• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 07:56
CEST 13:56
KST 20:56
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 2 (2026): RO4 and Finals Preview3TL.net Map Contest #22 - Voting & Ladder Map Selection5Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2
Community News
[BSL22] Non-Korean Championship from 13 to 28 June0Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th151Weekly Cups (May 18-24): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League6
StarCraft 2
General
What kind of tool would you be interested in? TL Poll: How do you feel about the 5.0.16 PTR balance changes? Code S Season 2 (2026): RO4 and Finals Preview Oliveira Would Have Returned If EWC Continued TL.net Map Contest #22 - Voting & Ladder Map Selection
Tourneys
GSL Code S Season 2 (2026) Maestros of The Game 2 announcement and schedule ! Crank Gathers Season 4: BW vs SC2 Team League Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 528 Infection Detected Welcome to the External Content forum Mutation # 527 Hell Train
Brood War
General
25 Years Since Brood War Patch 1.08 FlaShFTW vs A.Alm Grudge Match Event BW animated web series: seeking contributors The Korean Terminology Thread 14k games analyzed: Cross Spawn Nexus first good?
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Any training maps people recommend? Why doesn't anyone use restoration? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Warcraft III: The Frozen Throne ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Dating: How's your luck? Trading/Investing Thread Russo-Ukrainian War Thread How cold is too cold to be outdoors?
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Esportsmanship: How to NOT B…
TrAiDoS
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5737 users

SEA Patch 1.4 Live

Forum Index > SC2 General
Post a Reply
Normal
donkeykong
Profile Joined July 2010
Australia20 Posts
Last Edited: 2011-09-20 02:43:43
September 19 2011 23:21 GMT
#1
Balance Patch 1.4


General
Unit vision up ramps has been reduced by 1.


PROTOSS
Immortal
Attack range increased from 5 to 6.
Mothership
Acceleration increased from 0.3 to 1.375.
The Mothership's Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate "Mothership Lag" issue when a Mothership comes online.
Stalker
Blink research time increased from 110 to 140.
Warp Prism
Shields increased from 40 to 100.


TERRAN
Barracks
Build time increased from 60 to 65.
Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
Raven
Seeker missile movement speed increased from 2.5 to 2.953.


ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
Neural Parasite range decreased from 9 to 7.
Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.
Ultralisk
Build time decreased from 70 to 55.

On September 20 2011 08:43 Gheed wrote:
While we mourn the loss of the infestor don't forget one of the more important changes:

-Game Options
    Added three privacy settings to the Options menu under the Battle.net section.
  • Only allow friends to send me invites.
  • Only allow friends to send me chat messages.
  • Set status to Busy when playing a game.

Maybe player streams will be a bit more watchable now that they won't have to waste time with idiots messaging them.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 19 2011 23:22 GMT
#2
Ah I knew it so tomorrow NA gets the patch.
When I think of something else, something will go here
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 19 2011 23:22 GMT
#3
wooooohooooooooo
Juvant
Profile Joined April 2011
United States723 Posts
September 19 2011 23:23 GMT
#4
Feel like Diablo 3's beta will coincide with this to soothe the burn of all those who were not invited.

Can't wait to see some Raven spam in pro games :D
Sukari
Profile Joined February 2011
Australia183 Posts
September 19 2011 23:24 GMT
#5
Just then? Dang - it's not on the Bnet site yet?
ezpzlmnsqzy | SlayerS hwaiting~!
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
September 19 2011 23:26 GMT
#6
RIP mass ling/infestor. It was fun while it lasted, but I had the feeling it was too good to last forever
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 19 2011 23:26 GMT
#7
yea mine's patching now. Can't wait to use Warp Prism 2.0
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
TelecoM
Profile Blog Joined January 2010
United States10743 Posts
September 19 2011 23:27 GMT
#8
Well it is official, time to switch to Protoss. I agree with the overseer , ultralisk and fungal change, but the neural parasite change is really going to make late game really hard for zerg I think...Like when the map gets cut in half... T_T
AKA: TelecoM[WHITE] Protoss fighting
ShootingStars
Profile Joined August 2010
1475 Posts
September 19 2011 23:28 GMT
#9
Reducing ramp vision for MOAR 2 rax conquer.
juicyjames *
Profile Joined August 2011
United States3815 Posts
Last Edited: 2011-09-19 23:55:29
September 19 2011 23:28 GMT
#10
A link to the official patch notes can be found here:

http://sea.launcher.battle.net/patchnotes/?product=S2&locale=en-US
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
LagT_T
Profile Joined March 2010
Argentina535 Posts
September 19 2011 23:28 GMT
#11
50 gas for a detector? Preposterous!
"The tactics... no. Amateurs discuss tactics, professional soldiers study logistics." - Tom Clancy, Red Storm Rising
StarVe
Profile Joined June 2011
Germany13591 Posts
September 19 2011 23:29 GMT
#12
Let the adapting begin.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
September 19 2011 23:30 GMT
#13
YES
YES
YES
YES

YES!!!!!!!!!

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.


at long last.. TvT has been saved!!!
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Sukari
Profile Joined February 2011
Australia183 Posts
September 19 2011 23:31 GMT
#14
Thanks @juicyjmes.

Ahhhh it's OK, I never liked using Hellions much anyway! Kekeke.
ezpzlmnsqzy | SlayerS hwaiting~!
Rkie
Profile Blog Joined October 2009
United States1278 Posts
September 19 2011 23:31 GMT
#15
wtf you can still NP Motherships?
rpgalon
Profile Joined April 2011
Brazil1069 Posts
September 19 2011 23:31 GMT
#16
ghost just dodged a bullet with this patch....
badog
SchfiftyFive
Profile Joined September 2010
United States131 Posts
September 19 2011 23:32 GMT
#17
Sweet, I hope stalkers are still good in pvp with longer blinks.
My IQ? // "Unprotected sex is like fast expanding in close positions. Its risky, but feels great when it works out" Cim9
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 19 2011 23:32 GMT
#18
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.
Gheed
Profile Blog Joined September 2010
United States972 Posts
September 19 2011 23:32 GMT
#19
Is this legit? Can't wait to see how the changes will affect upcoming games given it seemed like a kind of sudden release.
homer001
Profile Joined October 2010
493 Posts
September 19 2011 23:32 GMT
#20
cant wait to see the changes on gsl
mprs
Profile Joined April 2010
Canada2933 Posts
September 19 2011 23:32 GMT
#21
On September 20 2011 08:28 LagT_T wrote:
50 gas for a detector? Preposterous!


Terran has it for 75 minerals. Seems like a better deal! But wait the other one moves!!! wait but the other one shoots air!! wait the other one contaminates and has shorter creation length!! yeah but the other only needs engi bay (t1.5) while the other needs t2!!!!

Almost as if they are different races and you can't uni-laterally compare stuff with any worth-while conclusion.
We talkin about PRACTICE
Charger
Profile Blog Joined September 2010
United States2405 Posts
September 19 2011 23:32 GMT
#22
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!!!


Red flame hellions now? :p

Have you thought about what you are going to be doing TvT now? Good ole marine/tank/viking?
It's easy to be a Monday morning quarterback.
Elasticity
Profile Blog Joined June 2010
3420 Posts
September 19 2011 23:32 GMT
#23
Why can't they just change 9->8 instead of 9->7 T_T
johnnywup
Profile Blog Joined August 2010
United States3858 Posts
September 19 2011 23:32 GMT
#24
yay, so exactly like ptr.
Slipspace
Profile Joined May 2010
United States381 Posts
September 19 2011 23:32 GMT
#25
On September 20 2011 08:27 GGzerG wrote:
Well it is official, time to switch to Protoss. I agree with the overseer , ultralisk and fungal change, but the neural parasite change is really going to make late game really hard for zerg I think...Like when the map gets cut in half... T_T


only in zvp perhaps, where you'll need to flank in order to land neural parasites

Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 19 2011 23:33 GMT
#26
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...
vaderseven
Profile Joined September 2008
United States2556 Posts
September 19 2011 23:33 GMT
#27
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!!!


Did you ever try the depots at diagonals sim city? SCVs can pass through but hellions cant, increased the time you had to before mass SCV deaths hugely so you could kill harass off.

I ask cuz I know you play with good peeps, so if you tried and it failed that means its not viable etc.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
Last Edited: 2011-09-19 23:36:50
September 19 2011 23:34 GMT
#28
On September 20 2011 08:33 Golgotha wrote:
Show nested quote +
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
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Sukari
Profile Joined February 2011
Australia183 Posts
September 19 2011 23:35 GMT
#29
I think this is pretty important too:

Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank's sieged attack.


Didn't realise it didn't work properly before Then again I don't play Protoss..
ezpzlmnsqzy | SlayerS hwaiting~!
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
Last Edited: 2011-09-19 23:36:35
September 19 2011 23:36 GMT
#30
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!!!

Haha, as a terran I wanted this change to go through badly more than any of the others tbh.
PopcornColonel
Profile Joined March 2011
United States769 Posts
September 19 2011 23:36 GMT
#31
On September 20 2011 08:28 LagT_T wrote:
50 gas for a detector? Preposterous!

Spore crawlers are 75 minerals, and 0 gas.
Zerg delenda est.
terran151
Profile Joined November 2010
Canada103 Posts
September 19 2011 23:37 GMT
#32
Im still using heliuns tvt i dont care
RevSynC.177 Server: NA
Sarang
Profile Blog Joined September 2010
Australia2363 Posts
September 19 2011 23:37 GMT
#33
The most important question is when it's going to hit Korea.

Personally, I hope tomorrow, I don't want anything screwing with the players tonight.

I hope it hits NA soon though, I'm looking forward to playing a new patch. =)
"Killer helped me feel better before coming to the arena. He told me to say that." - Bomber
Zealot Lord
Profile Joined May 2010
Hong Kong748 Posts
September 19 2011 23:37 GMT
#34
wow, so happy its finally coming, waited sooo long for it, almost tears of joy as a protoss player!! Although I kind of feel bad for some of the toss players in code A who will play before the patch hits in Korea haha T_T
rpgalon
Profile Joined April 2011
Brazil1069 Posts
September 19 2011 23:39 GMT
#35
On September 20 2011 08:32 Golgotha wrote:
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.


terran avoided a ghost nerf, serious, they got it easy.
badog
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 19 2011 23:39 GMT
#36
=/ cya Neural Parasite...
Hellooooo Deathballs -.-*
arbitrageur
Profile Joined December 2010
Australia1202 Posts
September 19 2011 23:39 GMT
#37
Roach infestor is officially dead.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 19 2011 23:40 GMT
#38
Ughhhhhhhhhhhhhh

Gonna dread this patch so much
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Sukari
Profile Joined February 2011
Australia183 Posts
September 19 2011 23:41 GMT
#39
On September 20 2011 08:39 arbitrageur wrote:
Roach infestor is officially dead.


Time for some Ultra combos with the extra seconds saved?!
ezpzlmnsqzy | SlayerS hwaiting~!
Grandpipe
Profile Joined April 2010
Australia17 Posts
September 19 2011 23:41 GMT
#40
anyone had any luck logging in? getting an error saying it's currently down
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
September 19 2011 23:42 GMT
#41
On September 20 2011 08:31 Rkie wrote:
wtf you can still NP Motherships?

yeah but it's 7 range, gonna be easier to defend
blade55555
Profile Blog Joined March 2009
United States17423 Posts
September 19 2011 23:42 GMT
#42
On September 20 2011 08:37 Sarang wrote:
The most important question is when it's going to hit Korea.

Personally, I hope tomorrow, I don't want anything screwing with the players tonight.

I hope it hits NA soon though, I'm looking forward to playing a new patch. =)


from experiance it seems tomorrow will be eu/na then on wednesday it seems that is when korea gets it or thats what I feel like I have seen in the past but it shouldn't be tonight.
When I think of something else, something will go here
mordk
Profile Blog Joined November 2010
Chile8385 Posts
September 19 2011 23:42 GMT
#43
On September 20 2011 08:23 Juvant wrote:
Feel like Diablo 3's beta will coincide with this to soothe the burn of all those who were not invited.

Can't wait to see some Raven spam in pro games :D


Don't get my hopes up, I'm already in psychic pain waiting for D3 and Dota 2 betas.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
September 19 2011 23:42 GMT
#44
On September 20 2011 08:41 Sukari wrote:
Show nested quote +
On September 20 2011 08:39 arbitrageur wrote:
Roach infestor is officially dead.


Time for some Ultra combos with the extra seconds saved?!


Unless ultra is Lair tech, you're kidding yourself.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
Gheed
Profile Blog Joined September 2010
United States972 Posts
September 19 2011 23:43 GMT
#45
While we mourn the loss of the infestor don't forget one of the more important changes:
Game Options
Added three privacy settings to the Options menu under the Battle.net section.
Only allow friends to send me invites.
Only allow friends to send me chat messages.
Set status to Busy when playing a game.


Maybe player streams will be a bit more watchable now that they won't have to waste time with idiots messaging them.
RockIronrod
Profile Joined May 2011
Australia1369 Posts
September 19 2011 23:45 GMT
#46
No Ghost nerf.
Oh you Blizzard.
Sukari
Profile Joined February 2011
Australia183 Posts
September 19 2011 23:45 GMT
#47
On September 20 2011 08:41 Grandpipe wrote:
anyone had any luck logging in? getting an error saying it's currently down


The (stickied) TL status bot will tell you that the SEA server is currently down.
ezpzlmnsqzy | SlayerS hwaiting~!
devPLEASE
Profile Joined March 2011
Kenya605 Posts
September 19 2011 23:45 GMT
#48
god damnit, they nerfed hellions
(ノ `Д´)ノ︵┻━┻
MrStorkie
Profile Joined April 2010
United Kingdom697 Posts
September 19 2011 23:45 GMT
#49
is this 1.04 patch or 1.4 patch?
1a2a3a4z5z6d7d8d9p0p
SoSexy
Profile Blog Joined February 2011
Italy3725 Posts
September 19 2011 23:46 GMT
#50
Thank God blink time. As a zerg it was a nightmare
Dating thread on TL LUL
MrStorkie
Profile Joined April 2010
United Kingdom697 Posts
September 19 2011 23:46 GMT
#51
oh dear i'm a dragoon now!
1a2a3a4z5z6d7d8d9p0p
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 19 2011 23:46 GMT
#52
i finished patching it but i haven't tried logging on, as i have to go in a couple of minutes.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Zealot Lord
Profile Joined May 2010
Hong Kong748 Posts
September 19 2011 23:47 GMT
#53
On September 20 2011 08:35 Sukari wrote:
I think this is pretty important too:

Show nested quote +
Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank's sieged attack.


Didn't realise it didn't work properly before Then again I don't play Protoss..


haha yeah, I had no idea why it took so long for anyone to notice that it wasn't working properly to be honest o_O

and I feel kind of stupid for using so much guardian shields in colossus wars up to now lol.
hugman
Profile Joined June 2009
Sweden4644 Posts
September 19 2011 23:47 GMT
#54
On September 20 2011 08:42 Torte de Lini wrote:
Show nested quote +
On September 20 2011 08:41 Sukari wrote:
On September 20 2011 08:39 arbitrageur wrote:
Roach infestor is officially dead.


Time for some Ultra combos with the extra seconds saved?!


Unless ultra is Lair tech, you're kidding yourself.


Ultras are so bad and expensive that I think they could be Lair without breaking too much. D:
donkeykong
Profile Joined July 2010
Australia20 Posts
September 19 2011 23:48 GMT
#55
On September 20 2011 08:45 MrStorkie wrote:
is this 1.04 patch or 1.4 patch?


Its patch 1.4. I cannot edit the thread title.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 19 2011 23:49 GMT
#56
On September 20 2011 08:34 Pokebunny wrote:
Show nested quote +
On September 20 2011 08:33 Golgotha wrote:
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


haha gotcha and I understand I understand because Terrans do the same thing to me in ZvT!!!
Champi
Profile Joined March 2010
1422 Posts
September 19 2011 23:50 GMT
#57
anyone else being told they can only play in offline mode?\
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
Last Edited: 2011-09-19 23:51:20
September 19 2011 23:50 GMT
#58
On September 20 2011 08:28 LagT_T wrote:
50 gas for a detector? Preposterous!


50 Energy for an instant detector anywhere on the map? Now THAT's preporsterous. Plus the very important fact that Zerg is way more spread out than either Protoss or Terran, which is why they had free detection in Broodwar.
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
September 19 2011 23:52 GMT
#59
On September 20 2011 08:47 hugman wrote:
Show nested quote +
On September 20 2011 08:42 Torte de Lini wrote:
On September 20 2011 08:41 Sukari wrote:
On September 20 2011 08:39 arbitrageur wrote:
Roach infestor is officially dead.


Time for some Ultra combos with the extra seconds saved?!


Unless ultra is Lair tech, you're kidding yourself.


Ultras are so bad and expensive that I think they could be Lair without breaking too much. D:


Zerg would get be able to figure out its own version of Terran's "Thor rush", and it would probably be about 3x less successful and 30x more hilarious.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 19 2011 23:52 GMT
#60
On September 20 2011 08:39 rpgalon wrote:
Show nested quote +
On September 20 2011 08:32 Golgotha wrote:
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.


terran avoided a ghost nerf, serious, they got it easy.


how is a 50 percent decrease in hellion damage "easy"? especially when hellions were becoming a staple unit in TvZ and TvT.
Killmouse
Profile Joined August 2010
Austria5700 Posts
September 19 2011 23:53 GMT
#61
On September 20 2011 08:39 ch4ppi wrote:
=/ cya Neural Parasite...
Hellooooo Deathballs -.-*



hello fungal, lings, ultra, corrupter -> deathballs
yo
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 19 2011 23:54 GMT
#62
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 :/

User was warned for this post
"If you're not angry, you're not paying attention"
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
Last Edited: 2011-09-20 00:01:27
September 19 2011 23:54 GMT
#63
I KNEW IT
as soon as the server went down and i realised it was a tuesday morning

brb laddering to heart's content

god damn it's still down
lalala
renyhiten
Profile Joined February 2011
Japan30 Posts
September 19 2011 23:56 GMT
#64
isnt the svr still down
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
September 19 2011 23:57 GMT
#65
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 :/


I agree protoss is pretty unbeatable now, TvZ has the serious balance issues.

/s
Stork HerO and Protoss everywhere - redfive on bnet
gurrpp
Profile Blog Joined October 2009
United States437 Posts
September 20 2011 00:00 GMT
#66
Whoo, time to bring back mass raven strat.
hot fuh days
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
September 20 2011 00:00 GMT
#67
Patch is up, SEA server still down.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
Soluhwin
Profile Joined October 2010
United States1287 Posts
September 20 2011 00:01 GMT
#68
Sad to see the warp prism change actually go through, especially after seeing HerO vs IdrA. The issue was never that it died to quickly, it was too slow to be all over the map, but there is a speed upgrade for that.
I put the sexy in dyslexia.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 00:03 GMT
#69
On September 20 2011 08:57 Oreo7 wrote:
I agree protoss is pretty unbeatable now...


Was this supposed to be sarcastic? Protoss still wins lategame the vast majority of the time unless they fuck up pretty bad versus zerg. Sure, midgame was a lot more challenging for protoss, but it needed to be that way, because if it goes to lategame protoss unit efficiency with colossus/ht/blink (and god help you if they had a mothership) and the availablity of WG's to instantly replenish half your stalkers you lost in the big battle just makes it pretty much a loss for zerg. You have to win in the midgame ZvP so it makes sense zergs had a really strong midgame.
"If you're not angry, you're not paying attention"
DeepBlu2
Profile Blog Joined April 2004
United States975 Posts
September 20 2011 00:03 GMT
#70
Excited for this. I think what will happen though is Protoss will learn more abusive timings or just learn the fact that if they sit back and macro it can get them extremely far. Will have to see how it plays out, though. Definitely agree with the infestor change as zerg besides the NP nerf.
u gotta sk8
EdSlyB
Profile Blog Joined September 2010
Portugal1621 Posts
September 20 2011 00:04 GMT
#71
Don't you mean patch 1.4 in the title and not 1.04?

On topic: Hope it comes soon to EU. ^^
aka Wardo
sickoota
Profile Blog Joined April 2010
Canada918 Posts
September 20 2011 00:05 GMT
#72
No TvP changes except a slight ease to a couple 1/1/1 variations. Useless patch..
I could spend a while with that smile
ch4ppi
Profile Joined July 2010
Germany802 Posts
September 20 2011 00:05 GMT
#73
On September 20 2011 08:52 Golgotha wrote:
Show nested quote +
On September 20 2011 08:39 rpgalon wrote:
On September 20 2011 08:32 Golgotha wrote:
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.


terran avoided a ghost nerf, serious, they got it easy.


how is a 50 percent decrease in hellion damage "easy"? especially when hellions were becoming a staple unit in TvZ and TvT.


U realize, that only the upgrade did get the nerf and not the whole dmg of the hellions, which are as redflame not at all, too.
rpgalon
Profile Joined April 2011
Brazil1069 Posts
September 20 2011 00:06 GMT
#74
On September 20 2011 08:52 Golgotha wrote:
Show nested quote +
On September 20 2011 08:39 rpgalon wrote:
On September 20 2011 08:32 Golgotha wrote:
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.


terran avoided a ghost nerf, serious, they got it easy.


how is a 50 percent decrease in hellion damage "easy"? especially when hellions were becoming a staple unit in TvZ and TvT.


they got it easy, believe me.

but serious Blizz, why no ghost change????? this unit is going to be killing everything till HoTS...
badog
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
September 20 2011 00:07 GMT
#75
On September 20 2011 09:05 sickoota wrote:
No TvP changes except a slight ease to a couple 1/1/1 variations. Useless patch..

I don't think you understand. 6 range Immortals are going to be amazing.

Dare I say it?

I think they'll be borderline OP. But hey, that's good for me.
lalala
digmouse
Profile Blog Joined November 2010
China6331 Posts
September 20 2011 00:09 GMT
#76
Confirmed on CN server too.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
September 20 2011 00:10 GMT
#77
On September 20 2011 09:06 rpgalon wrote:
Show nested quote +
On September 20 2011 08:52 Golgotha wrote:
On September 20 2011 08:39 rpgalon wrote:
On September 20 2011 08:32 Golgotha wrote:
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.


terran avoided a ghost nerf, serious, they got it easy.


how is a 50 percent decrease in hellion damage "easy"? especially when hellions were becoming a staple unit in TvZ and TvT.


they got it easy, believe me.

but serious Blizz, why no ghost change????? this unit is going to be killing everything till HoTS...


It's almost as if they don't believe that ghosts need to be changed.

Amazing I know.

On September 20 2011 08:32 Golgotha wrote:
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.


Not really.

While the 5 rax thing triggers my OCD and is annoying, terrans were probably the happiest of the three races that hellions got nerfed. That change will hopefully save the awesome TvT matchup into degenerating into stupidity.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
September 20 2011 00:15 GMT
#78
LOL people underestimating the Immortal buff. Range is one of the things that really changes how the game works, Remember when Roaches were 3 range? And how good they became when they added 1 range?

Im not going to say its going to make Immortals OP or that it will solve all P problems, but its still quite a buff. Can´t wait to see pros using it
"Its easy, just trust your CPU".-Boxer on being good at games
sickoota
Profile Blog Joined April 2010
Canada918 Posts
September 20 2011 00:18 GMT
#79
Immortal changes will make both defending and performing various allins either but makes no difference past the midgame when immortals become completely obsolete (ever heard of the ghost?).
I could spend a while with that smile
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
September 20 2011 00:21 GMT
#80
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.


@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
labbe
Profile Joined October 2010
Sweden1456 Posts
September 20 2011 00:22 GMT
#81
Really nice patch over all. Liking almost every change.
Superpower
Profile Joined April 2011
Australia212 Posts
September 20 2011 00:23 GMT
#82
it won't let me log in? anything happening with the SEA server?
Taeja <3
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-09-20 00:24:54
September 20 2011 00:24 GMT
#83
On September 20 2011 09:21 Ftrunkz wrote:
Show nested quote +
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!).

Snip



That was kinda fun :D.




Well played sir.
fusihunter
Profile Joined September 2010
Australia208 Posts
September 20 2011 00:25 GMT
#84
As the only person that uses Ultras.

I love this patch.

Infestor nerf is fine, because it makes them more of a support unit now. Neural range is a bit crappy, but the real problem is that Ghosts still have 10 range on snipe and emp. Feedback is ok because fungal is still 9 range so it can be combated.

Hellion nerf ftw, I think Ravens will be too strong now though.
"I actually don't like games. I just like beating people." - Idra
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 20 2011 00:26 GMT
#85
On September 20 2011 09:05 ch4ppi wrote:
Show nested quote +
On September 20 2011 08:52 Golgotha wrote:
On September 20 2011 08:39 rpgalon wrote:
On September 20 2011 08:32 Golgotha wrote:
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.


terran avoided a ghost nerf, serious, they got it easy.


how is a 50 percent decrease in hellion damage "easy"? especially when hellions were becoming a staple unit in TvZ and TvT.


U realize, that only the upgrade did get the nerf and not the whole dmg of the hellions, which are as redflame not at all, too.


oops. my bad!
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
September 20 2011 00:26 GMT
#86
On September 20 2011 09:21 Ftrunkz wrote:
+ Show Spoiler +
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.



scumbag pinder

plays protoss
defends ghosts
lalala
Smapz
Profile Joined January 2011
Norway405 Posts
September 20 2011 00:27 GMT
#87
Still don't like the NP nerf, but I guess it's better than it was earlier.
¯\_(ツ)_/¯
ownyaah
Profile Joined September 2011
34 Posts
Last Edited: 2011-09-20 00:30:53
September 20 2011 00:27 GMT
#88
so basically zerg got hardcore nerfed, protoss got good buffs and terran minimal changes that dont affect tvz either way. protoss did kinda need a buff but nerfing the alredy weakest race wont serve any good blizzard is pretty hardcore retarded, noone ever complained about np, noone had problems with np it was what made infestors actually useful and pretty versile, now they are almost the same as meele units and pretty shity. the fungal nerf was needed, the np should be atleast 8.2 range

well u know blizzard and balance, remove metapolis from ladder + put it on the tournament pool. either they are really smart, or to smart for us to comprehend
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
September 20 2011 00:29 GMT
#89
On September 20 2011 09:26 youngminii wrote:
Show nested quote +
On September 20 2011 09:21 Ftrunkz wrote:
+ Show Spoiler +
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.



scumbag pinder

plays protoss
defends ghosts


Doesn't that make me Good Guy Pinder?
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
September 20 2011 00:30 GMT
#90
On September 20 2011 09:29 Ftrunkz wrote:
Show nested quote +
On September 20 2011 09:26 youngminii wrote:
On September 20 2011 09:21 Ftrunkz wrote:
+ Show Spoiler +
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.



scumbag pinder

plays protoss
defends ghosts


Doesn't that make me Good Guy Pinder?

not to me
lalala
labbe
Profile Joined October 2010
Sweden1456 Posts
September 20 2011 00:30 GMT
#91
When will this go live in Korea? Will it be after tomorrows Code A games?
boon2537
Profile Blog Joined October 2010
United States905 Posts
September 20 2011 00:32 GMT
#92
fffffffff I will need to re-work my TvT AGAIN
Is anyone's gonna make a good marine tank medvac guide ? pretty please >.<
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
September 20 2011 00:34 GMT
#93
From a competitor's point of view it's really best if patches are implemented the week after the finals of a big tournament or so, not in the middle of one. If they release it after the Ro32 of Code A then already half the players are out!
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 20 2011 00:35 GMT
#94
Still no change to ghost. I'm a sad panda
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
September 20 2011 00:35 GMT
#95
On September 20 2011 09:27 ownyaah wrote:
so basically zerg got hardcore nerfed, protoss got good buffs and terran minimal changes that dont affect tvz either way. protoss did kinda need a buff but nerfing the alredy weakest race wont serve any good blizzard is pretty hardcore retarded, noone ever complained about np, noone had problems with np it was what made infestors actually useful and pretty versile, now they are almost the same as meele units and pretty shity. the fungal nerf was needed, the np should be atleast 8.2 range

well u know blizzard and balance, remove metapolis from ladder + put it on the tournament pool. either they are really smart, or to smart for us to comprehend


man TvZ will get better since blue flame hellion wont kill your dear drones that ez
and in top of that +5 seconds to barracks is huge to delay 2rax allins vs Z
and at the same time u will scout a little longer in terran base...

do u play this game by the way?
if play random i can't call any race imba?
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
September 20 2011 00:36 GMT
#96
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.
if play random i can't call any race imba?
VPCursed
Profile Blog Joined May 2011
1044 Posts
September 20 2011 00:36 GMT
#97
o god its here
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-09-20 00:38:39
September 20 2011 00:37 GMT
#98
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
Show nested quote +
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.
Garnet
Profile Blog Joined February 2006
Vietnam9047 Posts
September 20 2011 00:38 GMT
#99
hope it comes out in Korea before code S group A.

And thread title should be 1.4 not 1.04
Hammertime
Profile Joined December 2010
Australia77 Posts
September 20 2011 00:38 GMT
#100
[image loading]

New score screens!
EliteReplay
Profile Blog Joined November 2010
Dominican Republic913 Posts
September 20 2011 00:41 GMT
#101
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

Show nested quote +
On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?
if play random i can't call any race imba?
juicyjames *
Profile Joined August 2011
United States3815 Posts
September 20 2011 00:41 GMT
#102
On September 20 2011 09:38 Garnet wrote:
hope it comes out in Korea before code S group A.

And thread title should be 1.4 not 1.04

It won't. Patches usually go:

Monday - SEA
Tuesday - NA and then EU
Wednesday - KR
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-09-20 00:43:43
September 20 2011 00:42 GMT
#103
On September 20 2011 09:41 EliteReplay wrote:
Show nested quote +
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?

(also reapers are pretty shitty, and BC's aren't that good outside of TvT)

My point is. Just because people are bitching about unit X, which once upon a time was the marauder, won't necessarily mean it'll get nerfed. People will learn to deal with ghosts eventually, just like they did with marauders.
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
September 20 2011 00:43 GMT
#104
Hopefully HotS will introduce some variety in protoss play, because they ain't getting anything from blizzard atm.
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
Last Edited: 2011-09-20 00:46:33
September 20 2011 00:44 GMT
#105
On September 20 2011 09:41 EliteReplay wrote:
Show nested quote +
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


Ummmmmmm..... Reapers are about as close as you'll get I think, and they can still fuck shit up.

On September 20 2011 09:42 Dalavita wrote:
Show nested quote +
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?

(also reapers are pretty shitty, and BC's aren't that good outside of TvT)

My point is. Just because people are bitching about unit X, which once upon a time was the marauder, won't necessarily mean it'll get nerfed. People will learn to deal with ghosts eventually, just like they did with marauders.


Carriers? Mothership? Phoenixes? Corrupters? Hydras?

You play Terran, dontcha!
rpgalon
Profile Joined April 2011
Brazil1069 Posts
September 20 2011 00:46 GMT
#106
On September 20 2011 09:42 Dalavita wrote:
Show nested quote +
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?

(also reapers are pretty shitty, and BC's aren't that good outside of TvT)

My point is. Just because people are bitching about unit X, which once upon a time was the marauder, won't necessarily mean it'll get nerfed. People will learn to deal with ghosts eventually, just like they did with marauders.


just like they did with HT and KA....
badog
gulden
Profile Joined July 2010
Germany205 Posts
September 20 2011 00:47 GMT
#107
On September 20 2011 09:43 LtLolburger wrote:
Hopefully HotS will introduce some variety in protoss play, because they ain't getting anything from blizzard atm.

Warpprism buff and Immortal buff are really useful imho
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-09-20 00:50:46
September 20 2011 00:48 GMT
#108
On September 20 2011 09:44 Eishi_Ki wrote:
Show nested quote +
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


Ummmmmmm..... Reapers are about as close as you'll get I think, and they can still fuck shit up.

Show nested quote +
On September 20 2011 09:42 Dalavita wrote:
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?

(also reapers are pretty shitty, and BC's aren't that good outside of TvT)

My point is. Just because people are bitching about unit X, which once upon a time was the marauder, won't necessarily mean it'll get nerfed. People will learn to deal with ghosts eventually, just like they did with marauders.


Carriers? Mothership? Phoenixes? Corrupters? Hydras?

You play Terran, dontcha!


Reading comprehension? Stating which units suck or not has nothing to do with my point.

Also, Phoenixes and Corruptors are fine, sorry.

Again: My point was "None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?" ANSWER THIS, rather making a shitty list about which unit from which race sucks, which is entirely pointless.

On September 20 2011 09:46 rpgalon wrote:
just like they did with HT and KA....


I'll argue that the KA removal was because KA was badly designed in combination with warp-ins, but you seemed to miss my point. There's a possibility ghosts could get nerfed. My point is that you shouldn't expect it just because people are whining about it.
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
September 20 2011 00:48 GMT
#109
On September 20 2011 08:26 FrostedMiniWeet wrote:
RIP mass ling/infestor. It was fun while it lasted, but I had the feeling it was too good to last forever

It should still work, just maybe not quite as good. For whatever reason people seem to think this means the end of nueral... But it is still a fantastic spell.
~~~Liquid Fighting (SC2)~~~
ownyaah
Profile Joined September 2011
34 Posts
September 20 2011 00:48 GMT
#110
On September 20 2011 09:35 EliteReplay wrote:
Show nested quote +
On September 20 2011 09:27 ownyaah wrote:
so basically zerg got hardcore nerfed, protoss got good buffs and terran minimal changes that dont affect tvz either way. protoss did kinda need a buff but nerfing the alredy weakest race wont serve any good blizzard is pretty hardcore retarded, noone ever complained about np, noone had problems with np it was what made infestors actually useful and pretty versile, now they are almost the same as meele units and pretty shity. the fungal nerf was needed, the np should be atleast 8.2 range

well u know blizzard and balance, remove metapolis from ladder + put it on the tournament pool. either they are really smart, or to smart for us to comprehend


man TvZ will get better since blue flame hellion wont kill your dear drones that ez
and in top of that +5 seconds to barracks is huge to delay 2rax allins vs Z
and at the same time u will scout a little longer in terran base...

do u play this game by the way?


u relize that blue flame helions still 2 shot drones? in other words it does not affect tvz
and no 5 game seconds dosnt matter all that much. its like saying Oh shit infestors are to strong lets add 5 game seconds for infestation pit. holy shit man that is some big time nerf not really.

the barrack nerf makes no sense, the helion nerf is cuz of tvt probably? and yes i play im mid master
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
September 20 2011 00:48 GMT
#111
Yeeehaw, time to rape on ladder w/ P-Toss!
Artosis : Clide. idrA : Shut up.
NGrNecris
Profile Joined January 2011
New Zealand855 Posts
September 20 2011 00:51 GMT
#112
On September 20 2011 09:43 LtLolburger wrote:
Hopefully HotS will introduce some variety in protoss play, because they ain't getting anything from blizzard atm.


Hopefully a solid multipurpose unit that has harass potential (reaver lol)
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-09-20 00:55:49
September 20 2011 00:52 GMT
#113
On September 20 2011 09:48 ownyaah wrote:
Show nested quote +
On September 20 2011 09:35 EliteReplay wrote:
On September 20 2011 09:27 ownyaah wrote:
so basically zerg got hardcore nerfed, protoss got good buffs and terran minimal changes that dont affect tvz either way. protoss did kinda need a buff but nerfing the alredy weakest race wont serve any good blizzard is pretty hardcore retarded, noone ever complained about np, noone had problems with np it was what made infestors actually useful and pretty versile, now they are almost the same as meele units and pretty shity. the fungal nerf was needed, the np should be atleast 8.2 range

well u know blizzard and balance, remove metapolis from ladder + put it on the tournament pool. either they are really smart, or to smart for us to comprehend


man TvZ will get better since blue flame hellion wont kill your dear drones that ez
and in top of that +5 seconds to barracks is huge to delay 2rax allins vs Z
and at the same time u will scout a little longer in terran base...

do u play this game by the way?


u relize that blue flame helions still 2 shot drones? in other words it does not affect tvz
and no 5 game seconds dosnt matter all that much. its like saying Oh shit infestors are to strong lets add 5 game seconds for infestation pit. holy shit man that is some big time nerf not really.

the barrack nerf makes no sense, the helion nerf is cuz of tvt probably? and yes i play im mid master


Mid master must be pretty low skilled in whatever region you're in. I'll hold your hand and do math with you.

The new blue flame hellion does 19 damage per shot. 2 * 19 = 38. Drones have 40 HP.

The new blue flame hellion will require 3 shots to kill a drone.

MAGIC.

Also, 5 seconds on your first building is a big nerf to all early game aggression and a bump in your build orders.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
September 20 2011 00:53 GMT
#114
Kind of feel like the infestor neural nerf is bad. I mean, as a protoss player i can just aim my collossi at them before being in danger of getting neuralled. Maybe making the range 8 instead, but 7 seems too little. Even at 9 I didn't think it was bad. What I thought was bad was how good the infestor was with everything combined, but I think a different nerf would've been more appropriate, like having fungal slow units instead of keeping them there, or have it cost more energy, or bringing back the idea of making it a projectile instead of instant. I know it was crappy before, but the speed of the projectile was ridiculously slow, they should have just sped it up instead of removing it. My 2 cents
Kill the Deathball
Disquiet
Profile Joined January 2011
Australia628 Posts
September 20 2011 00:54 GMT
#115
I'll be expecting a lot of immortal pushes in the coming days as people try new timings. Gonna need plenty of bunkers.
EnSky
Profile Joined June 2011
Philippines1003 Posts
September 20 2011 00:55 GMT
#116
When will the patch be up on KR? I wanna see the effects of the pre-igniter nerf to TvXs
juicyjames *
Profile Joined August 2011
United States3815 Posts
Last Edited: 2011-09-20 00:59:56
September 20 2011 00:59 GMT
#117
On September 20 2011 09:43 LtLolburger wrote:
Hopefully HotS will introduce some variety in protoss play, because they ain't getting anything from blizzard atm.


In an interview about Heart of the Swarm:

Dustin Browder said:
For instance, the Protoss don't really have a great way to raid. To a point; they can kind of raid with Phoenixes with anti-gravs and they can cheese with void rays, but that's not really fun. But we can add in a legitimate Protoss raider that gives a player new strategies.
This Week in SC2Find out what happened 'This Week in Starcraft 2': http://www.teamliquid.net/forum/viewmessage.php?topic_id=278126
EtohEtoh
Profile Joined May 2011
Canada669 Posts
September 20 2011 01:00 GMT
#118
4 tosses playing in the gsl today...
can the patch come soon enough?
Beardedclam
Profile Joined September 2010
United States839 Posts
Last Edited: 2011-09-20 01:02:25
September 20 2011 01:02 GMT
#119
On September 20 2011 09:15 windsupernova wrote:
LOL people underestimating the Immortal buff. Range is one of the things that really changes how the game works, Remember when Roaches were 3 range? And how good they became when they added 1 range?

Im not going to say its going to make Immortals OP or that it will solve all P problems, but its still quite a buff. Can´t wait to see pros using it


A buff from 3 to 4 is a much bigger buff than 5 to 6. Plus, roaches are a unit that get used in much larger numbers which makes the buff better also.
"bye bye" - genius "#$@% you" - Idra------------|Genius|DRG|Keen|---------Breakfast.213
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
September 20 2011 01:06 GMT
#120
The effect of up'd range depends on the practical applications. 3 range roaches couldn't hit a cannon placed behind a gateway with a 1-hex gap, and couldn't hit the gateway without being in range of the cannon. 4 range roaches made forge expands harder. We'll see what the extra range lets immos do.
tuho12345
Profile Blog Joined July 2011
4482 Posts
September 20 2011 01:07 GMT
#121
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

Show nested quote +
On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.

DRG still lost the hatch. And 1 out of a thousand cases you could find only 1 that somehow manage to come back in the game cuz that guy is a ZvT specialist ? lol, some dude fucked up and forget to research siege mode as 1/1/1 vs Protoss, and protoss won. Do you consider that's how you solve the problem?
PrObeLife
Profile Joined September 2011
Australia22 Posts
September 20 2011 01:10 GMT
#122
Fairly useless patch as far as TVP is concerned. Slight relief from 1-1-1
cheesemaster
Profile Joined February 2011
Canada1975 Posts
September 20 2011 01:11 GMT
#123
On September 20 2011 08:27 GGzerG wrote:
Well it is official, time to switch to Protoss. I agree with the overseer , ultralisk and fungal change, but the neural parasite change is really going to make late game really hard for zerg I think...Like when the map gets cut in half... T_T

I watch alot of pro games, and i rarely see neural parasite being used to great effect at the highest level (losira in the AOL games thats about it) i honestly dont think its gonna change much, you can still neural and collosus were still in range before to target them down and they will be in range but just slightly closer now.

Its not like we really saw neural being implemented that much at the highest level, give me another example besides losira in his arena of legends game where neural was being used to a large extent to counter collosus. I cant really think of any even.
Slayers_MMA The terran who beats terrans
Benzzro
Profile Joined August 2011
Australia167 Posts
September 20 2011 01:12 GMT
#124
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

Show nested quote +
On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Lol terrible comparison. Ghosts have needed a nerf for a long time now, Marauders is a unit low level players complain about. It's not even about how much whining there is about a unit, you just have to look at all the things a ghost can do to realize it's way to good.

It also makes Terran micro so easy compared to Protoss that goes for a HT based army. Nah the ghost nerf is coming, I'm 100% sure of it.
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
September 20 2011 01:14 GMT
#125
On September 20 2011 09:48 Dalavita wrote:
Show nested quote +
On September 20 2011 09:44 Eishi_Ki wrote:
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


Ummmmmmm..... Reapers are about as close as you'll get I think, and they can still fuck shit up.

On September 20 2011 09:42 Dalavita wrote:
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?

(also reapers are pretty shitty, and BC's aren't that good outside of TvT)

My point is. Just because people are bitching about unit X, which once upon a time was the marauder, won't necessarily mean it'll get nerfed. People will learn to deal with ghosts eventually, just like they did with marauders.


Carriers? Mothership? Phoenixes? Corrupters? Hydras?

You play Terran, dontcha!


Reading comprehension? Stating which units suck or not has nothing to do with my point.

Also, Phoenixes and Corruptors are fine, sorry.

Again: My point was "None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?" ANSWER THIS, rather making a shitty list about which unit from which race sucks, which is entirely pointless.

Show nested quote +
On September 20 2011 09:46 rpgalon wrote:
just like they did with HT and KA....


I'll argue that the KA removal was because KA was badly designed in combination with warp-ins, but you seemed to miss my point. There's a possibility ghosts could get nerfed. My point is that you shouldn't expect it just because people are whining about it.


Oh, I don't deny there's no point in implementing a useless unit into a game, just pointing out that each of the other races does have useless units (opinions being discounted).

In fact, now that I'm thinking about it, every race in BW had its useless units (or very very niche) such as Scouts and DAs, Ghosts and BCs and Queens and Devourers.

In fact, we could take this further into other games as well. I played RA2 competitively (lol), Rocketeers, Soviet Attack Dogs, Spys, Dreadnoughts. Choose your game and I'm quite confident it would have had units which were underutilised due to their limited role or underpowered ability.

SC2 Terran? Every single unit has a role and purpose. And to boot, they all deal not too bad damage either (hell, even the air superiority fighter (which is better than all other AA fighters) can land and contribute to the ground attack). You can pure bio, pure mech, pure air or do a lovely mix of all three and if that doesn't work, no problem, switch your infrastructure around a bit and voila, an entirely new tech tree.

It's well known Terran has a vast number of options available to it in comparison to Protoss and especially Zerg. The point is that whilst it's very nice that Terran has all these useful units, that same ideology of game design has not been shared with P and Z in SC2. To get to the amazing state of what BW is (and SC2 strives to be), all three races must be equal not only in terms of winning statistics, but also strategy diversity.
Eps
Profile Joined April 2011
Canada240 Posts
September 20 2011 01:16 GMT
#126
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.
foobahz
Profile Blog Joined May 2011
China68 Posts
September 20 2011 01:18 GMT
#127
On September 20 2011 10:14 Eishi_Ki wrote:
Show nested quote +
On September 20 2011 09:48 Dalavita wrote:
On September 20 2011 09:44 Eishi_Ki wrote:
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


Ummmmmmm..... Reapers are about as close as you'll get I think, and they can still fuck shit up.

On September 20 2011 09:42 Dalavita wrote:
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?

(also reapers are pretty shitty, and BC's aren't that good outside of TvT)

My point is. Just because people are bitching about unit X, which once upon a time was the marauder, won't necessarily mean it'll get nerfed. People will learn to deal with ghosts eventually, just like they did with marauders.


Carriers? Mothership? Phoenixes? Corrupters? Hydras?

You play Terran, dontcha!


Reading comprehension? Stating which units suck or not has nothing to do with my point.

Also, Phoenixes and Corruptors are fine, sorry.

Again: My point was "None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?" ANSWER THIS, rather making a shitty list about which unit from which race sucks, which is entirely pointless.

On September 20 2011 09:46 rpgalon wrote:
just like they did with HT and KA....


I'll argue that the KA removal was because KA was badly designed in combination with warp-ins, but you seemed to miss my point. There's a possibility ghosts could get nerfed. My point is that you shouldn't expect it just because people are whining about it.


Oh, I don't deny there's no point in implementing a useless unit into a game, just pointing out that each of the other races does have useless units (opinions being discounted).

In fact, now that I'm thinking about it, every race in BW had its useless units (or very very niche) such as Scouts and DAs, Ghosts and BCs and Queens and Devourers.

In fact, we could take this further into other games as well. I played RA2 competitively (lol), Rocketeers, Soviet Attack Dogs, Spys, Dreadnoughts. Choose your game and I'm quite confident it would have had units which were underutilised due to their limited role or underpowered ability.

SC2 Terran? Every single unit has a role and purpose. And to boot, they all deal not too bad damage either (hell, even the air superiority fighter (which is better than all other AA fighters) can land and contribute to the ground attack). You can pure bio, pure mech, pure air or do a lovely mix of all three and if that doesn't work, no problem, switch your infrastructure around a bit and voila, an entirely new tech tree.

It's well known Terran has a vast number of options available to it in comparison to Protoss and especially Zerg. The point is that whilst it's very nice that Terran has all these useful units, that same ideology of game design has not been shared with P and Z in SC2. To get to the amazing state of what BW is (and SC2 strives to be), all three races must be equal not only in terms of winning statistics, but also strategy diversity.

agree 100% with everything said.

terran is powerful because they have options. zerg and protoss are rigid and limited in what they can do. it's a core game flaw. i dont think it'll be fixed until all the expansions are out.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-09-20 01:24:14
September 20 2011 01:22 GMT
#128
On September 20 2011 10:07 tuho12345 wrote:
Show nested quote +
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.

DRG still lost the hatch. And 1 out of a thousand cases you could find only 1 that somehow manage to come back in the game cuz that guy is a ZvT specialist ? lol, some dude fucked up and forget to research siege mode as 1/1/1 vs Protoss, and protoss won. Do you consider that's how you solve the problem?


I don't recall if DRG lost the hatch or not, thinking about the Tal'Darim altar game. I'm fairly sure he didn't... I think you're thinking of MLG, and even then he did fine. Also saying that he held it because he's a ZvT specialist is pretty stupid. It's not that hard to hold and him showing how to do it gives other zergs the tools to do the same thing. Not like he was the only zerg holding the 2rax to begin with.

On September 20 2011 10:12 Benzzro wrote:
Show nested quote +
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Lol terrible comparison. Ghosts have needed a nerf for a long time now, Marauders is a unit low level players complain about. It's not even about how much whining there is about a unit, you just have to look at all the things a ghost can do to realize it's way to good.

It also makes Terran micro so easy compared to Protoss that goes for a HT based army. Nah the ghost nerf is coming, I'm 100% sure of it.


Not a terrible comparison, sorry. And I like your "Ghosts have needed a nerf for a long time now" argument. Care to back it up with anything whatsoever? That sounds suspiciously like the marauder whine.

"You just have to look at all the things a ghost can do to realize it's way to good."

No, seriously, no. Every single person looking at a unit will come to different conclusions, so that argument doesn't hold any water whatsoever.

I'm going to be laughing so hard if a ghost nerf doesn't end up coming, just like the marauder nerf, and the mule nerf.

On September 20 2011 10:14 Eishi_Ki wrote:

SC2 Terran? Every single unit has a role and purpose. And to boot, they all deal not too bad damage either (hell, even the air superiority fighter (which is better than all other AA fighters) can land and contribute to the ground attack). You can pure bio, pure mech, pure air or do a lovely mix of all three and if that doesn't work, no problem, switch your infrastructure around a bit and voila, an entirely new tech tree.

It's well known Terran has a vast number of options available to it in comparison to Protoss and especially Zerg. The point is that whilst it's very nice that Terran has all these useful units, that same ideology of game design has not been shared with P and Z in SC2. To get to the amazing state of what BW is (and SC2 strives to be), all three races must be equal not only in terms of winning statistics, but also strategy diversity.


What you said about all terran units being good, and that is how it should be is exactly my point, so I still don't see why you quoted me. And yes, I believe protoss and zerg need better tools to become more interesting as a race.

nvs.
Profile Blog Joined May 2010
Canada3609 Posts
September 20 2011 01:22 GMT
#129
On September 20 2011 08:32 Gheed wrote:
Is this legit? Can't wait to see how the changes will affect upcoming games given it seemed like a kind of sudden release.


wut? I've been playing the PTR for quiet a long time now.
RisingTide
Profile Joined December 2008
Australia769 Posts
Last Edited: 2011-09-20 01:25:48
September 20 2011 01:23 GMT
#130
You might want to put the sundry gameplay changes in as well:

Protoss
-Sentry Guardian Shield now correctly reduces damage from Hellion, Void ray, and Colossus attacks as well as the Siege Tank's sieged attack.
-Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.
-Fixed an issue where workers would not path around Force Field while harvesting.


Terran
-The Command Center Load SCV command will now only ask to load as many SCVs as it can contain.
-SCVs will now always face the building when resuming construction.
-SCVs can no longer repair themselves while inside a Bunker or Medivac.
-Fixed an issue where the Reaper could get stuck in some cases.


Zerg
Overseer & Brood Lord cocoons can now display waypoint lines when issuing queued patrol orders.
-Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.
-Burrowed units are no longer cloaked by the Mothership, as this is redundant.
-Attack upgrades are now retained by units controlled by Neural Parasite.
-If a unit provides power, that power is temporarily transferred to a player using Neural Parasite.
-Canceling more than one of the same structure at the same time as Zerg will add all Drones to the selection.
-Improved Larva placement when the bottom edge of a hatchery is on a cliff edge to prevent Larva from getting killed.
-Spore Crawlers and Spine Crawlers now disable their Stop button when rooting.
-Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.
-Fixed an issue where Broodlords on the high ground were not revealed when attacking enemy units on the low ground.


I italicized the ones that should actually have a pretty significant change on gameplay.
GinDo
Profile Blog Joined September 2010
3327 Posts
September 20 2011 01:24 GMT
#131
On September 20 2011 09:07 youngminii wrote:
Show nested quote +
On September 20 2011 09:05 sickoota wrote:
No TvP changes except a slight ease to a couple 1/1/1 variations. Useless patch..

I don't think you understand. 6 range Immortals are going to be amazing.

Dare I say it?

I think they'll be borderline OP. But hey, that's good for me.


The marines will still do pretty well against them. And you try dropping them to pick off the tanks(Sorta like Shuttle Micro), Terran will just replace Banshees with Vikings. But, hey time will tell. Hopefully this does fix the issue. But, I wouldn't get my hope up.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2011-09-20 01:31:12
September 20 2011 01:29 GMT
#132
Ah, wow, they went through with a mech nerf. They really need to make armories cheaper, at this rate they'll nerf tanks again or have some patch note next to the tank icon saying "use marauder instead."

I do not understand browder's obsession with making Terran need to play in a 1A marauder ball fashion. I understand there's a chip on his shoulder because of "cnc tank spam" and because this is "not brood war" but positional tank play is always 10x better than herp de derp marauder spam.

Zerg players are still laughing all the way to the bank. Sure, neural was nerfed, but mass infested terrans and infestor + broodlord remains the same strengh as last patch lol...
Sup
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 01:29 GMT
#133
On September 20 2011 09:21 Ftrunkz wrote:
Show nested quote +
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 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'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...

"If you're not angry, you're not paying attention"
Benzzro
Profile Joined August 2011
Australia167 Posts
Last Edited: 2011-09-20 01:44:46
September 20 2011 01:36 GMT
#134
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)

Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2011-09-20 01:42:43
September 20 2011 01:36 GMT
#135
On September 20 2011 10:18 foobahz wrote:
Show nested quote +
On September 20 2011 10:14 Eishi_Ki wrote:
On September 20 2011 09:48 Dalavita wrote:
On September 20 2011 09:44 Eishi_Ki wrote:
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


Ummmmmmm..... Reapers are about as close as you'll get I think, and they can still fuck shit up.

On September 20 2011 09:42 Dalavita wrote:
On September 20 2011 09:41 EliteReplay wrote:
On September 20 2011 09:37 Dalavita wrote:
I'm sad about the 5 second added rax time. I loved 2raxing, and after seeing how stupidly easy DRG defended 2rax from Rain in Dreamhack, it feels like the +5 seconds part of it might just be enough to take the teeth out of the build.

On September 20 2011 09:36 EliteReplay wrote:
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


Not necessarily. People were bitching about marauders forever, and now finally things have settled down.


Marauders are good too... wait what units of terran sucks?


None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?

(also reapers are pretty shitty, and BC's aren't that good outside of TvT)

My point is. Just because people are bitching about unit X, which once upon a time was the marauder, won't necessarily mean it'll get nerfed. People will learn to deal with ghosts eventually, just like they did with marauders.


Carriers? Mothership? Phoenixes? Corrupters? Hydras?

You play Terran, dontcha!


Reading comprehension? Stating which units suck or not has nothing to do with my point.

Also, Phoenixes and Corruptors are fine, sorry.

Again: My point was "None, as is intended. Why would there ever be a sucky unit in a competitive multiplayer game ever?" ANSWER THIS, rather making a shitty list about which unit from which race sucks, which is entirely pointless.

On September 20 2011 09:46 rpgalon wrote:
just like they did with HT and KA....


I'll argue that the KA removal was because KA was badly designed in combination with warp-ins, but you seemed to miss my point. There's a possibility ghosts could get nerfed. My point is that you shouldn't expect it just because people are whining about it.


Oh, I don't deny there's no point in implementing a useless unit into a game, just pointing out that each of the other races does have useless units (opinions being discounted).

In fact, now that I'm thinking about it, every race in BW had its useless units (or very very niche) such as Scouts and DAs, Ghosts and BCs and Queens and Devourers.

In fact, we could take this further into other games as well. I played RA2 competitively (lol), Rocketeers, Soviet Attack Dogs, Spys, Dreadnoughts. Choose your game and I'm quite confident it would have had units which were underutilised due to their limited role or underpowered ability.

SC2 Terran? Every single unit has a role and purpose. And to boot, they all deal not too bad damage either (hell, even the air superiority fighter (which is better than all other AA fighters) can land and contribute to the ground attack). You can pure bio, pure mech, pure air or do a lovely mix of all three and if that doesn't work, no problem, switch your infrastructure around a bit and voila, an entirely new tech tree.

It's well known Terran has a vast number of options available to it in comparison to Protoss and especially Zerg. The point is that whilst it's very nice that Terran has all these useful units, that same ideology of game design has not been shared with P and Z in SC2. To get to the amazing state of what BW is (and SC2 strives to be), all three races must be equal not only in terms of winning statistics, but also strategy diversity.

agree 100% with everything said.

terran is powerful because they have options. zerg and protoss are rigid and limited in what they can do. it's a core game flaw. i dont think it'll be fixed until all the expansions are out.

Balance and design have barely anything to do with each other, if you wanted to you could create the most one-dimensional, rigid and limited race you can think of and you can still let it win 50% of the time by just tweaking stats. If you want zerg and protoss to have more options then I'm all for that, but don't delude yourself it will somehow fix balance issues.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
September 20 2011 01:37 GMT
#136
On September 20 2011 10:29 avilo wrote:
Ah, wow, they went through with a mech nerf. They really need to make armories cheaper, at this rate they'll nerf tanks again or have some patch note next to the tank icon saying "use marauder instead."

I do not understand browder's obsession with making Terran need to play in a 1A marauder ball fashion. I understand there's a chip on his shoulder because of "cnc tank spam" and because this is "not brood war" but positional tank play is always 10x better than herp de derp marauder spam.

Zerg players are still laughing all the way to the bank. Sure, neural was nerfed, but mass infested terrans and infestor + broodlord remains the same strengh as last patch lol...


What? 2 out of the 3 Terran matchups use tanks. Don´t be so dramatic
"Its easy, just trust your CPU".-Boxer on being good at games
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-09-20 01:47:51
September 20 2011 01:40 GMT
#137
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. Your statement applies to zerg much better than it applies to terran.

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.
oDieN[Siege]
Profile Joined November 2009
United States2905 Posts
September 20 2011 01:47 GMT
#138
New balance patch? Awesome!
말크 : ^_^~ NeO)GabuAt, vGODieN
branflakes14
Profile Joined July 2010
2082 Posts
September 20 2011 01:48 GMT
#139
On September 20 2011 10:23 RisingTide wrote:
-Fixed an issue where Colossus thermal lance beams would track a unit much further than the range of the weapon.


RIP crazy Colossus beams 2010 - 2011.
WinteRR
Profile Joined May 2011
Australia201 Posts
September 20 2011 01:52 GMT
#140
How can people say TvZ has serious balance issues when Z has had a sharp incline in winrate % in Korea since the original FG change? Z finally overtook T in Korea for the first time, things look promising on the Z front in TvZ if you ask me - especially considering the latest T nerfs to hellions and barracks (where most zergs were losing games straight up).
Benzzro
Profile Joined August 2011
Australia167 Posts
Last Edited: 2011-09-20 01:57:15
September 20 2011 01:53 GMT
#141
On September 20 2011 10:40 Bagi wrote:
Show nested quote +
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 (Actually they get used a lot in TvT against marauders). To call them gimmicky just because we only see them in the early game is stupid.
Zealot Lord
Profile Joined May 2010
Hong Kong748 Posts
September 20 2011 01:54 GMT
#142
On September 20 2011 10:37 windsupernova wrote:
Show nested quote +
On September 20 2011 10:29 avilo wrote:
Ah, wow, they went through with a mech nerf. They really need to make armories cheaper, at this rate they'll nerf tanks again or have some patch note next to the tank icon saying "use marauder instead."

I do not understand browder's obsession with making Terran need to play in a 1A marauder ball fashion. I understand there's a chip on his shoulder because of "cnc tank spam" and because this is "not brood war" but positional tank play is always 10x better than herp de derp marauder spam.

Zerg players are still laughing all the way to the bank. Sure, neural was nerfed, but mass infested terrans and infestor + broodlord remains the same strengh as last patch lol...


What? 2 out of the 3 Terran matchups use tanks. Don´t be so dramatic


All 3 actually, if you include the 1/1/1 lol =)
emc
Profile Joined September 2010
United States3088 Posts
September 20 2011 01:54 GMT
#143
On September 20 2011 08:27 GGzerG wrote:
Well it is official, time to switch to Protoss. I agree with the overseer , ultralisk and fungal change, but the neural parasite change is really going to make late game really hard for zerg I think...Like when the map gets cut in half... T_T


I don't get it, why play protoss? I seriously doubt they will be %100 fixed with 3 buffs and 1 nerf. Destiny and people like you man... no faith in blizzard you just think zerg is now shit when it's definitely not. Most of the buffs are only helping PvP, immortal buff is clearly for PvP and the blink nerf is as well. The mothership buff/nerf obviously doesn't matter and the warp prism buff is decent.

If anything, with the rax build time increase you should be happy because now we can 15 hatch with more breathing room and I'm going to be burrowing banelings EVERYWHERE forcing lazy terrans to get a raven.
Benzzro
Profile Joined August 2011
Australia167 Posts
Last Edited: 2011-09-20 01:56:20
September 20 2011 01:55 GMT
#144
Uhh double post nvm--
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
September 20 2011 01:56 GMT
#145
Ugh the barracks time nerf stayed.... I didn't like that cause it disrupts my flow.
Someone call down the Thunder?
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 01:57 GMT
#146
On September 20 2011 10:52 WinteRR wrote:
How can people say TvZ has serious balance issues when Z has had a sharp incline in winrate % in Korea since the original FG change? Z finally overtook T in Korea for the first time, things look promising on the Z front in TvZ if you ask me - especially considering the latest T nerfs to hellions and barracks (where most zergs were losing games straight up).


Watch the July vs MVP game on metalopolis (or Thorzain versus Catz or any demuslim game versus zerg). That's why people are saying there's a problem with TvZ. The July MVP game isn't the best example as july made some questionable decisions, but once terran has a sufficient amount of tank/ghost you can't touch them.
"If you're not angry, you're not paying attention"
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
September 20 2011 01:58 GMT
#147
NO! Why couldn't this have come out on KR yesterday?? MC and Alicia may have survived!! TT
"Friendship ain't a business deal"
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-09-20 02:01:51
September 20 2011 02:00 GMT
#148
On September 20 2011 10:53 Benzzro wrote:
Show nested quote +
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.
Eps
Profile Joined April 2011
Canada240 Posts
September 20 2011 02:02 GMT
#149
On September 20 2011 10:36 Benzzro wrote:
Show nested quote +
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.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 02:06 GMT
#150
On September 20 2011 11:00 Bagi wrote:
Show nested quote +
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.
"If you're not angry, you're not paying attention"
Benzzro
Profile Joined August 2011
Australia167 Posts
September 20 2011 02:07 GMT
#151
On September 20 2011 11:00 Bagi wrote:
Show nested quote +
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?

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.


Who said you only make 1 early reaper to scout, I've seen some KR terran players make some throughout the game to scout the main instead of scanning. I remember see Bratok and QXC dismantling Protoss players with reaper harass a while back. What 'what if' stuff lol? Both Banshees and Ravens do get used a lot in TvT, I'm not sure what you're talking about.

I can't talk for Zerg, but for Protoss sure there a lot of undiscovered stuff, so maybe we'll be seeing some new ways to use certain units, but units like Carriers and Mothership will remain trash until they get changed.
Ryder.
Profile Joined January 2011
1117 Posts
September 20 2011 02:09 GMT
#152
On September 20 2011 10:57 Arisen wrote:
Show nested quote +
On September 20 2011 10:52 WinteRR wrote:
How can people say TvZ has serious balance issues when Z has had a sharp incline in winrate % in Korea since the original FG change? Z finally overtook T in Korea for the first time, things look promising on the Z front in TvZ if you ask me - especially considering the latest T nerfs to hellions and barracks (where most zergs were losing games straight up).


Watch the July vs MVP game on metalopolis (or Thorzain versus Catz or any demuslim game versus zerg). That's why people are saying there's a problem with TvZ. The July MVP game isn't the best example as july made some questionable decisions, but once terran has a sufficient amount of tank/ghost you can't touch them.

Not to discredit your point but you can't really compare Thorzain with Catz...Thorzain is on a whole different level than Catz...
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-09-20 02:12:47
September 20 2011 02:10 GMT
#153
On September 20 2011 11:06 Arisen wrote:
Show nested quote +
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?
Gatored
Profile Joined September 2010
United States679 Posts
Last Edited: 2011-09-20 02:14:37
September 20 2011 02:10 GMT
#154
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.


There is complaint because ghosts own HTs really really hard. If both sides micro perfectly then ghosts will never lose because they have snipe (10 range) and EMP (10 range with +2 radius for 12 range) while HTs have feedback (9 range) and storm (9 range with +1.5 radius). To break that down, ghosts should NEVER lose to HTs.

Another reason along with that one is in lategame PvT terran can easily scan to kill observers and use that same scan to get a great idea of where all the HTs are. If the protoss doesn't have an observer then he has no idea where the terran's ghosts are. Thus giving the terran a potentiallly great advantage on positioning because of scan. Didn't even mention the annoying tactic where terrans cloak their ghosts and snipe the observer giving them an even greater advantage.

That is why people complain about ghosts.

EDIT: you were also talking about ghosts and how EMP does 100 damage which is overkill in many situations. Well, I can't let you forget that damage is instant while storm is over 4 seconds which gives time to move out of it and negate some of the damage. No terran should ever be tanking storms.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10372 Posts
Last Edited: 2011-09-20 02:13:08
September 20 2011 02:11 GMT
#155
so this will be in time for MLG? hurray :D

can't wait!

the 5 second nerf will feel so weird T_T hah
really though is 5 seconds that big to help zerg? i mean there has to have been something else they could have changed to nerf 2 rax and such, without having to mess up the terran build order timings.


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 have so far only seen 1 correct usage of the word "gimmicky" here on TL, and that is quite disappointing. A gimmicky "thing" is one that does not look quite as effective as it is, and probably has the same usefulness as some other equivalent, which was simply not chosen because the first thing is simply more unique. So a unit (Banshee) that can do harass well but can easily be shut down is not gimmicky.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
gengka
Profile Joined September 2010
Malaysia461 Posts
September 20 2011 02:11 GMT
#156
Hellion still has a big part to play.In large numbers they can still roast workers easily, and their mobility hasn't change.

It can still act as meat shield in a mech play composition.

Well the good thing is now u cant just drop 2 or 3 hellions and hope it can win you the game.

Bravo patch i would say
Make Love Not War
emc
Profile Joined September 2010
United States3088 Posts
September 20 2011 02:11 GMT
#157
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.

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.


http://www.teamliquid.net/tlpd/sc2-international/players/1596_qxc

yeah he never won anything and never all killed IM either. Give me a break.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
September 20 2011 02:12 GMT
#158
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.


Terran has the micro advantage on paper and in reality. They have better vision prior to an engagement(scans), their caster outranges the protoss caster, and good micro can mitigate the damage component of storm. I won't go into splitting because both sides can split against respective spells, but one can be further mitigated via micro after the spell goes off.
Porouscloud - NA LoL
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-09-20 02:15:47
September 20 2011 02:13 GMT
#159
On September 20 2011 11:11 emc wrote:
Show nested quote +
On September 20 2011 11:10 Bagi wrote:
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.

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.


http://www.teamliquid.net/tlpd/sc2-international/players/1596_qxc

yeah he never won anything and never all killed IM either. Give me a break.

Cool story bro, how many speed reapers did you see in those games?
On September 20 2011 11:11 Yoshi Kirishima wrote:
Show nested quote +
On September 20 2011 11:10 Bagi wrote:
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 have so far only seen 1 correct usage of the word "gimmicky" here on TL, and that is quite disappointing. A gimmicky "thing" is one that does not look quite as effective as it is, and probably has the same usefulness as some other equivalent, which was simply not chosen because the first thing is simply more unique. So a unit (Banshee) that can do harass well but can easily be shut down is not gimmicky.

Sorry I'm obviously not a native english speaker, but what I mean by "gimmicky" is something that relies on surprise and loses all effectiveness once your opponent can do X. Pretty much the opposite of standard which tries to account for all situations.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 02:14 GMT
#160
On September 20 2011 11:09 Ryder. wrote:
Show nested quote +
On September 20 2011 10:57 Arisen wrote:
On September 20 2011 10:52 WinteRR wrote:
How can people say TvZ has serious balance issues when Z has had a sharp incline in winrate % in Korea since the original FG change? Z finally overtook T in Korea for the first time, things look promising on the Z front in TvZ if you ask me - especially considering the latest T nerfs to hellions and barracks (where most zergs were losing games straight up).


Watch the July vs MVP game on metalopolis (or Thorzain versus Catz or any demuslim game versus zerg). That's why people are saying there's a problem with TvZ. The July MVP game isn't the best example as july made some questionable decisions, but once terran has a sufficient amount of tank/ghost you can't touch them.

Not to discredit your point but you can't really compare Thorzain with Catz...Thorzain is on a whole different level than Catz...


I understand, but put nestea in that situation...what does he do? We havent really seen a strong response to turtle ghost play yet beyond don't let it happen. when attacking into the terran all your units that matter (broods, ultras, infestors, overseer, mutas) get sniped and all the units that don't (roaches, lings, blings) die to tanks.
"If you're not angry, you're not paying attention"
Yoshi Kirishima
Profile Blog Joined July 2009
United States10372 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 States10372 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 States3134 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.
ZOMGitsTHEEND
Profile Joined June 2011
Canada202 Posts
September 20 2011 02:30 GMT
#181
blue flame helion nerf. cant wait for this patch! although ill still probably lose to the 1-1-1 lol
Vies
Profile Joined June 2011
Australia57 Posts
September 20 2011 02:31 GMT
#182
Is anyone discussing the increase build time to barracks? I feel like this will have huge implications for Terran yet I cannot find a blizzard explanation for this nerf nor any detailed discussion as to why it was made.
Sandro
Profile Joined April 2011
897 Posts
September 20 2011 02:32 GMT
#183
On September 20 2011 11:31 Vies wrote:
Is anyone discussing the increase build time to barracks? I feel like this will have huge implications for Terran yet I cannot find a blizzard explanation for this nerf nor any detailed discussion as to why it was made.

Blizzard writes an after patch report detailing the changes and why they made them. It should be out within the week.
Pseudo-
Profile Joined February 2011
52 Posts
Last Edited: 2011-09-20 02:34:36
September 20 2011 02:32 GMT
#184
On September 20 2011 11:19 Benzzro wrote:
Show nested quote +
On September 20 2011 11:02 Eps wrote:
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.




Well, since the terran has to do all the micro vs a Chargelot - Archon - HT based army.. it would be pretty insane if the HT had equal range, use your spare apm (which you have after a-moving your chargelot/archons) to drop your HTs out of a warp prism..... or is that too hard?
Bagi
Profile Joined August 2010
Germany6799 Posts
September 20 2011 02:33 GMT
#185
On September 20 2011 11:23 Arisen wrote:
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.

I never claimed the units aren't used at all, I said that they are limited beyond the scope of having more early game options. Maybe having numerous openers and nifty things to do with your units constitutes as good design to you, its really a relative term anyway. I'd rather have units that have multiple uses and long-term viability. Reapers, ravens and BC's are units that I would consider extremely poorly designed overall.

Besides, TvT is a weird match-up where many terran units have a limited niche in the lategame, even the banshee/BC/raven. Still, its just one match-up, and I'd rather be able to see something else than MMM TvP and marine tank TvZ outside timing pushes before I call the race really well designed.
bounca
Profile Joined June 2011
140 Posts
September 20 2011 02:33 GMT
#186
its funny when you guys watch the best terran "IMmvp" play with ghosts and require a nerf asap cause it makes tvz "imbalanced"
news flash, you guys will never play immvp so dont worry about it yet, blizz will adjust ghosts if it's 100% needed, and they obv don't think so yet
Benzzro
Profile Joined August 2011
Australia167 Posts
September 20 2011 02:37 GMT
#187
On September 20 2011 11:32 Pseudo- wrote:
Show nested quote +
On September 20 2011 11:19 Benzzro wrote:
On September 20 2011 11:02 Eps wrote:
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.




Well, since the terran has to do all the micro vs a Zealot - Archon - HT based army.. it would be pretty insane if the HT had equal range, use your spare apm (which you have after a-moving your Zealot/archons) to drop your HTs out of a warp prism.....


Actually it wouldn't be HTs are slow anyway. I already do use a warp prism. Every game. Nowadays you have to use a warp prism if you want to use a HT based army, and hey, I win half my PvT's, point is there vs not great players, put me up against someone like Puma and I don't think a warp prism is going to solve all my problems.
Recoil
Profile Blog Joined December 2010
United States276 Posts
September 20 2011 02:41 GMT
#188
I can't believe everyone is forgetting the biggest news

THE NEW PRIVACY FEATURES

MLG ORLANDO REPLAYS YES PLZ

STEALING PRO BUILDS IS DA BEST
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
September 20 2011 02:43 GMT
#189
On September 20 2011 11:31 Vies wrote:
Is anyone discussing the increase build time to barracks? I feel like this will have huge implications for Terran yet I cannot find a blizzard explanation for this nerf nor any detailed discussion as to why it was made.


mainly for 11/11 2 rax... I'm not sure why your whining so much about a 5 sec nerf. it's not a big deal
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
NaldoR
Profile Joined November 2010
Singapore2198 Posts
September 20 2011 02:46 GMT
#190
the server is down now right?
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
September 20 2011 02:47 GMT
#191
On September 20 2011 11:27 Loxley wrote:
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


5 seconds game time which is about 3 seconds real time. You know the difference three seconds makes?

Lets just say, T's wont need to worry about changing their timing windows.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
September 20 2011 02:47 GMT
#192
On September 20 2011 11:43 SoKHo wrote:
Show nested quote +
On September 20 2011 11:31 Vies wrote:
Is anyone discussing the increase build time to barracks? I feel like this will have huge implications for Terran yet I cannot find a blizzard explanation for this nerf nor any detailed discussion as to why it was made.


mainly for 11/11 2 rax... I'm not sure why your whining so much about a 5 sec nerf. it's not a big deal

Yeah. It's actually okay for me, cuz when I did my 11/12 2rax, my rax would finish a few seconds before 14th SCV, and I had to cut either scv or marine production for a couple seconds to make supply. Now it will all be fine :O
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
September 20 2011 02:47 GMT
#193
Wrong way to go about the infestor nerf but whatever. Godspeed patch 1.4! save the gsl protoss xD
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Qibla
Profile Joined December 2010
Australia343 Posts
September 20 2011 02:49 GMT
#194
What the hell do I do now as Terran? Switching race is sounding good!
Are you calling moi a dipshit?
MrMotionPicture
Profile Joined May 2010
United States4327 Posts
September 20 2011 02:50 GMT
#195
I hope these are the only changes needed for awhile ._.
"Elvis Presley" | Ret was looking at my post in the GSL video by Artosis. | MMA told me I look like Juanfran while we shared an elevator with Scarlett
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 20 2011 02:51 GMT
#196
On September 20 2011 11:49 Qibla wrote:
What the hell do I do now as Terran? Switching race is sounding good!


i hope ur just joking
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
September 20 2011 02:55 GMT
#197
On September 20 2011 11:49 Qibla wrote:
What the hell do I do now as Terran? Switching race is sounding good!


QQ! Yay! Man up dude.
Vies
Profile Joined June 2011
Australia57 Posts
September 20 2011 02:55 GMT
#198
On September 20 2011 11:47 Pokebunny wrote:
Show nested quote +
On September 20 2011 11:43 SoKHo wrote:
On September 20 2011 11:31 Vies wrote:
Is anyone discussing the increase build time to barracks? I feel like this will have huge implications for Terran yet I cannot find a blizzard explanation for this nerf nor any detailed discussion as to why it was made.


mainly for 11/11 2 rax... I'm not sure why your whining so much about a 5 sec nerf. it's not a big deal

Yeah. It's actually okay for me, cuz when I did my 11/12 2rax, my rax would finish a few seconds before 14th SCV, and I had to cut either scv or marine production for a couple seconds to make supply. Now it will all be fine :O


I said "I feel like this will have huge implications for Terran." That does not even imply I play Terran nor does it imply i'm whining about it but whatever. Thanks for the explanation because blizz seem to have failed to explain it.

As for "It's not a big deal." You have to think further than just the 2 rax vs zerg. Think of every units that Terran requires a barracks for..... That's every unit. If we want a reaper its still the 25 seconds tech lab + 5 seconds later. This goes for every unit including tech past the barracks. Everything that terran can do is atleast 5 seconds later. This gives every race more time to prepare for absolutely everything terran can do. I can't see how this will not have drastic implications.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 02:57 GMT
#199
On September 20 2011 11:29 Ftrunkz wrote:
Show nested quote +
On September 20 2011 10:29 Arisen wrote:
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.


But seriously, my point is that I can actually produce a ton of games where a protoss player gets his 3 base secured with colossus/HT even if the zerg is pressuring and wins easily. I can also give you a lot of examples of protoss beating infestor broodlord quite easily.

Ffs, I can give you plenty of examples of combat-ex rolling infestor brood lord (at high grandmaster) with pretty much pure blink stalkers and combat ex is fucking horrible.

RSVP and Kiwikaki use motherships, and they roll zergs. Some people use phoenix and lift infestors and just destroy the rest of the army.

Yeah, I can totally understand your frustrations, PvZ midgame is a bitch. However, lategame ZvP is a bitch (some top players not too long ago wouldn't practice the matchup because it was unlosable unless you did something retarded). That's why EVERYONE but other butthurt people who can't deal with infestors will laugh at your post, and the idea that anyone can be that ignorant.

Also, you turned a TvZ discussion somehow right back to ZvP, so I don't know how that fits in...
"If you're not angry, you're not paying attention"
Froadac
Profile Blog Joined July 2009
United States6733 Posts
Last Edited: 2011-09-20 03:01:23
September 20 2011 03:00 GMT
#200
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!!!

My thoughts exactly.

Now I can return to my tank marine without getting pwnt.
Ftrunkz
Profile Blog Joined April 2007
Australia2474 Posts
Last Edited: 2011-09-20 03:02:08
September 20 2011 03:01 GMT
#201
On September 20 2011 11:57 Arisen wrote:
Show nested quote +
On September 20 2011 11:29 Ftrunkz wrote:
+ Show Spoiler +
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.


Also, you turned a TvZ discussion somehow right back to ZvP, so I don't know how that fits in...

Re-read the last paragraph of my last post, thats how it fits in, THAT's my point, everything else is just mocking you, how are you not getting this.
@NvPinder on twitter | Member of Gamecom Nv | http://www.clan-ta.com | http://www.youtube.com/user/ftrunkz | http://www.twitchtv.com/xghpinder
DjRetro
Profile Blog Joined December 2010
Chile309 Posts
September 20 2011 03:03 GMT
#202
I love the new seeker missile <3, this change will be sickkk in every matchup. Can't wait to use it <3 <3 <3 <3 <3 <3
SpaceSynth-ItaloDisco-HiNRG http://www.radiostaddenhaag.com/
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 03:06 GMT
#203
On September 20 2011 12:01 Ftrunkz wrote:
... how are you not getting this.


Because everything you've said has been retarded and wrong?

User was temp banned for this post.
"If you're not angry, you're not paying attention"
Zooper31
Profile Joined May 2009
United States5713 Posts
September 20 2011 03:10 GMT
#204
On September 20 2011 12:06 Arisen wrote:
Show nested quote +
On September 20 2011 12:01 Ftrunkz wrote:
... how are you not getting this.


Because everything you've said has been retarded and wrong?


Have we resorted to calling people names alrdy?
Asato ma sad gamaya, tamaso ma jyotir gamaya, mrtyor mamrtam gamaya
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
September 20 2011 03:10 GMT
#205
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!!!

The mech reigns no more.

What's that I hear? Is is a marine?! IS HE READY TO ATTACK!?!
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Entropic
Profile Blog Joined May 2009
Canada2837 Posts
September 20 2011 03:16 GMT
#206
On September 20 2011 12:10 iAmJeffReY wrote:
Show nested quote +
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!!!

The mech reigns no more.

What's that I hear? Is is a marine?! IS HE READY TO ATTACK!?!


I don't think mech will go away at all. In fact, I think it will still be the dominant strategy for TvT. Even with the nerf, marines still take 3 volleys from a BFH to die (unless infantry armor is lvl2 and mech ground weapons is lvl0).

What the nerf is good for is that hellions killing scvs isn't AS deadly as before (but 4 hellions in your mineral line will still fuck shit up).
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
September 20 2011 03:17 GMT
#207
Big changes!!! I can't wait to see it's impact on the GSL!
GMonster
Profile Blog Joined May 2011
686 Posts
September 20 2011 03:20 GMT
#208
Suprised that there is no Ghost change. I mean i fucking love it but... feels like there needs to be something done to the ghost.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
KimJongChill
Profile Joined January 2011
United States6429 Posts
September 20 2011 03:21 GMT
#209
Well it's finally here. I'm not so excited about zerg, but who knows? Maybe the drone change and barracks change will make it so I don't get destroyed by 2rax anymore ^^
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Stress
Profile Joined February 2011
United States980 Posts
September 20 2011 03:23 GMT
#210
On September 20 2011 12:20 GMonster wrote:
Suprised that there is no Ghost change. I mean i fucking love it but... feels like there needs to be something done to the ghost.


That is probably next on the chopping block. I would be willing to bet we will see an increase in Ghost play after this patch is implemented.
"Touch my gosu hands." - Tastosis | | fOrGG // MC // Jaedong
DiaBoLuS
Profile Joined September 2010
Germany1638 Posts
September 20 2011 03:27 GMT
#211
oh, so the neural change is different then before. i like!
European Ranking: http://www.teamliquid.net/blogs/viewblog.php?topic_id=182293
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 20 2011 03:29 GMT
#212
SEA is now online!!!
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Hammertime
Profile Joined December 2010
Australia77 Posts
September 20 2011 03:30 GMT
#213
Yay, SEA's back up! Will post screenies. :D
jinixxx123
Profile Joined June 2010
543 Posts
Last Edited: 2011-09-20 03:32:04
September 20 2011 03:31 GMT
#214
On September 20 2011 12:23 Stress wrote:
Show nested quote +
On September 20 2011 12:20 GMonster wrote:
Suprised that there is no Ghost change. I mean i fucking love it but... feels like there needs to be something done to the ghost.


That is probably next on the chopping block. I would be willing to bet we will see an increase in Ghost play after this patch is implemented.


and whats wrong with the ghost? while we are it , lets nerf everything terran has, lets delete the fucking race from the game.
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
September 20 2011 03:34 GMT
#215
On September 20 2011 12:31 jinixxx123 wrote:
Show nested quote +
On September 20 2011 12:23 Stress wrote:
On September 20 2011 12:20 GMonster wrote:
Suprised that there is no Ghost change. I mean i fucking love it but... feels like there needs to be something done to the ghost.


That is probably next on the chopping block. I would be willing to bet we will see an increase in Ghost play after this patch is implemented.


and whats wrong with the ghost? while we are it , lets nerf everything terran has, lets delete the fucking race from the game.

EMP range 10

That's it right there.

Ghosts beat HT assuming equal micro on both sides every single time. Ghosts beat Infestors assuming equal micro on both sides. Range 9 EMP is almost guaranteed to be next patch... it only makes sense.
I love crazymoving
edc
Profile Blog Joined May 2011
United States666 Posts
September 20 2011 03:35 GMT
#216
Please fix the title!
“There are two kinds of people in this world, those with loaded guns, and those who dig. You dig.” - Clint Eastwood
onPHYRE
Profile Joined October 2010
Bulgaria925 Posts
September 20 2011 03:37 GMT
#217
Well at least they didn't make NP useless, but it will def b harder to use... I can't say I am happy with the patch as a Z but it could have been worse.
Livin' this life like it was written.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
Last Edited: 2011-09-20 03:39:38
September 20 2011 03:37 GMT
#218
On September 20 2011 12:31 jinixxx123 wrote:
Show nested quote +
On September 20 2011 12:23 Stress wrote:
On September 20 2011 12:20 GMonster wrote:
Suprised that there is no Ghost change. I mean i fucking love it but... feels like there needs to be something done to the ghost.


That is probably next on the chopping block. I would be willing to bet we will see an increase in Ghost play after this patch is implemented.


and whats wrong with the ghost? while we are it , lets nerf everything terran has, lets delete the fucking race from the game.


Dude, come on. The ghost is the best unit in the game. It has a AoE that kills energy/protoss shields and has a cheap spell that destroys all zerg units incredibly fast at an extremely high range (equal or greater to every zerg unit) and now it doesn't cost very much gas. That's not to take into account late game nuke harass and the fact that they can snipe the other races mobile detection to make them invulnerable as long as they have energy. Yeah, Terran probably needs the ghost to deal late game, but in its current incarnation, even quite a few terran players admit it's too strong. It is literally good against every single unit the protoss and zerg have with little to no drawback (super long range, cheap, fast and easy to get)
"If you're not angry, you're not paying attention"
skatbone
Profile Joined August 2010
United States1005 Posts
September 20 2011 03:45 GMT
#219
On September 20 2011 09:36 EliteReplay wrote:
Show nested quote +
On September 20 2011 09:35 tuho12345 wrote:
Still no change to ghost. I'm a sad panda


this will come, after watching Select vs Alicia is kind of obvious that Ghost are extremely effective vs Protoss.


As a toss player, but a fan of Select, I was utterly impressed and disturbed at the same time by his gosh ghost control.
Mercurial#1193
armada[sb]
Profile Joined August 2011
United States432 Posts
September 20 2011 03:52 GMT
#220
I really wish they would just make EMP range 9 and target specific units instead of aoe, what problems would arise from this?
#Hitpoint @ GameSurge (IDLE=BAN)
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-09-20 03:54:41
September 20 2011 03:52 GMT
#221
I love that zergs are actually complaining about ghosts after 1 high profile game they won against zerg. Its like 45 damage for 25 energy, manually casted, is suddenly the most overpowered thing in the world. Imagine if it was Nestea owning entire armies with smart fungals and infested terrans, would anyone have made a single balance complaint?

But since it was MVP and terran, one single game is enough to call a unit imbalanced. Amazing.


On September 20 2011 12:52 armada[sb] wrote:
I really wish they would just make EMP range 9 and target specific units instead of aoe, what problems would arise from this?


Well, terran would never beat a lategame protoss army in a straight up fight for starters.
vandelayindustries
Profile Joined August 2011
United States290 Posts
September 20 2011 03:53 GMT
#222
On September 20 2011 12:52 armada[sb] wrote:
I really wish they would just make EMP range 9 and target specific units instead of aoe, what problems would arise from this?


I'd like an explanation of this as well—why is it necessary for EMP to be AOE but feedback must target single units?

Genuinely curious.
skatbone
Profile Joined August 2010
United States1005 Posts
September 20 2011 03:54 GMT
#223
On September 20 2011 10:11 cheesemaster wrote:
Show nested quote +
On September 20 2011 08:27 GGzerG wrote:
Well it is official, time to switch to Protoss. I agree with the overseer , ultralisk and fungal change, but the neural parasite change is really going to make late game really hard for zerg I think...Like when the map gets cut in half... T_T

I watch alot of pro games, and i rarely see neural parasite being used to great effect at the highest level (losira in the AOL games thats about it) i honestly dont think its gonna change much, you can still neural and collosus were still in range before to target them down and they will be in range but just slightly closer now.

Its not like we really saw neural being implemented that much at the highest level, give me another example besides losira in his arena of legends game where neural was being used to a large extent to counter collosus. I cant really think of any even.


Imo, good infestor use in ZvP is one of the few areas where non-Koreans have been metagame- innovators over the last few months. I'm not a big Destiny fan, but we now see Koreans doing 2-base infested Terran aggression in ZvP.

Many other threads have comments suggesting that toss has been getting rolled in Korea before the stage of the game when the infestors come out.

GSL Code A Round of 32 Day 1 contained a lot of infestor usage in ZvPm including neural on colossus (with mixed success).

tl;dr While I think the game should be balanced around the higher levels, that doesn't mean that innovation always happens, first, at these highest levels. I believe it was Puma who admitted to tweaking a strategy that he gleaned from a lower-league player. I think the Koreans have actually been behind the curve in recognizing the full potential of the infestor in ZvP.
Mercurial#1193
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
September 20 2011 03:55 GMT
#224
SEA server is online but the ladder view is very buggy... it keeps phasing in and out to show my rank, and it's a very unsightly box.

I expect the server to go down again later for them to fix it, and/or the change to be made before it goes live on the real servers.
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
Emreis
Profile Joined November 2010
9 Posts
September 20 2011 03:56 GMT
#225
On September 20 2011 12:53 vandelayindustries wrote:
Show nested quote +
On September 20 2011 12:52 armada[sb] wrote:
I really wish they would just make EMP range 9 and target specific units instead of aoe, what problems would arise from this?


I'd like an explanation of this as well—why is it necessary for EMP to be AOE but feedback must target single units?

Genuinely curious.


The explanation you will probably hear is that feedback deals damage. Which of course is nonsense too, because most energy using units are as good as dead without it.
Bagi
Profile Joined August 2010
Germany6799 Posts
September 20 2011 03:57 GMT
#226
On September 20 2011 12:53 vandelayindustries wrote:
Show nested quote +
On September 20 2011 12:52 armada[sb] wrote:
I really wish they would just make EMP range 9 and target specific units instead of aoe, what problems would arise from this?


I'd like an explanation of this as well—why is it necessary for EMP to be AOE but feedback must target single units?

Genuinely curious.

Why does snipe have to be single target and only work on biological units, when storm is an AOE that hurts everything?

Different spells work differently. Good EMP's are actually a requirement for terran to stand up to the protoss army in the lategame. Anyone who truly thinks single-target EMP would balance the match-up should tell what league and race they play in.
shawster
Profile Blog Joined May 2010
Canada2485 Posts
September 20 2011 03:58 GMT
#227
On September 20 2011 12:52 armada[sb] wrote:
I really wish they would just make EMP range 9 and target specific units instead of aoe, what problems would arise from this?


tvp is so retarded right now. it's like terran are like 70-30 against protoss until collosus/ht kick in. then it's like 55-45/60-40 for terran. then when archon + collosus + ht kick in t can't win anymore. doing that wouldn't help.
Grndr101
Profile Joined March 2011
Belgium125 Posts
September 20 2011 04:00 GMT
#228
Agree with everything but the barracks change, this could've easily been fixed with map changes.

Also the hellion nerf will change tvt a lot, since you now almost won't be able to stop a marine-tank-viking/medevac push while opening blue flame. And opening blue flame just used to be the safe build in going mech.

On September 20 2011 12:37 Arisen wrote:
Show nested quote +
On September 20 2011 12:31 jinixxx123 wrote:
On September 20 2011 12:23 Stress wrote:
On September 20 2011 12:20 GMonster wrote:
Suprised that there is no Ghost change. I mean i fucking love it but... feels like there needs to be something done to the ghost.


That is probably next on the chopping block. I would be willing to bet we will see an increase in Ghost play after this patch is implemented.


and whats wrong with the ghost? while we are it , lets nerf everything terran has, lets delete the fucking race from the game.


Dude, come on. The ghost is the best unit in the game. It has a AoE that kills energy/protoss shields and has a cheap spell that destroys all zerg units incredibly fast at an extremely high range (equal or greater to every zerg unit) and now it doesn't cost very much gas. That's not to take into account late game nuke harass and the fact that they can snipe the other races mobile detection to make them invulnerable as long as they have energy. Yeah, Terran probably needs the ghost to deal late game, but in its current incarnation, even quite a few terran players admit it's too strong. It is literally good against every single unit the protoss and zerg have with little to no drawback (super long range, cheap, fast and easy to get)


The ghost builds very slowly, and to be effective vs zerg T3 you need a ton of them(not just 5-8). Marauders are still an equally sound response to ultras and you still need vikings to deal the real damage vs ling/infestor/broodlord comp.
And when you take into account the zerg's ability to remax quickly(even more now with the ultra change), the energy to snipe often just doesn't build up quickly enough to defend a well executed 300 food push.
I'm just thinking that the recent success with ghosts we've seen were in matchups where the player who lost wasn't a favorite anyway.

Anyway take my comments with a grain of salt, it's just my idea on the matter.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 04:01 GMT
#229
On September 20 2011 12:52 Bagi wrote:
I love that zergs are actually complaining about ghosts after 1 high profile game they won against zerg. Its like 45 damage for 25 energy, manually casted, is suddenly the most overpowered thing in the world. Imagine if it was Nestea owning entire armies with smart fungals and infested terrans, would anyone have made a single balance complaint?

But since it was MVP and terran, one single game is enough to call a unit imbalanced. Amazing.


That is until you realize that a lot of people use it and don't lose late game TvZ. Thorzain and demuslim for example. July vs MVP was just the first GSL code S match that showed heavy use of snipe, but Terrans have been raping zergs with this for awhile.
"If you're not angry, you're not paying attention"
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 20 2011 04:01 GMT
#230
My music on the new patch is bugged, idk if its the same for anyone else. New pvp changes are quite awesome tho, just played a couple and 4gate is pretty hard to pull off (not impossible tho).
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Zaurus
Profile Joined October 2010
Singapore676 Posts
September 20 2011 04:02 GMT
#231
On September 20 2011 12:52 Bagi wrote:
I love that zergs are actually complaining about ghosts after 1 high profile game they won against zerg. Its like 45 damage for 25 energy, manually casted, is suddenly the most overpowered thing in the world. Imagine if it was Nestea owning entire armies with smart fungals and infested terrans, would anyone have made a single balance complaint?

But since it was MVP and terran, one single game is enough to call a unit imbalanced. Amazing.


Show nested quote +
On September 20 2011 12:52 armada[sb] wrote:
I really wish they would just make EMP range 9 and target specific units instead of aoe, what problems would arise from this?


Well, terran would never beat a lategame protoss army in a straight up fight for starters.


are you serious? do u know that a fully upgraded TvP 200 vs 200, Terran MMMG will own whatever protoss has to offer if 0 storms go off? And most of the time, terran will completely EMP all the templars and continue to EMP the rest of the army to make the battle even more one sided? I doubt you watch enough TvP
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 04:05 GMT
#232
On September 20 2011 13:00 Grndr101 wrote:
The ghost builds very slowly, and to be effective vs zerg T3 you need a ton of them(not just 5-8). Marauders are still an equally sound response to ultras and you still need vikings to deal the real damage vs ling/infestor/broodlord comp.
And when you take into account the zerg's ability to remax quickly(even more now with the ultra change), the energy to snipe often just doesn't build up quickly enough to defend a well executed 300 food push.
I'm just thinking that the recent success with ghosts we've seen were in matchups where the player who lost wasn't a favorite anyway.

Anyway take my comments with a grain of salt, it's just my idea on the matter.


The ghost does not train very slowly. Also, you can make 0 vikings and still destroy BL infestor ling. ghosts have the same range and kill brood lords very fast (while being cloaked), vast range with emp over infestors, and can just snipe the infestors anyway. the lings are dealt with by your tanks/marines.
"If you're not angry, you're not paying attention"
ESKiLL
Profile Joined November 2010
United States26 Posts
September 20 2011 04:07 GMT
#233
the title says 1.04 lol... plz change to 1.4
Don't forget to brush your teeth :)
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-09-20 04:11:47
September 20 2011 04:09 GMT
#234
On September 20 2011 13:02 Zaurus wrote:
Show nested quote +
On September 20 2011 12:52 Bagi wrote:
I love that zergs are actually complaining about ghosts after 1 high profile game they won against zerg. Its like 45 damage for 25 energy, manually casted, is suddenly the most overpowered thing in the world. Imagine if it was Nestea owning entire armies with smart fungals and infested terrans, would anyone have made a single balance complaint?

But since it was MVP and terran, one single game is enough to call a unit imbalanced. Amazing.


On September 20 2011 12:52 armada[sb] wrote:
I really wish they would just make EMP range 9 and target specific units instead of aoe, what problems would arise from this?


Well, terran would never beat a lategame protoss army in a straight up fight for starters.


are you serious? do u know that a fully upgraded TvP 200 vs 200, Terran MMMG will own whatever protoss has to offer if 0 storms go off? And most of the time, terran will completely EMP all the templars and continue to EMP the rest of the army to make the battle even more one sided? I doubt you watch enough TvP

Even when 0 storms go off, MMM/viking against chargelot/archon/colossi depends on micro and positioning. If a single storm goes off due to HT being in WP or such, you're already at a disadvantage as the terran. Trust me, its not nearly as one-sided as you believe.

On September 20 2011 13:01 Arisen wrote:
Show nested quote +
On September 20 2011 12:52 Bagi wrote:
I love that zergs are actually complaining about ghosts after 1 high profile game they won against zerg. Its like 45 damage for 25 energy, manually casted, is suddenly the most overpowered thing in the world. Imagine if it was Nestea owning entire armies with smart fungals and infested terrans, would anyone have made a single balance complaint?

But since it was MVP and terran, one single game is enough to call a unit imbalanced. Amazing.


That is until you realize that a lot of people use it and don't lose late game TvZ. Thorzain and demuslim for example. July vs MVP was just the first GSL code S match that showed heavy use of snipe, but Terrans have been raping zergs with this for awhile.

Yeah well, lets get back on the issue when you have more to offer than hearsay. Not to mention zergs haven't even had time to figure out the best counters to ghosts. The situation is hardly developed enough.
VenerableSpace
Profile Joined May 2010
United States463 Posts
September 20 2011 04:10 GMT
#235
On September 20 2011 12:56 Emreis wrote:
Show nested quote +
On September 20 2011 12:53 vandelayindustries wrote:
On September 20 2011 12:52 armada[sb] wrote:
I really wish they would just make EMP range 9 and target specific units instead of aoe, what problems would arise from this?


I'd like an explanation of this as well—why is it necessary for EMP to be AOE but feedback must target single units?

Genuinely curious.


The explanation you will probably hear is that feedback deals damage. Which of course is nonsense too, because most energy using units are as good as dead without it.



shields are damage too btw.
DjRetro
Profile Blog Joined December 2010
Chile309 Posts
September 20 2011 04:11 GMT
#236
On September 20 2011 13:07 ESKiLL wrote:
the title says 1.04 lol... plz change to 1.4


He can't change, he said it previously t.t
SpaceSynth-ItaloDisco-HiNRG http://www.radiostaddenhaag.com/
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
September 20 2011 04:16 GMT
#237
On September 20 2011 09:21 Ftrunkz wrote:
Show nested quote +
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 :/

+ Show Spoiler +

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.




Holy shit I think you just won the thread !!

Im excited for the changes since I was getting tired of vsing infestors all the time in zvz and tvz, and I'm also excited to see hellions in TvT or ZvT as much ^____^. Though I'm sure the reactor hellion expand build should still remain strong despite the 5 second rax build time increase.
"We have unfinished business, I and he."
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 04:18 GMT
#238
On September 20 2011 13:09 Bagi wrote:
Yeah well, lets get back on the issue when you have more to offer than hearsay. Not to mention zergs haven't even had time to figure out the best counters to ghosts. The situation is hardly developed enough.


What I have to offer is proof that the ghost is extremely cost efficient versus any lategame zerg army to the point where Terrans don't really lose after they get them out in a decent number as well as zerg not having anything that can actually touch them due to cloaking mechanics and sniping overseers as well as the ghost outranging every zerg unit. What is the composition that can go kill them, really? TLO has been using this since GSL 1 (or 2, his first season either way), it's been quite a while...nope, still no answer.
"If you're not angry, you're not paying attention"
Alpino
Profile Joined June 2011
Brazil4390 Posts
September 20 2011 04:19 GMT
#239
Why Terran players are happy that bfh are weaker against lings and zealots ? ): I like BFHs in TvT makes for fun chaos-ridden games.
20/11/2015 - never forget EE's Ember
Welmu
Profile Blog Joined November 2009
Finland3295 Posts
September 20 2011 04:19 GMT
#240
Oh yeah! Finally patch coming
Progamertwitter.com/welmu1 | twitch.com/Welmu1
Animostas
Profile Blog Joined August 2009
United States568 Posts
September 20 2011 04:21 GMT
#241
Kind of surprised to see the Infestor nerf go through. Not complaining though haha. I do wish that Zerg was a little more versatile in terms of strategies.
GhoSt[shield]
Profile Blog Joined April 2010
Canada2131 Posts
September 20 2011 04:28 GMT
#242
Cool to see the patch is going live and hopefully there is some more feedback on the changes and the cumulative effects on current strategy.

On September 20 2011 08:36 PopcornColonel wrote:
Show nested quote +
On September 20 2011 08:28 LagT_T wrote:
50 gas for a detector? Preposterous!

Spore crawlers are 75 minerals, and 0 gas.


Spore crawlers actual cost goes much higher and deeper than just 75 minerals and 0 gas.
Resources used:
2 larva
2 drones (100 minerals)
75 minerals for the evo chamber
75 minerals for the spore.

So the real cost of spore crawler detection for zerg is actually 2 larva and 250 minerals, not 75.

gengka
Profile Joined September 2010
Malaysia461 Posts
September 20 2011 04:29 GMT
#243
time to kiss 1-1-1 goodbye and retrain MMMG hahaha
Make Love Not War
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-09-20 04:32:51
September 20 2011 04:31 GMT
#244
On September 20 2011 13:18 Arisen wrote:
Show nested quote +
On September 20 2011 13:09 Bagi wrote:
Yeah well, lets get back on the issue when you have more to offer than hearsay. Not to mention zergs haven't even had time to figure out the best counters to ghosts. The situation is hardly developed enough.


What I have to offer is proof that the ghost is extremely cost efficient versus any lategame zerg army to the point where Terrans don't really lose after they get them out in a decent number as well as zerg not having anything that can actually touch them due to cloaking mechanics and sniping overseers as well as the ghost outranging every zerg unit. What is the composition that can go kill them, really? TLO has been using this since GSL 1 (or 2, his first season either way), it's been quite a while...nope, still no answer.

Similar arguments could be made for many units if we assume perfect control. On paper, infestors can chain fungal protoss deathballs and kill them without taking a single hit, not even feedbacks reach them with proper fungals. In the actual game however, mistakes happen and units like infestors just like ghosts suddenly get caught by enemy spells and killed by... Any unit in the game really? I just watched Thorzain do ghosts against Haypro on Metalopolis in the MLG tournament, and eventually giving up on them because he just lost too many to fungals/broodlords and couldn't really scratch ultralisks with them. Turned out regular old MMM with heavy drops did a much better job in the end.

Besides, using players like TLO as an example isn't really helping your argument. Ghosts are a viable tactic among many at this point, not even the standard for most. Calling for nerfs before they have really even entered the metagame is just a typical knee-jerk reaction from the crowd that seems to think that the only solution for a potentially strong strategy is to make Blizzard nerf it.
CrumpetGuvnor
Profile Joined November 2010
Australia302 Posts
September 20 2011 04:34 GMT
#245
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.

Can a Toss army run away from a stimmed bioball after being EMP'd? No. Or do you land EMPs and then run away and let their shields recharge.

At least terrans can run away from storms and let their medivacs heal them. If the entire toss army is EMPd then it's game over.
ForbZ
Profile Joined March 2011
Australia22 Posts
September 20 2011 04:36 GMT
#246
Say hello to 3gate robo immortal pushes :S
SEA GM is awful
WinteRR
Profile Joined May 2011
Australia201 Posts
September 20 2011 04:42 GMT
#247
On September 20 2011 10:57 Arisen wrote:
Show nested quote +
On September 20 2011 10:52 WinteRR wrote:
How can people say TvZ has serious balance issues when Z has had a sharp incline in winrate % in Korea since the original FG change? Z finally overtook T in Korea for the first time, things look promising on the Z front in TvZ if you ask me - especially considering the latest T nerfs to hellions and barracks (where most zergs were losing games straight up).


Watch the July vs MVP game on metalopolis (or Thorzain versus Catz or any demuslim game versus zerg). That's why people are saying there's a problem with TvZ. The July MVP game isn't the best example as july made some questionable decisions, but once terran has a sufficient amount of tank/ghost you can't touch them.


I did watch that game, and that is what EVERYONE says and it's a completely wrong context. It's basically the same as "Oh you should harass zerg or you lose" - you can't let Terrans have more than 2 bases than you like MVP did. He was in the most comfortable position and he could afford to get a ridiculous amount of ghosts without dying.
densha
Profile Joined December 2010
United States797 Posts
September 20 2011 04:49 GMT
#248
This patch should be ok, although I'm not sure what to think of ZvT still. Even as a Zerg, I like the fungal nerf a lot because it will take better timing to use it to it's full potential. Overlapping fungals is going to be a costly mistake, and it will be another measure by which we can determine the best Zergs from the rest.
If you wish to make an apple pie from scratch, you must first invent the universe.
CrumpetGuvnor
Profile Joined November 2010
Australia302 Posts
September 20 2011 04:52 GMT
#249
On September 20 2011 11:29 Ftrunkz wrote:
Show nested quote +
On September 20 2011 10:29 Arisen wrote:
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.

Nonono I don't think you understand. It's his opinion therefore he is correct.
skatbone
Profile Joined August 2010
United States1005 Posts
September 20 2011 04:53 GMT
#250
On September 20 2011 11:30 Shiori wrote:
Show nested quote +
On September 20 2011 11:24 Bagi wrote:
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.


Overstatement?

Warp prism+chargelots own zerg tech structures and expos late game.

The fungal nerd has a large effect on PvZ. Zerg will have to be much more tenacious about their timings with dropping fungals in order to kill toss units at pre patch rates.

See: http://www.teamliquid.net/forum/viewmessage.php?topic_id=267313

And I love using immortals in PvZ. A lot of Zerg go mass roach or roach infestor. How are immortals "not good units" if the Zerg is going roach heavy?
Mercurial#1193
GoodRamen
Profile Blog Joined December 2009
United States713 Posts
September 20 2011 04:54 GMT
#251
cool but i thought this was patch 1.4?
#1 Fantasy Fan!!!!
AnAngryDingo
Profile Joined August 2010
United States223 Posts
September 20 2011 04:54 GMT
#252
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.



wut race do u play?
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
September 20 2011 04:55 GMT
#253
Should be interesting. Protoss can be in more than one place at once and warp-in mechanic offensively matters beyond the early game! :D
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
donkeykong
Profile Joined July 2010
Australia20 Posts
Last Edited: 2011-09-20 04:57:07
September 20 2011 04:56 GMT
#254
Immortals are back in action.

So much easier to bust turtling terrans now. The days of T getting free wins with 1:1:1 are over.
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 04:56 GMT
#255
On September 20 2011 13:31 Bagi wrote:
Show nested quote +
On September 20 2011 13:18 Arisen wrote:
On September 20 2011 13:09 Bagi wrote:
Yeah well, lets get back on the issue when you have more to offer than hearsay. Not to mention zergs haven't even had time to figure out the best counters to ghosts. The situation is hardly developed enough.


What I have to offer is proof that the ghost is extremely cost efficient versus any lategame zerg army to the point where Terrans don't really lose after they get them out in a decent number as well as zerg not having anything that can actually touch them due to cloaking mechanics and sniping overseers as well as the ghost outranging every zerg unit. What is the composition that can go kill them, really? TLO has been using this since GSL 1 (or 2, his first season either way), it's been quite a while...nope, still no answer.

Similar arguments could be made for many units if we assume perfect control. On paper, infestors can chain fungal protoss deathballs and kill them without taking a single hit,


You know, unless he has those one things....colossus, I think they're called.

Look, even a lot of terrans admit this is too strong. Yeah, if you're stupid with your ghosts you can lose, but that's a bad argument. If your justification is "I could make a mistake and lose them", that's piss poor. You believe that it's a good thing to have a win condition of if the terran doesn't fuck up he wins and if he does the zerg wins? Infestors actually have pretty short range (and are still getting nerfed to shit even when players have demonstrated clear ways to beat them) compared to the insane range of the ghost and a spell that does massive damage to biological units for a low energy cost. Every zerg unit is biological. It's not like I can spread out my stuff to mitigate the damge like you can with fungal, all your stuff just dies as it approaches. Yeah, ghosts need their spells, but they need to be toned down.
"If you're not angry, you're not paying attention"
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
September 20 2011 04:56 GMT
#256
As always, EU is last one to be patched

Anyway I'm very excited to try mass immortals in team games
Its grack
N1k0
Profile Joined June 2011
Uruguay1075 Posts
September 20 2011 04:58 GMT
#257
The Dark age of ZvP is back...
Arisen
Profile Blog Joined October 2010
United States2382 Posts
September 20 2011 04:58 GMT
#258
On September 20 2011 13:42 WinteRR wrote:
Show nested quote +
On September 20 2011 10:57 Arisen wrote:
On September 20 2011 10:52 WinteRR wrote:
How can people say TvZ has serious balance issues when Z has had a sharp incline in winrate % in Korea since the original FG change? Z finally overtook T in Korea for the first time, things look promising on the Z front in TvZ if you ask me - especially considering the latest T nerfs to hellions and barracks (where most zergs were losing games straight up).


Watch the July vs MVP game on metalopolis (or Thorzain versus Catz or any demuslim game versus zerg). That's why people are saying there's a problem with TvZ. The July MVP game isn't the best example as july made some questionable decisions, but once terran has a sufficient amount of tank/ghost you can't touch them.


I did watch that game, and that is what EVERYONE says and it's a completely wrong context. It's basically the same as "Oh you should harass zerg or you lose" - you can't let Terrans have more than 2 bases than you like MVP did. He was in the most comfortable position and he could afford to get a ridiculous amount of ghosts without dying.


July was up 2 bases on MVP?
"If you're not angry, you're not paying attention"
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2011-09-20 05:05:58
September 20 2011 05:03 GMT
#259
On September 20 2011 13:56 Arisen wrote:
Show nested quote +
On September 20 2011 13:31 Bagi wrote:
On September 20 2011 13:18 Arisen wrote:
On September 20 2011 13:09 Bagi wrote:
Yeah well, lets get back on the issue when you have more to offer than hearsay. Not to mention zergs haven't even had time to figure out the best counters to ghosts. The situation is hardly developed enough.


What I have to offer is proof that the ghost is extremely cost efficient versus any lategame zerg army to the point where Terrans don't really lose after they get them out in a decent number as well as zerg not having anything that can actually touch them due to cloaking mechanics and sniping overseers as well as the ghost outranging every zerg unit. What is the composition that can go kill them, really? TLO has been using this since GSL 1 (or 2, his first season either way), it's been quite a while...nope, still no answer.

Similar arguments could be made for many units if we assume perfect control. On paper, infestors can chain fungal protoss deathballs and kill them without taking a single hit,


You know, unless he has those one things....colossus, I think they're called.

Look, even a lot of terrans admit this is too strong. Yeah, if you're stupid with your ghosts you can lose, but that's a bad argument. If your justification is "I could make a mistake and lose them", that's piss poor. You believe that it's a good thing to have a win condition of if the terran doesn't fuck up he wins and if he does the zerg wins? Infestors actually have pretty short range (and are still getting nerfed to shit even when players have demonstrated clear ways to beat them) compared to the insane range of the ghost and a spell that does massive damage to biological units for a low energy cost. Every zerg unit is biological. It's not like I can spread out my stuff to mitigate the damge like you can with fungal, all your stuff just dies as it approaches. Yeah, ghosts need their spells, but they need to be toned down.

Fungal outranges colossi as long as you abuse the AOE, same with feedback.

Huge damage? You need 13 snipes to kill an ultralisk. Imagine if he has 5 ultras, thats ONLY 30 supply, you have to snipe AKA manually click 65 times. After that you have to deal with the other 100 supply. Ghosts do NOT counter everything.

But anyway, reading your post history in this thread alone makes me think that reasoning with you any further would be a waste of time. So lets just agree to disagree.
HinagikUx
Profile Joined January 2011
United States178 Posts
September 20 2011 05:10 GMT
#260
On September 20 2011 08:39 rpgalon wrote:
Show nested quote +
On September 20 2011 08:32 Golgotha wrote:
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.


terran avoided a ghost nerf, serious, they got it easy.

^
uGpTaiga/HinagikUx NA Server
g.
Profile Joined June 2011
Australia123 Posts
September 20 2011 05:12 GMT
#261
so wait, i think ive missed something but what happened to the whole thing about you cant NP massive units?
Roro row your boat, Soulkey up the stream. Merrily, merrily, merrily, merrily, Life is but a dream.
PrObeLife
Profile Joined September 2011
Australia22 Posts
September 20 2011 05:14 GMT
#262
immortals get mollested by stimmed bio balls.. nothing has changed except early game. fucking joke patch I am quitting over blizzards incompetence. Why have to wait for HOTS for a Terran fix. I didn't good money to play some unpolished imba piece of shit game. Bye all

User was banned for this post.
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 20 2011 05:15 GMT
#263
On September 20 2011 14:14 PrObeLife wrote:
immortals get mollested by stimmed bio balls.. nothing has changed except early game. fucking joke patch I am quitting over blizzards incompetence. Why have to wait for HOTS for a Terran fix. I didn't good money to play some unpolished imba piece of shit game. Bye all


ok cya. We don't want u anyway
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Kamais_Ookin
Profile Blog Joined May 2010
Canada4218 Posts
September 20 2011 05:16 GMT
#264
On September 20 2011 14:14 PrObeLife wrote:
immortals get mollested by stimmed bio balls.. nothing has changed except early game. fucking joke patch I am quitting over blizzards incompetence. Why have to wait for HOTS for a Terran fix. I didn't good money to play some unpolished imba piece of shit game. Bye all
Take care, bro.
I <3 Plexa.
Bagi
Profile Joined August 2010
Germany6799 Posts
September 20 2011 05:18 GMT
#265
On September 20 2011 10:10 PrObeLife wrote:
Fairly useless patch as far as TVP is concerned. Slight relief from 1-1-1

On September 20 2011 14:14 PrObeLife wrote:
immortals get mollested by stimmed bio balls.. nothing has changed except early game. fucking joke patch I am quitting over blizzards incompetence. Why have to wait for HOTS for a Terran fix. I didn't good money to play some unpolished imba piece of shit game. Bye all

I wonder what happened during those 4 hours that upset him so.
Tool_julian
Profile Joined June 2011
United States17 Posts
September 20 2011 05:20 GMT
#266
I don't like the in-fester Nerf but what you going to do ^^
I'm not a tool
Conquerer67
Profile Joined May 2011
United States605 Posts
Last Edited: 2011-09-20 05:23:46
September 20 2011 05:21 GMT
#267
Ok, everybody on the west coast, you have between 2 and 6 hours left to abuse neural parasite's extremely game-breaking-over-powered range of 9. As well as the enormously balance--busting fungal damage. Terrans, you have just as much time to QQ about your first production building now taking the same amount of time as everybody else's to build. Protoss, use your remaining time to mothership lag players out of the game and abuse the extremely-un-counterable 30s window for blink, during which there are no infestors, ghosts, speedlings, or marauders to speak of to stop this extremely over-powered timing push.

+ Show Spoiler +
Those are the things I think shouldn't have been changed, except the rax build time


immortals get mollested by stimmed bio balls.. nothing has changed except early game. fucking joke patch I am quitting over blizzards incompetence. Why have to wait for HOTS for a Terran fix. I didn't good money to play some unpolished imba piece of shit game. Bye all


Lady of Rage: "Kickin' up dust and I don't give a goddamn, cuz I'm that starcraft QQ'er, pleading guilty..." (May have modified in starcraft QQ'er in the place of "lyrical murderer", but hey...
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
kevinmon
Profile Joined January 2011
United States540 Posts
September 20 2011 05:32 GMT
#268
On September 20 2011 14:12 g. wrote:
so wait, i think ive missed something but what happened to the whole thing about you cant NP massive units?

they got rid of that, and reduced NP range from 9 to 7
diophan
Profile Joined September 2011
United States1018 Posts
September 20 2011 05:37 GMT
#269
Now MKP needs to bribe Blizzard to implement this before his group plays.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
September 20 2011 05:39 GMT
#270
Is it better to go for 16-17 orbital now or its still ok to wait for 15 orbital..
Deleted User 183001
Profile Joined May 2011
2939 Posts
September 20 2011 05:46 GMT
#271
The Immortal buff isn't a huge deal, but I'll take what I can get. Nice to see the patch is hitting tomorrow (in the US) and it isn't getting dragged out another 2 weeks or more.
Cramsy
Profile Blog Joined November 2010
Australia1100 Posts
September 20 2011 05:48 GMT
#272
On September 20 2011 14:39 Everlong wrote:
Is it better to go for 16-17 orbital now or its still ok to wait for 15 orbital..



Tried it now and it's just a tiny bit longer to wait. I don't think it's worth trying to sneak in the extra scv.
"give me 20 minutes and I'll make them quiet" - MVP
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 20 2011 05:52 GMT
#273
Can someone please check if they fixed the baneling on Colossi bug?

( http://www.teamliquid.net/forum/viewmessage.php?topic_id=262689 )
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
ILoveCoffee
Profile Joined May 2011
Malaysia164 Posts
September 20 2011 05:52 GMT
#274
I really don't see the point of neural nerf honestly. I don't hear anybody complaining about it.
ETisME
Profile Blog Joined April 2011
12728 Posts
September 20 2011 06:01 GMT
#275
On September 20 2011 14:03 Bagi wrote:
Show nested quote +
On September 20 2011 13:56 Arisen wrote:
On September 20 2011 13:31 Bagi wrote:
On September 20 2011 13:18 Arisen wrote:
On September 20 2011 13:09 Bagi wrote:
Yeah well, lets get back on the issue when you have more to offer than hearsay. Not to mention zergs haven't even had time to figure out the best counters to ghosts. The situation is hardly developed enough.


What I have to offer is proof that the ghost is extremely cost efficient versus any lategame zerg army to the point where Terrans don't really lose after they get them out in a decent number as well as zerg not having anything that can actually touch them due to cloaking mechanics and sniping overseers as well as the ghost outranging every zerg unit. What is the composition that can go kill them, really? TLO has been using this since GSL 1 (or 2, his first season either way), it's been quite a while...nope, still no answer.

Similar arguments could be made for many units if we assume perfect control. On paper, infestors can chain fungal protoss deathballs and kill them without taking a single hit,


You know, unless he has those one things....colossus, I think they're called.

Look, even a lot of terrans admit this is too strong. Yeah, if you're stupid with your ghosts you can lose, but that's a bad argument. If your justification is "I could make a mistake and lose them", that's piss poor. You believe that it's a good thing to have a win condition of if the terran doesn't fuck up he wins and if he does the zerg wins? Infestors actually have pretty short range (and are still getting nerfed to shit even when players have demonstrated clear ways to beat them) compared to the insane range of the ghost and a spell that does massive damage to biological units for a low energy cost. Every zerg unit is biological. It's not like I can spread out my stuff to mitigate the damge like you can with fungal, all your stuff just dies as it approaches. Yeah, ghosts need their spells, but they need to be toned down.

Fungal outranges colossi as long as you abuse the AOE, same with feedback.

Huge damage? You need 13 snipes to kill an ultralisk. Imagine if he has 5 ultras, thats ONLY 30 supply, you have to snipe AKA manually click 65 times. After that you have to deal with the other 100 supply. Ghosts do NOT counter everything.

But anyway, reading your post history in this thread alone makes me think that reasoning with you any further would be a waste of time. So lets just agree to disagree.

you don't just mess up ultras, you goes broodlord then force vikings and then go ultra

If you go ultra first, they don't do all that well against all the well positioned siege tanks.
and if you are around diamond level, it is quite common to see 5 ultras die to snipes after 6 seconds.
the other 100 supply is nothing because without tier 3, it is really hard to break a defensive terran.

and like someone said before, ghost is a support unit, the real damage dealer to the ground is still siege tanks, a weakened ultra is as bad as having 200 lings instead
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Son of Gnome
Profile Blog Joined October 2010
United States777 Posts
September 20 2011 06:03 GMT
#276
damn barracks change, and I was just starting to get the times completely solid.
Whatever happens, happens
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
September 20 2011 06:07 GMT
#277
On September 20 2011 13:28 GhoSt[shield] wrote:
Cool to see the patch is going live and hopefully there is some more feedback on the changes and the cumulative effects on current strategy.

Show nested quote +
On September 20 2011 08:36 PopcornColonel wrote:
On September 20 2011 08:28 LagT_T wrote:
50 gas for a detector? Preposterous!

Spore crawlers are 75 minerals, and 0 gas.


Spore crawlers actual cost goes much higher and deeper than just 75 minerals and 0 gas.
Resources used:
2 larva
2 drones (100 minerals)
75 minerals for the evo chamber
75 minerals for the spore.

So the real cost of spore crawler detection for zerg is actually 2 larva and 250 minerals, not 75.



As a graduate accountant, don't become an accountant. A Spore Crawler doesn't cost 2 larva and 250 minerals, this logic is simply mind numbingly bad if you truly believe it.

I suppose as Protoss, a Colossus costs:

Pylon 100m
Gateway 150m
Core 150m
Facility 200m 100g
Bay 200m 200g
Colossus 300m 200g

Total cost: 1100m 500g

Don't be so silly.
ArchDC
Profile Joined May 2011
Malaysia1996 Posts
September 20 2011 06:08 GMT
#278
I like the changes so far, hope the win rates start balancing out on the Korean ladder and pro-games.
ZorBa.G
Profile Joined July 2011
Australia279 Posts
September 20 2011 06:10 GMT
#279
I don't mind the nerf for the hellions... BUT WTF is with the increase in Rax build time? What is this honestly meant to achieve?!?!?!?!
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 20 2011 06:13 GMT
#280
On September 20 2011 15:10 ZorBa.G wrote:
I don't mind the nerf for the hellions... BUT WTF is with the increase in Rax build time? What is this honestly meant to achieve?!?!?!?!

Less proxy rax allins i'd wager
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
September 20 2011 06:13 GMT
#281
On September 20 2011 15:10 ZorBa.G wrote:
I don't mind the nerf for the hellions... BUT WTF is with the increase in Rax build time? What is this honestly meant to achieve?!?!?!?!


Delays 11/11 rax, all tech and brings the barracks build time in line with both the gateway and the spawning pool?
fkcneo
Profile Joined November 2010
Peru11 Posts
September 20 2011 06:14 GMT
#282
Now what we terrans gonna do against proxy gate +chrono boost zeas ?
Terran4ever
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
September 20 2011 06:14 GMT
#283
Shitty for TvP mech (hellion nerf) zealots now take 9 shots instead of 7 T_T

A god send for TvT... tired of shitty players getting so many scvs kills so luckily.
https://x.com/CaptainWaffless
binkman
Profile Joined October 2010
Australia40 Posts
September 20 2011 06:19 GMT
#284
On September 20 2011 15:14 fkcneo wrote:
Now what we terrans gonna do against proxy gate +chrono boost zeas ?


I suppose you could just veto the only 2 player map in the map pool?
Camlito
Profile Blog Joined July 2007
Australia4040 Posts
September 20 2011 06:20 GMT
#285
On September 20 2011 08:32 Golgotha wrote:
Terran got nerfed hard. feel real bad for them. zerg is meh, and Toss came up the winner of this patch.


..How? Terrans main nerf, the hellion, affects terran's own mirror the most. It barely changes how it does vs lings. Maybe drones take an extra hit.

And the few rax seconds just hurts the possibility of a stupidly strong 2 rax rush... changing the infestor hard is worse than that?
sAviOr...
Roblin
Profile Joined April 2010
Sweden948 Posts
September 20 2011 06:20 GMT
#286
On September 20 2011 15:13 Dingobloo wrote:
Show nested quote +
On September 20 2011 15:10 ZorBa.G wrote:
I don't mind the nerf for the hellions... BUT WTF is with the increase in Rax build time? What is this honestly meant to achieve?!?!?!?!


Delays 11/11 rax, all tech and brings the barracks build time in line with both the gateway and the spawning pool?


+
a general nerf to the entire terran race should help against the korean terran-domination
I'm better today than I was yesterday!
Proof.
Profile Joined August 2011
535 Posts
September 20 2011 06:21 GMT
#287
Well-deserved buff for tosses everywhere!
My inner zerg is sad for the infestor nerf, but we'll see how it works out.
Terran...can cry with me
He who has a why to live can bear almost any how
k!llua
Profile Blog Joined March 2010
Australia895 Posts
September 20 2011 06:23 GMT
#288
FUCK yes.

bio builds in TvT are back on. (they were workable before, but now they won't get screwed by mass hellions.)

that said, i don't think terrans need a nerf but protoss/zerg need more units. terran's still too versatile.
my hair is a wookie, your argument is invalid
ZorBa.G
Profile Joined July 2011
Australia279 Posts
September 20 2011 06:23 GMT
#289
On September 20 2011 15:13 Dingobloo wrote:
Show nested quote +
On September 20 2011 15:10 ZorBa.G wrote:
I don't mind the nerf for the hellions... BUT WTF is with the increase in Rax build time? What is this honestly meant to achieve?!?!?!?!


Delays 11/11 rax, all tech and brings the barracks build time in line with both the gateway and the spawning pool?


And leaves Terran open for more Zerg cheese? Terran needs to be able to put early pressure on Zerg, otherwise Zerg just gets mutas around 10 - 13 minutes and oh welll G-_-G.

Are you watching the IGN Proleague stream it's just rediculous!?!?!?!

As for protoss, it's not like it was impossible for protoss to defend terran early pressure.

I agree with the BF hellion nerf, but the rax is just pathetic.

Anyways, how will this change Terran build orders now?

The usual was;

10 = Depot
12 = Rax
13 = Refinery
15 = OC

How will this change?
Roblin
Profile Joined April 2010
Sweden948 Posts
Last Edited: 2011-09-20 06:39:58
September 20 2011 06:28 GMT
#290
On September 20 2011 14:12 g. wrote:
so wait, i think ive missed something but what happened to the whole thing about you cant NP massive units?


blizz noticed that change literally made people stop using neural completely as in, noone researched neural parasite for any reason whatsoever, so blizz said "k guys, we will be turning the PTR off now, but we just wanted to tell you that we decided that neural can target massive units, but the range will be nerfed to 7"

edit:
And leaves Terran open for more Zerg cheese? Terran needs to be able to put early pressure on Zerg, otherwise Zerg just gets mutas around 10 - 13 minutes and oh welll G-_-G.

Are you watching the IGN Proleague stream it's just rediculous!?!?!?!

As for protoss, it's not like it was impossible for protoss to defend terran early pressure.

I agree with the BF hellion nerf, but the rax is just pathetic.

Anyways, how will this change Terran build orders now?

The usual was;

10 = Depot
12 = Rax
13 = Refinery
15 = OC

How will this change?


zerg cheese? what zerg cheese? have I missed something?

6pool: ya right, wall-in and you instantly win.
baneling bust: ya right, a bunker or two and the terran says "trolollollololol"
7 roach rush: might be slightly more difficult to hold, but have the 7roach rush ever had a positive win%?
muta rush: still loses to early pressure, no change there.

or did you mean this?

standard play, either ling/infestor or ling/bling/muta: will be more powerful vs terran than before.

so please do tell, what zerg cheeses are you complaining about?
I'm better today than I was yesterday!
PresenceSc2
Profile Joined February 2011
Australia4032 Posts
September 20 2011 06:33 GMT
#291
On September 20 2011 11:49 Qibla wrote:
What the hell do I do now as Terran? Switching race is sounding good!


Win all the things?
Stephano//HerO//TaeJa//Squirtle//Bomber
SpoR
Profile Blog Joined November 2010
United States1542 Posts
Last Edited: 2011-09-20 06:34:31
September 20 2011 06:33 GMT
#292
So infestor used to do 45 to armored? and now it does 40? What was with the +% before anyways? Why didn't they just say the number?

Overall I think these are all good changes. Nothing really looks like a terrible change except maybe the warp prism getting so much shields, that may be too strong.
A man is what he thinks about all day long.
PresenceSc2
Profile Joined February 2011
Australia4032 Posts
September 20 2011 06:36 GMT
#293
On September 20 2011 12:27 DiaBoLuS wrote:
oh, so the neural change is different then before. i like!


They may aswell have removed it.

It now has the same range as a thor and you will never NP a colosus again...
Stephano//HerO//TaeJa//Squirtle//Bomber
RajaF
Profile Joined March 2011
Canada530 Posts
Last Edited: 2011-09-20 06:36:36
September 20 2011 06:36 GMT
#294
On September 20 2011 15:23 ZorBa.G wrote:
Show nested quote +
On September 20 2011 15:13 Dingobloo wrote:
On September 20 2011 15:10 ZorBa.G wrote:
I don't mind the nerf for the hellions... BUT WTF is with the increase in Rax build time? What is this honestly meant to achieve?!?!?!?!


Delays 11/11 rax, all tech and brings the barracks build time in line with both the gateway and the spawning pool?


And leaves Terran open for more Zerg cheese? Terran needs to be able to put early pressure on Zerg, otherwise Zerg just gets mutas around 10 - 13 minutes and oh welll G-_-G.

Are you watching the IGN Proleague stream it's just rediculous!?!?!?!

As for protoss, it's not like it was impossible for protoss to defend terran early pressure.

I agree with the BF hellion nerf, but the rax is just pathetic.

Anyways, how will this change Terran build orders now?

The usual was;

10 = Depot
12 = Rax
13 = Refinery
15 = OC

How will this change?


Are you watching GSL (hint, much higher level play than IPL)? It's just ridiculous. 20 (TWENTY) out of the best 32 players in the world are terran.

I find it really hard to believe that there is even one complaint about any terran nerf from any terran player in this thread, given the pure dominance of terran in the last couple of months.
M1cha84
Profile Joined October 2010
Germany64 Posts
September 20 2011 06:38 GMT
#295
I will predict that with the new patch many Zergs will have problems with 1 base Immortal All-ins! I didn't see any Protoss player do this up until now, but I tried it myself on ladder against Zerg players and it's freakin strong!
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 20 2011 06:38 GMT
#296
Won't use neural parasite against Protoss anymore.

BUT! The cheaper overseer will help a TON with scouting, so I don't really care about a spell that you only got off because the Protoss failed to snipe infestors out anyway. And my Ultralisk builds will be even stronger now!
ILoveCoffee
Profile Joined May 2011
Malaysia164 Posts
September 20 2011 06:39 GMT
#297
Non-balance: You can now see your opponent's league icon on the score screen.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
September 20 2011 06:41 GMT
#298
On September 20 2011 15:39 ILoveCoffee wrote:
Non-balance: You can now see your opponent's league icon on the score screen.


I love that UI change! It always took a ton of time to navigate and load to the players profile just to check out his rank.
RogerX
Profile Blog Joined December 2010
New Zealand3180 Posts
September 20 2011 06:43 GMT
#299
Oops, It seems im gonna become demoted back to diamond.

Cant use infestor neural T_T
Stick it up. take it up. step aside and see the world
ZorBa.G
Profile Joined July 2011
Australia279 Posts
September 20 2011 06:47 GMT
#300
On September 20 2011 15:28 Roblin wrote:
Show nested quote +
On September 20 2011 14:12 g. wrote:
so wait, i think ive missed something but what happened to the whole thing about you cant NP massive units?


standard play, either ling/infestor or ling/bling/muta: will be more powerful vs terran than before.

so please do tell, what zerg cheeses are you complaining about?


yeah, now zerg just spams out units like a bitch to eventually A move whilst Terran needs to micro their ass off to even stand a chance. Anyone who says mutas takes micro imo is a cop out.

Thinking a race switch to Protoss sounds good.
Roblin
Profile Joined April 2010
Sweden948 Posts
September 20 2011 06:50 GMT
#301
On September 20 2011 15:33 SpoR wrote:
So infestor used to do 45 to armored? and now it does 40? What was with the +% before anyways? Why didn't they just say the number?

Overall I think these are all good changes. Nothing really looks like a terrible change except maybe the warp prism getting so much shields, that may be too strong.


warp prisms need surivability, this coming from a dedicated zerg player. a friend told me he once mistakenly flew a warp prism over a marine, the (singular) marine got it down to 40 health.

as for the +% it was because of this:

36 damage +30% vs armoured = 46.8 damage vs armoured
40 damage vs armoured = 30 damage +33.3333% vs armoured

sc2 counts fractional damage, so the 46.8 counts as 46.8, not as 46 or 47, thus to give accurate information while still keeping the numbers pretty in-game, you say 36+30% instead of 46.8 and 30+10 instead of +33.333%
I'm better today than I was yesterday!
ZorBa.G
Profile Joined July 2011
Australia279 Posts
Last Edited: 2011-09-20 06:52:07
September 20 2011 06:50 GMT
#302
On September 20 2011 15:47 ZorBa.G wrote:
Show nested quote +
On September 20 2011 15:28 Roblin wrote:
On September 20 2011 14:12 g. wrote:
so wait, i think ive missed something but what happened to the whole thing about you cant NP massive units?


standard play, either ling/infestor or ling/bling/muta: will be more powerful vs terran than before.

so please do tell, what zerg cheeses are you complaining about?


yeah, now zerg just spams out units like a bitch to eventually A move whilst Terran needs to micro their ass off to even stand a chance. Anyone who says mutas takes micro imo is a cop out.

Thinking a race switch to Protoss sounds good.


IMO at a higher level play, terran units "can" be dominant considering a lot of micro is in play. I think we'll see heaps of average/lower league players just play protoss now.

Terran IMO just = Carpal Tunnel now. I think it's more healthier now to play Protoss.

EDIT: Whoops, didn't mean to quote myslef...meant to edit soz :s
JamesJohansen
Profile Joined September 2010
United States213 Posts
September 20 2011 07:00 GMT
#303
Godammit, fuck you blizzard. You just ruined a spell on the infestor without fixing the damn unit.

I loved that spell too, it was one of the funner things in SC2 and you had to fuck it up. I'm not going to pretend to be happy or content here cause frankly im pissed at this decision. The infestor is still OP and will still be bitched about because fungal wasn't nerfed enough. Meanwhile, NP will see niche usage against archons if you decide to play severe head trauma victims who fail to notice teh giant fucking slug brain fucking a unit from a few feet away.

Whats the fucking point? Its just a waste of energy and your infestor. Seriously, just spend that energy on more fungals, its almost 100% superior in every way now.

izgodlee
Profile Joined December 2010
Canada133 Posts
September 20 2011 07:10 GMT
#304
On September 20 2011 15:50 ZorBa.G wrote:
Show nested quote +
On September 20 2011 15:47 ZorBa.G wrote:
On September 20 2011 15:28 Roblin wrote:
On September 20 2011 14:12 g. wrote:
so wait, i think ive missed something but what happened to the whole thing about you cant NP massive units?


standard play, either ling/infestor or ling/bling/muta: will be more powerful vs terran than before.

so please do tell, what zerg cheeses are you complaining about?


yeah, now zerg just spams out units like a bitch to eventually A move whilst Terran needs to micro their ass off to even stand a chance. Anyone who says mutas takes micro imo is a cop out.

Thinking a race switch to Protoss sounds good.


IMO at a higher level play, terran units "can" be dominant considering a lot of micro is in play. I think we'll see heaps of average/lower league players just play protoss now.

Terran IMO just = Carpal Tunnel now. I think it's more healthier now to play Protoss.

EDIT: Whoops, didn't mean to quote myslef...meant to edit soz :s


sorry but toss is too dependent on micro and ffs to not die to the relatively easier "a move" (other than kiting) of the other races. Don't recommend to switch to toss for average/low league players.
samiamquinn
Profile Joined April 2011
Australia137 Posts
Last Edited: 2011-09-20 07:15:16
September 20 2011 07:14 GMT
#305
[image loading]

New score screens. I'm loving how it shows leagues now. Saves a lot of hassle.
ZorBa.G
Profile Joined July 2011
Australia279 Posts
Last Edited: 2011-09-20 07:16:45
September 20 2011 07:16 GMT
#306
[QUOTE]On September 20 2011 16:10 izgodlee wrote:
[QUOTE]On September 20 2011 15:50 ZorBa.G wrote:
[QUOTE]On September 20 2011 15:47 ZorBa.G wrote:
[QUOTE]On September 20 2011 15:28 Roblin wrote:
[QUOTE]On September 20 2011 14:12 g. wrote:
[QUOTE]
sorry but toss is too dependent on micro and ffs to not die to the relatively easier "a move" (other than kiting) of the other races. Don't recommend to switch to toss for average/low league players.[/QUOTE]

yeah coz Force Fields and keeping your Collossi at the back of your army is so much harder then Marine Splits and Stutterstepping.
AirbladeOrange
Profile Blog Joined June 2010
United States2574 Posts
September 20 2011 07:18 GMT
#307
On September 20 2011 16:14 samiamquinn wrote:
[image loading]

New score screens. I'm loving how it shows leagues now. Saves a lot of hassle.


Looks nice. Congrats on beating a plat guy, you'll be promoted soon enough!
theBALLS
Profile Blog Joined July 2011
Singapore2935 Posts
September 20 2011 07:19 GMT
#308
My APM fell to 100 :D
If you lose the stick, you'll always have theBALLS.
Tuczniak
Profile Joined September 2010
1561 Posts
September 20 2011 07:24 GMT
#309
**** *** Blizzard!
Demoe
Profile Joined February 2011
Canada105 Posts
September 20 2011 07:25 GMT
#310
On September 20 2011 15:14 fkcneo wrote:
Now what we terrans gonna do against proxy gate +chrono boost zeas ?

Wait an extra 3 seconds
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
September 20 2011 07:27 GMT
#311
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.......
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
September 20 2011 07:27 GMT
#312
On September 20 2011 16:14 samiamquinn wrote:
[image loading]

New score screens. I'm loving how it shows leagues now. Saves a lot of hassle.

Woah, really nice UI additions from Blizzard. Though some of their balance decisions are questionable, they've really been doing a good job steadily making their B.net UI better with these subtle but nice changes, though they still need some pretty major changes to other aspects of B.net despite these nice additions.
ㅇㅅㅌㅅ
Demoe
Profile Joined February 2011
Canada105 Posts
September 20 2011 07:34 GMT
#313
On September 20 2011 16:27 Liquid`Jinro wrote:
Show nested quote +
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.......

Why is that? Because sneaking 3 Helions into a base won't insta win the game?
Maynarde
Profile Joined September 2010
Australia1286 Posts
September 20 2011 07:41 GMT
#314
On September 20 2011 16:27 eviltomahawk wrote:
Show nested quote +
On September 20 2011 16:14 samiamquinn wrote:
[image loading]

New score screens. I'm loving how it shows leagues now. Saves a lot of hassle.

Woah, really nice UI additions from Blizzard. Though some of their balance decisions are questionable, they've really been doing a good job steadily making their B.net UI better with these subtle but nice changes, though they still need some pretty major changes to other aspects of B.net despite these nice additions.


Nice! GUI and balance changes look good to me. Will need to play with 1.4 for a couple weeks before making a REAL opinion on it
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
.Mystic
Profile Joined September 2010
Canada486 Posts
September 20 2011 07:42 GMT
#315
anyone know when the 1.4 patch will go live in the NA & KR server?
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 20 2011 07:43 GMT
#316
On September 20 2011 16:27 Liquid`Jinro wrote:
Show nested quote +
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.......


Please enlighten us with your wisdom.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
GreyKnight
Profile Joined August 2010
United States4720 Posts
September 20 2011 07:43 GMT
#317
On September 20 2011 16:27 Liquid`Jinro wrote:
Show nested quote +
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.......


You're not actually switching to protoss when matched vs terran are you....
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
September 20 2011 07:44 GMT
#318
On September 20 2011 16:34 Demoe wrote:
Show nested quote +
On September 20 2011 16:27 Liquid`Jinro wrote:
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.......

Why is that? Because sneaking 3 Helions into a base won't insta win the game?

good players learn to minimize the chance of that happening, and other from that mech vs mech takes more skill and is less dependant on chance then huge marine balls running around and base trading 1/3 of the games at least
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
n0ise
Profile Joined April 2010
3452 Posts
September 20 2011 07:46 GMT
#319
why exactly did they bother with a month of PTR if it's obvious they always go through with the shit changes they dreamed a while ago
Deleted User 183001
Profile Joined May 2011
2939 Posts
September 20 2011 07:46 GMT
#320
On September 20 2011 16:42 HCmystic wrote:
anyone know when the 1.4 patch will go live in the NA & KR server?

Heh just go to sleep and in the morning, it will probably be there .
Freud
Profile Joined March 2011
Sweden54 Posts
September 20 2011 07:50 GMT
#321

[image loading]
New score screens. I'm loving how it shows leagues now. Saves a lot of hassle.


Awesome!

How does this look after team games? Does it show the 1v1 leagues or the team's league?
xAPOCALYPSEx
Profile Blog Joined October 2010
1418 Posts
September 20 2011 07:51 GMT
#322
On September 20 2011 16:27 Liquid`Jinro wrote:
Show nested quote +
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
Skew
Profile Blog Joined October 2006
United States1019 Posts
September 20 2011 07:54 GMT
#323
really needed updates to battle.net. let's keep going in that direction and we'll get somewhere someday.
TheSwamp
Profile Joined November 2010
United States1497 Posts
Last Edited: 2011-09-20 07:58:57
September 20 2011 07:57 GMT
#324
On September 20 2011 10:54 emc wrote:
Show nested quote +
On September 20 2011 08:27 GGzerG wrote:
Well it is official, time to switch to Protoss. I agree with the overseer , ultralisk and fungal change, but the neural parasite change is really going to make late game really hard for zerg I think...Like when the map gets cut in half... T_T


I don't get it, why play protoss? I seriously doubt they will be %100 fixed with 3 buffs and 1 nerf. Destiny and people like you man... no faith in blizzard you just think zerg is now shit when it's definitely not. Most of the buffs are only helping PvP, immortal buff is clearly for PvP and the blink nerf is as well. The mothership buff/nerf obviously doesn't matter and the warp prism buff is decent.

If anything, with the rax build time increase you should be happy because now we can 15 hatch with more breathing room and I'm going to be burrowing banelings EVERYWHERE forcing lazy terrans to get a raven.


The warp prism buff is decent? Just wait and see how many games will be one against zerg only because the toss made a warp prism that is now basically invincible.
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
kurrysauce
Profile Joined October 2010
272 Posts
September 20 2011 07:58 GMT
#325
Played a couple of games as zerg.

Have to say the ultra change is kinda awesome tbh. Comes out so much quicker than before.

ofc i only used ultras in 2(ZvZ and ZvT) games and I basically had the game won long before my ultras were out.

FG change about the fungal not overriding each other(this is true right? maybe I just read it wrong or something) made me use fungal more cautiously than before.

Overseer buff looks great .

Overall I'd say this patch is Okay for Zergs. But neural took a huge nerf , didn't even consider researching it in all of my games.
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
September 20 2011 07:58 GMT
#326
Me and my friend have been getting some unplayable lag after the patch in CN server. Guess its just a patch day standard :D.
Some really nice UI from Blizzard. Happy laddering :D
Terran
SedativeDev
Profile Joined August 2010
Slovenia316 Posts
September 20 2011 08:06 GMT
#327
On September 20 2011 16:46 n0ise wrote:
why exactly did they bother with a month of PTR if it's obvious they always go through with the shit changes they dreamed a while ago


As you can see the first infestor nerf hasn't gone trough. So PTR surved its purpose...
DtorR
Profile Joined March 2011
Australia171 Posts
September 20 2011 08:15 GMT
#328
At least in TvT my marines won't get roasted by blue flames in 2 shots before combat shield. But Bio play still will be difficult though, if the mech terran can have solid defense and effective tank placement. However immortal range increase hurts a lot now, should be interesting what strategies protoss can conjure up with it.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2011-09-20 08:16:52
September 20 2011 08:15 GMT
#329
On September 20 2011 16:51 xAPOCALYPSEx wrote:
Show nested quote +
On September 20 2011 16:27 Liquid`Jinro wrote:
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.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Jesushooves
Profile Joined November 2010
Canada553 Posts
Last Edited: 2011-09-20 08:16:41
September 20 2011 08:16 GMT
#330
On September 20 2011 17:06 SedativeDev wrote:
Show nested quote +
On September 20 2011 16:46 n0ise wrote:
why exactly did they bother with a month of PTR if it's obvious they always go through with the shit changes they dreamed a while ago


As you can see the first infestor nerf hasn't gone trough. So PTR surved its purpose...

The infestor nerf has made neural pretty useless, neural already had barely any use, unless you were going against 10 colo with no stalkers, or 10 thors with no marauders or ghosts, now they just made it that much more useless...
I wish they would have just changed fungal to snare instead, watching 30 marines die to 2 fungals and just go "Damn...well that sucks I guess I have to split better in the future" is ridiculous.

If you hadn't noticed I'm defending n0ise, why would you have such dramatic changes on a ptr if you are just going to ignore the community anyway?
Lose its good, after will be win.
CHOMPMannER
Profile Joined September 2011
Canada175 Posts
September 20 2011 08:17 GMT
#331
On September 20 2011 14:14 PrObeLife wrote:
immortals get mollested by stimmed bio balls.. nothing has changed except early game. fucking joke patch I am quitting over blizzards incompetence. Why have to wait for HOTS for a Terran fix. I didn't good money to play some unpolished imba piece of shit game. Bye all

User was banned for this post.


see ya, have fun playing brood war ladder.


Anyways a few thoughts on the patch notes.

I am really happy to see Warp Prism's Buffed, when I played Brood War and Terrans would make 3 drop ships and turtle vs. me I had the mentality of fuck it Im making 4 shuttles and dropping Terran.

Good to see the game evolving in a good way.

- Don't like the Barracks build time increase. I am playing Terran and don't find 10/10 or 11/11 rax builds that strong. Zerg player's are greedy players in general IMO.

all in all i've played the PTR quite a bit and Hellions are still going to be strong units. 4 hellion drops are still going to own as long as you line up and micro correctly.

Good Job Blizzard, now if only Fungal Growth didn't stop units dead in its tracks I would be happy.. IMO Fungal should slow units by 60% or something so you actually can micro out of it.

But I guess zerg needs cost effective units
http://www.ipstarcraft.com/ --iPCHOMP
Jesushooves
Profile Joined November 2010
Canada553 Posts
September 20 2011 08:21 GMT
#332
On September 20 2011 17:15 Liquid`Jinro wrote:
Show nested quote +
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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.

Plenty of other pro terrans disagree with you though, Merz, Demuslim, and Kawaiirice to name a few. Outplaying your opponent for the majority of the game and then losing it because you didn't notice the drop in your main is ridiculous..sometimes you could even see them being dropped at the edge of your base but hellions are too fast and were too powerful for pulling scvs to make a difference.

I respect your opinion, but in my opinion watching marine tank vs marine tank is way more fun than this mass hellion/air wars crap...
Lose its good, after will be win.
`dunedain
Profile Blog Joined April 2011
657 Posts
September 20 2011 08:26 GMT
#333
Are you shitting me???? Fuck, now I can't connect to NA until tomorrow since my SEA has patched.
...
I guess one more day of SEA play for me.
(I didn't intend to make that rhyme.)
"In order to be created, a work of art must first make use of the dark forces of the soul." ~Albert Camus
`dunedain
Profile Blog Joined April 2011
657 Posts
September 20 2011 08:29 GMT
#334
On September 20 2011 17:17 CHOMPMannER wrote:

But I guess zerg needs cost effective units


Lolll.... best line evar!
"In order to be created, a work of art must first make use of the dark forces of the soul." ~Albert Camus
jmbthirteen
Profile Blog Joined February 2011
United States10734 Posts
September 20 2011 08:31 GMT
#335
On September 20 2011 17:15 Liquid`Jinro wrote:
Show nested quote +
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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 was thinking it was going to turn into more tank/marine, but I'm certainly no good at this game. I think certain maps will favor bio heavily against mech, where mech or tank marine will be viable on others. Only time will tell I guess
www.superbeerbrothers.com
RaLakedaimon
Profile Joined August 2010
United States1564 Posts
September 20 2011 08:34 GMT
#336
Going to be nice to see some big changes, especially the vision up the ramp stuff I think that's going to make early game much better on ladder for lowly scrubs like myself. Wonder how the big tournaments and stuff will change over all this (GSL etc.).
marttorn
Profile Blog Joined May 2011
Norway5211 Posts
September 20 2011 08:39 GMT
#337
Fuck YEAH

Muahhahahaha! I no longer have to distract from my task of mercilessly pummeling roaches in order to snipe infestors.

I JUST PRESS 2 AND GO SLIGHTLY BACK

memes are a dish best served dank
SgtCoDFish
Profile Blog Joined July 2010
United Kingdom1520 Posts
September 20 2011 08:42 GMT
#338
On September 20 2011 17:15 Liquid`Jinro wrote:
Show nested quote +
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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 know it's not strictly on topic, but if you "quit TvT" what would you play vT? Are you allowed to pick in GSL?
treeoo
Profile Blog Joined December 2009
Australia73 Posts
September 20 2011 08:42 GMT
#339
is anyone else going through like game lag issues ingame?
life is life
razy
Profile Joined February 2010
Russian Federation899 Posts
September 20 2011 08:42 GMT
#340
On September 20 2011 17:15 Liquid`Jinro wrote:
Show nested quote +
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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.


doesn't it affect openings only? TvT midgame mech looked really strong let alone :O
euroboy
Profile Joined September 2010
Sweden536 Posts
September 20 2011 08:48 GMT
#341
Yea hellions might not do that much of damage to mineral lines anymore... but HELLO UNOUTRUNABLE SEEKER MISSILES! (and millions of auto turrets that lasts the whole game after to clean the rest up ).

Grummler
Profile Joined May 2010
Germany743 Posts
September 20 2011 08:53 GMT
#342
On September 20 2011 08:32 mprs wrote:
Show nested quote +
On September 20 2011 08:28 LagT_T wrote:
50 gas for a detector? Preposterous!


Terran has it for 75 minerals. Seems like a better deal! But wait the other one moves!!! wait but the other one shoots air!! wait the other one contaminates and has shorter creation length!! yeah but the other only needs engi bay (t1.5) while the other needs t2!!!!

Almost as if they are different races and you can't uni-laterally compare stuff with any worth-while conclusion.



Spore crawlers are 75 minerals, turrets are 100. But yes, you cant compare stuff like that 1:1.

@Topic: I like the patch a lot. I think every single change is justified and is going to improve the overall balance, even though someone might argue that pvt needs more than subtle adjustments. But i guess all major changes will happen with hots.
workers, supply, money, workers, supply, money, workers, ...
ViDa.DuTchy
Profile Joined September 2011
Netherlands7 Posts
September 20 2011 09:00 GMT
#343
happy with this patch will help towards the final goals of balancing this game out (there is no race better in every situation then other races) thought id throw that in there foor people that are trying to m me ))
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
Last Edited: 2011-09-20 09:02:11
September 20 2011 09:00 GMT
#344
On September 20 2011 17:21 Jesushooves wrote:
Show nested quote +
On September 20 2011 17:15 Liquid`Jinro wrote:
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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.

Plenty of other pro terrans disagree with you though, Merz, Demuslim, and Kawaiirice to name a few. Outplaying your opponent for the majority of the game and then losing it because you didn't notice the drop in your main is ridiculous..sometimes you could even see them being dropped at the edge of your base but hellions are too fast and were too powerful for pulling scvs to make a difference.

I respect your opinion, but in my opinion watching marine tank vs marine tank is way more fun than this mass hellion/air wars crap...

They are all bio whores. Bio is even gayer anyway, 'oh no I didn't see the 5 dropships coming for my main, I guess I will have to base race or write GG now'.

Fucking stupid.

On September 20 2011 17:31 jmbthirteen wrote:
Show nested quote +
On September 20 2011 17:15 Liquid`Jinro wrote:
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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 was thinking it was going to turn into more tank/marine, but I'm certainly no good at this game. I think certain maps will favor bio heavily against mech, where mech or tank marine will be viable on others. Only time will tell I guess

Marine-tank is bio to me =[
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
devilcry
Profile Joined August 2010
Bulgaria53 Posts
Last Edited: 2011-09-20 09:05:23
September 20 2011 09:03 GMT
#345
great patch , looking forward to it !
CHOMPMannER
Profile Joined September 2011
Canada175 Posts
September 20 2011 09:04 GMT
#346
Hellion drops are still going to do horrible horrible damage to eco. You think a raider unit isn't going to fulfill a role just because a damage number gets knocked down?

The number doesn't mean anything when you have more than 6 Hellions





http://www.ipstarcraft.com/ --iPCHOMP
NeonFox
Profile Joined January 2011
2373 Posts
September 20 2011 09:05 GMT
#347
On September 20 2011 18:03 devilcry wrote:
Show nested quote +
On September 20 2011 17:53 Grummler wrote:
On September 20 2011 08:32 mprs wrote:
On September 20 2011 08:28 LagT_T wrote:
50 gas for a detector? Preposterous!


Terran has it for 75 minerals. Seems like a better deal! But wait the other one moves!!! wait but the other one shoots air!! wait the other one contaminates and has shorter creation length!! yeah but the other only needs engi bay (t1.5) while the other needs t2!!!!

Almost as if they are different races and you can't uni-laterally compare stuff with any worth-while conclusion.



Spore crawlers are 75 minerals, turrets are 100. But yes, you cant compare stuff like that 1:1.

@Topic: I like the patch a lot. I think every single change is justified and is going to improve the overall balance, even though someone might argue that pvt needs more than subtle adjustments. But i guess all major changes will happen with hots.

im pretty sure turrets are 150 minerals



http://starcraft.wikia.com/wiki/Missile_turret
marttorn
Profile Blog Joined May 2011
Norway5211 Posts
September 20 2011 09:07 GMT
#348
They are all bio whores.


You don't want demuslim on your bad side, trust me.

You know who got on DeMu's bad side? Optikzero. DEMU CALLED HIM A THRASH MONKEY.

DATS RIGHT
memes are a dish best served dank
graNite
Profile Blog Joined December 2010
Germany4434 Posts
September 20 2011 09:13 GMT
#349
Don't forget you have to build a drone for a spore crawler, so it costs 125.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
CHOMPMannER
Profile Joined September 2011
Canada175 Posts
September 20 2011 09:14 GMT
#350
On September 20 2011 18:13 graNite wrote:
Don't forget you have to build a drone for a spore crawler, so it costs 125.


yah but you can also make drones 20 at a time
http://www.ipstarcraft.com/ --iPCHOMP
hugman
Profile Joined June 2009
Sweden4644 Posts
September 20 2011 09:19 GMT
#351
Well, I think marine / tank is more exciting to watch =)
NeonFox
Profile Joined January 2011
2373 Posts
September 20 2011 09:19 GMT
#352
On September 20 2011 18:13 graNite wrote:
Don't forget you have to build a drone for a spore crawler, so it costs 125.


You also have to factor that while the scv is building it won't mine, and that the drone could have mined until the end of the game if it had not been turned into a spore crawler and that while the scv is away building it won't get sniped by muta harass in the mineral line thus will mine later and...

You get the picture.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
Last Edited: 2011-09-20 09:28:06
September 20 2011 09:20 GMT
#353
On September 20 2011 18:00 Liquid`Jinro wrote:
Show nested quote +
On September 20 2011 17:21 Jesushooves wrote:
On September 20 2011 17:15 Liquid`Jinro wrote:
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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.

Plenty of other pro terrans disagree with you though, Merz, Demuslim, and Kawaiirice to name a few. Outplaying your opponent for the majority of the game and then losing it because you didn't notice the drop in your main is ridiculous..sometimes you could even see them being dropped at the edge of your base but hellions are too fast and were too powerful for pulling scvs to make a difference.

I respect your opinion, but in my opinion watching marine tank vs marine tank is way more fun than this mass hellion/air wars crap...

They are all bio whores. Bio is even gayer anyway, 'oh no I didn't see the 5 dropships coming for my main, I guess I will have to base race or write GG now'.

Fucking stupid.

Show nested quote +
On September 20 2011 17:31 jmbthirteen wrote:
On September 20 2011 17:15 Liquid`Jinro wrote:
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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 was thinking it was going to turn into more tank/marine, but I'm certainly no good at this game. I think certain maps will favor bio heavily against mech, where mech or tank marine will be viable on others. Only time will tell I guess

Marine-tank is bio to me =[

i agree that pure bio is not fun whatsoever, marine+tank is decent but mech is the most fun. i still think mech will prevail over bio dont you? its not like mass marine will beat mech and we've seen pure MMM can beat mech (ie. polt). mass tank will still rape bio i hope. mech ftw!

edit: it was pretty hard to beat good mech player with pure MMM and with marine+tank it was almost impossible to beat pure mech so it's gonna be bit "easier"
http://www.twitch.tv/czelpredy
JiYan
Profile Blog Joined February 2009
United States3668 Posts
September 20 2011 09:28 GMT
#354
hope this goes live in the morning for US
schmutttt
Profile Blog Joined November 2010
Australia3856 Posts
September 20 2011 09:29 GMT
#355
Did anyone else have an issue where when you open SC2 and it fucks up your sound settings?
ALPINA
Profile Joined May 2010
3791 Posts
September 20 2011 09:30 GMT
#356
Looks like really great patch except neural parasite change is an overkill for sure.
You should never underestimate the predictability of stupidity
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
September 20 2011 09:41 GMT
#357
On September 20 2011 18:29 schmutttt wrote:
Did anyone else have an issue where when you open SC2 and it fucks up your sound settings?


yes, my sound is really weird and distracting
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-09-20 09:49:03
September 20 2011 09:45 GMT
#358
--- Nuked ---
GzStrom
Profile Joined January 2011
South Africa51 Posts
September 20 2011 09:49 GMT
#359
NOOOOO, I loved playing TvT with bfh :<, rine/tank/viking was just so boring.
6pool.. ON 8!
aksfjh
Profile Joined November 2010
United States4853 Posts
September 20 2011 10:02 GMT
#360
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!!!


I know! I've been holding off TvT practice until this patch went through.
jamin824
Profile Joined September 2011
Australia1 Post
September 20 2011 10:05 GMT
#361
Neural parasite will not even get researched now, fungal is just flat out better. Initially changing NP to have no effect on massive units just shows how clueless bliz is.. sigh.
Supamang
Profile Joined June 2010
United States2298 Posts
September 20 2011 10:06 GMT
#362
On September 20 2011 18:19 NeonFox wrote:
Show nested quote +
On September 20 2011 18:13 graNite wrote:
Don't forget you have to build a drone for a spore crawler, so it costs 125.


You also have to factor that while the scv is building it won't mine, and that the drone could have mined until the end of the game if it had not been turned into a spore crawler and that while the scv is away building it won't get sniped by muta harass in the mineral line thus will mine later and...

You get the picture.

thats a moot point simply because the cost of the drone for Zerg buildings is so damn simple and very clearly a direct cost of the building that it would be ignorant not to factor it into the equation.

i really dont know why you are trying to keep drone cost out of the equation because it just makes it seem like youre biased against Zerg
s3rp
Profile Joined May 2011
Germany3192 Posts
September 20 2011 10:08 GMT
#363
When you reach bigger Helion numbers this change doesn't matter that much against Marines if its 2 or 3 shots at least from my playing experience on the PTR. It makes Bio/Tank-Marine stronger again but Mech is still viable just not as strong as before , which is fine because it was too good in my opinion.

Rushing to Blueflame now is not as strong anymore but it's still good in later situations. Pumping out reactored Helions early on and getting Blue flame later for example could for example work pretty well . But i gotta see it on live serves .
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
September 20 2011 10:13 GMT
#364
Uggggggh. Warp prism!

My friend has some sick prism builds that can expand and I have a hard enough time to dealing with (read: killing) it as it is.

Really hope they take it out in the next patch; honestly playing with him (EU master), it makes me think that Protoss are just too scared to actually have refined control over one unit.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
jarod
Profile Joined September 2010
Romania766 Posts
September 20 2011 10:16 GMT
#365
when will be the patch up in EU and NA?
Maru | Life | herO
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
September 20 2011 10:17 GMT
#366
well hope to see some improvements for protosses, just hope this isnt too soon to see the changes!!! Noone wil have much time to practice with them!!
Live and Let Die!
fLyiNgDroNe
Profile Joined September 2005
Belgium4102 Posts
September 20 2011 10:17 GMT
#367
On September 20 2011 19:16 jarod wrote:
when will be the patch up in EU and NA?


NA is currently being offline (so i guess it's happening now)
Drone is a way of living
HeliBadger
Profile Joined September 2011
538 Posts
September 20 2011 10:20 GMT
#368
NA is now offline.

Spartans, prepare for glory.
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
September 20 2011 10:38 GMT
#369
so is this a reset as well or just a patch?
Live and Let Die!
Dalavita
Profile Joined August 2010
Sweden1113 Posts
September 20 2011 10:40 GMT
#370
On September 20 2011 19:13 Gamegene wrote:
Uggggggh. Warp prism!

My friend has some sick prism builds that can expand and I have a hard enough time to dealing with (read: killing) it as it is.

Really hope they take it out in the next patch; honestly playing with him (EU master), it makes me think that Protoss are just too scared to actually have refined control over one unit.


The lessened BFH damage will make medivacs exponentially better for biomech in TvT, so the game will likely turn into biomech vs full mech with a shaky balance, rather than mech autowinning as it currently is.

Sounds good to me.
jarod
Profile Joined September 2010
Romania766 Posts
September 20 2011 11:02 GMT
#371
On September 20 2011 19:38 Tommylew wrote:
so is this a reset as well or just a patch?

only patch, no reset
Maru | Life | herO
rpgalon
Profile Joined April 2011
Brazil1069 Posts
September 20 2011 11:03 GMT
#372
the new warp prism buff is to balance the cost/reward of protoss drops.
protoss drops deal little damage and are very expensive, so by making warp prism stronger, protoss drops becomes "low cost/low reward" instead of "high cost/low reward"

PS: No ghost change Oo!?!!? Mother Mercy
badog
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
September 20 2011 11:05 GMT
#373
everything put together I'm loving this patch. I have one gripe with the NP range decrease but you give and take. If it's awful it might get patched in the future so it's all good!
Do you really want chat rooms?
HeliBadger
Profile Joined September 2011
538 Posts
September 20 2011 11:07 GMT
#374
As this is the defacto "Patch is live" thread, requesting a moderator to change the title
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
September 20 2011 11:09 GMT
#375
On September 20 2011 20:03 rpgalon wrote:
the new warp prism buff is to balance the cost/reward of protoss drops.
protoss drops deal little damage and are very expensive, so by making warp prism stronger, protoss drops becomes "low cost/low reward" instead of "high cost/low reward"

PS: No ghost change Oo!?!!? Mother Mercy


Warp prisms carrying HT will have to become standard to deal with the ghost micro situations, and it will be fine because of how robust they are now.
Jiddra
Profile Joined October 2010
Sweden2685 Posts
September 20 2011 11:09 GMT
#376
On September 20 2011 19:16 jarod wrote:
when will be the patch up in EU and NA?


EU usually patch tonight.
I am not young enough to know everything.
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
September 20 2011 11:14 GMT
#377
On September 20 2011 20:05 FarbrorAbavna wrote:
everything put together I'm loving this patch. I have one gripe with the NP range decrease but you give and take. If it's awful it might get patched in the future so it's all good!


They should reinstate being able to NP underground. It would actually make a lot of sense..and would introduce some more detection scenarios you used to see with lurkers.
onmach
Profile Blog Joined March 2009
United States1241 Posts
Last Edited: 2011-09-20 11:15:08
September 20 2011 11:14 GMT
#378
I was wondering why bnet was down, guess we are getting patched.

Looking through the notes, this will be great for me. It downgrades stuff I don't like to use or that is used against me and upgrades stuff I use or doesn't get used against me. Maybe I'll finally get masters.

edit: Well I am kind of worried about thors a bit. But I'll muddle through it.
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
September 20 2011 11:24 GMT
#379
Yay, now my drones can live happily
An apple a day keeps the Protoss away | TLHF
merz
Profile Blog Joined July 2004
Sweden2760 Posts
Last Edited: 2011-09-20 11:29:40
September 20 2011 11:26 GMT
#380
On September 20 2011 18:20 PredY wrote:
Show nested quote +
On September 20 2011 18:00 Liquid`Jinro wrote:
On September 20 2011 17:21 Jesushooves wrote:
On September 20 2011 17:15 Liquid`Jinro wrote:
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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.

Plenty of other pro terrans disagree with you though, Merz, Demuslim, and Kawaiirice to name a few. Outplaying your opponent for the majority of the game and then losing it because you didn't notice the drop in your main is ridiculous..sometimes you could even see them being dropped at the edge of your base but hellions are too fast and were too powerful for pulling scvs to make a difference.

I respect your opinion, but in my opinion watching marine tank vs marine tank is way more fun than this mass hellion/air wars crap...

They are all bio whores. Bio is even gayer anyway, 'oh no I didn't see the 5 dropships coming for my main, I guess I will have to base race or write GG now'.

Fucking stupid.

On September 20 2011 17:31 jmbthirteen wrote:
On September 20 2011 17:15 Liquid`Jinro wrote:
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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 was thinking it was going to turn into more tank/marine, but I'm certainly no good at this game. I think certain maps will favor bio heavily against mech, where mech or tank marine will be viable on others. Only time will tell I guess

Marine-tank is bio to me =[

i agree that pure bio is not fun whatsoever, marine+tank is decent but mech is the most fun. i still think mech will prevail over bio dont you? its not like mass marine will beat mech and we've seen pure MMM can beat mech (ie. polt). mass tank will still rape bio i hope. mech ftw!

edit: it was pretty hard to beat good mech player with pure MMM and with marine+tank it was almost impossible to beat pure mech so it's gonna be bit "easier"


"Bio whores" :< I just find Biomech a lot more fun and intense to play, it also rewards mechanics more imo and that plays to my strenghts. BFH was fucking ridiculous and I'm so glad they are nerfing it, they were simple too cost effective and I don't know how anyone could deny that.

Mech play rewards players with good decision making/patience/game sense though so I guess it's all about how you like to play the game, what I didn't like was that bio became such a bad option in the end. Bio to me is also including tanks, pure bio was never really in my taste either. At least bio feels like a more valid option to mech now which is great, I think the mech-oriented play in TvT made it a lot more about coinflipping the right BO and whoever could do the most damage with his hellions won.
Winners never quit, quitters never win.
dynwar7
Profile Joined May 2011
1983 Posts
September 20 2011 11:33 GMT
#381
Sorry guys, maybe I missed it, but I thought...Neural Parasite is no longer able to target Massive units....so I guess it has been canceled?

Now NP can still target Massive, but the range has been creased from 9 to 7?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Urbz
Profile Joined August 2011
Netherlands456 Posts
Last Edited: 2011-09-20 11:36:07
September 20 2011 11:35 GMT
#382
On September 20 2011 20:09 acrimoneyius wrote:
Show nested quote +
On September 20 2011 20:03 rpgalon wrote:
the new warp prism buff is to balance the cost/reward of protoss drops.
protoss drops deal little damage and are very expensive, so by making warp prism stronger, protoss drops becomes "low cost/low reward" instead of "high cost/low reward"

PS: No ghost change Oo!?!!? Mother Mercy


Warp prisms carrying HT will have to become standard to deal with the ghost micro situations, and it will be fine because of how robust they are now.


Ye, although it was already pretty standard for let's say White-RA <3

On September 20 2011 20:33 DontLoseSightOfIt wrote:
Sorry guys, maybe I missed it, but I thought...Neural Parasite is no longer able to target Massive units....so I guess it has been canceled?

Now NP can still target Massive, but the range has been creased from 9 to 7?

Correct, although this was known for awhile already.
If you don't stand for something, you'll fall for anything
HeliBadger
Profile Joined September 2011
538 Posts
September 20 2011 11:36 GMT
#383
On September 20 2011 20:33 DontLoseSightOfIt wrote:
Sorry guys, maybe I missed it, but I thought...Neural Parasite is no longer able to target Massive units....so I guess it has been canceled?

Now NP can still target Massive, but the range has been creased from 9 to 7?

Correct. As far as the leniency range you can move the unit around after it is neuralled, I am unsure
dynwar7
Profile Joined May 2011
1983 Posts
September 20 2011 11:38 GMT
#384
Thank you

Well, at least NP still works on massive..

Sigh at Rax time though, not really worried about hellions, since after having + vehicle upgrade they will still 2 shot workers

But the Rax time.....5 secs can be huge.

But its ok, time to adapt and find new strats! Happy playing everyone
Regarding the imbalance, hilarious to see Zergs defending themselves....
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
September 20 2011 11:40 GMT
#385
a little off-topic... let's bet how many bugfix patches will come out shortly?
i'd guess it'll be up to 1.4.3 :D
dynwar7
Profile Joined May 2011
1983 Posts
September 20 2011 11:42 GMT
#386
Sorry for a little off topic, but ... wow...I just finished the patch, I went to Single Player vs AI, and it says no content found. I went multiplayer, and each map has this yellow arrow symbol meaning I lost all my maps....?

Oh great... ><
Regarding the imbalance, hilarious to see Zergs defending themselves....
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
September 20 2011 11:48 GMT
#387
I like the fact Hellions won't be so abusive early game. What I really dislike however is how negative impact this has on TvP where Zealots have basically no answer beside kiting MMM.. No way I enjoy TvP playing like a Zerg - just feels so wrong.
MisterTea
Profile Joined September 2010
United Kingdom1047 Posts
September 20 2011 11:51 GMT
#388
On September 20 2011 20:48 Everlong wrote:
I like the fact Hellions won't be so abusive early game. What I really dislike however is how negative impact this has on TvP where Zealots have basically no answer beside kiting MMM.. No way I enjoy TvP playing like a Zerg - just feels so wrong.

tanks emp snipe, theres 3 answers right there
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
September 20 2011 11:56 GMT
#389
On September 20 2011 20:51 MisterTea wrote:
Show nested quote +
On September 20 2011 20:48 Everlong wrote:
I like the fact Hellions won't be so abusive early game. What I really dislike however is how negative impact this has on TvP where Zealots have basically no answer beside kiting MMM.. No way I enjoy TvP playing like a Zerg - just feels so wrong.

tanks emp snipe, theres 3 answers right there


Tanks are an answer to zealots? This is news to me.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
September 20 2011 11:58 GMT
#390
On September 20 2011 20:51 MisterTea wrote:
Show nested quote +
On September 20 2011 20:48 Everlong wrote:
I like the fact Hellions won't be so abusive early game. What I really dislike however is how negative impact this has on TvP where Zealots have basically no answer beside kiting MMM.. No way I enjoy TvP playing like a Zerg - just feels so wrong.

tanks emp snipe, theres 3 answers right there


Wow I didn't expect someone to go this far to put tank as a counter to one of the best anti-tank units in the whole game..

I also hope you are joking with snipe, how are you going to snipe 30 zealots charging to your face in less then 5 seconds?

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.

As Terran you have PF, turret rings, ST, 1-2 siege tanks parked at expos/important places, more than enough to prevent Hellions from ruining your day.
NoDDiE
Profile Joined November 2006
Poland170 Posts
September 20 2011 12:03 GMT
#391
On September 20 2011 20:51 MisterTea wrote:
Show nested quote +
On September 20 2011 20:48 Everlong wrote:
I like the fact Hellions won't be so abusive early game. What I really dislike however is how negative impact this has on TvP where Zealots have basically no answer beside kiting MMM.. No way I enjoy TvP playing like a Zerg - just feels so wrong.

tanks emp snipe, theres 3 answers right there


tanks are bad idea, vs zealots u wanna kite not be stationary. and with tanks u are doing so.
also snipe isnt much cost effective vs zealots cause they have LOTS of hp. emp is much better.

i wonder how tvt will look now. change has huge impact early game. there is no diffrence in bf//regular hellions 3shot scv//3shot marine (now its 2/2) only in hellion wars it makes diffrence so rushing for bf wont be so effective now - not worth 150//150 - maybe they should lower the cost ? but in late game diffrences (1.3 vs 1.4) aren't as big. marine with shield is being 3 shot by both types of bf. however in small engaments (like with drops) medivacs will be able to heal marine so it can survive 4 shots.
i think that diffrence tank//rine or mech will be much more map dependant. more flanking options and maps where u can abuse mobility = go for marines//tank.
One for the money , two for the show , straight to hell is where i go
HydraLF
Profile Blog Joined January 2011
Hong Kong626 Posts
September 20 2011 12:27 GMT
#392
I prefer the old score screen to be honest, the new front page is pretty coool though.
Sure.
Ermac
Profile Joined June 2011
336 Posts
September 20 2011 12:35 GMT
#393
A sad day for Starcraft 2 - again.

Imho Blizzard should have waited longer to see how the metagame develops.
"Blind aggressiveness would destroy the attack itself, not the defense." - Carl von Clausewitz
Vardant
Profile Joined November 2010
Czech Republic620 Posts
September 20 2011 12:50 GMT
#394
On September 20 2011 21:35 Ermac wrote:
A sad day for Starcraft 2 - again.

Imho Blizzard should have waited longer to see how the metagame develops.

Sure, let's get rid of all the Tosses that have survived the Code S till now, that would not be boring at all...
fritos
Profile Joined March 2011
United States153 Posts
September 20 2011 12:56 GMT
#395
Is Baneling drop changed or did that remain the same?

Anyone knows?
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
September 20 2011 13:01 GMT
#396
On September 20 2011 19:06 Supamang wrote:
Show nested quote +
On September 20 2011 18:19 NeonFox wrote:
On September 20 2011 18:13 graNite wrote:
Don't forget you have to build a drone for a spore crawler, so it costs 125.


You also have to factor that while the scv is building it won't mine, and that the drone could have mined until the end of the game if it had not been turned into a spore crawler and that while the scv is away building it won't get sniped by muta harass in the mineral line thus will mine later and...

You get the picture.

thats a moot point simply because the cost of the drone for Zerg buildings is so damn simple and very clearly a direct cost of the building that it would be ignorant not to factor it into the equation.

i really dont know why you are trying to keep drone cost out of the equation because it just makes it seem like youre biased against Zerg


His point is that every race has its own unique characteristics and there are very very few direct comparisons that can be made. Some things can be directly compared...like a spore colony is slightly weaker than a missile turret in damage output, but can move and is slightly cheaper. But most things are so different in so many ways that assigning any sort of value to any attribute is nearly impossible.

Results are one of the only things that can accurately determine any sort of comparison between races, and even that is flawed because of small sample sizes and differing player skills.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
September 20 2011 13:06 GMT
#397
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.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
HeliBadger
Profile Joined September 2011
538 Posts
September 20 2011 13:14 GMT
#398
[image loading]

CONVENIENCE FUCK YEAH

This + league icon displayed next to their name on score screen (if they've done placements) as shown in someone else's screenshot
ETisME
Profile Blog Joined April 2011
12728 Posts
September 20 2011 13:28 GMT
#399
On September 20 2011 22:14 superLanboy wrote:
[image loading]

CONVENIENCE FUCK YEAH

This + league icon displayed next to their name on score screen (if they've done placements) as shown in someone else's screenshot

the league icon never showed up for me....I couldn't find the setting for it so I guess it takes time to load up the icon?
Or is it just that short cut to check their leagues and not league icons in score screen?

My update broke my game, reinstalling all over again....sigh
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Supamang
Profile Joined June 2010
United States2298 Posts
September 20 2011 13:34 GMT
#400
On September 20 2011 22:01 Dhalphir wrote:
Show nested quote +
On September 20 2011 19:06 Supamang wrote:
On September 20 2011 18:19 NeonFox wrote:
On September 20 2011 18:13 graNite wrote:
Don't forget you have to build a drone for a spore crawler, so it costs 125.


You also have to factor that while the scv is building it won't mine, and that the drone could have mined until the end of the game if it had not been turned into a spore crawler and that while the scv is away building it won't get sniped by muta harass in the mineral line thus will mine later and...

You get the picture.

thats a moot point simply because the cost of the drone for Zerg buildings is so damn simple and very clearly a direct cost of the building that it would be ignorant not to factor it into the equation.

i really dont know why you are trying to keep drone cost out of the equation because it just makes it seem like youre biased against Zerg


His point is that every race has its own unique characteristics and there are very very few direct comparisons that can be made. Some things can be directly compared...like a spore colony is slightly weaker than a missile turret in damage output, but can move and is slightly cheaper. But most things are so different in so many ways that assigning any sort of value to any attribute is nearly impossible.

Results are one of the only things that can accurately determine any sort of comparison between races, and even that is flawed because of small sample sizes and differing player skills.

I agree, but he was quoting someone who was reminding someone to add 50 minerals to the cost of spore crawlers because of the drone lost. Building a spore crawler costs 75 minerals and you lose a drone which costs 50 minerals. Its very clear, very direct. There is no reason to leave it out of the discussion
Dalavita
Profile Joined August 2010
Sweden1113 Posts
September 20 2011 13:39 GMT
#401
On September 20 2011 22:14 superLanboy wrote:
[image loading]

CONVENIENCE FUCK YEAH

This + league icon displayed next to their name on score screen (if they've done placements) as shown in someone else's screenshot


Does it show opponents ladder ranks at the time of the match played during your match history?
Roxy
Profile Joined November 2010
Canada753 Posts
September 20 2011 13:41 GMT
#402
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?
http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
jarod
Profile Joined September 2010
Romania766 Posts
September 20 2011 13:42 GMT
#403
is US up? or still patching
Maru | Life | herO
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
Last Edited: 2011-09-20 14:08:43
September 20 2011 13:42 GMT
#404
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!!!


This patch won't change anything in TvT really . Mech will still be better , and used more . Now that the HSM has speed , HSM will destroy anyhing that is bio . Tank/hellion/raven will still destroy any kind of bio composition . The blue flame hellion openings could become less used , but i don't think that pros will give up on it so easily , because of 1 more shot to kill SCVs with it .
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
September 20 2011 13:44 GMT
#405
On September 20 2011 20:48 Everlong wrote:
I like the fact Hellions won't be so abusive early game. What I really dislike however is how negative impact this has on TvP where Zealots have basically no answer beside kiting MMM.. No way I enjoy TvP playing like a Zerg - just feels so wrong.


Not really... Upgraded Hellions will still be very good against zealots. I don't think it will impact TvP much at all.
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
September 20 2011 13:48 GMT
#406
Finally
fritos
Profile Joined March 2011
United States153 Posts
September 20 2011 13:48 GMT
#407
On September 20 2011 22:06 Dhalphir wrote:
Show nested quote +
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?
XenoX101
Profile Joined February 2011
Australia729 Posts
September 20 2011 13:54 GMT
#408
The menus seem a lot faster now, I think Blizzard improved the coding somehow.
raga4ka
Profile Joined February 2008
Bulgaria5679 Posts
September 20 2011 14:10 GMT
#409
On September 20 2011 22:48 fritos wrote:
Show nested quote +
On September 20 2011 22:06 Dhalphir wrote:
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 ...
fritos
Profile Joined March 2011
United States153 Posts
September 20 2011 14:13 GMT
#410
On September 20 2011 23:10 raga4ka wrote:
Show nested quote +
On September 20 2011 22:48 fritos wrote:
On September 20 2011 22:06 Dhalphir wrote:
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 ...


I'm talking about the baneling drops that couldn't be dropped in heavily populated area.

I was wondering if blizzard implemented this in 1.4 because I remember that people were complaining about it based on 1.4 PTR
tubs
Profile Joined March 2010
764 Posts
September 20 2011 14:19 GMT
#411
Patch is now up on NA. I'm downloading and updating my SC2 now as I type. Woooo hooooo!
"Roach dies to immortal and rockit black guy" - Tierdal.thex
nam nam
Profile Joined June 2010
Sweden4672 Posts
September 20 2011 14:21 GMT
#412
On September 20 2011 23:10 raga4ka wrote:
Show nested quote +
On September 20 2011 22:48 fritos wrote:
On September 20 2011 22:06 Dhalphir wrote:
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:
Comet702
Profile Joined April 2010
China236 Posts
September 20 2011 14:39 GMT
#413
does it lag, cause chinese server has upgraded this morning and its fxxking lag~!
Comet from wfbrood.com
TimeFlighT
Profile Joined August 2011
Australia257 Posts
September 20 2011 15:01 GMT
#414
I patched both my SEA and NA patchers but it says patch 1.3.6

is that right?
NguN
Profile Joined August 2009
Australia1322 Posts
Last Edited: 2011-09-20 15:20:30
September 20 2011 15:19 GMT
#415
EDIT - nevermind
QuixoticO
Profile Blog Joined March 2010
Netherlands810 Posts
September 20 2011 15:23 GMT
#416
On September 20 2011 22:28 ETisME wrote:
Show nested quote +
On September 20 2011 22:14 superLanboy wrote:
[image loading]

CONVENIENCE FUCK YEAH

This + league icon displayed next to their name on score screen (if they've done placements) as shown in someone else's screenshot

the league icon never showed up for me....I couldn't find the setting for it so I guess it takes time to load up the icon?
Or is it just that short cut to check their leagues and not league icons in score screen?

My update broke my game, reinstalling all over again....sigh


I think it only shows when you do a ranked match because I haven't seen it after a custom in the other screenshot in this thread.
"Suum Cuique" - Cicero
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
September 20 2011 15:25 GMT
#417
On September 20 2011 22:42 raga4ka wrote:
Show nested quote +
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!!!


This patch won't change anything in TvT really . Mech will still be better , and used more . Now that the HSM has speed , HSM will destroy anyhing that is bio . Tank/hellion/raven will still destroy any kind of bio composition . The blue flame hellion openings could become less used , but i don't think that pros will give up on it so easily , because of 1 more shot to kill SCVs with it .


You think HSM use will be greatly affected but not hellion use? Lol.
The HSM speed isn't that great of a change. It's now a fraction of a section faster than rolling banelings off creep and workers. However, if those units run for long enough the missile won't hit them because its duration will end.
One more shot to kill workers for hellions is a much more drastic change than a unit all the way at the very tip of the tech tree, which requires 125 mana from a unit which could much better spend its energy anyway...
Daralii
Profile Joined March 2010
United States16991 Posts
September 20 2011 15:25 GMT
#418
On September 20 2011 22:41 Roxy wrote:
Show nested quote +
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.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
S2Lunar
Profile Joined June 2011
1051 Posts
Last Edited: 2011-09-20 15:28:37
September 20 2011 15:27 GMT
#419
On September 20 2011 22:42 raga4ka wrote:
Show nested quote +
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!!!


This patch won't change anything in TvT really . Mech will still be better , and used more . Now that the HSM has speed , HSM will destroy anyhing that is bio . Tank/hellion/raven will still destroy any kind of bio composition . The blue flame hellion openings could become less used , but i don't think that pros will give up on it so easily , because of 1 more shot to kill SCVs with it .


It will change TvT more than you probably think.

3 shots to kill a unupgraded SCV will probably do wonders to reduce the early game volatility of TvT.
polysciguy
Profile Joined August 2010
United States488 Posts
Last Edited: 2011-09-20 15:29:47
September 20 2011 15:29 GMT
#420
On September 20 2011 23:21 nam nam wrote:
Show nested quote +
On September 20 2011 23:10 raga4ka wrote:
On September 20 2011 22:48 fritos wrote:
On September 20 2011 22:06 Dhalphir wrote:
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:
http://www.youtube.com/watch?v=rMVTjsLN42M


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
glory is fleeting, but obscurity is forever---napoleon
fritos
Profile Joined March 2011
United States153 Posts
September 20 2011 15:38 GMT
#421
On September 21 2011 00:29 polysciguy wrote:
Show nested quote +
On September 20 2011 23:21 nam nam wrote:
On September 20 2011 23:10 raga4ka wrote:
On September 20 2011 22:48 fritos wrote:
On September 20 2011 22:06 Dhalphir wrote:
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:
http://www.youtube.com/watch?v=rMVTjsLN42M


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...
Cramsy
Profile Blog Joined November 2010
Australia1100 Posts
September 20 2011 15:42 GMT
#422
Not sure if this is happening with anyone else but I'm getting these issues since patching;

Bad sound cracking
Terrible fps
Insane lag

There's a few other people on the blizz forums saying they're getting similar things after patching :/
"give me 20 minutes and I'll make them quiet" - MVP
ZorBa.G
Profile Joined July 2011
Australia279 Posts
September 20 2011 15:44 GMT
#423
On September 20 2011 17:15 Liquid`Jinro wrote:
Show nested quote +
On September 20 2011 16:51 xAPOCALYPSEx wrote:
On September 20 2011 16:27 Liquid`Jinro wrote:
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.
TimeFlighT
Profile Joined August 2011
Australia257 Posts
September 20 2011 15:44 GMT
#424
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)
polysciguy
Profile Joined August 2010
United States488 Posts
September 20 2011 15:53 GMT
#425
On September 21 2011 00:38 fritos wrote:
Show nested quote +
On September 21 2011 00:29 polysciguy wrote:
On September 20 2011 23:21 nam nam wrote:
On September 20 2011 23:10 raga4ka wrote:
On September 20 2011 22:48 fritos wrote:
On September 20 2011 22:06 Dhalphir wrote:
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:
http://www.youtube.com/watch?v=rMVTjsLN42M


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
glory is fleeting, but obscurity is forever---napoleon
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-09-20 15:57:00
September 20 2011 15:55 GMT
#426
Hey does anyone know if HSM does friendly splash?
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Existor
Profile Joined July 2010
Russian Federation4295 Posts
September 20 2011 15:56 GMT
#427
On September 21 2011 00:55 GinDo wrote:
Hey does anyone know if HSM does friendly splash.

Yes, it does.
HeliBadger
Profile Joined September 2011
538 Posts
September 20 2011 15:57 GMT
#428
Woah, does sc2 load like twice as fast for anyone else? Does for me.
ETisME
Profile Blog Joined April 2011
12728 Posts
September 20 2011 15:58 GMT
#429
On September 21 2011 00:42 Cramsy wrote:
Not sure if this is happening with anyone else but I'm getting these issues since patching;

Bad sound cracking
Terrible fps
Insane lag

There's a few other people on the blizz forums saying they're getting similar things after patching :/

I am getting a stronger lag at the start of the game, usually almost 2 to 3 seconds lag
other than that I am ok
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
GinDo
Profile Blog Joined September 2010
3327 Posts
September 20 2011 16:02 GMT
#430
On September 21 2011 00:56 Existor wrote:
Show nested quote +
On September 21 2011 00:55 GinDo wrote:
Hey does anyone know if HSM does friendly splash.

Yes, it does.


HSM really should be 100 energy. Or get a real buff.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Bluerain
Profile Joined April 2010
United States348 Posts
September 20 2011 16:07 GMT
#431
On September 20 2011 08:34 Pokebunny wrote:
Show nested quote +
On September 20 2011 08:33 Golgotha wrote:
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.
DarkblueRH
Profile Joined October 2010
United States144 Posts
September 20 2011 16:09 GMT
#432
On September 21 2011 00:29 polysciguy wrote:
Show nested quote +
On September 20 2011 23:21 nam nam wrote:
On September 20 2011 23:10 raga4ka wrote:
On September 20 2011 22:48 fritos wrote:
On September 20 2011 22:06 Dhalphir wrote:
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:
http://www.youtube.com/watch?v=rMVTjsLN42M


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.
RelentlessHeroes.com
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
September 20 2011 16:15 GMT
#433
On September 20 2011 20:58 Everlong wrote:

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


polysciguy
Profile Joined August 2010
United States488 Posts
September 20 2011 16:22 GMT
#434
On September 21 2011 01:09 DarkblueRH wrote:
Show nested quote +
On September 21 2011 00:29 polysciguy wrote:
On September 20 2011 23:21 nam nam wrote:
On September 20 2011 23:10 raga4ka wrote:
On September 20 2011 22:48 fritos wrote:
On September 20 2011 22:06 Dhalphir wrote:
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:
http://www.youtube.com/watch?v=rMVTjsLN42M


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
glory is fleeting, but obscurity is forever---napoleon
jonathan1
Profile Joined October 2010
United States395 Posts
September 20 2011 16:26 GMT
#435
omg i have 75 apm now im bad
ItchyLegs
Profile Joined November 2010
Canada369 Posts
September 20 2011 16:26 GMT
#436
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...
Cyrak
Profile Joined July 2011
Canada536 Posts
September 20 2011 16:29 GMT
#437
On September 21 2011 00:25 Daralii wrote:
Show nested quote +
On September 20 2011 22:41 Roxy wrote:
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)
Fortune favors the prepared mind.
polysciguy
Profile Joined August 2010
United States488 Posts
September 20 2011 16:31 GMT
#438
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.
glory is fleeting, but obscurity is forever---napoleon
Oomps
Profile Joined August 2011
9 Posts
September 20 2011 16:33 GMT
#439
Lol on the infestors, wtf on the immortals and awesome on the vision up on ramps!
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
September 20 2011 16:34 GMT
#440
How long has it usually taken EU to get the patch after US in the past?
Noev
Profile Blog Joined January 2010
United States1105 Posts
September 20 2011 16:36 GMT
#441
look forward to really testing out these changes on the ladder and see what the pros can come up with
goiflin
Profile Blog Joined November 2010
Canada1218 Posts
September 20 2011 16:37 GMT
#442
On September 21 2011 01:31 polysciguy wrote:
Show nested quote +
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.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.
Lomak
Profile Joined June 2010
United States311 Posts
September 20 2011 16:40 GMT
#443
Almost every ZvT series i've seen from pro's they lose a game to 2 rax aggression in one game. I'm not saying its OP but to say that only BAD players lose to it is ignorant.
Some see the glass half full, others half empty. I think the glass is just too big.
ETisME
Profile Blog Joined April 2011
12728 Posts
September 20 2011 16:42 GMT
#444
On September 21 2011 01:37 goiflin wrote:
Show nested quote +
On September 21 2011 01:31 polysciguy wrote:
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.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

I feel the 5 seconds is to allow the other opponent to respond better in close positions that Bliz just won't remove.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
polysciguy
Profile Joined August 2010
United States488 Posts
September 20 2011 16:42 GMT
#445
On September 21 2011 01:37 goiflin wrote:
Show nested quote +
On September 21 2011 01:31 polysciguy wrote:
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.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

zerg might be able to start hatch firsting again vs terran with that change.....i don't play zerg so i don't really know
glory is fleeting, but obscurity is forever---napoleon
willll
Profile Blog Joined August 2011
United States73 Posts
September 20 2011 16:46 GMT
#446
+ Show Spoiler +
On September 21 2011 01:31 polysciguy wrote:
Show nested quote +

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.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

It's not really supposed to stop bad players from losing to bunker rushes, it's supposed to stop good players from losing to bunker rushes. Bad players will always lose to rushes, it is quite standard =)
"A true man's pride should be his zealots." -Reach
RavenLoud
Profile Joined March 2011
Canada1100 Posts
September 20 2011 17:12 GMT
#447
How many of the GSL's games are post-patch? I bet any protoss that played before 1.4 and lost will be raging
Lomak
Profile Joined June 2010
United States311 Posts
September 20 2011 17:14 GMT
#448
Did they patch the KR servers? Or is that part of SEA?
Some see the glass half full, others half empty. I think the glass is just too big.
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
September 20 2011 17:17 GMT
#449
On September 21 2011 01:42 polysciguy wrote:
Show nested quote +
On September 21 2011 01:37 goiflin wrote:
On September 21 2011 01:31 polysciguy wrote:
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.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

zerg might be able to start hatch firsting again vs terran with that change.....i don't play zerg so i don't really know


I don't know what your talking about. Zerg do 15 hatch all the time regardless. I would say its standard zvt
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-09-20 17:33:48
September 20 2011 17:33 GMT
#450
On September 21 2011 02:14 Lomak wrote:
Did they patch the KR servers? Or is that part of SEA?

They patched NA and SEA.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=138846
polysciguy
Profile Joined August 2010
United States488 Posts
September 20 2011 18:06 GMT
#451
On September 21 2011 02:17 SoKHo wrote:
Show nested quote +
On September 21 2011 01:42 polysciguy wrote:
On September 21 2011 01:37 goiflin wrote:
On September 21 2011 01:31 polysciguy wrote:
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.


The hellion nerf is pretty big when it comes to engagements versus things that aren't probes, you know. Like zealots and sentries (moreso zealots). It's not exactly the most minor of changes, but it's not major either, since they're so easy to procure and benefit quite well from weapon ups.

And the reason you'd grab the colossus is because they remove your forces quicker than immortals do. Any amount of time that the colossus is sitting there, hitting the protosses own units is time spent not hitting your stuff : O

In all honesty though, the most confusing part of the patch (personally) was the 5 seconds to barracks build time... its not going to stop bad players from losing to bunker rushes, and its just going to make the early Terran build order feel strange... Oh well. Its only five seconds I guess.

zerg might be able to start hatch firsting again vs terran with that change.....i don't play zerg so i don't really know


I don't know what your talking about. Zerg do 15 hatch all the time regardless. I would say its standard zvt


it was, i was under the impression though that several zergs had started going pool first because 11/11 was so hard to hold off with a hatch first build.
glory is fleeting, but obscurity is forever---napoleon
Jumbled
Profile Joined September 2010
1543 Posts
September 20 2011 18:09 GMT
#452
On September 21 2011 02:14 Lomak wrote:
Did they patch the KR servers? Or is that part of SEA?

Blizzard's normal patching order seems to be:
SEA->NA->EU->KR

So the patch is still a day or two away from hitting the KR server.
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2011-09-20 18:48:53
September 20 2011 18:39 GMT
#453
On September 20 2011 16:27 Liquid`Jinro wrote:
Show nested quote +
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.......

Oh Jinro.. I know you like mech play but have you put yourself in the viewer's shoes? It's not fun watching two guys drawing lines on the map with tanks and mining, mining, mining minerals while upgrading for 50 mins, only to clash to a 10 second battle ending.

I for one only watched the 2 games (puzzle games) from today's code S VODs after skimping through the LR thread. It seems like exactly what I expected have happened in TvTs and I am not sure if I will spend time to watch those games.

And good luck to Artosis who despises marauders. Hope he enjoys casting 50 min of turtling every game. He should be happy since his dream TvT is finally here.
ensign_lee
Profile Joined June 2010
United States1178 Posts
September 20 2011 18:54 GMT
#454
On September 20 2011 08:43 Gheed wrote:
Show nested quote +
Game Options
Added three privacy settings to the Options menu under the Battle.net section.
Only allow friends to send me invites.
Only allow friends to send me chat messages.
Set status to Busy when playing a game.



I don't understand how you are supposed to make more/new friends if everyone is only allowed to chat to their already existing friends? Am I missing something?
drybones
Profile Joined August 2011
United States69 Posts
September 20 2011 18:56 GMT
#455
probably has been said but make sure to FF the bottom of ramps against a 4 gate. any other spot and they can still see up
if ur not improving ur falling behind
Perfect
Profile Joined August 2010
United States322 Posts
September 20 2011 19:11 GMT
#456
ZOMG I want to try this patch out.

Please post how the TvT's are going.
zunova
Profile Joined April 2010
United States83 Posts
September 20 2011 19:14 GMT
#457
Anyone else stuck at 69%?
iblink
Profile Joined September 2011
Netherlands36 Posts
September 20 2011 19:29 GMT
#458
hmmm so EU is going to get patched tomorrow?
just do it
Cosmos
Profile Joined March 2010
Belgium1077 Posts
September 20 2011 19:33 GMT
#459
I stopped the game yesterday, I'm happy I don't have to face the 65 rax buildtime ^_^
http://www.twitch.tv/becosmos
ChrisEU
Profile Joined February 2011
United Kingdom28 Posts
September 20 2011 19:38 GMT
#460
On September 21 2011 03:54 ensign_lee wrote:
Show nested quote +
On September 20 2011 08:43 Gheed wrote:
Game Options
Added three privacy settings to the Options menu under the Battle.net section.
Only allow friends to send me invites.
Only allow friends to send me chat messages.
Set status to Busy when playing a game.



I don't understand how you are supposed to make more/new friends if everyone is only allowed to chat to their already existing friends? Am I missing something?


It's a new option that you have to go into options to enable, it's mainly for streamers and popular players so they don't have to get spammed every time they are online.
ensign_lee
Profile Joined June 2010
United States1178 Posts
September 20 2011 20:05 GMT
#461
On September 20 2011 15:47 ZorBa.G wrote:
Show nested quote +
On September 20 2011 15:28 Roblin wrote:
On September 20 2011 14:12 g. wrote:
so wait, i think ive missed something but what happened to the whole thing about you cant NP massive units?


standard play, either ling/infestor or ling/bling/muta: will be more powerful vs terran than before.

so please do tell, what zerg cheeses are you complaining about?


yeah, now zerg just spams out units like a bitch to eventually A move whilst Terran needs to micro their ass off to even stand a chance. Anyone who says mutas takes micro imo is a cop out.

Thinking a race switch to Protoss sounds good.


Lol, I'm a toss player and I fail to see the difference between muta micro and marine micro. For one, you keep them together, snipe off buildings and units on the fringes. The other, stim, pull back, stim pull back. rinse repeat?
Zuxo
Profile Joined April 2010
Sweden395 Posts
September 20 2011 20:06 GMT
#462
Still waiting for the ghost patch Browder and stop rubbing your hands together!
I'm a mother******* lyrical wordsmith, mother******* genius
Treemonkeys
Profile Blog Joined August 2010
United States2082 Posts
September 20 2011 20:12 GMT
#463
Has NA come back online from maintenance yet? I would kind of expect the patch on a Tuesday.
http://shroomspiration.blogspot.com/
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
September 20 2011 20:14 GMT
#464
On September 21 2011 05:06 Zuxo wrote:
Still waiting for the ghost patch Browder and stop rubbing your hands together!


Do you realise that terrans can't hold infestor + hive without ghosts? Do you realise that ghosts are needed lategame in tvp to stand a SMALL chance?
nitram
Profile Blog Joined September 2004
Canada5412 Posts
September 20 2011 20:36 GMT
#465
My Sc2 doesn't work after the patch. Anyone else having problems, pm me.
These sites might be of more use than a StarCraft site, where the majority of posters look on WCIII as the dense misformed fetus produced during Blizzards latest miscarrige.
Zuxo
Profile Joined April 2010
Sweden395 Posts
September 20 2011 20:46 GMT
#466
On September 21 2011 05:14 Snowbear wrote:
Show nested quote +
On September 21 2011 05:06 Zuxo wrote:
Still waiting for the ghost patch Browder and stop rubbing your hands together!


Do you realise that terrans can't hold infestor + hive without ghosts? Do you realise that ghosts are needed lategame in tvp to stand a SMALL chance?


Browder?
I'm a mother******* lyrical wordsmith, mother******* genius
butter
Profile Blog Joined July 2009
United States785 Posts
September 20 2011 20:48 GMT
#467
Some things that were in the PTR patch notes are missing from the released 1.4.0 notes:
  • Transports can no longer unload units into a dense area if the original order was issued on a fogged location.
  • Fixed an issue where flying unit separation wasn’t consistent.
  • Issuing new orders to charging zealots will cause them to lose the charge buff.

I haven't tested, so I couldn't say what this means.
TL should have a minigame where you have to destroy some rocks before you can make a new post – DentalFloss
Al Bundy
Profile Joined April 2010
7257 Posts
September 20 2011 21:06 GMT
#468
Fixed an issue where Broodlords on the high ground were not revealed when attacking enemy units on the low ground.


So they fixed it... Interesting. Good patch overall, can't wait
o choro é livre
Heavenly
Profile Joined January 2011
2172 Posts
September 20 2011 21:08 GMT
#469
On September 21 2011 05:14 Snowbear wrote:
Show nested quote +
On September 21 2011 05:06 Zuxo wrote:
Still waiting for the ghost patch Browder and stop rubbing your hands together!


Do you realise that terrans can't hold infestor + hive without ghosts? Do you realise that ghosts are needed lategame in tvp to stand a SMALL chance?


I think I can guess what race you are.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
Dalavita
Profile Joined August 2010
Sweden1113 Posts
September 20 2011 22:04 GMT
#470
On September 21 2011 06:08 Heavenly wrote:
Show nested quote +
On September 21 2011 05:14 Snowbear wrote:
On September 21 2011 05:06 Zuxo wrote:
Still waiting for the ghost patch Browder and stop rubbing your hands together!


Do you realise that terrans can't hold infestor + hive without ghosts? Do you realise that ghosts are needed lategame in tvp to stand a SMALL chance?


I think I can guess what race you are.


I think I can guess what race you are.
Freeborn
Profile Joined July 2010
Germany421 Posts
September 20 2011 22:21 GMT
#471
On September 21 2011 05:14 Snowbear wrote:
Show nested quote +
On September 21 2011 05:06 Zuxo wrote:
Still waiting for the ghost patch Browder and stop rubbing your hands together!


Do you realise that terrans can't hold infestor + hive without ghosts? Do you realise that ghosts are needed lategame in tvp to stand a SMALL chance?


Do you realize that toss can't hold mmm without HT or Collossi?
Do you realize that you need HT if vikings are out or you have NO chance?
Do you realize that toss can't hold mmm + ghost without... wait..
Yoshi Kirishima
Profile Blog Joined July 2009
United States10372 Posts
Last Edited: 2011-09-20 22:29:30
September 20 2011 22:27 GMT
#472
On September 20 2011 11:41 Recoil wrote:
I can't believe everyone is forgetting the biggest news

THE NEW PRIVACY FEATURES

MLG ORLANDO REPLAYS YES PLZ

STEALING PRO BUILDS IS DA BEST



OMG really? this is much sooner than blizzard usually does things! Perhaps they did not say "soon" tm? xD


On September 21 2011 07:21 Freeborn wrote:
Show nested quote +
On September 21 2011 05:14 Snowbear wrote:
On September 21 2011 05:06 Zuxo wrote:
Still waiting for the ghost patch Browder and stop rubbing your hands together!


Do you realise that terrans can't hold infestor + hive without ghosts? Do you realise that ghosts are needed lategame in tvp to stand a SMALL chance?


Do you realize that toss can't hold mmm without HT or Collossi?
Do you realize that you need HT if vikings are out or you have NO chance?
Do you realize that toss can't hold mmm + ghost without... wait..


Lemme finish that for you.

Colossi.
Hell, even get air units.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
Last Edited: 2011-09-20 22:35:47
September 20 2011 22:35 GMT
#473
On September 21 2011 07:27 Yoshi Kirishima wrote:
Lemme finish that for you.

Colossi.
Hell, even get air units.

I'm sorry but I refuse to play Colossus Phoenix. I refuse. I fucking hate that piece of shit, one dimensional, no skill type of matchup.
lalala
mashix
Profile Joined December 2010
Singapore21 Posts
September 20 2011 23:27 GMT
#474
Anyone has problem with the sound? Me and my teammates, all has problems with the sound after upgrade to 1.4.0. It adjust the volume in the very weird way and very annoying. Might be a bug or something.
pureability
Profile Blog Joined November 2010
United States137 Posts
September 20 2011 23:58 GMT
#475
On September 21 2011 08:27 mashix wrote:
Anyone has problem with the sound? Me and my teammates, all has problems with the sound after upgrade to 1.4.0. It adjust the volume in the very weird way and very annoying. Might be a bug or something.


Yes I have the same thing. When mutas come in my base to rape my mineral line I cant hear them anymore if im looking at my barracks. Very annoying t.t
Belisarius
Profile Joined November 2010
Australia6233 Posts
Last Edited: 2011-09-21 01:11:29
September 21 2011 01:10 GMT
#476
On September 21 2011 07:35 youngminii wrote:
Show nested quote +
On September 21 2011 07:27 Yoshi Kirishima wrote:
Lemme finish that for you.

Colossi.
Hell, even get air units.

I'm sorry but I refuse to play Colossus Phoenix. I refuse. I fucking hate that piece of shit, one dimensional, no skill type of matchup.


Surely that's a counterproductive way to think. We should use what works. Plus, I wouldn't say phoenix are a "no skill" unit even if their primary purpose in that composition is to amove into vikings.

Actually, is there a reason nobody uses colo-phoenix anymore? Phoenix still get dominated by ghosts - what doesn't? - but they'd stand up to mmmgv better than gateway-ht-colo these days, surely.
mashix
Profile Joined December 2010
Singapore21 Posts
September 21 2011 01:23 GMT
#477
On September 21 2011 10:10 Belisarius wrote:
Show nested quote +
On September 21 2011 07:35 youngminii wrote:
On September 21 2011 07:27 Yoshi Kirishima wrote:
Lemme finish that for you.

Colossi.
Hell, even get air units.

I'm sorry but I refuse to play Colossus Phoenix. I refuse. I fucking hate that piece of shit, one dimensional, no skill type of matchup.


Surely that's a counterproductive way to think. We should use what works. Plus, I wouldn't say phoenix are a "no skill" unit even if their primary purpose in that composition is to amove into vikings.

Actually, is there a reason nobody uses colo-phoenix anymore? Phoenix still get dominated by ghosts - what doesn't? - but they'd stand up to mmmgv better than gateway-ht-colo these days, surely.

Because 1 or 2 Thor will make your phoenixes disappear in few seconds while the Terran just need to control his vikings focus fire on colossi.
Freeborn
Profile Joined July 2010
Germany421 Posts
September 21 2011 01:54 GMT
#478
On September 21 2011 07:27 Yoshi Kirishima wrote:
Show nested quote +
On September 20 2011 11:41 Recoil wrote:
I can't believe everyone is forgetting the biggest news

THE NEW PRIVACY FEATURES

MLG ORLANDO REPLAYS YES PLZ

STEALING PRO BUILDS IS DA BEST



OMG really? this is much sooner than blizzard usually does things! Perhaps they did not say "soon" tm? xD


Show nested quote +
On September 21 2011 07:21 Freeborn wrote:
On September 21 2011 05:14 Snowbear wrote:
On September 21 2011 05:06 Zuxo wrote:
Still waiting for the ghost patch Browder and stop rubbing your hands together!


Do you realise that terrans can't hold infestor + hive without ghosts? Do you realise that ghosts are needed lategame in tvp to stand a SMALL chance?


Do you realize that toss can't hold mmm without HT or Collossi?
Do you realize that you need HT if vikings are out or you have NO chance?
Do you realize that toss can't hold mmm + ghost without... wait..


Lemme finish that for you.

Colossi.
Hell, even get air units.


Funny thing is, mmm with ghost can blanket the toss army and still win vs low numbers of collossus.
with large colo counts u need vikings, which u can have in seconds since u already have reactor starport for medivacs. And Voila! we're back to terran domination.

Oh and air vs mmm... ur joking right? vs stimmed marines? vs EMP? hello?
Belisarius
Profile Joined November 2010
Australia6233 Posts
September 21 2011 01:58 GMT
#479
On September 21 2011 10:23 mashix wrote:
Show nested quote +
On September 21 2011 10:10 Belisarius wrote:
On September 21 2011 07:35 youngminii wrote:
On September 21 2011 07:27 Yoshi Kirishima wrote:
Lemme finish that for you.

Colossi.
Hell, even get air units.

I'm sorry but I refuse to play Colossus Phoenix. I refuse. I fucking hate that piece of shit, one dimensional, no skill type of matchup.


Surely that's a counterproductive way to think. We should use what works. Plus, I wouldn't say phoenix are a "no skill" unit even if their primary purpose in that composition is to amove into vikings.

Actually, is there a reason nobody uses colo-phoenix anymore? Phoenix still get dominated by ghosts - what doesn't? - but they'd stand up to mmmgv better than gateway-ht-colo these days, surely.

Because 1 or 2 Thor will make your phoenixes disappear in few seconds while the Terran just need to control his vikings focus fire on colossi.


Ah, thors. I remember now. How I've loved not having you in my life so much the last few months.
LittleAtari
Profile Joined August 2010
Jordan1090 Posts
September 21 2011 02:21 GMT
#480
i absolutely HATE what they did to the sound. All it does is turn down the sound in the middle of a battle. It's super distracting. It feels like the sound is just bugging out instead of making sure that certain sounds arent cut off. I feel like it just completely goes out at times
figq
Profile Blog Joined May 2010
12519 Posts
September 21 2011 07:56 GMT
#481
I dislike that larva cocoons now pop units with annoying amount of green acid around the event. It can be misleading, because it looks like something died, or a baneling exploded. Hope Blizz reverts it.
If you stand next to my head, you can hear the ocean. - Day[9]
skunk_works
Profile Joined April 2011
United States109 Posts
September 21 2011 08:02 GMT
#482
my sound is all jacked up anddespite running at average of 75-100 fps the game feels like its chugging along at 15fps, and it doesnt matter the lag is from start of game all the way until the end. didnt have either of these problems until i dl new patch
AxionSteel
Profile Joined January 2011
United States7754 Posts
September 21 2011 12:28 GMT
#483
On September 21 2011 11:21 LittleAtari wrote:
i absolutely HATE what they did to the sound. All it does is turn down the sound in the middle of a battle. It's super distracting. It feels like the sound is just bugging out instead of making sure that certain sounds arent cut off. I feel like it just completely goes out at times


Oh is that seriously true? I was freaking out yesterday thinking my sound was bugged lol.

firehand101
Profile Blog Joined March 2011
Australia3152 Posts
September 21 2011 12:33 GMT
#484
On September 21 2011 21:28 AxionSteel wrote:
Show nested quote +
On September 21 2011 11:21 LittleAtari wrote:
i absolutely HATE what they did to the sound. All it does is turn down the sound in the middle of a battle. It's super distracting. It feels like the sound is just bugging out instead of making sure that certain sounds arent cut off. I feel like it just completely goes out at times


Oh is that seriously true? I was freaking out yesterday thinking my sound was bugged lol.


omg me too, and it absolutely is annoying! at least make it an option, that would be so much easier. I think i will just play with no sound on and i tunes up, a lot easier
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
doomed
Profile Joined May 2010
Australia420 Posts
September 21 2011 13:11 GMT
#485
I think it is an option, under sound you can control how much it fades, if you put that to 0% (or maybe its 100%) then it should not do it?
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2011-09-22 12:55:34
September 22 2011 12:55 GMT
#486
Today my starport landed very weird on my reactor:

Has anyone seen this?

Screenshot:
http://imageshack.us/photo/my-images/101/lollmy.jpg
Bagi
Profile Joined August 2010
Germany6799 Posts
September 22 2011 13:04 GMT
#487
On September 22 2011 21:55 Snowbear wrote:
Today my starport landed very weird on my reactor:

Has anyone seen this?

Screenshot:
http://imageshack.us/photo/my-images/101/lollmy.jpg

I have had that happen to factories and barracks before, just a funny little bug thats all.
orionboss
Profile Joined March 2011
United States45 Posts
September 23 2011 00:30 GMT
#488
another important thing to note is you can't warp in on ramps with this patch
spawn more overlords
Normal
Please log in or register to reply.
Live Events Refresh
GSL
08:00
2026 Season 2: Playoffs
herO vs CureLIVE!
CranKy Ducklings SOOP134
Rex39
GSL EN (SOOP)0
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
trigger 105
Livibee 76
Railgan 57
Rex 39
StarCraft: Brood War
Britney 27436
Calm 8373
EffOrt 436
Shuttle 318
Jaedong 318
BeSt 318
actioN 312
Mini 258
Hyuk 235
Last 184
[ Show more ]
Light 151
Hyun 110
Pusan 92
PianO 91
Sharp 87
Free 81
ToSsGirL 65
Sea.KH 60
ggaemo 58
ZerO 54
Noble 41
[sc1f]eonzerg 38
Aegong 37
sorry 34
JYJ 29
Hm[arnc] 28
hero 27
GoRush 22
Barracks 21
JulyZerg 9
Shine 1
Dota 2
Gorgc6205
XcaliburYe205
Counter-Strike
byalli782
x6flipin524
Heroes of the Storm
Khaldor194
Other Games
B2W.Neo771
singsing496
DeMusliM327
RotterdaM159
KnowMe143
Mew2King56
ZerO(Twitch)11
MindelVK9
Organizations
Other Games
gamesdonequick727
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH255
• iHatsuTV 10
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis2349
• Jankos2156
Upcoming Events
Patches Events
1h 5m
uThermal 2v2 Circuit
3h 5m
BSL
7h 5m
Bonyth vs Dewalt
OSC
12h 5m
Monday Night Weeklies
1d 4h
Replay Cast
1d 12h
Sparkling Tuna Cup
1d 22h
Replay Cast
2 days
Kung Fu Cup
2 days
Maestros of the Game
3 days
Classic vs Lambo
Clem vs Maru
[ Show More ]
Replay Cast
3 days
The PondCast
3 days
Maestros of the Game
4 days
Serral vs Rogue
herO vs SHIN
Replay Cast
4 days
Maestros of the Game
5 days
Replay Cast
5 days
CranKy Ducklings
5 days
uThermal 2v2 Circuit
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

KK 2v2 League Season 1
RSL Revival: Season 5
Heroes Pulsing #1

Ongoing

BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
SCTL 2026 Spring
WardiTV Spring 2026
Maestros of the Game 2
uThermal 2v2 2026 Main Event
2026 GSL S2
Murky Cup 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Heroes Pulsing #3
Heroes Pulsing #2
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.