|
Please DISCUSS the changes and the impact they will have on gameplay.
Straight up whining and bitching will get you a ban, no exceptions. |
On February 11 2012 02:50 Liquid`TLO wrote: 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.
Yeah, this is what I was saying on another thread about the raven, and why they are one of my favorite units (not to use, but to... think about). If every unit has a very specific role, then the game will become far too reactionary and less interesting to watch. I think one of the reasons people enjoy watching you, in particular, as a player, is the new and interesting ways that you use units.
|
On second thought, TvZ late game is gonna be really hard for Terran now. More Terran timing attack/allin inc in TvZ I think
|
Well I'm happy about CPM APM. I already suggested that both of this should be implimented
|
mule change is good.
but the ghost... is a bit overkill. Blizz said earlier that terran was too hard at lower levels (anything under pro) and this is how they solve it? bye the few terrans that are left :D
|
On February 11 2012 02:53 stratmatt wrote: WHy is it that zerg and toss get a brutal ass area of effect spell that can just mruder entire clumps of units butwe get one measly snipe, and an ALREADY nerfed EMP. Seriosuly EMP now is almost just as useless as snipe is going to be.
Haha oh god I think he doesn't realize the irony
|
I won't whine about the phoenix change, I'm happy that blizzard is implementing it, but I won't deny that I'm a sad panda because now ling muta is less potent
|
So 2 Phoenixes can kill fend off ~60 mutas now?
|
Uh, ghosts still two-snipe infestors. Vikings still kill broodlords. Marauders still massacre Ultralisks. The only difference now is that one unit doesn't do it all, a varied, microed composition still wins. As is Ghosts counter the entirety of Zerg tier 3 alone, which is just silly. Now you use ghosts to support your army by being great anti-spell casters who can still snipe down some Broodlords, rather than your army supporting your Ghosts which drop everything Zerg has in a second.
|
i think they will nerf fungal, storm and colussus AOE. make it so colossus have to siege before they can AOe
|
On February 11 2012 02:52 Gentso wrote: Has anyone used raven missle against Broolords? It's not like they can run away from them.. : D They can't... but the problem is that infestors counter terran air. Even without FG corruptors counter vikings (and would destory ravens)... Finally, even IF you get the 125 energy it takes 3 missiles to kill a broodlord (and the splash doesn't hit that many).
|
1.Ultra is trash vs marine/marauder/medivac. Broodlord counter usually is viking. People who use ghost too much vs brood and ultra should think twice now. not that great of a nerf. small buff vs tvp. 2. PvZ pheonix/stalker should be good enough to counter mass muta. Pro doesn't use this but I used this and win many game easy against zerg. upgrade with fleet beacon is a plus.
|
Umm, so why does blizzard think that protosses need something more against mutas now? Especially at that tech stage? If you're on enough econ to tech up to fleet beacon then I guarantee you you aren't having troubles with mutas.
|
yeah, let's make pvz easier, that's the way to balance things
|
the situation reports always seem to lack like 2 months behind the korean scene (which should be the only one that matters for balance)
|
On February 11 2012 02:50 Liquid`TLO wrote: 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.
Thank you for saying this, I feel like there is nothing but zergs and protoss on the first infinity pages of this thread. For how expensive ghosts are, they will do very little in combat other than countering casters now. High Templars and Infestors can wipe out massive amount of units completely in a couple of casts and still counter ghosts. If they extended the range of snipe, maybe, because I don't think 1 ghost can't snipe 1 ht twice before getting feedbacked. Sniping zealots and marines and roaches will no longer be a viable/cost effective use of gas. If this is what they intended to begin with, the ghost should either be faster or have higher dps overall and not have a bonus vs light, or something screwed up like that.
|
Patch threads are so amazing, you habitually have two consecutive posters argue that [unit] is too strong and weak, both without arguments in a whiny tone. Actually useful posts like InControl and Thorzain's are buried between all the complaints and one-liners.
|
I love the phoenix upgrade - maybe I can finally open Phoenix's and actually continue to use them in combat towards the midgame, instead of as super-fast observers.
|
Yesssssss!!!! I love this patch!!!!!
|
i dont see how the phoenix upgrade changes much
Phoenixes are faster than Mutas and can shoot while moving. In theory, they can kite them indefinitely without taking a single hit in return. The problem is that Phoenix range of 4 vs Muta range of 3 is a very narrow gap, and at the high speeds these units move at, it is pretty much guaranteed that Toss will slip up and Phoenixes will get in range of Muta fire. Thats not an issue in small numbers, but because Mutas have quasi-splash, and Phoenixes stack a bit, a huge Mutas ball will insta-decimate Phoenixes with even the slightest slip-up.
But range 6 vs. Range 3 is a huge gap. Now, there is significant leeway in kiting Mutas where Phoenixes can get hits in, but Mutas can't return fire. A skilled Protoss should be able to quite easily kite around Mutas without taking any damage at all.
In theory, this makes range-upgraded Phoenixes a near-perfect counter to mass muta, provided the Protoss has good micro. Of course, Zerg can mix in Corruptors to counter the Phoenixes, but Muta/Corruptor balls aren't nearly as mobile as puta muta balls, so this allows Protoss to more easily respond.
Honestly, this is pretty damn huge, and is gonna really alter the landscape of PvZ.
|
"This change helps keep the risk vs. reward the same for all three races when acquiring expansions that feature high yield minerals."
meh so not true for protoss, but whatever
|
|
|
|