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1.4.2 Patch notes PTR - Page 117

Forum Index > SC2 General
2455 CommentsPost a Reply
Prev 1 115 116 117 118 119 123 Next
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
November 03 2011 17:20 GMT
#2321
So when is the patch expected to be released? It's so awesome.
Daralii
Profile Joined March 2010
United States16991 Posts
November 03 2011 17:32 GMT
#2322
On November 04 2011 02:20 darkness wrote:
So when is the patch expected to be released? It's so awesome.

During Blizzcon, David Kim said they were shooting for early November.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
OptimusYale
Profile Blog Joined January 2011
Korea (South)1005 Posts
November 03 2011 17:43 GMT
#2323
On November 04 2011 02:17 Serashin wrote:
Something is missing in this patch , wich should have been added in previous patches already.

It is ..
[image loading]

Basicly this important upgrade for the Voidray got removed while the Void Ray had very different damage and charge multiplicators , aswell as added to that the spore crawler root time , the fact that they didnt built infestors against mass voids and generaly bad engagements etc it was consindered overpowered for the Void Ray .

However nowdays is the Void Ray extremly useless and i´d like my loved upgrade back.


ps : no argueing about bringing Amulet back it was straight up overpowered.



I think it was good they removed it. It wasn't for people in the higher echelons, but the lower tier players who just built mass void ray...there was like nothing you could do against it back then. No Micro in the world could save the Zerg....It was straight up OP
covetousrat
Profile Joined October 2010
2109 Posts
November 03 2011 17:46 GMT
#2324
Cant wait the emp nerf!!!
AmericanUmlaut
Profile Blog Joined November 2010
Germany2578 Posts
November 03 2011 17:46 GMT
#2325
On November 04 2011 02:43 OptimusYale wrote:
Show nested quote +
On November 04 2011 02:17 Serashin wrote:
Something is missing in this patch , wich should have been added in previous patches already.

It is ..
[image loading]

Basicly this important upgrade for the Voidray got removed while the Void Ray had very different damage and charge multiplicators , aswell as added to that the spore crawler root time , the fact that they didnt built infestors against mass voids and generaly bad engagements etc it was consindered overpowered for the Void Ray .

However nowdays is the Void Ray extremly useless and i´d like my loved upgrade back.


ps : no argueing about bringing Amulet back it was straight up overpowered.



I think it was good they removed it. It wasn't for people in the higher echelons, but the lower tier players who just built mass void ray...there was like nothing you could do against it back then. No Micro in the world could save the Zerg....It was straight up OP

Sorry, "OP against bad players" is not a very good argument. The ability of the Nexus to constantly produce Probes and the ability of Warp Gates to constantly produce units is OP against bad players. There's no sense to balancing the game around the abilities of anyone but the highest level of players; the matchmaking system will adjust ranks for the rest of us until we have our 50% chance to win.
The frumious Bandersnatch
Daralii
Profile Joined March 2010
United States16991 Posts
November 03 2011 17:47 GMT
#2326
On November 04 2011 02:46 AmericanUmlaut wrote:
Show nested quote +
On November 04 2011 02:43 OptimusYale wrote:
On November 04 2011 02:17 Serashin wrote:
Something is missing in this patch , wich should have been added in previous patches already.

It is ..
[image loading]

Basicly this important upgrade for the Voidray got removed while the Void Ray had very different damage and charge multiplicators , aswell as added to that the spore crawler root time , the fact that they didnt built infestors against mass voids and generaly bad engagements etc it was consindered overpowered for the Void Ray .

However nowdays is the Void Ray extremly useless and i´d like my loved upgrade back.


ps : no argueing about bringing Amulet back it was straight up overpowered.



I think it was good they removed it. It wasn't for people in the higher echelons, but the lower tier players who just built mass void ray...there was like nothing you could do against it back then. No Micro in the world could save the Zerg....It was straight up OP

Sorry, "OP against bad players" is not a very good argument. The ability of the Nexus to constantly produce Probes and the ability of Warp Gates to constantly produce units is OP against bad players. There's no sense to balancing the game around the abilities of anyone but the highest level of players; the matchmaking system will adjust ranks for the rest of us until we have our 50% chance to win.

Doesn't hurt that zergs have figured out since then that infestors are kinda good.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
willyallthewei
Profile Blog Joined October 2010
United States265 Posts
November 03 2011 17:48 GMT
#2327
On November 04 2011 02:43 OptimusYale wrote:
Show nested quote +
On November 04 2011 02:17 Serashin wrote:
Something is missing in this patch , wich should have been added in previous patches already.

It is ..
[image loading]

Basicly this important upgrade for the Voidray got removed while the Void Ray had very different damage and charge multiplicators , aswell as added to that the spore crawler root time , the fact that they didnt built infestors against mass voids and generaly bad engagements etc it was consindered overpowered for the Void Ray .

However nowdays is the Void Ray extremly useless and i´d like my loved upgrade back.


ps : no argueing about bringing Amulet back it was straight up overpowered.



I think it was good they removed it. It wasn't for people in the higher echelons, but the lower tier players who just built mass void ray...there was like nothing you could do against it back then. No Micro in the world could save the Zerg....It was straight up OP


Sorry, but who cares about bronze league players that can't deal w/ mass void rays? 90% of the SC2 community below diamond cannot stop a properly executed 6 pool or cannon rush; should blizzard require a cybercore for cannons?

Speed upgraded void rays were awesome mainly because it made them somewhat viable as a late game harassment option that could leave the ball of death and pick at workers before running away from pretty much any enemy air unit except for the mutalisk.

The toss race could use any help of harassment they can get, I welcome it back.
"never give up, never surrender"
ooozer
Profile Joined August 2011
Germany231 Posts
November 03 2011 17:54 GMT
#2328
3 Gate speed-ray all in basiclly raped terran. that's why they removed it
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
November 03 2011 17:56 GMT
#2329
On November 04 2011 02:54 ooozer wrote:
3 Gate speed-ray all in basiclly raped terran. that's why they removed it


Are you for real? That upgrade required fucking expensive Fleet Beacon.
willyallthewei
Profile Blog Joined October 2010
United States265 Posts
November 03 2011 17:56 GMT
#2330
On November 04 2011 02:54 ooozer wrote:
3 Gate speed-ray all in basiclly raped terran. that's why they removed it


Back then there were also those crazy maps all of which I've forgotten the names of,where the distance by air was something like half the rush distance by ground, and there were a million destructible rocks everywhere.
"never give up, never surrender"
Serashin
Profile Joined November 2010
235 Posts
November 03 2011 18:02 GMT
#2331
On November 04 2011 02:54 ooozer wrote:
3 Gate speed-ray all in basiclly raped terran. that's why they removed it


do you know that this upgrade required 150 / 150 and a Fleet Bacon to produce it from ? do you know that Terrans played extremly back then ?

this is first time im reading that nosense , back then the balance patches were made diffferent and had in mind the 2v2 aspect however now slowely with the patches it seems it is aimed for high level play aswell aimed for 1v1.
There is allot needed to change , and the EMP change wont nearly be enough to give Protosses a fair chance of winning.
There are to many targets , and i smile everytime they try to defend and thinking they are smart.
willyallthewei
Profile Blog Joined October 2010
United States265 Posts
November 03 2011 18:06 GMT
#2332
I do remember seeing a VR build by Mana (i think?) vs. Morrow back when the speed upgrade was in the game, and he just kept the void count up the entire game because once he got the speed upgrade he could zip all over the place to kill workers, etc.

But it definitely did not get researched at the standard all in timing of around 6 minutes...
"never give up, never surrender"
ishkabibble
Profile Joined December 2010
Canada161 Posts
November 03 2011 18:49 GMT
#2333
On November 04 2011 03:06 willyallthewei wrote:
I do remember seeing a VR build by Mana (i think?) vs. Morrow back when the speed upgrade was in the game, and he just kept the void count up the entire game because once he got the speed upgrade he could zip all over the place to kill workers, etc.

But it definitely did not get researched at the standard all in timing of around 6 minutes...


Sounds like a mutalisk, what's the problem?
ragnorr
Profile Joined April 2011
Denmark6097 Posts
Last Edited: 2011-11-03 19:00:05
November 03 2011 18:59 GMT
#2334
On November 04 2011 02:47 Daralii wrote:
Show nested quote +
On November 04 2011 02:46 AmericanUmlaut wrote:
On November 04 2011 02:43 OptimusYale wrote:
On November 04 2011 02:17 Serashin wrote:
Something is missing in this patch , wich should have been added in previous patches already.

It is ..
[image loading]

Basicly this important upgrade for the Voidray got removed while the Void Ray had very different damage and charge multiplicators , aswell as added to that the spore crawler root time , the fact that they didnt built infestors against mass voids and generaly bad engagements etc it was consindered overpowered for the Void Ray .

However nowdays is the Void Ray extremly useless and i´d like my loved upgrade back.


ps : no argueing about bringing Amulet back it was straight up overpowered.



I think it was good they removed it. It wasn't for people in the higher echelons, but the lower tier players who just built mass void ray...there was like nothing you could do against it back then. No Micro in the world could save the Zerg....It was straight up OP

Sorry, "OP against bad players" is not a very good argument. The ability of the Nexus to constantly produce Probes and the ability of Warp Gates to constantly produce units is OP against bad players. There's no sense to balancing the game around the abilities of anyone but the highest level of players; the matchmaking system will adjust ranks for the rest of us until we have our 50% chance to win.

Doesn't hurt that zergs have figured out since then that infestors are kinda good.

There was a point during the game where zergs couldnt handle the normal stargate openings from protoss which is pretty easy to hold or when they were going roach hydra in alot of games and 1a into a protoss deathball. I just think blizzard removed it to fast instead of letting it play out
windsupernova
Profile Joined October 2010
Mexico5280 Posts
November 03 2011 19:01 GMT
#2335
On November 04 2011 02:54 ooozer wrote:
3 Gate speed-ray all in basiclly raped terran. that's why they removed it


No that is why they nerfed the VoidRay charged damage.

The speed I think was because of Zerg players. I do think it could come back. Zerg have learned to use infestors
"Its easy, just trust your CPU".-Boxer on being good at games
Daralii
Profile Joined March 2010
United States16991 Posts
November 03 2011 19:02 GMT
#2336
On November 04 2011 04:01 windsupernova wrote:
Show nested quote +
On November 04 2011 02:54 ooozer wrote:
3 Gate speed-ray all in basiclly raped terran. that's why they removed it


No that is why they nerfed the VoidRay charged damage.

The speed I think was because of Zerg players. I do think it could come back. Zerg have learned to use infestors

It was because of 2v2, actually.

That's what they said, anyway.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
wxwx
Profile Joined May 2010
527 Posts
November 03 2011 19:05 GMT
#2337
Yeah tbh void ray speed removal was a very weird decision. I understood nerfing the void ray damage because of the void+gate pre-charge push that raped terrans and even zerg sometimes. But REMOVING an end-game upgrade that takes an extra building to make? It never made sense to me.

If you think about how awful void rays are right now (they are never made late-game except to counter broodlords by surprise) it might be a pretty balanced upgrade IMO. You might be able to see pros spread their voids outside of fungal, etc.
Der0
Profile Joined November 2011
New Zealand4 Posts
November 03 2011 19:08 GMT
#2338
I really think these are good changes. If anything it will allow Protoss to do effective Fast 1 1 timing pushes that won't get shut down by 3 emps
If it's in the game, it's in the game.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-11-03 19:12:27
November 03 2011 19:11 GMT
#2339
nobody played voidray speed upgrade when it got removed, funny how people argue it was op when no one was using it, imho voidrays are one of the useless unit in the game. it design just doesn't make sense

it no coincidence that the standard response to stargate play of protoss is for zerg to build just mass drones, because there is only a very limited potential of damage beeing dealt if you get like 3 queens early on and good creep spread.
paintfive
Profile Joined September 2011
785 Posts
November 03 2011 19:20 GMT
#2340
yeah, voidrays really should get a buff. uncharged theyre horrible and take forever to get to lvl3 charge. I also noticed they START with 0 armor. WTF?? (same with phoenix) And air armor ups cost 150/150 instead of 100/100 for some reason :/ I don't understand. at all.
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