Another Neural Parasite Change. - Page 59
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0neder
United States3733 Posts
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eRoN_
91 Posts
"Use Infestors neural parasite ability on dangerous units like siege tanks and colossus" trolololololol blizzard | ||
Torte de Lini
Germany38463 Posts
On September 22 2011 01:28 eRoN_ wrote: I loaded into my first game today and loading screen tip.... "Use Infestors neural parasite ability on dangerous units like siege tanks and colossus" trolololololol blizzard what no screenshot? That's fucking hilarious! ![]() Blizz trolls hard | ||
-BW-Map_God
United States28 Posts
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ch4ppi
Germany802 Posts
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Jayjay54
Germany2296 Posts
On September 19 2011 07:21 ShamTao wrote: I would like to challenge this idea a little bit, because while the options are there, just consider that all of those splash damages are pretty conditional. For instance, -How often are nukes used in your large engagements? Possibly more, but not that much -How often are hunter seeker missiles used? High energy cost, high resource cost for its unit -Hellions only do lots of good, splash damage to specific units, so I'd say they're a little more situational -Planetary Fortresses rarely participate in large army-army conflicts Don't get me wrong, I completely agree with the options you've presented but it's very rare that you're going to see A terran rushing an enemy with a simultaneous PF attack, EMP, nuke, Hunter seeker missile, sieged tank, hellion, thor mix. That's just not a practical application. I feel like you're moreso pointing out that Terran's AOE options are spread out through more tech routes, making AoE attacks more accessible in a greater variety of armies. hmm nukes are highly gimmicky. I agree. HSM would be used a lot more if there weren't already a million and one option. I personally would love to have this ability on one zerg unit. I don't agree on your hellion. compare them to banelings. same deal. only they don't die. not to say banelings suck, they're ok, but hellions are a lot better, even after the blue flame nerf. as the idea of all races have the same amount of AOE might not be right, they should at least offer somehow comparable option, which they don't. Zerg has so few AOE (ultras meh and mutas have tecnically AOE but like c'mon it's no collossus. | ||
Torte de Lini
Germany38463 Posts
On September 22 2011 01:34 ch4ppi wrote: Are u serious? This is faked isnt it? It's not, I couldn't believe it either. | ||
FLuE
United States1012 Posts
On September 19 2011 06:24 Reithan wrote: EMP isn't even 100% of the problem. Terran just has more numerous, easier to use, easier to tech and more powerful Area-of-Effect crowd-control options than the other two races COMBINED AoE for Toss: 1 Colossus 2 HT 3 Archon Zerg 1 Baneling 2 Ultra (LOL) 3 Infestor Terran 1 EMP 2 Nuke 3 HSM 4 Hellion 5 SeigeTank 6 Thor (AA) 7 PF Check this out: Every single Factory unit has an AOE attack, The barracks has 2 AOE attacks available (from 1 unit), And thei freaking BASE can be upgraded with an AoE attack. The starport has an AoE available. And on top of that, all their units (Except the banshee and maruader?) have smart-fire which is about a hair away from being as good as AoE for crowd control. Zerg has NO smart-fire units, mostly melee units and horrible AoE units. Toss has melee and No smart fire, except for the immortal. Though, their AoE units are awesome. So, anytime it turns into mass vs mass combat - which is almost any SC2 game...Terran SHOULD be at an advantage. This sums up basically the game and Terran no matter which game factor you are looking at. I've said this for a while now, to the point that discussing some of these changes and the game is almost laughable. We are all playing a game that is probably about 75% complete. It is pretty obvious that because terran was the focus of the single player, that has trickled into the multiplayer and allowed terran to be the only really complete race currently. You can just tell by the sheer number of options terran has, from the number of units, to spells, to upgrades, to intricate details that deal with building placement a ton of energy went into developing Terran. Then it was like "hey guys we need to release the game in 2 months, Terran and single player look good just bang out zerg and toss quick so we can get the game out and we'll worry about those races with the next expansions." At least with broodwar, we are all playing partially complete races. With SC2 it is 1 complete and 2 half finished. I mean look at all the Command Center alone can do... lift, pick up scvs, turn into a PF, drop mules, drop supply depots, scan. I mean that is one complete and awesome building right there. Someone put time into really thinking about a structure that Terran could use to its fullest. Look at the nexus. It is like, "Um... give it a thing to make it make things faster. Ok cool lets move on." So we can talk about all this till we are blue in the face. Short of just flat out making all terran units worse across the board Terran is going to be ahead until we get the expansions. They just have more options, which lead to more creativity, more counters, it is tougher to scout, and they have an answer for anything. I mean just look at how much terran game play has evolved from Beta to now. They've got SO many build orders, and tricks with positioning, and drop play, and timings with building switches. Zerg it is like "hey we figured out to early expand and infestors are good. Take a 3rd fast. Maybe baneling drops will work." Toss has basically played the same nothing new at all. Both races are doing everything they can creatively but they just don't have all the tools. The worse part of it is they keep trying to balance the game with the ZvP(NP change) and the PvP(4 gate changes and vision) meanwhile Terran just keeps pulling further ahead. | ||
Game007
United States7 Posts
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M1cha84
Germany64 Posts
On September 22 2011 01:36 FLuE wrote: This sums up basically the game and Terran no matter which game factor you are looking at. I've said this for a while now, to the point that discussing some of these changes and the game is almost laughable. We are all playing a game that is probably about 75% complete. It is pretty obvious that because terran was the focus of the single player, that has trickled into the multiplayer and allowed terran to be the only really complete race currently. You can just tell by the sheer number of options terran has, from the number of units, to spells, to upgrades, to intricate details that deal with building placement a ton of energy went into developing Terran. Then it was like "hey guys we need to release the game in 2 months, Terran and single player look good just bang out zerg and toss quick so we can get the game out and we'll worry about those races with the next expansions." At least with broodwar, we are all playing partially complete races. With SC2 it is 1 complete and 2 half finished. I mean look at all the Command Center alone can do... lift, pick up scvs, turn into a PF, drop mules, drop supply depots, scan. I mean that is one complete and awesome building right there. Someone put time into really thinking about a structure that Terran could use to its fullest. Look at the nexus. It is like, "Um... give it a thing to make it make things faster. Ok cool lets move on." So we can talk about all this till we are blue in the face. Short of just flat out making all terran units worse across the board Terran is going to be ahead until we get the expansions. They just have more options, which lead to more creativity, more counters, it is tougher to scout, and they have an answer for anything. I mean just look at how much terran game play has evolved from Beta to now. They've got SO many build orders, and tricks with positioning, and drop play, and timings with building switches. Zerg it is like "hey we figured out to early expand and infestors are good. Take a 3rd fast. Maybe baneling drops will work." Toss has basically played the same nothing new at all. Both races are doing everything they can creatively but they just don't have all the tools. The worse part of it is they keep trying to balance the game with the ZvP(NP change) and the PvP(4 gate changes and vision) meanwhile Terran just keeps pulling further ahead. Best post I've read so far! I'm thinking quite the same about the completion of the Terran race and the lack of designing the other two. Especially the point that the other 2 races are doing all that they can and terran is just building every game the same things. Well, it's not true at all, but what is true is that especially Zerg has tried to use all their units and is struggling hard with the terran dominance. Have you seen the 'new' ghost play? Nearly unbeatable for Zergs and many Protoss too! I'm pretty sure as the ghost cost got decreased blizzards statement was: Well, ghosts are used less often, so we lowered the cost to make them more attractive! Wow, I mean...what is that for a reason to lower the cost of the unit? Ghosts are frickin' awesome, they deserve to be damn expensive! Now 3 month or so after that patch, the terrans found out that ghosts are pretty 'good'! What did they took so long to find out? Well I tell you: Terrans can and could easily win without this unit! As Incontrol said in his last interview: Something isn't right, Terran is winning everything.... - And I'm sure this race has even more potential then the players are using right now, just saying.... | ||
Sm3agol
United States2055 Posts
On September 19 2011 06:24 Reithan wrote: EMP isn't even 100% of the problem. Terran just has more numerous, easier to use, easier to tech and more powerful Area-of-Effect crowd-control options than the other two races COMBINED AoE for Toss: 1 Colossus 2 HT 3 Archon Zerg 1 Baneling 2 Ultra (LOL) 3 Infestor Terran 1 EMP 2 Nuke 3 HSM 4 Hellion 5 SeigeTank 6 Thor (AA) 7 PF Check this out: Every single Factory unit has an AOE attack, The barracks has 2 AOE attacks available (from 1 unit), And thei freaking BASE can be upgraded with an AoE attack. The starport has an AoE available. And on top of that, all their units (Except the banshee and maruader?) have smart-fire which is about a hair away from being as good as AoE for crowd control. Zerg has NO smart-fire units, mostly melee units and horrible AoE units. Toss has melee and No smart fire, except for the immortal. Though, their AoE units are awesome. So, anytime it turns into mass vs mass combat - which is almost any SC2 game...Terran SHOULD be at an advantage. The funny thing is, Zerg DOES have a smart fire unit, the IT. And people call it OP. | ||
Xanbatou
United States805 Posts
On September 19 2011 06:24 Reithan wrote: EMP isn't even 100% of the problem. Terran just has more numerous, easier to use, easier to tech and more powerful Area-of-Effect crowd-control options than the other two races COMBINED AoE for Toss: 1 Colossus 2 HT 3 Archon Zerg 1 Baneling 2 Ultra (LOL) 3 Infestor Terran 1 EMP 2 Nuke 3 HSM 4 Hellion 5 SeigeTank 6 Thor (AA) 7 PF Check this out: Every single Factory unit has an AOE attack, The barracks has 2 AOE attacks available (from 1 unit), And thei freaking BASE can be upgraded with an AoE attack. The starport has an AoE available. And on top of that, all their units (Except the banshee and maruader?) have smart-fire which is about a hair away from being as good as AoE for crowd control. Zerg has NO smart-fire units, mostly melee units and horrible AoE units. Toss has melee and No smart fire, except for the immortal. Though, their AoE units are awesome. So, anytime it turns into mass vs mass combat - which is almost any SC2 game...Terran SHOULD be at an advantage. You have no idea what smart-fire is do you? There is no such thing as "smart-fire". All units will not waste shots on something if they know it will die. The only unit that has obvious smart fire is the siege-tank, because it does so much damage, is so long ranged, and its attack is instant. Anything with an instant attack "smart-fires". This includes banelings, by the way. | ||
sanguin
Hungary16 Posts
On September 22 2011 01:36 FLuE wrote: This sums up basically the game and Terran no matter which game factor you are looking at. I've said this for a while now, to the point that discussing some of these changes and the game is almost laughable. We are all playing a game that is probably about 75% complete. It is pretty obvious that because terran was the focus of the single player, that has trickled into the multiplayer and allowed terran to be the only really complete race currently. You can just tell by the sheer number of options terran has, from the number of units, to spells, to upgrades, to intricate details that deal with building placement a ton of energy went into developing Terran. Then it was like "hey guys we need to release the game in 2 months, Terran and single player look good just bang out zerg and toss quick so we can get the game out and we'll worry about those races with the next expansions." At least with broodwar, we are all playing partially complete races. With SC2 it is 1 complete and 2 half finished. I mean look at all the Command Center alone can do... lift, pick up scvs, turn into a PF, drop mules, drop supply depots, scan. I mean that is one complete and awesome building right there. Someone put time into really thinking about a structure that Terran could use to its fullest. Look at the nexus. It is like, "Um... give it a thing to make it make things faster. Ok cool lets move on." So we can talk about all this till we are blue in the face. Short of just flat out making all terran units worse across the board Terran is going to be ahead until we get the expansions. They just have more options, which lead to more creativity, more counters, it is tougher to scout, and they have an answer for anything. I mean just look at how much terran game play has evolved from Beta to now. They've got SO many build orders, and tricks with positioning, and drop play, and timings with building switches. Zerg it is like "hey we figured out to early expand and infestors are good. Take a 3rd fast. Maybe baneling drops will work." Toss has basically played the same nothing new at all. Both races are doing everything they can creatively but they just don't have all the tools. The worse part of it is they keep trying to balance the game with the ZvP(NP change) and the PvP(4 gate changes and vision) meanwhile Terran just keeps pulling further ahead. pretty much sums up the story of sc2 balance, most of the "terran op TT" comes from theese reasons basically - /end of balance threads so anyway i just don't get the reason behind np nerf. i think it was fine lol (toss/random here) lets see a tvz for example: terran comes with bio + thor... u try to np thor wich is behind the bio (coz its slower)- stim, and infestor dead. only chance is if u can manage to get infestor behind the terran - wich is not reallyprobalbe: scan/air presence. and there's emp/snipe | ||
Reithan
United States360 Posts
On September 22 2011 02:15 Xanbatou wrote:You have no idea what smart-fire is do you? There is no such thing as "smart-fire". All units will not waste shots on something if they know it will die. The only unit that has obvious smart fire is the siege-tank, because it does so much damage, is so long ranged, and its attack is instant. Anything with an instant attack "smart-fires". This includes banelings, by the way. You have no idea what we're talking about and haven't tested what you just said at all, have you? Try this: get a unit tester map, line up 5 burrowed lings. Set up EXACTLY enough marines to kill 5 lings in 1 volley. This will be 30 marines. 5lings * 6marines *6damage per marine = 36 damage (more than the ling's 35hp). Unburrow the lings. All die instantly in 1 volley. Try this with stalkers and roaches, hydralisks, etc. They will tend to focus more shots than needed per ling and take 2 or even 3 volleys to kill what they could have killed in 1 volley. This is what's meant by smart-fire. The units fire only as many shots as needed to kill the target by calculating damage as the shot is fired. All units that fire without spawning an actual projectile animation work this way. All units that fire a projectile animation do not (stalkers w/ lasers, roaches w/ acid, hydras w/ spines, etc), those units' damage is only calculated AFTER the projectile actually strikes the target. Just in case the target blinks away or otherwise blocks or reduces the projectile's damage before it strikes. | ||
FabledIntegral
United States9232 Posts
On September 22 2011 07:15 sanguin wrote: pretty much sums up the story of sc2 balance, most of the "terran op TT" comes from theese reasons basically - /end of balance threads so anyway i just don't get the reason behind np nerf. i think it was fine lol (toss/random here) lets see a tvz for example: terran comes with bio + thor... u try to np thor wich is behind the bio (coz its slower)- stim, and infestor dead. only chance is if u can manage to get infestor behind the terran - wich is not reallyprobalbe: scan/air presence. and there's emp/snipe LOL worst try at a balance whine ever. Everything you said is completely a nonissue atm. | ||
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