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Another Neural Parasite Change. - Page 38

Forum Index > SC2 General
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StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
September 16 2011 00:41 GMT
#741
Seriously....we see a lot of games, GSL, MLG, IPL, etc, etc. Did blue flame give us reasons to say it's OP? YES! Did NP gave us reasons to say it's OP? NO!

Protoss here.
j0ker
Profile Joined August 2011
275 Posts
September 16 2011 00:41 GMT
#742
as a terran i'd be fine with a 1 range nerf to emp to balance out tvp. any zergs whining about ghosts are just mad they cant tech to brood/infestor and 1a anymore. getting enough ghosts to negate all hive tech takes a big lead, otherwise you are cutting tanks and vulnerable to be overran with ling/bane. the only imbalanced aspect of zvt was 11/11, and thats getting a solid nerf. mutas and infestors are both still amazing against terran.
fusihunter
Profile Joined September 2010
Australia208 Posts
September 16 2011 00:42 GMT
#743
It will be interesting. Ghosts and HT's outrange Neural too, so they can all be feedbacked/EMP'd before they get a chance to use the spell.

That means you'll need to fungal the casters first ( hoping they aren't really close to the Collossus/Thor), and then walk in range of massive unit you want to neural

Sounds like it'll be alot harder now
"I actually don't like games. I just like beating people." - Idra
Zaurus
Profile Joined October 2010
Singapore676 Posts
September 16 2011 00:45 GMT
#744
Thank god for this patch. Blizzard finally recognize roach and infestors are imba for their cost. Zerg units are not weak. Protoss has the weakest early mid game before tier 3 gets out. QQ all you want Zerg, no choice but to admit you win some of your games due to pre patch infestors.
Xivsa
Profile Joined April 2011
United States1009 Posts
September 16 2011 00:46 GMT
#745
Better change than making massive units immune to fungal, but hopefully it will get 'buffed' to 8 range or something. Infestors who are mind-controlling units are vulnerable as it is so I wonder how much easier it will be to kill them, free the Collossus or Thor, and then roll the zerg army. Eh, it will probably come down to better Infestor micro, which I think is partly what Blizzard is after anyway.
I don't know half of you half as well as I should like and I like less than half of you half as well as you deserve. - Bilbo
Loodah
Profile Blog Joined December 2010
335 Posts
September 16 2011 00:48 GMT
#746
This means PvZ will be broken again until the fungal growth gets a PROPER nerf.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2011-09-16 00:49:45
September 16 2011 00:48 GMT
#747
On September 16 2011 09:41 StarscreamG1 wrote:
Seriously....we see a lot of games, GSL, MLG, IPL, etc, etc. Did blue flame give us reasons to say it's OP? YES! Did NP gave us reasons to say it's OP? NO!

Protoss here.

I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.
Jimbo77
Profile Joined March 2011
139 Posts
September 16 2011 00:53 GMT
#748
On September 16 2011 09:48 MrCon wrote:
I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.

Well said.
+1

The main reason of being OP is that infestors own everything from start to mid to late game.
stokes17
Profile Joined January 2011
United States1411 Posts
September 16 2011 00:53 GMT
#749
On September 16 2011 09:48 MrCon wrote:
Show nested quote +
On September 16 2011 09:41 StarscreamG1 wrote:
Seriously....we see a lot of games, GSL, MLG, IPL, etc, etc. Did blue flame give us reasons to say it's OP? YES! Did NP gave us reasons to say it's OP? NO!

Protoss here.

I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.


you actually make a really good point. Nerfing the other spells, while they may feel "worse" or stronger to P players (myself included), NP let's Zerg stay on Infestors into the late game, which I assume the Bliz team seems to think is the imbalance, and I think i agree, so hopefully it ends up being a good change
Protosnake
Profile Joined September 2011
France295 Posts
September 16 2011 01:01 GMT
#750
I still fail to understand the need for the nerf.

Np have 9 range, colossus have 9 range, put them on a different control group, keep them in the back. If any infestor try to neural he will reach melee range and get promptly sniped by stalker/colossus.

There's no "counter" in this, apart from punishing very bad control of a long-range unit
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2011-09-16 01:12:26
September 16 2011 01:08 GMT
#751
On September 16 2011 09:45 Zaurus wrote:
Thank god for this patch. Blizzard finally recognize roach and infestors are imba for their cost. Zerg units are not weak. Protoss has the weakest early mid game before tier 3 gets out. QQ all you want Zerg, no choice but to admit you win some of your games due to pre patch infestors.


yeah and before zerg was losing cause the had no way to deal with P deathball. conclusion: game balance is broken and one dimensional. -> wait for hots

also your cute P whine at the same time as calling Z whine out is hypocrisy at its best.



i agree with blizz that the infestor is more or less broken. but they made the hole they are falling into now themselves. i just hope that they learn something from all their blind bandaid fixes they keep throwing at the game and start actually caring about design in the future. cause juggling with numbers just cant fix flaws on the basic level.
life of lively to live to life of full life thx to shield battery
Tektos
Profile Joined November 2010
Australia1321 Posts
September 16 2011 01:11 GMT
#752
On September 16 2011 09:41 j0ker wrote:
as a terran i'd be fine with a 1 range nerf to emp to balance out tvp. any zergs whining about ghosts are just mad they cant tech to brood/infestor and 1a anymore. getting enough ghosts to negate all hive tech takes a big lead, otherwise you are cutting tanks and vulnerable to be overran with ling/bane. the only imbalanced aspect of zvt was 11/11, and thats getting a solid nerf. mutas and infestors are both still amazing against terran.


1a with an infestor army?

Not sure if serious....
MrCon
Profile Blog Joined August 2010
France29748 Posts
September 16 2011 01:12 GMT
#753
On September 16 2011 09:53 stokes17 wrote:
Show nested quote +
On September 16 2011 09:48 MrCon wrote:
On September 16 2011 09:41 StarscreamG1 wrote:
Seriously....we see a lot of games, GSL, MLG, IPL, etc, etc. Did blue flame give us reasons to say it's OP? YES! Did NP gave us reasons to say it's OP? NO!

Protoss here.

I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.


you actually make a really good point. Nerfing the other spells, while they may feel "worse" or stronger to P players (myself included), NP let's Zerg stay on Infestors into the late game, which I assume the Bliz team seems to think is the imbalance, and I think i agree, so hopefully it ends up being a good change

Yep, I don't think infestor are OP in essence. It's just that they remove too much options from the game (at least in the ZvP matchup).
Now, snipe range -1 and EMP area -1 (and even perhaps EMP only removes 75, or even 50 energy/shields max) and it'll be perfect =). I think even if the 3 aspects were nerfed at once it wouldn't be a big problem seeing how ghost are massed now.
KimJongChill
Profile Joined January 2011
United States6429 Posts
September 16 2011 01:20 GMT
#754
On September 16 2011 09:53 Jimbo77 wrote:
Show nested quote +
On September 16 2011 09:48 MrCon wrote:
I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.

Well said.
+1

The main reason of being OP is that infestors own everything from start to mid to late game.


Sounds like the marine to me. Just because something is versatile doesn't mean it should be nerfed. The infestor was fine because it covered all the design flaws of zerg.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
hobosrus
Profile Joined June 2011
United States99 Posts
September 16 2011 01:21 GMT
#755
Blizzard wanted it this way so you have to get good positioning on your infestors, instead of going e(that is the hotkey right?) click on all the giant floating heads with laserbeams
There is obviously a huge racial imbalance in the global starleague. Just take a look at the code s roster: Korean Korean Korean Canadian Korean...
Whitewing
Profile Joined October 2010
United States7483 Posts
September 16 2011 01:22 GMT
#756
On September 16 2011 06:58 tomatriedes wrote:
Show nested quote +
On September 16 2011 06:24 Whitewing wrote:
You know what guys? Can we stop the Protoss hate on Zerg and the Zerg hate on Protoss? We're both the underdogs here, let's direct our hate at the overpowered Terrans, alright?

YOU HUMAN JERKS.


It's all Idra's fault.


Well he played Terran in BW....
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Whitewing
Profile Joined October 2010
United States7483 Posts
September 16 2011 01:22 GMT
#757
On September 16 2011 10:20 KimJongChill wrote:
Show nested quote +
On September 16 2011 09:53 Jimbo77 wrote:
On September 16 2011 09:48 MrCon wrote:
I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.

Well said.
+1

The main reason of being OP is that infestors own everything from start to mid to late game.


Sounds like the marine to me. Just because something is versatile doesn't mean it should be nerfed. The infestor was fine because it covered all the design flaws of zerg.


Should nerf the marine too IMO.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
happyness
Profile Joined June 2010
United States2400 Posts
Last Edited: 2011-09-16 01:27:27
September 16 2011 01:25 GMT
#758
On September 16 2011 09:48 MrCon wrote:
Show nested quote +
On September 16 2011 09:41 StarscreamG1 wrote:
Seriously....we see a lot of games, GSL, MLG, IPL, etc, etc. Did blue flame give us reasons to say it's OP? YES! Did NP gave us reasons to say it's OP? NO!

Protoss here.

I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.


The thing is zerg really doesn't have a good way to deal with T3 units, mainly colossi. Maybe neural shouldn't be the answer, but bliz should at least compensate the nerf with another buff( maybe something like increased range on corruptors)

Really the infestor is all zerg has.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
September 16 2011 01:25 GMT
#759
On September 16 2011 10:12 MrCon wrote:
Show nested quote +
On September 16 2011 09:53 stokes17 wrote:
On September 16 2011 09:48 MrCon wrote:
On September 16 2011 09:41 StarscreamG1 wrote:
Seriously....we see a lot of games, GSL, MLG, IPL, etc, etc. Did blue flame give us reasons to say it's OP? YES! Did NP gave us reasons to say it's OP? NO!

Protoss here.

I don't think the problem is OP or not, I think the problem is that the unit is good vs everything.
Want to push a base ? Spam infested terrans.
Bunch of T1 units ? Fungal solves.
Air ? See above.
He transition to T3 massive units ? Research neural.

The problem is especially in the ZvP matchup, as neural makes it that you need templars to protect your colossi, but the colossus/templar is a end game composition that necessitate at least 6 gas (8 is more realistic if you want some upgrades and stalkers too). But the infestors are perfect against the whole "life" of a protoss army. I think this nerf is way better than just removing neural, which was the practical effect of the previous nerf.


you actually make a really good point. Nerfing the other spells, while they may feel "worse" or stronger to P players (myself included), NP let's Zerg stay on Infestors into the late game, which I assume the Bliz team seems to think is the imbalance, and I think i agree, so hopefully it ends up being a good change

Yep, I don't think infestor are OP in essence. It's just that they remove too much options from the game (at least in the ZvP matchup).
Now, snipe range -1 and EMP area -1 (and even perhaps EMP only removes 75, or even 50 energy/shields max) and it'll be perfect =). I think even if the 3 aspects were nerfed at once it wouldn't be a big problem seeing how ghost are massed now.


infestors are OP in essence. infact the basic idea of decent dmg together with a stun effect is beyond OP. but that doesnt matter since if we learned one thing from broodwar its that "op" units/spells make exciting and good gameplay.

the problem is that its a VERY onesided thing and thats its so freakin jack of all trades(and so easy to do thx to smartcast etc but thats a different story). its just boring/frustrating to see and indeed causes actual balance issues. but the problem is that outside of infestors and broodlords the Z army is very limited so they have to keep the rather easy boring way of OPness in the game to not totally screw zergs over.

the NP change is just another bandaid fix for a way way deeper problem .and its a ugly one since it essentially takes a spell out of the game.
life of lively to live to life of full life thx to shield battery
hobosrus
Profile Joined June 2011
United States99 Posts
September 16 2011 01:26 GMT
#760
On September 16 2011 10:21 hobosrus wrote:
Blizzard wanted it this way so you have to get good positioning on your infestors, instead of going e(that is the hotkey right?) click on all the giant floating heads with laserbeams

Im so tired of zergs saying their race has design flaws. WHAT DESIGN FLAWS????? roaches are one of the most cost efficient units in the game not so much against terran (because of seige tanks and marauders) but they pretty much own pretty much every gateway based army. Even blink stalkers requires excellent micro and if you add some infestors with the roaches that get nullified. Hydra is one of the greatest dps dealers in the game against everything. mutas are probably the best harassment unit and they can compliment ling bling quite nicely (which is why that is standard) im just trying to understand what zergs find so bad about their units????
There is obviously a huge racial imbalance in the global starleague. Just take a look at the code s roster: Korean Korean Korean Canadian Korean...
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