On September 20 2011 21:56 fritos wrote: Is Baneling drop changed or did that remain the same?
Anyone knows?
baneling drop was never GOING to be changed
people are just dumb.
So, are you saying that baneling drops works like it used to?
What do you mean how it used to ? As far as i know drop was never been changed and neither have banelings ...
He's talking about this:
basically what happened was pre 1.4 if there was no room to drop the unit was dropped on top of other units, whereas in 1.4 if there is no room to drop the unit will not drop. there is a thread about this whole topic already
So, there has been a change since the last patch...? I wasn't sure if blizzard implemented this in 1.4 or just trying it out on 1.4 PTR...
On September 20 2011 08:30 Pokebunny wrote: YES YES YES YES
YES!!!!!!!!!
Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
at long last.. TvT has been saved!!!
You mean TvT has most likely become an unplayable joke.......
Care to elaborate on that? I'm no TvT fanatic but I would think that this would fix the ridiculously stupid (imo) hellion drops that have basically 2 outcomes:
Win the game/SEVERELY cripple opponent OR Lose 400 Minerals (and maybe 100/100 of a medivac)
Can't see why this wasn't a good change but I'm interested to see your input o.o
Pretty likely its gonna turn TvT into a bio matchup again, if it does I will quit TvT asaply.
Hellions were not overpowered TvT at all, making non-combat shield marines take 3 hits before they die is a joke =[ If it stays mech I dont care so much about the change but Im not sure it will.
I actually agree with Jinro here. Now that I think about it, the good thing about hellions was that it creates some uncertainty in the game which is exactly what I think SC2 needs. It seems that T v X is just going to be fkn bio vs everything now.
Bio Ball vs Toss Bio Ball vs Terran Marine/Tank/Medivac vs Zerg... which you could pretty much call Bio Ball
Terran complaining about hellions, are you kidding me..... you guys have the unit to utilise as well. I think the hellion was great for the T v T matchup as it's a make or break type of unit. Now T v T is just going to be more boring then ever before. No more seeing OMFG all his scv's are lined up for the hellions rolling in!!!!
Must say, well thought out blizzard...... I guess it is their game after all.....
And yeah, lets start using Ravens with the seeker missile upgrade. Although you will have to wait till Christmas before it pops from the starport.
Yea I was lagging really bad @ SEA server a bit ago. I also tried playing custom game Storm of the Imperial Sanctum, and the patch has made that custom game buggy (auto buy)
basically what happened was pre 1.4 if there was no room to drop the unit was dropped on top of other units, whereas in 1.4 if there is no room to drop the unit will not drop. there is a thread about this whole topic already
So, there has been a change since the last patch...? I wasn't sure if blizzard implemented this in 1.4 or just trying it out on 1.4 PTR...
it was a bug fix, if you watch the video it shows nothing will significantly change in reguards to baneling drops
On September 20 2011 08:30 Pokebunny wrote: YES YES YES YES
YES!!!!!!!!!
Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
at long last.. TvT has been saved!!!
what was wrong with hellions in TvT? I loved watching the mech style of the new TvT...
enjoy watching it all you want, but playing a matchup where more than half your games involve one player winning because they snuck a hellion drop past their opponent and instakilled 15 scvs got extremely stupid to play
every race has to deal w that except the one who has a portable map editor as a unit
as for the NP change, ive never used NP except vs mass thor so it wont change much for my MU vs P. as for dealing w mass thors ill still give NP a shot, otherwise ill never use NP and dont see it as a vital skill required for Z to win with. now w the range decrease ill disregard it evne more.
basically what happened was pre 1.4 if there was no room to drop the unit was dropped on top of other units, whereas in 1.4 if there is no room to drop the unit will not drop. there is a thread about this whole topic already
I just tested it... This went LIVE! You can all go test it for yourself. Get a bunch of units in a tight, gigantic ball, get an overlord with banes inside of it, and try to drop on the center of the gigantic ball. You get an error message. Don't try and move across the units while dropping, just simply go to the center and try to drop.
Likewise, get the same overlord to move while dropping on top of the units and make a ring of FF's around that ball of units. The banelings must either drop outside of the FF's, or not at all.
Also, I see no problems with Hellions doing this amout of damage to workers later in the game, at least in TvT. It's like leaving your base without Missile Turrets and suddenly a bunch of Mutas appear completly devastating your economy.
LOL, except for the part where mutalisks cost 100/100 and 3-4 of them can't cripple someones economy in two game seconds like BFH can.
If someone wipes your base with mutas they generally invested 1000/1000+, and that's for the units alone
basically what happened was pre 1.4 if there was no room to drop the unit was dropped on top of other units, whereas in 1.4 if there is no room to drop the unit will not drop. there is a thread about this whole topic already
I just tested it... This went LIVE! You can all go test it for yourself. Get a bunch of units in a tight, gigantic ball, get an overlord with banes inside of it, and try to drop on the center of the gigantic ball. You get an error message. Don't try and move across the units while dropping, just simply go to the center and try to drop.
Likewise, get the same overlord to move while dropping on top of the units and make a ring of FF's around that ball of units. The banelings must either drop outside of the FF's, or not at all.
you got the error message pre 1.4 too, as shown in the video, the fix was that if you start dropping OUTSIDE the packed area it doesn't continue dropping when it hits an area where it wouldn't be able to continue dropping
The hellion nerf was sooo necessary. The infestor NP nerf was kinda... unexpected... didn't feel like it needed a nerf, especially when (at top levels) players are intelligent enough to grab a few ranged units and focus down NP'ing infestors.
I hope Protoss can now stand a competitive chance! Sad this went live a few days before MC got knocked down to code B...
On September 20 2011 13:29 gengka wrote: time to kiss 1-1-1 goodbye and retrain MMMG hahaha
how was 1-1-1 nerfed?
Barracks take another 5 seconds to build. Helps to keep the marine count lower, so with the immortal buff we should be able to hold it without needing to blind counter, do everything perfectly, and rely on our opponent screwing up.
Do you even play this game? How does 3 real life seconds off of a timing affect anything but 11/11 rax vs Zerg? (Answer: it doesn't)
On September 21 2011 01:26 ItchyLegs wrote: The hellion nerf was sooo necessary. The infestor NP nerf was kinda... unexpected... didn't feel like it needed a nerf, especially when (at top levels) players are intelligent enough to grab a few ranged units and focus down NP'ing infestors.
I hope Protoss can now stand a competitive chance! Sad this went live a few days before MC got knocked down to code B...
the thing is, the hellion nerf won't change anything, instead of 2 hellions wiping out your probes in 1 second they now take 1.5. and 3 hellions will still wipe out the base. the change to hellions should have been in their cost not their damage.
i agree with you on the NP nerf, the more i watch pro games the more i wonder why they actually NP the colossus.....the stalkers or other colossus almost immediately focus down teh NPing infestor. IMO you should be grabbing the immortal, its great against most of the protoss death ball + it keeps your infestors out of colossus range. well, it did before this patch.