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Patch 1.4.3 - Preview Blog - Page 16

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.
robih
Profile Joined September 2010
Austria1086 Posts
February 10 2012 17:47 GMT
#301
i dont see how the phoenix upgrade changes much

you will still have to go 2 stargate phoenix to counter mutalisks, and you wont go 2 base fleet beacon i guess
Eraserhead
Profile Joined October 2011
159 Posts
Last Edited: 2012-02-10 18:26:43
February 10 2012 17:47 GMT
#302
nothing done about TvP lategame because it's unfixable.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44932 Posts
February 10 2012 17:47 GMT
#303
On February 11 2012 02:43 antilyon wrote:
Show nested quote +
On February 11 2012 02:38 DarkPlasmaBall wrote:
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?


Then make marauders in those specific situations >.>

What's your point? Are you claiming that ghosts are useless? That snipe is useless? Snipe still does bonus damage to certain units. Figure out which cases it's best to make ghosts and use snipe, and do that. They still exist.

You have more units besides marauders and ghosts, by the way. Maybe you should learn to have a more well-rounded unit composition. Just because you can't auto-kill everything with just ghosts doesn't mean that they're pointless now. Ghosts- like all units- should have important niches where their skills should be useful... they shouldn't be great at everything.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
stratmatt
Profile Joined April 2011
United States913 Posts
February 10 2012 17:47 GMT
#304
On February 11 2012 02:41 Mauldo wrote:
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.



Oh so now in your twisted reality if the terran doesnt beat a zerg b the 20min mark we deserve to lose? GIVE ME A BREAK! The fact remains, that even if we do get enough ghosts out, you can trade your army and reproduce something completely different in seconds. Getting brood lord should not = instant win. Thats the dumbest thing ive ever heard.
kirdie
Profile Blog Joined December 2010
Germany221 Posts
Last Edited: 2012-02-10 17:49:50
February 10 2012 17:48 GMT
#305
The problem is that ihmo zerg didnt use mutas because they were so strong but because you cannot do anything else on some maps. For example on tal darim it is really easy for the protoss to secure a 3rd base and then you cannot prevent him from getting his deathball up. On the other hand I feel like depending on the upgrade cost and research time I may not change much because then the protoss can't get templars, blink stalkers and archons up as fast.
Excludos
Profile Blog Joined April 2010
Norway8128 Posts
February 10 2012 17:48 GMT
#306
+1 range for phoenixes seems like an incredible small buff in my head, especially for the price. But then again, what do I know? I havent tested it. I honestly hope it becomes viable vs mutalisks.
Tor
Profile Joined March 2008
Canada231 Posts
February 10 2012 17:48 GMT
#307
Snipe now 2 shots infestors, that's like a buff right? Still 30+20 seems to make more sense, the nerf is still big but at least you get to snipe banelings.
MVTaylor
Profile Blog Joined October 2011
United Kingdom2893 Posts
February 10 2012 17:48 GMT
#308
brb, throwing self off bridge
@followMVT
J.E.G.
Profile Joined May 2010
United States389 Posts
February 10 2012 17:48 GMT
#309
Zerg says phoenix range upgrade is too good. Protoss says it's not enough (cost too high from fleet beacon). Maybe it's perfect.
Do or do not; there is no try.
knyttym
Profile Blog Joined December 2006
United States5797 Posts
February 10 2012 17:48 GMT
#310
on the plus side i finally get to 2shot infestors with snipe just like ht
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
Last Edited: 2012-02-10 17:49:19
February 10 2012 17:49 GMT
#311
On February 11 2012 02:48 kirdie wrote:
The problem is that ihmo zerg didnt use mutas because they were so strong but because you cannot do anything else on some maps. For example on tal darim it is really easy for the protoss to secure a 3rd base and then you cannot prevent him from getting his deathball up.


lol @ ur example.
Tal'darim is pretty much unwinnable lategame for protoss if a zerg goes muta's.
stratmatt
Profile Joined April 2011
United States913 Posts
February 10 2012 17:49 GMT
#312
On February 11 2012 02:47 Eraserhead wrote:
Meh, terran pro players will overcome this easily since they are twice the players that other races have, I mean if the best player protoss have is someone who only wins games by simple gateway timing attacks you know where the real problem lays.



Haha this is sooo true. PvT = wait for 200/200 and A move, maybe get a 3rd base if you wanna look less bad.
jupiter6
Profile Joined December 2011
205 Posts
February 10 2012 17:49 GMT
#313
On February 11 2012 02:44 4Servy wrote:
Show nested quote +
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.

so fucking true, i just lost all motivation to keep playing as terran tbh
DarkPlasmaBall
Profile Blog Joined March 2010
United States44932 Posts
February 10 2012 17:49 GMT
#314
On February 11 2012 02:47 Wildmoon wrote:
Show nested quote +
On February 11 2012 02:44 Ventor wrote:
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.


It's is only viable option for terran in late game vs zerg now. If you take that away then how terran will do late game?


There aren't any Terran units that are good against broodlords besides ghosts? And there aren't any Terran units that are good against ultralisks besides ghosts?
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
February 10 2012 17:49 GMT
#315
On February 11 2012 02:47 Wildmoon wrote:
Show nested quote +
On February 11 2012 02:44 Ventor wrote:
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.


It's is only viable option for terran in late game vs zerg now. If you take that away then how terran will do late game?


You clearly didn't watch MMA vs DRG, Blizz Cup Finals.
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
February 10 2012 17:49 GMT
#316
On February 11 2012 02:45 BeeNu wrote:
Show nested quote +
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.


Infestors with their nerfed fungal range of 7?
The phoenixes will barely ever get in range, unless your mutalisks are hanging back, in which case THEY are not attacking.

Zerg ranges:
Hydralisk: 6
Corruptor: 6
Queen: 7
Fungal: 7

Phoenix with upgrade: 6.

The thing is Phoenixes now will barely need to even get in rage of the zerg unit which can attack them in order to do damage. That means that they will be able to dominate any air units sent even a couple of steps forward of any support units, and due to every single one of the above units being SLOW relative to phoenixes, that makes the problem even more obvious.

Zerg speeds:
Queen: 0.9/2.5
Hydralisk: 2.25/3.375
Infesestor: 2.25/2.92
Corruptor: 2.93

Phoenix: 4.25 (can shoot while moving)

See the problem?
Zerg units can't close the gap quickly, AND they don't have the range to engage. Even on creep.
HOLY CHECK!
archonOOid
Profile Blog Joined March 2011
1983 Posts
February 10 2012 17:49 GMT
#317
as a zerg player i like this patch and lucky me who doesn't play muta vs toss
I'm Quotable (IQ)
Yonnua
Profile Blog Joined October 2011
United Kingdom2331 Posts
February 10 2012 17:49 GMT
#318
On February 11 2012 02:45 Bashion wrote:
Show nested quote +
On February 11 2012 02:42 CyDe wrote:
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.


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.



Put your vikings in separate hotkeys. Fungal stopping units moving is not a problem in any match up. It fulfils it's role perfectly. If you overextend with your vikings trying to kill something, then zerg needs a way to deal with it. Infested terrans would take too long to spawn and hydras are too slow / bad. Zerg would be unable to push against vikings without fungal growth in its current state.
LRSL 2014 Finalist! PartinG | Mvp | Bomber | Creator | NaNiwa | herO
stormchaser
Profile Joined January 2011
Canada1009 Posts
Last Edited: 2012-02-10 17:50:02
February 10 2012 17:49 GMT
#319
Wow this is exactly what the community wanted. Thank you blizz :D
Zerksys
Profile Blog Joined August 2009
United States569 Posts
February 10 2012 17:50 GMT
#320
I like the changes but the ghost one was a bit to far. I like that they're doing something to nerf the ghost but almost halving the damage... idk. Don't get me wrong, it was a problem because there was never any situation in which ghosts were bad, but now brood lord infestor becomes that much harder to counter.
What's that probe doing there? It's a scout. You mean one of those flying planes? No....
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