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Another Neural Parasite Change. - Page 4

Forum Index > SC2 General
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tkRage
Profile Blog Joined April 2011
225 Posts
September 15 2011 19:01 GMT
#61
Oh look, you took neural parasite, made it useless. Then you decided that was too much, so you made it... still useless.

Blizzard, you have serious fundamental flaws in this department. Please, PLEASE look to someone else for your balance ideas. You have no idea what you are doing. You are bumbling around and looking like morons.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 15 2011 19:01 GMT
#62
On September 16 2011 03:59 Nazarid wrote:
Show nested quote +
On September 16 2011 03:57 ReignFayth wrote:
zerg that are still whining are very delusional about their race -.-


Really you think so?, I am not a zerg player. I am a Random player and think this change is shit.... makes NP useless beyond all measure in ZvP matchups

imo they didn't want infestor to counter colossus this easily, but thor is another story, so now same range as thor is basically the same as infestor -> colossus before

they prob fixed it so ZvT wouldn't become a problem
tkRage
Profile Blog Joined April 2011
225 Posts
September 15 2011 19:01 GMT
#63
On September 16 2011 03:57 ReignFayth wrote:
zerg that are still whining are very delusional about their race -.-


Good to know you don't have to know anything about the game to be on a sponsored team?
Legatus
Profile Joined August 2010
65 Posts
September 15 2011 19:01 GMT
#64
On September 16 2011 03:55 ZAiNs wrote:
Show nested quote +
We thank those of you who participated in the 1.4 PTR and appreciate your feedback regarding changes to the Infestor unit.

Funny thing is, the feedback responsible for this change hasn't been from people who played in the PTR.

That's what I was thinking, too. Was the "NP can't target massive units" ever actually on PTR? Because I got my colossi NP'd in several games during the last week.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
September 15 2011 19:02 GMT
#65
I like this change! Makes neural still possible, just harder.
"Trash Micro but Win. Its Marin." - Min Chul
LaLuSh
Profile Blog Joined April 2003
Sweden2358 Posts
September 15 2011 19:02 GMT
#66
This is also known as a "Goody buff" in layman's terms.
robih
Profile Joined September 2010
Austria1086 Posts
September 15 2011 19:03 GMT
#67
i think its a good change
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 15 2011 19:03 GMT
#68
On September 16 2011 03:59 blade55555 wrote:
Show nested quote +
On September 16 2011 03:55 Doodsmack wrote:
Blizzard almost seems to respond to zerg QQ...are Terrans not QQing enough about the barracks nerf?


Terrans are actually doing amazing right now so they have no reason to complain. If you really think the NP being removed to not use vs massive units was fair will lol.

I personally am thinking NP won't be used much anymore after this patch as you'll never neural a colossi (tosses normally have 2 minimum and infestors are quiet week so focusing the infestor before it gets close to NP will work wonders).

Guess I need to figure out zvp again on what is best yay..

I'll help you out, banelings drops + 5-6 infestors as support + roaches + lings
broodlords/ultra or w/e later on

now you just need to work on ur mechanic and u're all set
chadissilent
Profile Blog Joined September 2010
Canada1187 Posts
Last Edited: 2011-09-15 19:05:51
September 15 2011 19:04 GMT
#69
Or you can just bane bust Fayth's FFE and have him ragequit instantly. Either works.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
September 15 2011 19:05 GMT
#70
On September 16 2011 03:59 MaKfejA wrote:
Neural used to have a short range (6 or 7 if I remember correctly) in the beta. It was buffed to 9 because they couldn't do anything with it, it was completely useless. Colossi with range can kill an infestor before it can reach it, and even if they can't, forcefields + colossus is far too strong. Infestors are going to be dead after this patch. Blizzard should just leave neural alone.

Wow, some people are crazy.
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2011-09-15 19:07:24
September 15 2011 19:05 GMT
#71
range 8 would have been enough, range 7 and 8 are kind of the same imo. But 9 is to much and 6 is to less . So good choice for something in between. Still blocks most units over 4 supply, but now you have a chance to actually get into the infestor range.
well 7/8 wouldn't change much in pvz imo, but makes mech more viable in tvz. So yay. (the time when you get to neural colossi is the time when the colossi are out of position so even with a range of 7 the stalkers would be mostly out of range, and a feedback won't kill the infestors, since you would throw out some eggs before neuraling as damage sponges )
But with a range of 7 now, thors can actuall move over a range of 5 away from siege tanks, which would enable them to snipe broodlords more easily.

Anyway i suggest more ptring and playing tons of broodlord infestors vs thors tank. And vs colossi . And not cheat by messing up. So we can actually find out if the nerfs are to much

ps: colossi are horrible at sniping infestors x3. 4 colossi sniping 4 infestors is pretty similar to neuraling all 4
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2011-09-15 19:06:54
September 15 2011 19:06 GMT
#72
On September 16 2011 04:03 ReignFayth wrote:
Show nested quote +
On September 16 2011 03:59 blade55555 wrote:
On September 16 2011 03:55 Doodsmack wrote:
Blizzard almost seems to respond to zerg QQ...are Terrans not QQing enough about the barracks nerf?


Terrans are actually doing amazing right now so they have no reason to complain. If you really think the NP being removed to not use vs massive units was fair will lol.

I personally am thinking NP won't be used much anymore after this patch as you'll never neural a colossi (tosses normally have 2 minimum and infestors are quiet week so focusing the infestor before it gets close to NP will work wonders).

Guess I need to figure out zvp again on what is best yay..

I'll help you out, banelings drops + 5-6 infestors as support + roaches + lings
broodlords/ultra or w/e later on

now you just need to work on ur mechanic and u're all set


lol... Making it sound like I have bad mechanics then yours are as bad as mine don't have to get all mad about my comment.

You should just turtle and make it all useless you just need to work on your mechanics so that you can do it properly and not lose to it
When I think of something else, something will go here
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 15 2011 19:07 GMT
#73
this is better than nothing but they keep reducing the range!!! kinda worthless at that range imo. I mean it will work if you outnumber him so he cannot snipe all your infestors, but then you were probably going to win without them in the first place.
ThE_OsToJiY
Profile Blog Joined May 2008
Canada1167 Posts
September 15 2011 19:08 GMT
#74
I'm not sure whats worse. It will be near impossible to neural collosus micro'd by someone with even a hint of intelligence, and tanks will becomes a pretty damn good counter to festors. Also won't be able to np mothershits at all :|
@ostojiy
Elean
Profile Joined October 2010
689 Posts
September 15 2011 19:09 GMT
#75
On September 16 2011 03:46 Alejandrisha wrote:
Looks like they don't want infestors np'ing colosi or tanks, but rather immortals and thors to try and take out the longer range units. Also a big buff in HT vs infestor wars that were pretty tough. You still can't rush to ht to fight 2 base infestor because you won't have storm AND enough ht to deal with the infested terrans but the HT will be a lot stronger in the later stages of the game against infestors.

Well, in the loading tips on blizzard maps, it is clearly said to use NP against tanks & colossus...

Spacedude
Profile Joined April 2011
Denmark161 Posts
Last Edited: 2011-09-15 19:24:51
September 15 2011 19:10 GMT
#76
My first reaction to this change is that it's still a retarded change to NP. Balance aside, NP makes the game more dynamic. Protoss must not allow their cols to get within range of NP > actively keeping them a step behind the main army (they can still attack from here) + trying to flank the infesters that does the NP. Limiting the range of NP is a easy, safe change from a balance point of view, but it'll probably make the game less dynamic which in turn is bad for the game, overall. The skill cap might have been lowered because of this change, I feel. They should really have had found another way to balance the game out then this, like fungel not holding air in place, NP'ed units can't attack but only move, blink will still function when fungeled, increase energy required - or something like that.

Protoss win, Protoss OP. Terran win, Terran OP. Zerg win, Zerg OP. Less whine, more gg.
hitpoint
Profile Joined October 2010
United States1511 Posts
September 15 2011 19:10 GMT
#77
It's better than not being able to target massive, but 2 range is pretty harsh. I'd rather them try one range and see how it played out first. NPing colossi or tanks will be hard, and it was already hard. On the other hand it's still good against archons which I always thought was a problem. I'd really rather if they nerfed fungal more and just left NP alone.
It's spelled LOSE not LOOSE.
JiYan
Profile Blog Joined February 2009
United States3668 Posts
September 15 2011 19:10 GMT
#78
wow nice this is exactly what i had in mind. im glad NP can still target massive otherwise it really would be completely useless.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 15 2011 19:10 GMT
#79
On September 16 2011 04:09 Elean wrote:
Show nested quote +
On September 16 2011 03:46 Alejandrisha wrote:
Looks like they don't want infestors np'ing colosi or tanks, but rather immortals and thors to try and take out the longer range units. Also a big buff in HT vs infestor wars that were pretty tough. You still can't rush to ht to fight 2 base infestor because you won't have storm AND enough ht to deal with the infested terrans but the HT will be a lot stronger in the later stages of the game against infestors.

Well, in the loading tips on blizzard maps, it is clearly said to use NP against tanks & colossus...



It is also said that corruptors counter collosus and that hydralisks can actually be used to deal with stuff effectively.
Don't believe what tips blizzard gives you.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 15 2011 19:11 GMT
#80
On September 16 2011 04:06 blade55555 wrote:
Show nested quote +
On September 16 2011 04:03 ReignFayth wrote:
On September 16 2011 03:59 blade55555 wrote:
On September 16 2011 03:55 Doodsmack wrote:
Blizzard almost seems to respond to zerg QQ...are Terrans not QQing enough about the barracks nerf?


Terrans are actually doing amazing right now so they have no reason to complain. If you really think the NP being removed to not use vs massive units was fair will lol.

I personally am thinking NP won't be used much anymore after this patch as you'll never neural a colossi (tosses normally have 2 minimum and infestors are quiet week so focusing the infestor before it gets close to NP will work wonders).

Guess I need to figure out zvp again on what is best yay..

I'll help you out, banelings drops + 5-6 infestors as support + roaches + lings
broodlords/ultra or w/e later on

now you just need to work on ur mechanic and u're all set


lol... Making it sound like I have bad mechanics then yours are as bad as mine don't have to get all mad about my comment.

You should just turtle and make it all useless you just need to work on your mechanics so that you can do it properly and not lose to it

wow dont put words in my mouth son, I never said ur mechanic was bad I was implying u shud work on it since it's a different way of playing you're used to, so naturally you won't be as good to pull it off
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