Another Neural Parasite Change. - Page 33
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nitdkim
1264 Posts
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MMello
279 Posts
On September 16 2011 07:46 aWildRATTATA wrote: Going to learn that style this week. Thx! One last question; so forcing a zergs reaction isnt enough to get an advantage as long as his third lives? Did you just make an account so you can sit here and attempt to troll people... Just stop acting like a noob. | ||
IamPryda
United States1186 Posts
On September 16 2011 07:22 QTIP. wrote: The whole "Blizz responds to QQ" argument is baseless bullshit. If you think they are that easily influenced by people crying then Infestors wouldn't even be in the game anymore. "omg neural all my colossi gg qq" "omg fungal my army can't move no micro gg qq" "omg so many infested terrans gg qq" As opposed to all the zergs who qq so much they were willing to step in front of a moving truck to stop a nerf to there precious infestor "because it would break the game" despite it not given a chance to see meta game around it | ||
hugman
Sweden4644 Posts
On September 16 2011 07:54 Sc2Null wrote: why do people continually suggest that infestors are "easy" to mass..they are 150 each...If someone can mass a unit with such gas cost and have supporting units...your doing something wrong. Because you can support them with units that cost almost no gas | ||
tehemperorer
United States2183 Posts
On September 16 2011 07:54 Sc2Null wrote: why do people continually suggest that infestors are "easy" to mass..they are 150 each...If someone can mass a unit with such gas cost and have supporting units...your doing something wrong. PvZ: I think it's because zerg can use pure mineral units to defend expansions, and even 4 geysers without spending any of it on units plus the ability to dump it all at once makes for an easily massed unit. It's not like high templar, who cost the same amount of gas but are also fielded with high numbers of sentries and stalkers plus related tech. | ||
tehemperorer
United States2183 Posts
On September 16 2011 07:58 MMello wrote: Did you just make an account so you can sit here and attempt to troll people... Just stop acting like a noob. Haha I didn't reply to that post because I didn't know if he was trolling or serious lol | ||
tarodotoxin
United States110 Posts
retarded | ||
Endymion
United States3701 Posts
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Sbrubbles
Brazil5775 Posts
NP was only crucial for fighting mech ... against protoss armies, I feel FG and IT were 90% of the times more important. | ||
rdj107
United States336 Posts
On September 16 2011 07:46 tehemperorer wrote: Your post indicates that 7 range is a nerf, and that QQ didn't win. In regards to the nerfed range, my post poses the problem that a 9 range NP (the way it is) currently negates a necessary and costly Protoss upgrade, which was intended to prompt you into rethinking your stance. See that's the problem with starting unrelated arguments, you run the risk of starting them with people who already agree with you. I do happen to think np taking very expensive units is an issue: + Show Spoiler + On September 10 2011 01:16 rdj107 wrote: Ignoring the impulse rage at this, it does make sense. The ability to effectively take high cost units and make them your own mid battle is game breaking no matter how effective it is. My concern is that while yes, p and t can once again make those units without the crippling fear of having it flipped against them, zerg still doesn't have a truly effective way of taking down a high tier army with vastly out of proportion resource costs. Specifically I'm talking about carriers/motherships and battlecruisers (bear with me). The massive ground units are an issue on their own, but their are units that work against them so I'll leave them out of this post. Currently zerg has a total of 5 units that can hit air; spores, queens, mutas, hydras, and corrupters. Spores and queens have obvious practicality issues so I'll ignore those: Mutas are a harass unit and a good one, but do not trade evenly with any unit that can hit them except stalkers/voids (?); this includes vikings and phoenixes, which honestly aren't that hard to get out along the techpaths of the high tier units mentioned. Due to this in a standard mix mutas are not a solution, as to have mutas be effective you need to invest in a lot of them which is going to cripple your ground army strength; this would only get worse if you tried infestor/muta/x due to high gas and (depending on x) supply cost. Hydras are the most viable solution to air heavy late game comps, but results have already shown that hydra heavy mixes are fragile at best and hard countered at worse. And it does need to be a heavy mix to guarantee that the hydras do anything at all; a light smattering of them honestly isn't going to do anything unless the air units specifically don't focus them. Finally corrupters...suck, which given that they are supposed to be what takes down the high tech air units is an issue. Very literally they suck huge amounts of supply for what they do, and are brought down by pretty much everything they aren't specifically supposed to counter. Voidrays, vikings, any air to ground, and indirectly even phoenixes work fine for just soaking shots while they slowly whittle down the corrupters trying to hunt down carriers that can retreat to extreme distances while still having interceptors fight. Also keep in mind that against battlecruisers, there's the danger of yamato instantly tipping the scales on corrupters trading cost effectively if the bc numbers are not constantly kept in line. Beyond unit specific issues, they all have the common weakness of needing to be in very large numbers in order to have any sort of effect. When people bring up having a proper unit composition that just isn't the way zerg works. Its strength is pumping out massed pure unit armies for the situation and when you keep units in reserve to develop a proper composition this strength falters or outright disappears. For how ineffective all of these units are making them in advance isn't feasible. Tl;dr: Neural parasite on certain units was gamebreaking, but without the threat of it against high tier air tech there will be little reason not to make them late game, bringing the issues zergs have dealing with air units into play harder than ever. Your post states that 9 range is an issue and that QQ won, when this thread is about the range nerf that is going to go live. That makes no sense, especially when you try to decide what my stance on something is without me stating it. So again, please do not put words in my mouth to attempt to start an argument. There's plenty of other people here for you to argue with I'm sure. | ||
nttea
Sweden4353 Posts
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branflakes14
2082 Posts
On September 16 2011 08:06 Endymion wrote: wow who even used NP anyways to the point where blizzard thought it needed a nerf? It's the linchpin of all Zerg strategy apparently. | ||
magnaflow
Canada1521 Posts
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aksfjh
United States4853 Posts
On September 16 2011 07:57 crms wrote: does nobody agree with this? Its not about the individual changes it's the fact they give almost no time for strategy/skill to increase. Anytime something is hard its immediately patched. This style of 'balancing' is going to make the game dull and boring. Imagine BW with this mentality. ~_~ Apparently, you don't know how the development process works. Right now, Blizzard is starting control fires to prevent certain aspects from getting out of control and killing the game. It's bad enough that 20 Terrans made it into Code S. Luckily, that seems to be the only place where Terrans are dominating (if you don't count Koreans winning foreign tournaments). Now imagine if ZvP was always Z favored everywhere in the West. It didn't get to that point, and it probably never will as long as Blizzard keeps this patching strategy. They're biding their time until they can introduce an additive/lateral strategy with an expansion that will attempt to fix shortcomings of each race. Until then, you can expect direct and indirect nerfs as the first step to balance. | ||
clusen
Germany8702 Posts
On September 16 2011 08:11 magnaflow wrote: I don't know why you zergs are crying. If anything you should be happy that the only thing being nerfed is NP. FG gets a little nerf aswell actually :p They should just revert FG back to the old stats imo ![]() | ||
p0lyph0ny
United States217 Posts
blizzzzarddddddd........... | ||
tehemperorer
United States2183 Posts
On September 16 2011 08:06 rdj107 wrote: See that's the problem with starting unrelated arguments, you run the risk of starting them with people who already agree with you. I do happen to think np taking very expensive units is an issue: + Show Spoiler + On September 10 2011 01:16 rdj107 wrote: Ignoring the impulse rage at this, it does make sense. The ability to effectively take high cost units and make them your own mid battle is game breaking no matter how effective it is. My concern is that while yes, p and t can once again make those units without the crippling fear of having it flipped against them, zerg still doesn't have a truly effective way of taking down a high tier army with vastly out of proportion resource costs. Specifically I'm talking about carriers/motherships and battlecruisers (bear with me). The massive ground units are an issue on their own, but their are units that work against them so I'll leave them out of this post. Currently zerg has a total of 5 units that can hit air; spores, queens, mutas, hydras, and corrupters. Spores and queens have obvious practicality issues so I'll ignore those: Mutas are a harass unit and a good one, but do not trade evenly with any unit that can hit them except stalkers/voids (?); this includes vikings and phoenixes, which honestly aren't that hard to get out along the techpaths of the high tier units mentioned. Due to this in a standard mix mutas are not a solution, as to have mutas be effective you need to invest in a lot of them which is going to cripple your ground army strength; this would only get worse if you tried infestor/muta/x due to high gas and (depending on x) supply cost. Hydras are the most viable solution to air heavy late game comps, but results have already shown that hydra heavy mixes are fragile at best and hard countered at worse. And it does need to be a heavy mix to guarantee that the hydras do anything at all; a light smattering of them honestly isn't going to do anything unless the air units specifically don't focus them. Finally corrupters...suck, which given that they are supposed to be what takes down the high tech air units is an issue. Very literally they suck huge amounts of supply for what they do, and are brought down by pretty much everything they aren't specifically supposed to counter. Voidrays, vikings, any air to ground, and indirectly even phoenixes work fine for just soaking shots while they slowly whittle down the corrupters trying to hunt down carriers that can retreat to extreme distances while still having interceptors fight. Also keep in mind that against battlecruisers, there's the danger of yamato instantly tipping the scales on corrupters trading cost effectively if the bc numbers are not constantly kept in line. Beyond unit specific issues, they all have the common weakness of needing to be in very large numbers in order to have any sort of effect. When people bring up having a proper unit composition that just isn't the way zerg works. Its strength is pumping out massed pure unit armies for the situation and when you keep units in reserve to develop a proper composition this strength falters or outright disappears. For how ineffective all of these units are making them in advance isn't feasible. Tl;dr: Neural parasite on certain units was gamebreaking, but without the threat of it against high tier air tech there will be little reason not to make them late game, bringing the issues zergs have dealing with air units into play harder than ever. Your post states that 9 range is an issue and that QQ won, when this thread is about the range nerf that is going to go live. That makes no sense, especially when you try to decide what my stance on something is without me stating it. So again, please do not put words in my mouth to attempt to start an argument. There's plenty of other people here for you to argue with I'm sure. 1st, relax. 2nd, I was merely commenting on the 7 range being a nerf, it's clear that if range is nerfed to 7 then QQ didn't win, but I never mentioned that OMG YOURE PUTTING WORDS IN MY MOUTH STOP ARGUE WITH SOMEONE ELSE :p | ||
ApBuLLet
United States604 Posts
On September 16 2011 08:16 p0lyph0ny wrote: the that means that infestors can still np the mothership????? blizzzzarddddddd........... I know getting your mothership NP'ed really sucks, but the mothership acceleration change and the NP range nerf should help that a lot. Just target down the Infestor that has control over it, that should be fairly easy to do with stalkers, void rays, or colossi. Especially with thermal lance or blink. So yes, it is still possible, but it is much harder now. | ||
Absentia
United Kingdom973 Posts
-2 range seems kinda harsh. It my mind it seems to be ridiculously easy to keep Colossi out of 7 range considering there's 6 range stalkers supporting them as well as their own range advantage. However, I am thinking of a a choke engagement... in an open engagement it's much easier to get infestors in close range. Consideirng that, the change doesn't seem too harsh. The change doesn't really deal with the problem of "mass" infestor which seems to be most people's problem with the unit. For example massive amounts of fungals, suiciding a couple of infestors to get off a NP and infested terran spam are still going to be possible with the changes they've made. I like the idea someone made a few pages back of a slight cost increase, maybe to 100/200 (would 250 be too much?) and/or maybe a slight less harsh nerf to NP - perhaps a change to 8 range or an energy cost increase. | ||
branflakes14
2082 Posts
On September 16 2011 08:19 ApBuLLet wrote: I know getting your mothership NP'ed really sucks, but the mothership acceleration change and the NP range nerf should help that a lot. Just target down the Infestor that has control over it, that should be fairly easy to do with stalkers, void rays, or colossi. Especially with thermal lance or blink. So yes, it is still possible, but it is much harder now. Gotta be able to see it first! | ||
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