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Patch 1.4.3 - Preview Blog - Page 17

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 15 16 17 18 19 223 Next
Please DISCUSS the changes and the impact they will have on gameplay.

Straight up whining and bitching will get you a ban, no exceptions.
Gescom
Profile Joined February 2010
Canada3513 Posts
February 10 2012 17:50 GMT
#321
Beautiful patch! gj Bliz
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
mburke05
Profile Joined October 2010
United States130 Posts
Last Edited: 2012-02-10 17:51:16
February 10 2012 17:50 GMT
#322
On February 11 2012 02:47 antilyon wrote:
Show nested quote +
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.

My battlecruisers aren't imposing at all, neither are carriers, shouldn't zergs be punished for let toss and terran get to tier 3?


Lol this, same with Thors/Motherships/Void rays in the ultra late game vs. zerg (they're awful and immobile).

Serious case of backwards logic in that awful Mauldo post.
Dakure
Profile Joined February 2011
United States513 Posts
February 10 2012 17:50 GMT
#323
On February 11 2012 02:41 Linz wrote:
Show nested quote +
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...

I disagree. Tanks are a common unit in TvZ. Trying to break siege lines with lings, banes, roaches, or anything except Ultras or BLs is generally a terrible idea. So when a Terran is playing defensive Zerg needs these T3 units. And Ghosts effectively negate not one but both options? That's just too unfair. And it's not like ghosts can't supplement your vikings or marauders against BL or Ultra, respectively, which in my opinion should be their proper rule (that is support against T3 instead of being a main unit).
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2012-02-10 18:03:36
February 10 2012 17:50 GMT
#324
6 range is absolutely ridiculous. They can already shoot while moving. I really think it should just go to 5 range. However, maybe they want to encourage infestor/phoenix dances or something.
MiKTeX
Profile Blog Joined October 2010
United States234 Posts
February 10 2012 17:50 GMT
#325
carrier transition viable pvz?

perhaps phoenix will have an easier time killing colossus in pvp as well
thezanursic
Profile Blog Joined July 2011
5500 Posts
Last Edited: 2012-02-10 17:54:05
February 10 2012 17:50 GMT
#326
Wait isn't it a fact that early game is Terran favored and lategame is Zerg favored. HOW DOES THIS FIX SHIT?!?
I don't like the fact that the matchup will get a lot easier on zerg decision making wise
+ Show Spoiler +
I don't really use ghosts so this doesn't effect me I tend to go viking/marauder to counter this two units, but this change still seems unnecessary and stupid.
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Liquid`TLO
Profile Blog Joined March 2010
Germany767 Posts
February 10 2012 17:50 GMT
#327
Good patch overall, but I think the snipe nerf is a bit too hard. I do not like it when units become less versatile. It is nice if they have several roles.
Team Liquidalea iacta est
Obbalord
Profile Joined March 2010
Germany166 Posts
February 10 2012 17:50 GMT
#328
Nice patch but no raven change. SON IM DISSAPOINT
deadmau
Profile Joined September 2010
960 Posts
February 10 2012 17:51 GMT
#329
On February 11 2012 02:47 robih wrote:
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


Protoss don't have the income to support double stargate phoenix, AND fleat beacon AND penix upgrade. This change isn't anything broken.
CyDe
Profile Blog Joined November 2011
United States1010 Posts
February 10 2012 17:51 GMT
#330
On February 11 2012 02:37 CyDe wrote:
Nice! This really addresses many of the concerns that people have regarding balance. Although, this really hurts to see as a terran player =/

I don't really know what to do vs BLs now, although I didn't really know anyway. I AM SO HAPPY ABOUT THE MULE CHANGE. I really hope it'll stop some of the bitching I hear, and it won't affect me at all, since I can't macro to the MULEs@gold level.

Actually, now that I think about it, I don't really know what role snipe will take now. Are infestors psionic? Ooooh, HTs are pisonic, I think. Hm. Maybe, I don't know how I feel about this change. I guess ghosts are really taking a beating in regards to balance.

GOGO Blizzard!


Well, okay, I've thought about this for about five minutes, and I've come to a decision. I really do think that this change is too much, it would be like making infested terrans last half of the time (<-- not a good analogy).

I think that snipe should have reduced damage, and be unit-type specific, but down to 25 damage... very useless now unless used against very specific unit compositions. Like the harassment potential of ghosts is now virtually gone, besides nukes... and who the hell has the skill to pull those off (besides TLO).

Ahhh, well, I hope Blizz figures it out. I hardly use ghosts anyway, so again, this patch won't really hurt me. Although I am afraid of sky protoss with crazy range.
youtube.com/GamingCyDe-- My totally abandoned youtube channel that I might revisit at some point
stonetalon
Profile Joined July 2011
Netherlands482 Posts
February 10 2012 17:51 GMT
#331
"we think snipe is slightly too good vs broodlords and ultra's" nefr it my -+ 50 %.... looks good besides that
MarineKingPrime, LiquidTaeja, Grubby, Naniwa fighting!
bgx
Profile Joined August 2010
Poland6595 Posts
Last Edited: 2012-02-10 17:53:31
February 10 2012 17:51 GMT
#332
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.

but they cant overcome the spam nature of sc2, every ability is spammable hence its the question of how much energy do i have? Not how do i use it. And terran has easy turtling into banking energy. Hence it create an annoying split map situation like Nestea vs MVP. Treat it as second K amulet.

Both ultra and broods have their respective primary counters, ghost was always a supportive unit, but when MVP found out you can bank your energy and be better than primary counter it became silly, kill terran now or you are dead.
Stork[gm]
Akhee
Profile Joined January 2011
Brazil811 Posts
Last Edited: 2012-02-10 17:53:09
February 10 2012 17:51 GMT
#333
aweeesome changes im just not sure about snipe

imo it shouldnt counter hts, ghost already emps for that, having it + 25 psionic makes no sense to me :\\
DrAbuse
Profile Joined April 2011
Germany209 Posts
February 10 2012 17:51 GMT
#334
On February 11 2012 02:48 Excludos wrote:
+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.


Its +2, bro.
eu.battle.net/sc2/en/profile/186292/1/DrAbuse/
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
February 10 2012 17:51 GMT
#335
On February 11 2012 02:49 DarkPlasmaBall wrote:
Show nested quote +
On February 11 2012 02:47 Wildmoon wrote:
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?


What will you do against IF/BL/Coruptor?
turdburgler
Profile Blog Joined January 2011
England6749 Posts
February 10 2012 17:51 GMT
#336
its not all about being good though. a terran army doesnt have to beat a 200 supply zerg army, it has to beat 2 of them. enough terran units need to survive to hold the line against the reinforcements. its about effeciency. thats the problem with vikings against broods. you have this 200/200 battle in the middle of the map, he doesnt have to kill your vikings because the next battle wont feature any air units.

xsevR
Profile Joined January 2011
United States324 Posts
February 10 2012 17:51 GMT
#337
Really strange patch imo... I kind of like the change to MULES rather than just removing gold patches. While gold patches may not be the favorite, they represent a legitimate strategic choice on a map (even if they arent well implemented now). I can see the value in an expansion that's higher reward and more risk to defend (although rich vespene, single vespene, mineral only, etc. could also fill this role).

The snipe nerf seems very strange. EMP seems like the ability to counter casters, not snipe. As many people pointed out before, if the problem was with BL/Ultra only, nerf it versus massive, or make it affected by armor (which ultras have a lot of). Watching the ghost rush TvT builds was extremely entertaining ^^

The Phoenix upgrade is an interesting idea, and I defintely like seeing another upgrade/use in the fleet beacon. I don't think Zerg will have to worry about mutas becoming useless because the fleet beacon + upgrade is a huge investment, especially on two base. But even in the situation where a zerg has 30 mutas, assuming you want twilight for blink, a templar archives and storm upgrade is going to cost the same amount as fleet beacon + range. Corrupters mixed in with muta will also still remain effective.
Burns
Profile Blog Joined December 2010
United States2300 Posts
February 10 2012 17:51 GMT
#338
OMG i was not expecting this at all
What do you mean you heard me during the night, these are quiet pants!
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
Last Edited: 2012-02-10 17:52:32
February 10 2012 17:52 GMT
#339
If these changes went through, I reckon infestor/corrupter/BL in TvZ will be close to invincible - maybe if fungals didn't affect air units as well as it does against ground (i.e. less damage or doesn't affect air units at all) then it'll be ok then.
Garmer
Profile Joined October 2010
1286 Posts
February 10 2012 17:52 GMT
#340
why no love for the seeker missile?...
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