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Patch 1.4.3 - Preview Blog - Page 128

Forum Index > SC2 General
4449 CommentsPost a Reply
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Please DISCUSS the changes and the impact they will have on gameplay.

Straight up whining and bitching will get you a ban, no exceptions.
Lunareste
Profile Joined July 2011
United States3596 Posts
February 11 2012 09:40 GMT
#2541
I think with the amount of snipes that Ghosts will need to kill Brood Lords, Queens should be unable to transfuse them.

How are Terrans supposed to stop Broodlord/Infestor/Queen/Crackling pushes? I don't see how they will with Vikings being so terrible against Corrupters.
KT FlaSh FOREVER
R!!
Profile Joined November 2011
Brazil938 Posts
Last Edited: 2012-02-11 09:44:00
February 11 2012 09:40 GMT
#2542
On February 11 2012 18:23 Kyuki wrote:
How can terrans really bitch about the snipe change? It's fucking hilarious... Ghosts are SO freaking powerful and beeing able to counter every single thing thrown at you from zerg with _1_ unit is disturbing. I for one think this was really needed and it's justified.

Let's just look at the ghost for a while. It has the most HP out of all of the offensive casters in the game, not counting Battlecruisers and mamaship. It has NO freaking armor type besides psyonic which makes them very hard to kill (unless you have ghosts yourself).
Ghosts have more DPS than STIMMED marines vs light units... (Suck on that one. Infestors and templar doesnt even have an attack).
Ghosts can become invisibile.
Both of the offensive abilities have longer range than the two other offensive casters for the other two races (infestor and templar).

Now with this change to snipe, the ghosts is still pretty fucking good and can, and should be used regardless if they can just annihilate an entire T3 army within seconds.
I don't get it, ghosts are arguably the most wellrounded unit in the game, and can do so many things very well that a change like this feels more than justified and should probably have been standard to begin with.
This snipe change should just create more dynamic in the TvZ matchup in general, which can't be bad.

Terran complaining about their lategame in general are also narrow minded. The only race that can replace most of their workers for armysupply can't be weak lategame...


In regards to the phoenix change, I really like it, it will also help the unit not just die when fighting with them straight up army vs army because they become a closer and higher prio target.

<3 APM change :D. Feels generally that blizzard has been listening to alot of things and take them into true consideration. I also really like that they put in new maps from the community into the mappool :D.

Good patch, I hope it goes through!


Good job at pointing out irrelevant things without a context, and good luck with your uh-oh mighty invisibility against the cheap as fuck overseers, that now can't be killed, but if you wanna random talk without a context, I'm pretty sure that every terran would trade ghosts for infestors ANY DAY, in fact, you should probably make a pool and see how much we love the "most wellrounded unit in the game", and why don't you give it a try at using them and see how you fucking fail because you don't have MVP's 400 apm, it's a sad thing that we terrans had to first achieve tendonitis to be able to even compete vs zerg air and now even that option has been taken from us, if MVP couldn't win(he didn't even come close to winning) with more than 30 +3 spread out vikings, I don't see how I can do any better
I like the part where sense is considered a common, settled thing.
VoO
Profile Blog Joined June 2011
Germany278 Posts
February 11 2012 09:42 GMT
#2543
New patch, new Terran nerf, who would have guessed? Well, at least it makes my switch to Zerg definitive. Such a shame for the remaining Terrans though. I guessed this was necessary with the myriads of imba foreign Terrans like like like, eh who again?
♥ 김택용 ♥Casual Dwarf Fortress Progamer
tztztz
Profile Joined March 2011
Germany314 Posts
February 11 2012 09:45 GMT
#2544
On February 11 2012 18:40 Lunareste wrote:
I think with the amount of snipes that Ghosts will need to kill Brood Lords, Queens should be unable to transfuse them.

How are Terrans supposed to stop Broodlord/Infestor/Queen/Crackling pushes? I don't see how they will with Vikings being so terrible against Corrupters.


lol vikings terrible against corrupters??
Masq
Profile Blog Joined March 2009
Canada1792 Posts
February 11 2012 09:46 GMT
#2545
On February 11 2012 18:15 FakeDeath wrote:
Show nested quote +
On February 11 2012 18:12 lynx.oblige wrote:
Words don't express how much I love the Snipe change.


I love the change and the nerf seems harsh but now snipe does 50 dmg to infestor meaning they can snipe them twice instead of 3 times.


While true, I think a lot of people are overlooking the roles of infestor/templar and the new role of ghost. The infestor and templar are both used for situational zoning as well as an aoe damage increase for medium/large battles. Ghosts are now a supposed counter to those casters, but offer no aoe damage vs terran/zerg.

Unit - Cost(Mineral/Gas/Supply) - Production Time
Ghost - 200/100(2) - 40s
Infestor - 100/150(2) - 50s
High Templar - 50/150(2) - 32

Total Costs
Ghost - 300 resources
Infestor - 250 Resources
High Templar - 200 resources

Caster / Mana / Damage Ratio

Ghost
- Snipe 25 Energy (25dmg+25psionic) = 1mana per damage (2 vs psionic units)
- EMP 75 Energy (1.5radius) 100 shield/energy damage
- Cloak

Infestor
- Fungal 75 Energy 1.5radius (30(+10 armored)/4) = 7.5 dps(10 vs armored) + Immobilize
- Infested Terrans
- Neural Parasite

High Templar
- Storm 75 Energy (1.5 radius) 80 damage/4s = 20dps
- Feedback

Anyway, before I waste too much time on silly things such as dps/dpm (which you can't calculate anyway, due to it being situationally dependent) and not to mention APM requirements (5 storm/fungals vs 45 snipes). I just hope they adjust ghosts cost in response to making them much more niche units now.
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
February 11 2012 09:47 GMT
#2546
On February 11 2012 18:45 tztztz wrote:
Show nested quote +
On February 11 2012 18:40 Lunareste wrote:
I think with the amount of snipes that Ghosts will need to kill Brood Lords, Queens should be unable to transfuse them.

How are Terrans supposed to stop Broodlord/Infestor/Queen/Crackling pushes? I don't see how they will with Vikings being so terrible against Corrupters.


lol vikings terrible against corrupters??


Vikings are bad against mass coruptor/infestor. 1 fungal and you lose.
tztztz
Profile Joined March 2011
Germany314 Posts
February 11 2012 09:48 GMT
#2547
On February 11 2012 18:47 Wildmoon wrote:
Show nested quote +
On February 11 2012 18:45 tztztz wrote:
On February 11 2012 18:40 Lunareste wrote:
I think with the amount of snipes that Ghosts will need to kill Brood Lords, Queens should be unable to transfuse them.

How are Terrans supposed to stop Broodlord/Infestor/Queen/Crackling pushes? I don't see how they will with Vikings being so terrible against Corrupters.


lol vikings terrible against corrupters??


Vikings are bad against mass coruptor/infestor. 1 fungal and you lose.


if you add infestor, yeah, but corruptors alone get owned by vikings...
Gheizen64
Profile Joined June 2010
Italy2077 Posts
February 11 2012 09:50 GMT
#2548
I don't understand why people try to do math and compare units and say "this is imba because x and y".
There are stats, Terran is the weakest race lategame period. A lategame nerf is retarded, since it will only make the game even more tilted on all-ins and early timing play. How anyone can be happy of something like this i don't know, it will kill the game from a spectating PoV.
Seen as G.ZZZ [COPPER SCUM] on Steam
Elyvilon
Profile Joined August 2008
United States13143 Posts
February 11 2012 09:50 GMT
#2549
On February 11 2012 18:48 tztztz wrote:
Show nested quote +
On February 11 2012 18:47 Wildmoon wrote:
On February 11 2012 18:45 tztztz wrote:
On February 11 2012 18:40 Lunareste wrote:
I think with the amount of snipes that Ghosts will need to kill Brood Lords, Queens should be unable to transfuse them.

How are Terrans supposed to stop Broodlord/Infestor/Queen/Crackling pushes? I don't see how they will with Vikings being so terrible against Corrupters.


lol vikings terrible against corrupters??


Vikings are bad against mass coruptor/infestor. 1 fungal and you lose.


if you add infestor, yeah, but corruptors alone get owned by vikings...

actually, corruptors alone are pretty even against vikings because they have a bunch of armor.

Also, you have corruption if you actually use it.
Liquipedia
Aserrin
Profile Joined October 2011
Uruguay231 Posts
Last Edited: 2012-02-11 09:55:11
February 11 2012 09:50 GMT
#2550
Mule and phoenix seem good.

Snipe I'm not so sure... we'll see how terran pros handle infestor + bloodlord from now on.
Edit: Now I remember that you can transfuse those, too. God damn. Let's see what Mvp and MMA come up with.
DanTheDon
Profile Joined June 2011
Norway3 Posts
February 11 2012 09:51 GMT
#2551
Well first of all i just whant to say thx for posting.. in recation to the changes i think the mule change is greater so that high yields dont have to be removed. Phoenix changes looks good my guess is that we are now going to see mutch more phoenixes both in pvz and maby even in pvt aswell (zealot phoenix colossus) just to make going vikings against colossus mutch harder but we have to see what the change brings. But im not so sure about the snipe change as ppl allrdy has ponited out tec switches in pvz is going to be a problem and vinkings are easyely "counterd" by corrupter/infestor, and even if u have air dominans and they switch from brood to ultra u probably going to die if u dont have loads of mauraders. And if u allrdy is figthing broods its not like ur focusing on bulding maruders. But anyway we just have to see what happends as it said in the post these changes have been cearfully thought of so, and blizzard usualy knows what they are doing.
Banlings banlings banlings ooooo :) :P
ThePurist
Profile Blog Joined June 2010
Canada686 Posts
February 11 2012 09:54 GMT
#2552
Good to see they are working on PvZ but personally don't know if it will change the balance a lot/too much
The snipe change is kind of weird - it seems too forced for "casters-only" I guess in TvZ it should work out, but what about TvT and ghost rushes and nifty ghost usage?
Inex
Profile Joined October 2010
Bulgaria443 Posts
February 11 2012 09:54 GMT
#2553
The Phoenix change is a good one, especially if you are going for a stargate opening. I don't see it making much of a difference late game, when the toss is on three bases, since the zerg can easily remax in something other than mutas and render the phoenix completelly useless.

Ghost snipe was painful to watch as a 5 base tier 3 zerg was struggling to put any pressure on a 3/4 base terran, so I think that should be a good move.

Mules change goes without saying, everyone should benefit equally from gold bases.
Kharnage
Profile Joined September 2011
Australia920 Posts
February 11 2012 09:57 GMT
#2554
Considering Zerg hasn't had the better end of the win/loss ratio to terran in 18 months, the snipe nerf might just be worth a shot. I mean, seriously what you're complaining about is having to actually switch tech as Zerg does instead of using 1 tech option to beat both tier 3 tech choices.
My god, you're going to have to use vikings vs BL and Marauders vs Ultras. Boohoo to you.

Mules nerf on gold bases YAY!

Phoenix range upgrade off fleet beacon. Dunno if i'll ever bother getting it. If you don't have phoenix when the mutas pop you can't play catchup effectively anyway. If some phoenix are out then chrono some more, get +1 attack and you're pretty much ok vs mutas anyway...

Wish they did something, anything, with the carrier.
xollner
Profile Joined January 2011
Canada13 Posts
February 11 2012 09:59 GMT
#2555
I hope all you zergs on the ladder enjoy zvz and pvz because there's going to be another zerg in town.

honestly I don't understand how this snipe change is justified without buffing something else when terran still struggle with lategame tvz and the current implementation of ghosts/snipe...

mandatory cheese or allin every game. or just switch to zerg/protoss.... I really don't like this "balance".
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
February 11 2012 09:59 GMT
#2556
Okay, for all you Terrans complaining that it will now take way too many snipes to kill Brood Lords/Ultras, try to get this in your head: Snipe is not supposed to kill Brood Lords/Ultras. Okay? They're meant to snipe low-hp, high-priority casters, like High Templars and Infestors, not the beefiest units in the game.
Son of Gnome
Profile Blog Joined October 2010
United States777 Posts
February 11 2012 10:02 GMT
#2557
I think this makes the whole idea of an army of mass corrupters and bls really really hard to beat for terran because terran wont be able to produce vikings at a rate that the zerg can produce the two units mentioned above. There is also the upgrade disadvantage that will occur because terran wont be using air until the late game also if a few infestors are throw in its basically game.
Whatever happens, happens
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
February 11 2012 10:03 GMT
#2558
Is this patch going to be implemented on the day of the next season's launch?
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
R!!
Profile Joined November 2011
Brazil938 Posts
Last Edited: 2012-02-11 10:16:27
February 11 2012 10:07 GMT
#2559
On February 11 2012 18:59 HaXXspetten wrote:
Okay, for all you Terrans complaining that it will now take way too many snipes to kill Brood Lords/Ultras, try to get this in your head: Snipe is not supposed to kill Brood Lords/Ultras. Okay? They're meant to snipe low-hp, high-priority casters, like High Templars and Infestors, not the beefiest units in the game.

Nice context you have there, snipe is not supposed to kill brood/ultra, what else, genius?Nothing else to add?What about reading the thread, instead of simply throwing around ignorant statements?


On February 11 2012 19:02 Son of Gnome wrote:
I think this makes the whole idea of an army of mass corrupters and bls really really hard to beat for terran because terran wont be able to produce vikings at a rate that the zerg can produce the two units mentioned above. There is also the upgrade disadvantage that will occur because terran wont be using air until the late game also if a few infestors are throw in its basically game.

Precisely, since ghosts won't be used nearly as much, terrans will most definetely have way less tech labs than we normally have, since the only use for them will take place when we scout ultra tech, another big thing is that, since we lost the safety route that ghosts usually are, terrans will be a lot more subject to hidden tech switches(a strategy terran does not have in the late game arsenal, we are always the subject, zerg doesn't go batshit whenever they see we are massing marauders/vikings), which means that we will need to scan a lot more and with greater frequency.
I like the part where sense is considered a common, settled thing.
TigerKarl
Profile Joined November 2010
1757 Posts
February 11 2012 10:07 GMT
#2560
We've seen Morrow use HSM against Brood Lords this week. Can't understand terrans crying about this change, without exploring all of their possibilites.
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