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Patch 1.4.3 - Preview Blog - Page 20

Forum Index > SC2 General
4449 CommentsPost a Reply
Prev 1 18 19 20 21 22 223 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.
CyDe
Profile Blog Joined November 2011
United States1010 Posts
February 10 2012 17:55 GMT
#381
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.
youtube.com/GamingCyDe-- My totally abandoned youtube channel that I might revisit at some point
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
February 10 2012 17:55 GMT
#382
On second thought, TvZ late game is gonna be really hard for Terran now. More Terran timing attack/allin inc in TvZ I think
Terran
thezanursic
Profile Blog Joined July 2011
5500 Posts
February 10 2012 17:56 GMT
#383
Well I'm happy about CPM APM. I already suggested that both of this should be implimented
http://i45.tinypic.com/9j2cdc.jpg Let it be so!
Nomag
Profile Joined March 2011
Sweden10 Posts
Last Edited: 2012-02-10 17:58:53
February 10 2012 17:56 GMT
#384
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
sevia
Profile Joined May 2010
United States954 Posts
February 10 2012 17:56 GMT
#385
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
최지성 Bomber || 김동환 viOLet || 고병재 GuMiho
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
February 10 2012 17:56 GMT
#386
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
SovSov
Profile Joined September 2010
United States755 Posts
February 10 2012 17:56 GMT
#387
So 2 Phoenixes can kill fend off ~60 mutas now?
RockIronrod
Profile Joined May 2011
Australia1369 Posts
February 10 2012 17:56 GMT
#388
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.
vthree
Profile Joined November 2011
Hong Kong8039 Posts
February 10 2012 17:56 GMT
#389
i think they will nerf fungal, storm and colussus AOE. make it so colossus have to siege before they can AOe
y0su
Profile Blog Joined September 2011
Finland7871 Posts
February 10 2012 17:56 GMT
#390
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).
654321
Profile Joined December 2011
Belize100 Posts
February 10 2012 17:57 GMT
#391
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.
Itsmedudeman
Profile Blog Joined March 2011
United States19229 Posts
February 10 2012 17:57 GMT
#392
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.
MildSeven
Profile Joined October 2010
Canada311 Posts
February 10 2012 17:57 GMT
#393
yeah, let's make pvz easier, that's the way to balance things
Tsubbi
Profile Joined September 2010
Germany7996 Posts
February 10 2012 17:57 GMT
#394
the situation reports always seem to lack like 2 months behind the korean scene (which should be the only one that matters for balance)
MrCash
Profile Joined October 2011
United States1504 Posts
February 10 2012 17:57 GMT
#395
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.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2012-02-10 17:57:49
February 10 2012 17:57 GMT
#396
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.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Paincarnate
Profile Blog Joined January 2012
115 Posts
February 10 2012 17:57 GMT
#397
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.
Berailfor
Profile Joined January 2012
441 Posts
February 10 2012 17:57 GMT
#398
Yesssssss!!!! I love this patch!!!!!
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
February 10 2012 17:57 GMT
#399
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.
He drone drone drone. Me win. - ogsMC
Sackings
Profile Joined April 2011
Canada457 Posts
February 10 2012 17:58 GMT
#400
"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
naniwa fighting!!!
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