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Patch 1.4.3 - Preview Blog - Page 13

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.
Papulatus
Profile Joined July 2010
United States669 Posts
February 10 2012 17:40 GMT
#241
On February 11 2012 02:38 magnaflow wrote:
I feel that 1 more small change could make this perfect. Make fungal slow units, not trap them in place.


If anything, infestors should be buffed. infestors are pretty bad
4 Corners in a day.
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
February 10 2012 17:40 GMT
#242
On February 11 2012 02:37 Torte de Lini wrote:
Is the fleetbeacon idea good at all? It sounds like a great upgrade for Protoss, but isn't the fleet beacon a huge investment?
I don't know, someone tell me.


Well when you think about it, it's not a bigger investment than a templar archives, storm and templar, so i guess it's ok. The nice thing is that it's easier to achieve on 2 bases than storm tech with a good blink stalker count.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
WickedSkies
Profile Blog Joined August 2011
Netherlands81 Posts
February 10 2012 17:40 GMT
#243
I wonder if David Kim really watched GSL or IEM, otherwise force fields and immortal damage would have been nerfed. Anyway, nice changes. People did deserve this for a long time.
Drone chasing probe, Tasteless quietly watching (Artosis)
Linz
Profile Joined February 2011
Belgium151 Posts
February 10 2012 17:41 GMT
#244
On February 11 2012 02:34 dignitas.merz wrote:
^^ I wish people would realize Ghosts are not the problem. It's zerg insisting on making T3 units vs mass ghost, when ghost is an excellent counter to what? T3 units.

Tech switch more zergs, you are the only race of the three who can max out on an entirely different unit composition in the matter of seconds. 3-3 ling/bling vs massghost, m&m and a couple of tanks? It's not even close.


I kinda agree, but what should we switch to? It's not like you have 0 tanks in the lategame, and Ghosts do +dmg to Light units...
"The plural of anecdote is not data."
Mauldo
Profile Blog Joined January 2011
United States750 Posts
Last Edited: 2012-02-10 17:42:09
February 10 2012 17:41 GMT
#245
I like that they fix buff the Ultra by nerfing Ghost snipe against non-Psionics, while buffing the Ghost against psionics. Now Ghosts are how the were intended to be (at least, I seem to remember their description as being more anti-caster than anti-Zerg T3). It's like one big ball of nerf/buff that's pretty cool.

For the record Terrans that are complaining, Zerg T3 is supposed to be imposing. It's Zerg Tier 3. You let us get that far, and you're supposed to have to scramble. It's not my fault you didn't kill me before 20 minutes. I shouldn't be melted by Ghosts because of it.

I just overall really like the patch. An attempt at fixing TvZ's muta shenanigans, a weird buff/nerf for Terran/Zerg/Protoss with the snipe buff/nerf, and MULEs only extra mining from regular minerals? And when you combine the addition of community tournament maps to the map pool (both of which were included in the TL Map Contest, just sayin') people should really stop bitching about Blizzard not listening to us. They let some things fall through the cracks, but this Patch is testament to the fact that they know what we're saying. It's just that what we bitch about isn't necessarily reasonable/intelligent half the time.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
February 10 2012 17:41 GMT
#246
On February 11 2012 02:40 Papulatus wrote:
Show nested quote +
On February 11 2012 02:38 magnaflow wrote:
I feel that 1 more small change could make this perfect. Make fungal slow units, not trap them in place.


If anything, infestors should be buffed. infestors are pretty bad

Best caster in the game is pretty bad.
Hamster
Profile Joined July 2010
United Kingdom156 Posts
February 10 2012 17:41 GMT
#247
hmm i wonder if mass collisi fenix will be viable again vs terran. that would be fun :D
deadmau
Profile Joined September 2010
960 Posts
February 10 2012 17:41 GMT
#248
1. Phoenix upgrade doesn't make it absurdly easy counter to mutas, think about the cost and upgrade time. If double stargate chronoboosted phoenix couldn't handle mutas before this patch, I doubt protoss really have income for 2 stargates, chronoboosted phoenix, and fleetbeacon + upgrade to be effective against mutas. Don't over react people.

2. I believe ghost nerf is just too severe, I think they needed a nerf but this much damage may be pushing it, but I don't know this for sure.

3. Mules, anyone think this is bad change? lol
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
February 10 2012 17:41 GMT
#249
On February 11 2012 02:09 Barkziee wrote:
I approve of these changes. But I feel like the phoenix change wont make much difference.

ARE YOU KIDDING? 1pheonix with gosu micro > INFINITE Muta. Phoenix can shoot while moving, and are faster than mutalisks. with the patch, phoenix will have TWICE the range of mutalisks.
Team Liquid needs more Terrans.
Roe
Profile Blog Joined June 2010
Canada6002 Posts
February 10 2012 17:41 GMT
#250
On February 11 2012 02:34 Josh_rakoons wrote:
Show nested quote +
On February 11 2012 02:16 Roe wrote:
i dont get the phoenix change. phoenixes were always better against mutas if you had micro, and they could always outrange them anyways. now it'll just be a bit easier. with the ghost change zerg is gonna have such a huge advantage lategame...i'm not even sure what terran will be able to do.

silver league talking at it's best, have you actually ever tried microing phoenixes against a good muta user?

um..what? are you sure you read my post?
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
February 10 2012 17:41 GMT
#251
The Phoenix change is terrible. Basically making mutalisks + corruptors won't do anything because you will NEVER be able to hit the Phoenixes.
Since they made the range 6, which is equal to a corruptor, the corruptor is slow, so your mutalisks will have to move at the speed of the corruptors, for fear of getting ahead. If they get ahead, Phoenixes will get free hits on the mutalisks, and the corruptors will NEVER be able to hit the Phoenixes, because they can run away before the slow corruptors get in range.

Range of 6 is too much. The idea in principle is fine, but 6 range is too much because of the range of the corruptor. This makes Phoenix now hard counter mutalisks with the upgrade AND still counter muta + corruptor.
What are corruptors supposed to be useful for? Anti air.
Now they will only be viable against colossi, since they get destroyed by voidrays, and phoenixes can hit and flee targets before the corruptors get in range, unless you limite the mutalisks to the speed of the corruptors, which is impossible.

Increase phoenix range, fine. But don't make it equal to corruptors.
HOLY CHECK!
archangel967
Profile Joined November 2010
Canada111 Posts
February 10 2012 17:41 GMT
#252
On February 11 2012 02:39 PaterPatriae wrote:
Show nested quote +
On February 11 2012 02:33 JeffGoldblum wrote:
On February 11 2012 02:31 archangel967 wrote:
On February 11 2012 02:29 JeffGoldblum wrote:
Sometimes I seriously think David Kim was born with birth defects. "We think Infestor Queen Broodlord wasn't strong enough so DURR LETS NERF THE GHOST HEUEHEUEHE" "OH SHIT A COUPLE OF PROTOSSES IN PRO PLAY HAVE HAD ISSUES RECENTLY WITH MUTAS ON MAPS THAT MUTAS ARE A GOOD CHOICE BECAUSE THEY DIDN'T GO STARGATE oh also phoenixes weren't good enough with their auto micro. So now all tosses will go stargate and no zergs will go spire tech which will lead to tosses blind countering ultras and make the game fucking stupid YAAAY IMA SMART GAME DESIGNER!!"


lolumad?

Terrans have to change their play-style finally. What a shame.

This change will be good for all matchups and should yield some awesome games in the coming months as progamers adjust.


Change to what!? Vikings? Inferstor corruptor says hi!


what about the new (mass) raven late game O.O HSM is pretty sick. Oh wait terran never discovered the raven


Bam. My point exactly. It won't just be the same old "oh, z is going hive? buildghostsloliwin".

Can't wait for this to hit.
When you're ahead, get further ahead.
Phays
Profile Joined January 2012
Sweden162 Posts
Last Edited: 2012-02-10 17:45:11
February 10 2012 17:41 GMT
#253
I like the phoenix changes, zergs have to think before moveing their mutalisk pack now, more than ever.

I really don't like snipe changes though, zerg tech switches will be just like TvP tech switches and possibly even more powerfull, does blizzard actually want terrans to cheese or atleast win before 16min?

One fungal growth, A-move corruptors, win.
starslayer
Profile Joined August 2011
United States696 Posts
February 10 2012 17:41 GMT
#254
snipe is to much 45 to 25 is just to much maybe 35 30 come on i get it everyone hates terran cause they suck so they need something to blame but come on thats just wrong everything else is great
i came here to kickass and chew bubblegum and i'm all out of bubble gum
MisterTea
Profile Joined September 2010
United Kingdom1047 Posts
February 10 2012 17:41 GMT
#255
On February 11 2012 02:40 Papulatus wrote:
Show nested quote +
On February 11 2012 02:38 magnaflow wrote:
I feel that 1 more small change could make this perfect. Make fungal slow units, not trap them in place.


If anything, infestors should be buffed. infestors are pretty bad

Stop trolling bro.
Avril_Lavigne
Profile Joined April 2010
United States446 Posts
February 10 2012 17:42 GMT
#256
On February 11 2012 02:40 Thorzain wrote:
I really feel that they overdid the snipe nerf. Ghosts really isn't a counter to ultralisks (300 energy to kill 1 ultralisk), and not a hard-counter to brood lords (they are good against them but not imba).

I feel that 20 damage is too much of a removal. When snipe doesn't even one shot a baneling or a zergling, something is wrong. Will be useless against zealots as well because the normal attack is just as strong as the snipe will be against light units.



this is quite true. isn't the ghost attack 20 vs light? and snipe is 25 damage? LOL??
CyDe
Profile Blog Joined November 2011
United States1010 Posts
February 10 2012 17:42 GMT
#257
On February 11 2012 02:38 magnaflow wrote:
I feel that 1 more small change could make this perfect. Make fungal slow units, not trap them in place.


THIS. I've always thought this, even if it the movement speed is reduced INSANELY, but just make it possible, to move, at least a little.

Definitely for air units, anyway.
youtube.com/GamingCyDe-- My totally abandoned youtube channel that I might revisit at some point
Bashion
Profile Joined February 2011
Cook Islands2612 Posts
February 10 2012 17:43 GMT
#258
On February 11 2012 02:40 Papulatus wrote:
Show nested quote +
On February 11 2012 02:38 magnaflow wrote:
I feel that 1 more small change could make this perfect. Make fungal slow units, not trap them in place.


If anything, infestors should be buffed. infestors are pretty bad


I hope you are being sarcastic.
I've got moves like Jagger
Kvz
Profile Joined March 2010
United States463 Posts
February 10 2012 17:43 GMT
#259
I dont really like the fact that phoenix will have 6 range and attack while moving. That is quite ridiculous.
NrG.Kvz
antilyon
Profile Blog Joined February 2011
Brazil2546 Posts
February 10 2012 17:43 GMT
#260
On February 11 2012 02:38 DarkPlasmaBall wrote:
Show nested quote +
On February 11 2012 02:31 antilyon wrote:
On February 11 2012 02:26 DarkPlasmaBall wrote:
On February 11 2012 02:24 Stiluz wrote:
Yey, a good balance patch! Ghosts still viable lategame vs Zerg, but does not destroy both BL and Ultras as fast as before. Protoss gets a bit more efficient for dealing with Mutas. Everybody's happy now :D


I agree. Ghosts will still be far from useless. EMP is still very important, despite the nerf it got. Snipe will still be vital, despite the nerf it's getting now too.

I just think that now, Terran will need to be a bit more selective on what to snipe in an army, instead of "fuck it, everything!" ^^

Give me 1 reason to make ghosts instead of vikings against BL now.
The only reason to make ghosts in TvZ now is EMP for infestors. And it will be 2 or 4 max.


1. For the possible tech switch, and because it's still not bad against them.

2. Because you can afford to build both ghosts and vikings? I play Protoss, so don't talk to me about spending gas. Heck, Terran is the least gas-dependent race in the game.

3. Because ghosts are still all-around good. Zerg rarely has *only* broodlords. Ghosts are very good against multiple units.

4. So what if you don't build a ghost in a game? That doesn't mean they're useless. If you're assuming that you should be able to build any unit you want and it should be useful against any unit composition your opponent has, you've been spoiled for too long by your race.

I can afford to make both, but why bother?If I try to hit 19 snipes to kill one single BL, by that time my marines would be all dead if the zerg attacks at the same time.
Did you realize a marauder shot does more damage than a snipe now?
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