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Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
September 20 2011 02:14 GMT
#161
So happy, that seeker missile got buffed. Huge huge huge xD
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
movac
Profile Joined February 2011
Canada494 Posts
September 20 2011 02:18 GMT
#162
MC must be a sad panda right now.
Benzzro
Profile Joined August 2011
Australia167 Posts
Last Edited: 2011-09-20 02:23:42
September 20 2011 02:19 GMT
#163
On September 20 2011 11:02 Eps wrote:
Show nested quote +
On September 20 2011 10:36 Benzzro wrote:
On September 20 2011 10:16 Eps wrote:
Can you Kill with Mass EMPs? No. Can you Kill with Mass Fungals/Storms? Yes.
Players don't Mass up Ghosts and win the game outright with them. They're a support unit and their role is a fine one at that. However people could Chain-Fungal units down and Carpet Storms are a Pain.

There's a big difference between the Casters and people aren't content until they're all the same.


Dude, that is such a bad argument. It's how they're designed, it's like me saying, "Voidrays can hit both air and ground, banshees only hit ground, HUURRR DUURRR THEIR UNDERPOWERED".

HTs and Infestors are support units too, you can't just win outright right with them, If you get enough infestors, sure. But that's why their getting nerf'd. Try massing HTs against a terran player, I'd love to see how you do.

The point is, both Zerg and Protoss rely on there casters so much if they go on that tech route, if they get EMP'd or die you pretty just lose the game. And then when you have a unit like the ghost that moves fast, easy to mass, good unit even without spells, EMP with a pretty big radius, and even snipe/cloak it's ridiculously hard to defend your casters against it, so saying you can 'chain storm' is stupid, I've been going HTs for 7-8 months vs Terran and still do. And manage to pull off only 1-2 storms even when I have spread HTs, just because the Terran has like 8 ghosts. Then have to rely on my HTs that I warped in prior to the battle that I kept safe, or use a warp prism.

I could go on and on about the imbalance of the difficulty in micro'ing a Protoss army to a Terran army, but I won't.

So your point about EMP not being able to win a game outright is stupid, because it can against a HT based army (Or an Infestor army 'probably'?, but I don't play Zerg so I wouldn't know)



You're overestimating the abilities of the Ghost unit. You say that they're good units without spells. Can you list any other combat unit that has a non-AOE damage of 10/20 vs Light for 200/100 resources? 2.25 Move Speed is considered Fast now?
After the EMP's are cast, Ghosts are essentially Useless vs Protoss. While Templars can morph into a nice Bio wrecking ball called an Archon.
1-2 Storms is able to damage a Bio-Terran's main DPS unit - Marines and potentially kill many of them and damage Marauders fairly well.

The supposed "100" damage that EMP does to Protoss units is overkill in many situations. While Storms do not suffer from this.

There are pros and cons from both units and abilities. And from what you're saying it is a coin flipped situation based on which player has better Micro of Casters and Army.
You talk a lot about Micro-ing a Protoss Army and how hard it is. Are you forgetting how Terrans have to Micro, Spread Bio and Kite to actually be effective against Chargelot/HT/Archon armies? And of course have Ghosts ready to EMP before the enemy Casters can?

The game has a micro component and it rewards whichever side micros better. I don't understand why there's so much complaints about it.


Sigh...
Did you actually think I meant ghosts are a great unit with no spells? Them being decent units without spells against light units is just a bonus. Infestors and HTs can't even attack.

Yes 2.25 is considered fast when It's a HT vs ghost micro battle, very fast. Ghosts are not useless once you cast EMP lol...If you have like 6+ then you should have a lot of energy left over to snipe. Please don't mention Archons, they're practically useless against a lot of ghosts if they get double EMP'd.

Yes it's overkill if your bad at using EMP, it's an instant cast, shouldn't be too much trouble. Storms do not stack.

Kiting is not hard, splitting is not hard with fast units, snipe has 10 range so you can usually kill the HTs before they're even able to cast a feedback or storm. So no, it's not that hard, especially if you have a lot of scans to spot (Refer to Alicia vs Select).

What's your division in SC2 btw?

This also reminds me back in the day when Terrans were in denial about the reaper being overpowered, so disgusting to see.

Shiori
Profile Blog Joined July 2011
3815 Posts
September 20 2011 02:19 GMT
#164
so basically blizzard did nothing to address the ghost, nothing to address pvz in general, and nothing to give protoss harassment options (in fact they nerfed blink, lol). bravo.
Loxley
Profile Blog Joined April 2011
Netherlands2480 Posts
Last Edited: 2011-09-20 02:22:14
September 20 2011 02:21 GMT
#165
On September 20 2011 11:19 Shiori wrote:
so basically blizzard did nothing to address the ghost, nothing to address pvz in general, and nothing to give protoss harassment options (in fact they nerfed blink, lol). bravo.


Warp Prism
Shields increased from 40 to 100.

Harrassment option nr1. Tanking prisms, and if you wonder how; check out white-ra's stream more often - he's already doing it with squishy prisms.

Agree on the ghosts tho..
월요 날 재미있
Sandro
Profile Joined April 2011
897 Posts
September 20 2011 02:22 GMT
#166
On September 20 2011 11:19 Shiori wrote:
so basically blizzard did nothing to address the ghost, nothing to address pvz in general, and nothing to give protoss harassment options (in fact they nerfed blink, lol). bravo.

As long as David Kim is in charge Terran is never getting nerfed or having its cool unique upgrades taken away.

Now that that is out of the way, when is the patch going to hit the rest of the world and will it affect GSL tonight?
PrObeLife
Profile Joined September 2011
Australia22 Posts
September 20 2011 02:22 GMT
#167
On September 20 2011 11:19 Shiori wrote:
so basically blizzard did nothing to address the ghost, nothing to address pvz in general, and nothing to give protoss harassment options (in fact they nerfed blink, lol). bravo.


Exactly. Pathetic patch..
Moa
Profile Blog Joined July 2010
United States790 Posts
September 20 2011 02:22 GMT
#168
Does anyone know if the weird drop change went through?
^O^
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
September 20 2011 02:23 GMT
#169
On September 20 2011 11:19 Shiori wrote:
so basically blizzard did nothing to address the ghost, nothing to address pvz in general, and nothing to give protoss harassment options (in fact they nerfed blink, lol). bravo.


Wrong. NP is changed so Infestor Ling isn't as good.

They gave immortal 1 more range and buff on WP. You realize that before, immortal + warp prism can do a lot of harassment damage by dodging marauder hits, and tanking (or picking them off) marines? Now immortals will have 1 more range than marines which will help even more. With perfect micro, you would be able to get in there, kill all the marines, then focus all the depots or marauders or tech labs or scvs, etc. He would need a viking or heavy marine number to slow down the damage.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 02:23 GMT
#170
On September 20 2011 11:10 Bagi wrote:
Show nested quote +
On September 20 2011 11:06 Arisen wrote:
On September 20 2011 11:00 Bagi wrote:
On September 20 2011 10:53 Benzzro wrote:
On September 20 2011 10:40 Bagi wrote:
On September 20 2011 10:14 Eishi_Ki wrote:

SC2 Terran? Every single unit has a role and purpose.

Not really. If anything terran has a plethora of units that are gimmicky and only good for different timing pushes. Reapers, ravens, banshees, battlecruisers and partially even thors are really limited units and rarely seen outside very specific situtations, most of these being 1-2 base timing pushes. What this means is that terran has a ton of options in the early game in the form of different nifty timings, which is why most people say terran has "too many options", but ultimately terran relies on MMM, ghosts, vikings, hellions and tanks in the long run. Terran just does fine because these units are are really damn good, but don't confuse that with all terran units being well designed, they aren't. A unit like the reaper does not have a role and a purpose, its just a failed experiment.

Compare that to zerg where the arguably least used unit is the hydralisk, and even that one is a commonly used unit in ZvP and ZvZ midgame. Zerg has actually no "fluff" units and all of their units see a lot of usage in all stages of the game, so I'm not sure why zerg design doesn't get more appreciation.

Terran = gimmick units to surprise your opponent with and "core units" to fall back on, zerg = lean design where units perform in their role and stay viable all game. I'd rather have all races follow the zerg framework, possibly with a few more specialized units than what zerg has now.


Disagree with everything you said in the first paragraph, didn't read the rest. Those units only 'look' bad because they aren't because used. Hellions weren't ever getting used 1-2 months ago, but look at them now. Reapers are used a lot in TvP to scout, so you can't call them gimmicky :/. Banshees have there place in TvT, and sometimes used as a lategame unit to kill off tanks when you have air control. Even raven might be used against burrowed banes or against Mutas in the future, but I don't really know. To call them gimmicky just because we only see them in the early game is stupid.

You can occasionally make 1 early reaper to scout the protoss, how is that a viable unit? What if you only built 1 sentry to block the ramp every game and it had no utility besides that, would that make the sentry a well designed unit? It serves a purpose, you can't call it gimmicky.

The rest of your post is just hypothetical "what if"-stuff. Well, what if protoss and zerg have just as many options as terrans do, they just haven't been discovered yet and the units look bad because they aren't used correctly? Or maybe we can focus on whats actually happening in the game and call a spade a spade.



QXC uses lategame speedreapers a lot in TvP, they're definitely not useless. Banshees are good all game long TvT and TvP and are great harass units in all 3 matchups. The only terran unit that isn't really proven to be amazing is the raven (though you need a mobile detector anyway) and they have been vastly underexplored.

QXC is one player and I don't see him winning anything at all. The strat is more fun and cool than actually strong.

Banshees are great for harass, lose all viability once a mutalisk or phoenix is built. They're pretty much the definition of a gimmicky unit.

You didn't even mention the BC which is probably the worst offender what comes to worthless units.

I also really hate how people call every terran unit really fucking good but just "underexplored" when nobody uses them. How does it not apply to the other two races? Is it the fact that we have 20 terrans in the GSL that makes all terran units flawless in every aspect?


Obvioulsy they're not flawless.

The only unit that really isn't used by terran is the raven, btw. BC's are great TvT when it turns into sky terran. You could say that medivac drops lose all viablity once a mutalisk is built too, but I'd have to lol. Sure, you can shut it down, but guess what, we're not combat ex. We don't see everything that's happening all over because we don't have map hacks. You can absolutely do great harass with banshees after mutalisks and phoenix are out , and even if the mutalisk or phoneix flys over to deal with you, you have to have detection there ready (and all ground based detection can be sniped pretty easily by a small goup of banshees). Name me one terran unit besides the raven we don't see in high level play?

Don't worry, I'll wait...

Face it, terran has much better design overall. I'm sure that will be fixed with subsequent expansions, but for the time being, it's true.
"If you're not angry, you're not paying attention"
Bagi
Profile Joined August 2010
Germany6799 Posts
September 20 2011 02:24 GMT
#171
On September 20 2011 11:19 Shiori wrote:
so basically blizzard did nothing to address the ghost, nothing to address pvz in general, and nothing to give protoss harassment options (in fact they nerfed blink, lol). bravo.

Buffed immortal should help against terran in general, infestor had 2 of its spells nerfed which should help PvZ, they gave the warp prism a huge amount of extra health which is pretty much all they can do to help protoss harass without adding new units.

Bravo for making such an informed post though.
Boraz
Profile Joined February 2011
United States361 Posts
September 20 2011 02:25 GMT
#172
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!!!

At long last...terran can't come into a zerg base with 2 hellions and own our worker line as fast :D
ZvT has been saved as well :D
hmunkey
Profile Joined August 2010
United Kingdom1973 Posts
September 20 2011 02:25 GMT
#173
On September 20 2011 08:31 Rkie wrote:
wtf you can still NP Motherships?

In theory yes, but how is a zerg ever going to get within 7 range of a mothership and keep the infestor alive? Is the toss skipping colossi, HT, and bink?
Captain Peabody
Profile Blog Joined May 2009
United States3139 Posts
September 20 2011 02:25 GMT
#174
This patch is reaaallly gonna shake up the metagame. Should be fun.
Dies Irae venit. youtube.com/SnobbinsFilms
thekoven
Profile Joined July 2010
United States128 Posts
September 20 2011 02:25 GMT
#175
I cannot seriously believe this patch is coming a few days after MC and Alicia get knocked out of Code A. Fuck that.
twitch.tv/thekoven
Boraz
Profile Joined February 2011
United States361 Posts
September 20 2011 02:26 GMT
#176
On September 20 2011 11:24 Bagi wrote:
Show nested quote +
On September 20 2011 11:19 Shiori wrote:
so basically blizzard did nothing to address the ghost, nothing to address pvz in general, and nothing to give protoss harassment options (in fact they nerfed blink, lol). bravo.

Buffed immortal should help against terran in general, infestor had 2 of its spells nerfed which should help PvZ, they gave the warp prism a huge amount of extra health which is pretty much all they can do to help protoss harass without adding new units.

Bravo for making such an informed post though.

Protoss didn't really need help in that department...it will just help them beat us even more.
Sandro
Profile Joined April 2011
897 Posts
September 20 2011 02:26 GMT
#177
On September 20 2011 11:25 KeithONLINE wrote:
I cannot seriously believe this patch is coming a few days after MC and Alicia get knocked out of Code A. Fuck that.

Not like it would have saved Alicia, Ghosts were not touched in anyway even though they've need a reevaluation for a while now.
Loxley
Profile Blog Joined April 2011
Netherlands2480 Posts
September 20 2011 02:27 GMT
#178
And remember kids, every buildtime (except supply depot/cc) of terrans has been nerfed by 5 seconds. Since you need a barracks to make anything.. So in a way, ghosts are 5sec later from now on
월요 날 재미있
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
September 20 2011 02:29 GMT
#179
On September 20 2011 10:29 Arisen wrote:
Show nested quote +
On September 20 2011 09:21 Ftrunkz wrote:
On September 20 2011 08:54 Arisen wrote:
Well, ghosts didn't get a nerf, that's super O.o

Blizzard needs to stop pandering to people who can't play well with shit like the infestor nerf. Yeah, they're strong, but people are doing the same shit they've always done and protoss is still pretty much unbeatable late game - infestors just give a few strong options for midgame. Good players can absolutely deal with infestors and weren't even doing a lot of the best stuff (late game phoenix, mothership, etc) against them. Blizzard just heard a ton of complaints from bad players who weren't doing anything about infestors and not being able to auto win versus zerg on ladder so they nerfed it.

However, the ghost is killing everyfucking thing. Snipe's range is so insane and the ghost is now cheap on gas and is pretty much the best unit in the game against every single unit the protoss and zerg have and can cloak and snipe obs/overseers to make them untargatable. Im not going to claim that zergs and protoss have tried everything and the ghost is completely imbalanced, but come on, how is a unit being that strong while rest of the race is so strong justified? Maybe the infestor in a bubble is too strong, but the they need to be that strong because zerg units are so cost inefficient (baring perhaps the BL). Terrans literally don't have a reason not to get a lot of ghosts in any game as it's the most cost efficient unit against both hive tech options as well as lair tech units (mutas and infestors get destroyed by snipe- they don't even need to use EMP) and every protoss unit with EMP.

Come on blizzard; please focus on stuff that actually needs attention rather than making changes for casual players :/


This is actually the most "Paper is fine and completely balanced, but for fucks sake rock is OBVIOUSLY a HUGE problem -Scissors" post i've seen in a while, kudos on the balance whine so whiney it actually made me giggle! For a laugh, Imma do the protoss version of what u just said except with the HT a few patches ago (with italics marking the only changes i made!).

Blizzard needs to stop pandering to people who can't play well with shit like the High Templar nerf. Yeah, they're strong, but people are doing the same shit they've always done and Terran is still Way too strong early-mid game - High Templar just give a few strong options for Protoss lategame. Good players can absolutely deal with High Templar and weren't even doing a lot of the best stuff (late game ghosts, battlecruiser, etc) against them. Blizzard just heard a ton of complaints from bad players who weren't doing anything about High Templar and not being able to auto win versus Protoss on ladder so they nerfed it.

However, the Infestor is killing everyfucking thing. Nerual Parasites range is so insane and the Infestor is Cost effective vs everything and is pretty much the best unit in the game against every single unit the protoss and terran have and can Burrow and snipe Workers/bases with Infested terrans to make them untargatable. Im not going to claim that terran and protoss have tried everything and the Infestor is completely imbalanced, but come on, how is a unit being that strong while rest of the race is so strong justified? Maybe the High templar in a bubble is too strong, but the they need to be that strong because Protoss units are so expensive we need strong AoE to make up for our lack of numbers. Zergs literally don't have a reason not to get a lot of Infestors in any game as it's the most cost efficient unit against both Stargate options as well as robo tech units (Collosi and immortals get destroyed by Neurals- they don't even need to use fungal) and every terran unit with Fungal Growth.



That was kinda fun :D.




Well, all my stuff was true, all yours wasn't? Name me a game where the protoss played well, didn't make any major mistakes and secured 3 base without huge losses and still lost versus zerg? For every 1 game you give me, I can give you 100 games of protoss rolling a zerg because he didn't have a game winning advantage going into lategame. That's just the way the matchup works, protoss lategame versus zerg is pretty much untouchable, so you have to win in the midgame. And while I think that reflects poor game design, it's the way things are. So why now is it justifiable to nerf the major component to making midgame zerg armies strong versus protoss when protoss have proven to be struggling in every single major tournament as of late.

As to comparing the ghost to the infestor; I don't know what to say about that. You're wrong, I suppose is the long and short of it. Yeah, if you could fungal growth and NP unhindered, I guess the infestor is on par with the ghost, but you can't. Tanks and ghosts outrange infestors by a ton, negating out spellcasters and snipe is equal range to brood lords, so they can be delt with safely and snipe is fantastic versus ultralisks as well. Ghosts can cast every spell cloaked and can snipe mobile detection before they can be targeted so they can remain untargatable. Sure, you can cast IT's burrowed...that does a lot versus a late game army with a ton of splash damage :/ (that is assuming they're bad enough to not have detection anyway, which zerg doesn't have a way of sniping easily...

The difference is I can give you a fuckton of examples of people dealing with infestors, wehre as you can't give me a lot of examples of people dealing with late game ghosts (at least ZvT).


That was kinda fun...



My point was your post (and this new one) are both INCREDIBLY biased towards your race in literally every way possible and any argument you make about literally anything can be thrown back at you with similar biased logic from any one of the other races point of views. I honestly fail to see any part of my post that spoke less truth than any of your opinions... Hell i'll do it again just for kicks...



Well, all my stuff was true, all yours wasn't? Name me a game where the Zerg played well, didn't make any major mistakes and punished a protoss player accordingly if he took 3 bases with equal econ and still lost to a zerg? For every 1 game you give me, I can give you 100 games of zerg rolling a protoss because he had an econ advantage going into lategame and rolled over him with infestor broodlord. That's just the way the matchup works,zerg cripples protoss going into late-game so the protoss cant do anything, so you have to win in the midgame with timing pushes or pray the zerg's a retard. And while I think that reflects poor game design, it's the way things are. So it is perfectly justifiable to nerf the major component to making midgame zerg armies strong versus protoss when protoss have proven to be able to deal with infesotrs fine?

As to comparing the ghost to the infestor; I don't know what to say about that. You're wrong, I suppose is the long and short of it. Yeah, if you could fungal growth and NP unhindered, I guess the infestor is on par with the ghost, but you can with broodlord support. broodlords and infestors outrange templar and stalker by a ton, and infestors fungalling negating out Our ability to blink and get under or away from broodlords and Neural is equal range to Collosi, so they can be delt with safely and neural is fantastic versus HT to feedbacking other HT as well. infestors can Hide behind broodslords, meaning you have to suicide a large amount of units just to have a chance at killing, combined with fungalling and running away or just burrowing make them practically untargatable. Sure, you can try to use your mobility to get around the slow zerg army, the only problem is that our most mobile units are all countered by lings which are even more mobile, and since broodlord infestor is a gas heavy combo, ling complement the combo perfectly allowing the zerg to shutdown any sort of harassment easily if he isnt a retard

The difference is I can give you a fuckton of examples of people dealing with greedy protosses trying to take a third and getting punished ridiculously hard, whilst you cant give me a lot of examples of people dealing with lategame broodlord infestor (atleast pvz)





But seriously, my point isn't that my edit of your posts holds true to what my opinion is, which I think is the part that you're missing, it's that my arguments, that seem so ridiculously stupid and obviously wrong to you, are actually on the same level of biased bullshit as yours are, all I've done is edited a few words to make it reflect the opposite side of the stories view, hence why EVERYONE but other butthurt zerg players will laugh at your post, my edits of your post, and the idea that people can actually be that 1-sided in their approach to sc2.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Shiori
Profile Blog Joined July 2011
3815 Posts
September 20 2011 02:30 GMT
#180
On September 20 2011 11:24 Bagi wrote:
Show nested quote +
On September 20 2011 11:19 Shiori wrote:
so basically blizzard did nothing to address the ghost, nothing to address pvz in general, and nothing to give protoss harassment options (in fact they nerfed blink, lol). bravo.

Buffed immortal should help against terran in general, infestor had 2 of its spells nerfed which should help PvZ, they gave the warp prism a huge amount of extra health which is pretty much all they can do to help protoss harass without adding new units.

Bravo for making such an informed post though.

immortals are not good units. they lose to stimmed marines, are marginally effective against marauders, but represent such a tech diversion that it's not worth it. the warp prism is utterly worthless because we have nothing economical to drop. the only good change is the neural parasite. fungal growth's damage is irrelevant to protoss. the root is the issue.
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