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Patch 1.4.3 - Preview Blog - Page 21

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.
Jimmy Raynor
Profile Blog Joined March 2010
902 Posts
February 10 2012 17:58 GMT
#401
I don't like how it will be even harder to deal with brood lords. Vikings are not so good because of one wrong move and they all can be destroyed by fungal.
Spekulatius
Profile Joined January 2011
Germany2413 Posts
February 10 2012 17:58 GMT
#402
1. Mule change seems very reasonable. Very hard to argue against.

2. The snipe change. Well, something had to be done about it, if only considering the very very late game where mass ghosts could just take out 30-40 supply out of a Zerg army before even engaging. I'd have preferred an increase of energy cost instead of a damage reduction but that's just because I find it ridiculous to spam an ability like snipe (from a design point of view). In the current state it might be too big of a change, 45 to 25 is kinda tough considering it only really starts to matter when the game goes on very long. Dunno, time will tell.

3. Phoenix change. From a design point of view it's amazing to see Blizzard isn't giving up on the air tech path for Protoss and wants to make it viable to fight for air dominance. For a remarkable price (FB + upgrade) but it's not like a huge muta ball is no investment. Here too, 6 range might be too big but 5 just wouldn't be worth it. Again, this needs to be played out.

Overall, these seem like well thought-out changes. They don't need to be perfect, that's what the PTR is for.
Always smile~
wunsun
Profile Joined October 2010
Canada622 Posts
February 10 2012 17:58 GMT
#403
What the hell. I like and I understand the MULE nerf, but seriously, Ghost snipes are nerfed... what's going on. TvX has a fairly close win rate...the only one that is completely on the outlier is the PvZ match up. I don't see how much phoenix range upgrade is going to help....
spatz
Profile Joined May 2011
Germany153 Posts
February 10 2012 17:58 GMT
#404
like it a lot
qbs
Profile Joined January 2011
Poland771 Posts
February 10 2012 17:58 GMT
#405
mhmm dark days for T ... infestor broodloord pretty good : o
DeMusliM !!!
Whitewing
Profile Joined October 2010
United States7483 Posts
February 10 2012 17:58 GMT
#406
On February 11 2012 02:56 SovSov wrote:
So 2 Phoenixes can kill fend off ~60 mutas now?


No, 2 phoenix can eventually kill 60 mutas given about 10 minutes. They aren't going to stop the 60 mutas from killing the entire base in the meantime.

It's more like having 10 pheonix around will be sufficient to fend off large muta balls, making the strategy of going up to stupid amounts of mutas a bad one, but still allowing for mutas in a middle number (like 10-15) to do a great job for a little while.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Copymizer
Profile Joined November 2010
Denmark2088 Posts
February 10 2012 17:58 GMT
#407
I'm very very happy and pleased with the snipe decrease and MULE change espcially as a zerg player
~~Yo man ! MBCGame HERO Fighting !! Holy check !
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
February 10 2012 17:58 GMT
#408
Keep in mind that this change is not final.
Faelun
Profile Joined February 2012
Canada1 Post
February 10 2012 17:58 GMT
#409
great changes, especially the snipe change!
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
February 10 2012 17:58 GMT
#410
On February 11 2012 02:56 sevia wrote:
Show nested quote +
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

LOL, I love how he writes it in a way that makes it sound believable
SheaR619
Profile Joined October 2010
United States2399 Posts
February 10 2012 17:58 GMT
#411
I dont understand....why not 30 damage? I dont understand this change. It to much of a change imo. It like they dont want to see that strategy at all. I would rather they weaken the strategy other than completely annihilate it. I though the main problem atm was PvZ? With protoss being much stronger? I understand that ghost was needed a nerf but this went a bit too far but they did indirectly nerfed the infestor by doing this so iono but I still dislike it.
I may not be the best, but i will be some day...
jliu
Profile Joined March 2011
282 Posts
February 10 2012 17:59 GMT
#412
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.


just had to give rep to this post - i don't understand why they nerfed snipe?The only minor issue was viability of ultras on certain maps.
Think about the difficulty of lategame investment a terran player has to make to produce vikings (v BL/infestor) compared to marauders (v Ultras).
Zzoram
Profile Joined February 2008
Canada7115 Posts
February 10 2012 17:59 GMT
#413
On February 11 2012 02:56 SovSov wrote:
So 2 Phoenixes can kill fend off ~60 mutas now?


No because in the time it takes for 2 Phoenix to kill even 20 mutas, your nexus and probes will all be dead. However, 8 Phoenix are now enough to defend against mutas.
Plague1503
Profile Joined October 2010
Croatia466 Posts
Last Edited: 2012-02-10 17:59:34
February 10 2012 17:59 GMT
#414
BTW, the next time any Toss and/or Zerg players complain about Terran doing "only early and midgame timings/allins", please refer your complaints to David Kim. Ktnxbye
"Good luck." "I don't need luck. I have ammo."
FunnelC4kes
Profile Joined July 2010
Ireland462 Posts
February 10 2012 17:59 GMT
#415
wow, I thought snipe just did 35 dmg. Shows how much I know... what a pro I are.
Scholar. Shaman. Starcraft Enthusiast.
Ventor
Profile Joined February 2011
United States336 Posts
February 10 2012 17:59 GMT
#416
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.


That's the problem they are addressing. Ghosts were TOO versatile late game vs zerg.
oGsMc - EGHuK - White-Ra - SlayerSBoxeR - STBomber Fighting!~
eloist
Profile Joined September 2010
United States1017 Posts
February 10 2012 17:59 GMT
#417
Disappointed that nothing was done to tone down the strength of protoss 2 base timings. I don't think it's good for the game just how difficult a 1 unit type push such as +2 blink stalkers is in PvZ for instance.
LittLeD
Profile Joined May 2010
Sweden7973 Posts
February 10 2012 17:59 GMT
#418
The snipe change is....brilliant.

GJ Blizzard, you truly listened to the community this time around.
☆Grubby ☆| Tod|DeMusliM|ThorZaiN|SaSe|Moon|Mana| ☆HerO ☆
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
February 10 2012 17:59 GMT
#419
I have very little experience playing anything but Zerg and judging balance at levels other than the pro-level is nearly impossible BUT I have often felt a concern that Terran is only the best race at a pro level.

Changing snipe is a great reaction to this. In ~600ish games playing in the Master league I've probably faced effective snipe use once or twice. I played 90% of those games in 2010 and early 2011 though and it might be more popular now.
I
MildSeven
Profile Joined October 2010
Canada311 Posts
February 10 2012 17:59 GMT
#420
and nerfing snipe this much ruins the ghost completely lol... jesus christ, 2 snipes to kill a marine, there goes those fun YoDa ghost tvt early game builds

Fuck you David Kim,

User was temp banned for this post.
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