If you put water into a cup, it becomes the cup. You put water into a bottle and it becomes the bottle. You put it in a teapot it becomes the teapot. Now, water can flow or it can crash. Be water my friend.


That being said, I don't play that way because I'm not that good. But, looking back at the NP change I do think that it will force new positioning tactics towards this "water" play style.
Ceio
Profile Joined January 2011
Scotland27 Posts
September 15 2011 22:32 GMT
#611
Hey, i dont usually post on TL but ive been thinking of a few very simple fixes to the infestor that would make them a bit more "balanced" so to say, what do you guys think?
Cost of infestor, 100/200, harder to mass them
Fungal damage same as the nerf in the match, 30(40)
Infested Terrans do 1 less damage per shot OR cost 30 energy instead of 25 ( 6 terrans per Infestor instead of 8 )
Neural same as it always is at 9 range...

Just my thoughts, i think the neural change is uncalled for as i have never won a game because of neural itself.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
September 15 2011 22:33 GMT
#612
On September 16 2011 07:31 MacDubhghaill wrote:
Show nested quote +
On September 16 2011 07:17 IamPryda wrote:
Figures just like fungal not affecting air units got reverted by Zerg qq so does np. I wonder why no other options were looked at for the Templar before they just removed the amulet. It's pretty clear how the races are treated- terran is blizzards pride and joy and Zerg is the fully grown adult that blizzards feels the need to still baby and Protoss is the middle child no one gives a shit about


So, you are saying this:
Terran - no QQ
Zerg - QQ, but tries to get something done about it
Protoss - QQ in the corner wondering why they don't get more patches.

On to the topic of the change, this is actually really reasonable. Forcing more position play on infestors pushes Zerg play into the intended play style in my opinion.

What I mean by this is that Zerg is a race that shouldn't be played by smashing two balls into each other and seeing who wins. Zerg is supposed to be the race that engulfs the ball from all sides. Bruce Lee comes to mind when I think of how Zerg is supposed to be played.

+ Show Spoiler +
Be like water making its way through cracks. Do not be assertive, but adjust to the object, and you shall find a way round or through it. If nothing within you stays rigid, outward things will disclose themselves.

Empty your mind, be formless. Shapeless, like water. If you put water into a cup, it becomes the cup. You put water into a bottle and it becomes the bottle. You put it in a teapot it becomes the teapot. Now, water can flow or it can crash. Be water my friend.


That being said, I don't play that way because I'm not that good. But, looking back at the NP change I do think that it will force new positioning tactics towards this "water" play style.

All it will likey do is almost require a good fungal to chain into a good NP. Right now you can just flood with lings and get a NP, which also stands for no problem (colossi? No Problem. HT? No Problem. Archon, Mothership, Carrier? No Problem!).
Knowing is half the battle... the other half is lasers.
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
September 15 2011 22:34 GMT
#613
The 'not able to target massive units' change was pretty bad because wich units would you target instead, right? This change makes a hell more sense and I'm glad that Blizzard is trying diferent aproaches to the matter.
aka Wardo
aWildRATTATA
Profile Joined June 2011
Netherlands49 Posts
September 15 2011 22:34 GMT
#614
On September 16 2011 07:31 tehemperorer wrote:
Show nested quote +
On September 16 2011 07:29 Turbo.Tactics wrote:
On September 16 2011 07:27 branflakes14 wrote:
On September 16 2011 07:26 Turbo.Tactics wrote:
How many times do you see NP beeing used without the infestors getting sniped. Now imagine the same with less range. Awful change... I rather take the non massive and NP 1 blink out of range than this.


If it happens often you won't even notice the range change :D


Well played Sir! I guess the appropriate reaction is to burn your mana on fungals rather than hoping the enemy doesnt move. Or combine fungal and NP which at least takes some skill and keeps them alive for at least 1 blink cooldown.

Nope just find their sentries and fungal them, then move in for the gg. It's often times just that easy.

3 fungals, 12 seconds. Go try it against someone who keeps them on a seperate hotkey.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
September 15 2011 22:34 GMT
#615
as long as I can neural the goddamn Thors, I'm happy. Although this patch puts neural at the same range as the Thor, which is 7. It's going to be tricky, but I suppose it will still work.
moo...for DRG
rdj107
Profile Joined December 2010
United States336 Posts
September 15 2011 22:36 GMT
#616
On September 16 2011 07:21 iamke55 wrote:
Looks like QQ wins again. At this point I really wish Idra and his legion of fanboys played Protoss instead. I have no doubt we would still have KA, NP wouldn't work vs massive, and roaches would have 3 range if that were the case.

Sorry but what? This is a stupid comment even when you're not shoehorning it in where it's completely irrelevant.

Also in what way is 7 range suddenly not a nerf? It's arguably worse than not effecting massive at all, how did the "QQ" win?
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
Last Edited: 2011-09-15 22:38:30
September 15 2011 22:37 GMT
#617
On September 16 2011 07:34 aWildRATTATA wrote:
Show nested quote +
On September 16 2011 07:31 tehemperorer wrote:
On September 16 2011 07:29 Turbo.Tactics wrote:
On September 16 2011 07:27 branflakes14 wrote:
On September 16 2011 07:26 Turbo.Tactics wrote:
How many times do you see NP beeing used without the infestors getting sniped. Now imagine the same with less range. Awful change... I rather take the non massive and NP 1 blink out of range than this.


If it happens often you won't even notice the range change :D


Well played Sir! I guess the appropriate reaction is to burn your mana on fungals rather than hoping the enemy doesnt move. Or combine fungal and NP which at least takes some skill and keeps them alive for at least 1 blink cooldown.

Nope just find their sentries and fungal them, then move in for the gg. It's often times just that easy.

3 fungals, 12 seconds. Go try it against someone who keeps them on a seperate hotkey.

High masters, zergs do it all the time. engage, sac a portion of lings to fungal the sentries; I have to stay balled up anyways and if my position is too spread I either lose lone sentries or drop too many FF.

If it's ling roach infestor, I get baited force fields to deplete the energy too; after that there's not much you can do about anything. With infestors and NP/FG combo like it is, the outcome of the engagements in PvZ are way too pivotal/decisive and balance is way too fragile.
Knowing is half the battle... the other half is lasers.
Percutio
Profile Blog Joined April 2010
United States1672 Posts
September 15 2011 22:38 GMT
#618
Ok so they still beat chargelot archon and thors, but I can't see them being useful against colossi anymore. As toss this makes me (:

Massive air will probably have enough support for them to not be able to get the NP off. If they wanted to fix it against motherships then just make the mothership "heroic" or something which makes it unable to be hit by NP. Likewise you could do the same thing with biological, mechanical, or robotic modifiers if you wanted to further mix it up.

Obviously adding too many things would be messy, but it is just an example of how easy it is to fix NP without making it useless.
What does it matter how I loose it?
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
September 15 2011 22:39 GMT
#619
On September 16 2011 07:36 rdj107 wrote:
Show nested quote +
On September 16 2011 07:21 iamke55 wrote:
Looks like QQ wins again. At this point I really wish Idra and his legion of fanboys played Protoss instead. I have no doubt we would still have KA, NP wouldn't work vs massive, and roaches would have 3 range if that were the case.

Sorry but what? This is a stupid comment even when you're not shoehorning it in where it's completely irrelevant.

Also in what way is 7 range suddenly not a nerf? It's arguably worse than not effecting massive at all, how did the "QQ" win?

The 9 range NP negates a costly upgrade, that's not something that needs to be addressed?
Knowing is half the battle... the other half is lasers.
Jimbo77
Profile Joined March 2011
139 Posts
September 15 2011 22:39 GMT
#620
Second, the most needed, change to NP is increase energy cost to, at least, 150.
Range change 9->7 is a good step, but this creature needs really more tweaks.

IT should be the next step. Then FG.
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