either way nice patch looking forward to it
Patch 1.4.3 - Preview Blog - Page 129
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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. | ||
penguinking
United States23 Posts
either way nice patch looking forward to it | ||
SevenShots
Germany84 Posts
On February 11 2012 19:07 TigerKarl wrote: 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. how are you supposed to use a 6 range hsm vs 9range fungal and curroptors, if the zerg actually looks there? hsm is not usable and way too expensive. ive experimented with it a lot and in any case i always found other solutions to be better and way more cost efficient. | ||
Arco
United States2090 Posts
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. No tranfuse on Broodlords would be dumb and make no sense. Also people need to experiment with Seeker Missle more, even though it might need a range buff. | ||
Wildmoon
Thailand4189 Posts
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. Snipe is supposed to counter BL. If you don't believe me go to SC2 official site>game guide>zerg>BL> look at countermeasures and you will see this "The biggest strength of Brood Lords is their ability to create massive numbers of Broodlings. Take Brood Lords out instantly using ghosts and their snipe ability to prevent this" surprised right? | ||
Geo.Rion
7377 Posts
On February 11 2012 19:09 SevenShots wrote: how are you supposed to use a 6 range hsm vs 9range fungal and curroptors, if the zerg actually looks there? hsm is not usable and way too expensive. ive experimented with it a lot and in any case i always found other solutions to be better and way more cost efficient. i think you need to re-check the unit ranges also that u tried and failed, means nothing, you could ve been just doing it wrong | ||
MortOrGuilt
United Kingdom23 Posts
Or maybe MMMV is the late game future.... just like in TvP... yay for the same tactic in every game! | ||
Trizz
Netherlands1318 Posts
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S_SienZ
1878 Posts
MULE nerf - Good. Phoenix range upgrade - Interesting. Snipe nerf - Batshit crazy. | ||
SevenShots
Germany84 Posts
On February 11 2012 19:12 Geo.Rion wrote: i think you need to re-check the unit ranges also that u tried and failed, means nothing, you could ve been just doing it wrong so where was i wrong? http://wiki.teamliquid.net/starcraft2/Seeker_Missile http://wiki.teamliquid.net/starcraft2/Fungal_Growth | ||
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Elyvilon
United States13143 Posts
On February 11 2012 19:10 Tump wrote: No tranfuse on Broodlords would be dumb and make no sense. Also people need to experiment with Seeker Missle more, even though it might need a range buff. Indeed, the answer to all of terran's lategame problems is a range 6, dodgeable spell that requires a special upgrade, comes out of a 100/200 unit, costs 125 energy each, and 3(!)-shots broodlords. If it 2-shot broodlords it might be useful; as is, if ghosts are actually bad against broodlords now, trying to juggle between marauders and vikings seems like a better, if still probably bad, option. | ||
multiversed
United States233 Posts
i feel a new problem is arising due to this one man leading this futile path toward "balance." that problem is the fact that they are now making things easier for people who couldn't do them properly because they were bad rather than addressing actual imbalances. many of the things being addressed in patches have already been solved with meta-game due to neglect. players have already found ways to play around these problems. i don't claim to be an expert but the only problem i could see for a skilled protoss is a late game tech switch, which should end the game if it does... everything else is so telegrapghed it's not even funny. the example i see over and over is trying to force 1 stargate vs muta. you are losing because you are playing incorrectly by teching wrong/running blind build orders. it's not because there is anything wrong with the matchup(at least not there, lawl.) learn how to read what you scout and/or have experienced on the map previously. i also love how generic terrans are still generically complaining about being generically "nerfed" after like 7 generic patches. genaric. your race is boring. i don't like you. rawr. the fact that terran still has to be patched and it's within reason is more telling than the fact that another unused advantage finally falls in line with the other races. uh oh. time to login and complain about stuff that doesn't effect my playstyle...qq. p.s. this is the internet and you are free to express your opinions but that doesn't mean they hold any value to anyone. this is something that many people have forgotten due to facebook. you are a nobody even if you deeply feel otherwise. | ||
Montana[TK]
1624 Posts
This way, pro players who want to show off how fast their hands move can do so, while at the same time players who really just want to know how accurate and efficient their actions are can look at CPM. someone's bitter at Blizz | ||
Tomasy
Poland80 Posts
late game tvz is going to be kinda hard becouse of idea that zerg cant compete on ground against mass siege tanks in late game. So they wisely switch to broodlords and corruptors but the fact that pure air + infestators demolish opponents air and also ground vs broodlords with snipe nerf is really not cost efficient. To win vikings vs corruptors you need to do some kiting and if they got healthy amount of infestors you need to spread them aswell. Even then with late game scenario you will be outproduced as you cant go pure vikings with 3 reactored starports becouse they might switch to ultra zergling. I think snipe was too good vs ultras play but this nerf reduce ways to deal with broodlord corr infestor play way too much. | ||
Nihilnovi
Sweden696 Posts
On February 11 2012 19:13 Trizz wrote: Phoenix already _RAPE_ mutas, this is going to be broken. You should try watching some more tournaments and player games, using low ladder leagues as basis for forum posts is unhealthy. Mutas are a HUGE problem in ZvP right now, but I don't think fleet beacon upgrade is the way to handle it. | ||
S_SienZ
1878 Posts
On February 11 2012 19:18 Nihilnovi wrote: You should try watching some more tournaments and player games, using low ladder leagues as basis for forum posts is unhealthy. Mutas are a HUGE problem in ZvP right now, but I don't think fleet beacon upgrade is the way to handle it. You should watch Genius v NesTea's last 2 games. | ||
R!!
Brazil938 Posts
On February 11 2012 19:07 TigerKarl wrote: 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. 125 energy, 6 range, fungal outranges, but good luck with the terran carrier. | ||
Lithian
Finland38 Posts
On February 11 2012 19:13 Trizz wrote: Phoenix already _RAPE_ mutas, this is going to be broken. As it current stands, phoenix needs to be controlled almost perfectly in order to battle large flock of mutas. In small numbers phoenix do kill mutas easily, but after muta count becomes high enough, phoenixes just evaporate if mutas get only 1 shot off, which is very likely to happen | ||
Probasaur
United States461 Posts
I agree with the sentiment that unless you open phoenix every game or get perfect scouting timing of spires going up the second it goes up... it still prolly won't be enough time to throw down a stargate and begin production. Soo fleet beacon is still going to cost ridiculous amounts? And then on top of it the cost of an upgrade all while producing phoenix AND sentry zealot to stay alive from lings... Thats like saying; If you don't somehow get 3 bases fully saturated before the zerg gets out mutas then its game. Can't make all that many stalkers while teching + upgrading phoenix to hold you over either on 2 base just the sheer amount of gas. Simple fix. Make stalker 25 gas like marauder. Marauders are stronger and cost less gas. Seems like an appropriate amount tho but 50 does not when trying to do anything else besides make stalkers. Sooo probes and zealots and sentrys and stalkers and stargate and phoenix and fleet beacon and upgrades?? Yeah that will be tough to juggle. I really want it to work cause I love using phoenix as is... but damn It sounds great in theory but I have a feeling in practice zerg will just laugh and switch to roach drop then walk over toss. | ||
PaterPatriae
Germany428 Posts
On February 11 2012 19:13 Trizz wrote: Phoenix already _RAPE_ mutas, this is going to be broken. lol did you see dimaga games lately. Toss builds double stargate and pumps out phoenix. EzPz dimaga builds more mutas and win. There need to be some changes period | ||
ThE)ShoWTimE
Italy213 Posts
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