you have to have utter flawless micro vs mutas, if you mess up once, that big muta ball fires 1 volley and kills most of your phoenix
Patch 1.4.3 - Preview Blog - Page 14
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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. | ||
MisterTea
United Kingdom1047 Posts
you have to have utter flawless micro vs mutas, if you mess up once, that big muta ball fires 1 volley and kills most of your phoenix | ||
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Whitewing
United States7483 Posts
On February 11 2012 02:41 Linz wrote: 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... Lol no. The only unit ghosts don't counter for the zerg is the roach, and terrans don't completely abandon tanks in the lategame. Exactly what are you going to do against a tank/thor/ghost/marine army? Broods? Sniped. Ultras? Tanks and snipes. Lings? Tanks, marines and ghosts do great damage vs. light. Hydras? lol. Banelings? He's got tanks still. Ghosts annihilate every zerg unit except roaches. | ||
Mrvoodoochild1
United States1439 Posts
On February 11 2012 02:40 Papulatus wrote: If anything, infestors should be buffed. infestors are pretty bad Are you trolling? infestors are the backbone of most zerg compositions. | ||
Tulkas25
Greece292 Posts
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. Thank you for stating obvious stuff.But i guess it will be up to players of your caliber to figure out and guide all of us chobos in lategame tvz....If the balance is fine for you it should be more than enough for us lower lvl players | ||
Risljaninasim
Netherlands228 Posts
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Neverplay
Austria532 Posts
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4Servy
Netherlands1542 Posts
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. terran wins 20% of their lategame games mate there has to be done something about it. Toss and zerg doing nothin whole game mb fly arround with some mutas and call it harras and ten making some deathblob of units amove across the map is were blizzard balances their game on. | ||
Maitolasi
Finland441 Posts
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shadymmj
1906 Posts
take a leaf out of BW's book and stop changing things, there has been no balance changes for 10 years and the amount of progress made in the game has been enormous. | ||
Hardigan
Switzerland1297 Posts
i mean.. phoenx should win against mutas... but not THAT hard!!! | ||
VTArlock
United States1763 Posts
I agree with the snipe change The apm thing is cool but makes zero difference... Really blizzard... phoenix range? Your trying to tell me that instead of going blink stalkers which transitions PERFECTLY into storm, you want me to make... A stargate... A Fleet Beacon... BUY AN UPGRADE... To get a unit that ONLY attacks air? wtf do I do when I have 10 phoenix and the Zerg starts laughing hysterically after he switches to MASS ROACH AND HYDRA and I don't have a support bay let alone enough gateways to produce anything substantial. I predict fail. I also predict that Zerg players go mutas on purpose to force players into the stargate/fleet beacon/upgrade/wasted units for the sole purpose of switching to roach/hydra. | ||
Ventor
United States336 Posts
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. Did you read the reasons for the nerf? Currently, massing ghosts is too powerful in the lategame. They don't want one unit being able to really well vs all late game zerg units. | ||
Noocta
France12578 Posts
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Hyperionnn
Turkey4968 Posts
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Avril_Lavigne
United States446 Posts
On February 11 2012 02:41 archangel967 wrote: 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. You can't just suddenly tech switch into Raven and have an outstanding composition. Ravens are actually pretty useless even with HSM. 125 energy is still too much. For a fast pace game that requires trading armies a lot, Ravens will be forced to use their energy on auto turrets just so terran can hold. You won't have enough time to sit back and fuel your energy. HSM was 100 or 75 energy then I can see it viable | ||
Depetrify
978 Posts
Have queens smash forcefields and fungal slow units. | ||
Bashion
Cook Islands2612 Posts
On February 11 2012 02:42 CyDe wrote: 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. I agree. I dont play Terran, but its kinda sad to see a bunch of viking getting destroyed by a few fungals. Yes, you can spread them, but its no that simple, especially because units in SC2 clump a lot. Maybe fungal should damage air units, but not trap them. | ||
BeeNu
615 Posts
On February 11 2012 02:41 Lonyo wrote: 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. It's a Fleet Beacon upgrade, by the time they have that range you should be able to afford an Infestor or two to help snag Phoenix so it won't ever truly be a hard counter. | ||
Caphe
Vietnam10817 Posts
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Mohdoo
United States15394 Posts
He plays Zerg, I would have thought everyone knew how this goes by now. Destiny and Idra whining is their religious literature. As a Protoss player, I'm glad that ZvT won't be slowly building up towards mass ghosts. Just looked silly. And the Phoenix buff should be sweet too ^^ | ||
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