you will still have to go 2 stargate phoenix to counter mutalisks, and you wont go 2 base fleet beacon i guess
Patch 1.4.3 - Preview Blog - Page 16
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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
Austria1084 Posts
you will still have to go 2 stargate phoenix to counter mutalisks, and you wont go 2 base fleet beacon i guess | ||
Eraserhead
159 Posts
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DarkPlasmaBall
United States43771 Posts
On February 11 2012 02:43 antilyon wrote: 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. | ||
stratmatt
United States913 Posts
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
Germany221 Posts
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Excludos
Norway7943 Posts
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Tor
Canada231 Posts
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MVTaylor
United Kingdom2893 Posts
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J.E.G.
United States389 Posts
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knyttym
United States5797 Posts
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Jakkerr
Netherlands2549 Posts
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
United States913 Posts
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
205 Posts
On February 11 2012 02:44 4Servy wrote: 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
United States43771 Posts
On February 11 2012 02:47 Wildmoon wrote: 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? | ||
SeaSwift
Scotland4486 Posts
On February 11 2012 02:47 Wildmoon wrote: 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
United Kingdom3884 Posts
On February 11 2012 02:45 BeeNu wrote: 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. | ||
archonOOid
1983 Posts
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Yonnua
United Kingdom2331 Posts
On February 11 2012 02:45 Bashion wrote: 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. | ||
stormchaser
Canada1009 Posts
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Zerksys
United States569 Posts
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