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Patch 1.4.3 - Preview Blog - Page 38

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.
Azhrei16
Profile Joined August 2011
United States284 Posts
February 10 2012 18:45 GMT
#741
On February 11 2012 03:43 Tenks wrote:
Show nested quote +
On February 11 2012 03:42 NaEjeOn88 wrote:
On February 11 2012 03:37 UniversalMind wrote:
ghost now knows what it feels like to be the High templar and infestor ROFL

BLIZZARD LAYING DOWN THE LAW!


How do you compare a ghost to a hightemplar are u dumb? Hightemplar storm can kill so much with huge amounts of splash with a single storm and infestors who have the ability to make fighting units with energy and splash damage ability aswell. You sir must be below Diamond for sure


Not to mention Infestors are the best unit in the entire game


If they had the ability to instantly kill any caster unit with a range 9 spell then I'm sure most people would agree.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
February 10 2012 18:45 GMT
#742
On February 11 2012 03:44 pPingu wrote:
Show nested quote +
On February 11 2012 03:43 Tenks wrote:
On February 11 2012 03:42 NaEjeOn88 wrote:
On February 11 2012 03:37 UniversalMind wrote:
ghost now knows what it feels like to be the High templar and infestor ROFL

BLIZZARD LAYING DOWN THE LAW!


How do you compare a ghost to a hightemplar are u dumb? Hightemplar storm can kill so much with huge amounts of splash with a single storm and infestors who have the ability to make fighting units with energy and splash damage ability aswell. You sir must be below Diamond for sure


Not to mention Infestors are the best unit in the entire game


Snipes don't work against archons

This discussion is not making much sense >.>
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
February 10 2012 18:45 GMT
#743
snipe damage from 45 to 25+25 seems too much... it should be like 30+20 psionic :/
Dauntless
Profile Joined May 2010
Norway548 Posts
February 10 2012 18:45 GMT
#744
Great patch!

I guess terrans have to seek out a new way to deal with lategame TvZ.
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Haustka
Profile Joined August 2010
United States221 Posts
February 10 2012 18:45 GMT
#745
so what counters phoenix now, if muta isnt the answer?
Power of Human Will
MVTaylor
Profile Blog Joined October 2011
United Kingdom2893 Posts
Last Edited: 2012-02-10 18:47:34
February 10 2012 18:46 GMT
#746
On February 11 2012 03:44 Grumbels wrote:
Show nested quote +
On February 11 2012 03:29 mvtaylor wrote:
On February 11 2012 03:20 Grumbels wrote:
"oh, they changed one unit a bit, guess I'll have to change my race now" I would like to see the stats on who actually does change their race after making such threats, I bet hardly anyone does. I don't think those posters respect Blizzard's track record in keeping the game quite balanced after all this time.

I did think ghosts in TvZ late-game presented an unfavorable scenario however. Ghosts are hard to kill, they can cloak and snipe overseers, they can escape being trapped by infestors by using EMP and snipe on them. They also deal front-up damage that is easy to avoid. All of this encourages the terran to turtle and use their ghost energy as the most important late-game resource and I think it made for somewhat of an unwinnable situation for zerg where they had no real answer for this.

The danger with nerfing ghosts only a tiny bit is that you simply just weaken terran, but ghost late-game is still the dominant strategy and is preferable to alternatives like ravens or vikings in late-game. Going from 45-40 might be too slight of a change if Blizzard's goal is to not have this late-game situation occurring anymore.

I don't like having snipe be so weak that sometimes it's like more damage to just auto-attack though, it seems silly.

And the mule change is okay, but really, gold minerals make it harder to comeback and mules are still too easy to use. (just give them a cooldown)


Here's the number of people playing Terran when patch 1.3.0 went live

http://sc2ranks.com/stats/league/all/1/all/0/130

Here's the number of people playing Terran today:

http://sc2ranks.com/stats/league/all/1/all/0/142

Notice a difference in every league that isn't grandmaster and bronze?

EDIT: Scratch that, notice a difference in every single division?

Yeah those were all people that made threats on the forum and then changed their race out of an act of spite. I didn't say nobody would change their race in response to a patch ever, I just think that people that feel the need to use possibly changing as leverage are not necessarily more likely to change. Your two data points are quite meaningless anyway, it just seems to indicate (need more detailed stats though) that race distribution isn't static (amazing discovery that).


there are plenty more "data points" if you could be bothered to use the drop down box. Every patch since 1.3.0 has had a reduction in the number of people playing Terran from the last patch in every league except Bronze and GM.


On February 11 2012 03:45 Dauntless wrote:
Great patch!

I guess terrans have to seek out a new way to deal with lategame TvZ.


If it wasn't for the fact Morrow totally lucked out with two nukes on Broodlords up to that point the game would never have reached 41 minutes. It's a bit easier to make a few ghosts and get nuke and cloak than to get mass ravens and the upgrades.
@followMVT
NestleDasani
Profile Joined September 2011
7 Posts
February 10 2012 18:46 GMT
#747
is the ptr up?
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
Last Edited: 2012-02-10 18:48:43
February 10 2012 18:46 GMT
#748
On February 11 2012 03:39 Gheed wrote:
Show nested quote +
On February 11 2012 03:38 Salteador Neo wrote:
Awesome changes in the right direction.

Snipe change makes is slightly better against HT and archon and worse against everything else if I'm not wrong?

You can't snipe archons. Nor would you want to, EMPing the shields would be better.


Oh I had no idea :o Never tried sniping an archon, I don't even play terran.

The EMP part is so true it hurts xD

After the initial brainfart, I see there are a lot more psionic units than I thought.

Oh I see now, it only hits biological. I thought it was "anything non-mechanical "
Revolutionist fan
Azhrei16
Profile Joined August 2011
United States284 Posts
February 10 2012 18:46 GMT
#749
On February 11 2012 03:44 m4inbrain wrote:
Show nested quote +
On February 11 2012 03:43 Azhrei16 wrote:
On February 11 2012 03:42 s3rp wrote:
On February 11 2012 03:38 Salteador Neo wrote:
Awesome changes in the right direction.

Snipe change makes is slightly better against HT and archon and worse against everything else if I'm not wrong?


Archons ? .......


Archon is Psionic, so Snipes will deal 50 damage to them.


Except you cant snipe Archons at all.


I know I just edited my post, brain fart moment ^_^ Sorry
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-10 18:47:06
February 10 2012 18:46 GMT
#750
On February 11 2012 03:41 NTTemplar wrote:


And at people thinking snipe wasn't broken; how can you justify a unit that forces ZvT to exclude infestors and T3 in late game?



You might want to consider looking at how much worse the Terran T3 Units are in comparison to those of the other races before stating something like this. Thors and BC's don't require special counters by the other races unlike other t3.
Ulixes
Profile Joined April 2011
Germany25 Posts
February 10 2012 18:47 GMT
#751
On February 11 2012 03:32 Jisall wrote:
As far as the ghost change is concerned.

This doesn't break terran late game. Rauder, Ghost, Medivac, Viking, Tank seems to be the best composition.


Seriously?This combi just gets wrecked by mass lings.
ZeromuS
Profile Blog Joined October 2010
Canada13423 Posts
February 10 2012 18:47 GMT
#752
On February 11 2012 03:44 Everlong wrote:
Show nested quote +
On February 11 2012 03:36 Azhrei16 wrote:
On February 11 2012 03:28 Everlong wrote:
On February 11 2012 03:25 Azhrei16 wrote:
On February 11 2012 03:23 Everlong wrote:
On February 11 2012 03:21 Azhrei16 wrote:
On February 11 2012 03:19 Everlong wrote:
On February 11 2012 03:17 Azhrei16 wrote:
On February 11 2012 03:16 SolidMoose wrote:
On February 11 2012 03:12 theofficial wrote:
[quote]

The simple answer is don't overmake. The more complicated asnwer resides in what you have to do in order NOT to overmake vikings. Just scout hard and often.


I'm supposed to scout 10 ultras popping at once when it's too late? Maybe they should use that april fools patch and make ultra eggs gigantic.


Scout the Hive timing, watch for the Ultralisk Cavern going down? Come on man, really. Scouting is a lost art in Starcraft 2 because the game encourages people to be lazy.


You know what, I did this and I was kinda surprised to see 30 mutalisks/banelings/lings to roll over my ghosts.. See my point?


So your army was pure Ghost? Doesn't sound very viable to me.


You didn't see my point, sad..


No, I seen your point. It just wasn't a very good one, hence my sarcasm. But that's what I get for trying to argue with someone on TL.


Sorry, but there is no sign for you being sarcastic (such a popular way to excuse oneself) there.. Could you now, please, explan what was my point as you clearly see it in such a detail that you can afford to be sarcastic?


Okay so you scout that he has an Ultralisk Cavern, so you start making a few Ghosts. But then you lose your entire army to Mutalisk/Zergling/Baneling, and you want to complain about that? Instead of relying on Ghosts so much, make the switch to some Marauders, or you have the Ghosts which can Snipe the Mutalisks. I understand your point but really you are saying that it upsets you that you can make a switch to Ghosts but then lose to a zergs original composition. The Ghost shouldn't be an end-all-be-all unit.

The problem is trying to patch a game for Pro players/Spectators and regular gamers, which is not possible. Terrans can be destroying Zerg late game at the highest level with Ghosts, but then regular players are relying solely on Ghosts because that is the easiest way to win. How do you want Blizzard to patch that?

To be fair, I don't like the Snipe nerf. I wish they would have just increased the energy cost to 50 since the Ghost is 200/100 instead of 100/200 now.


I don't mind ghost being nerfed to a point it's not all-around solution to everything. But give me SOMETHING to fight with lategame Z and P. Problem is there is no other way not to lose lategame vs Infestor/Corruptor/Broodlord then mass ghosts.. And the only reason for thet is they won't be useless against next wave of 200/200 Ultras, or Ling/Bane or whatever.. That is my point. As you can see, Terran needs composition that is able to deal with Zerg at least "somewhat" effectively, otherwise it's just a race if you can kill Zerg before tech switching (banking 5k/3k) and having composition you can't deal with, end of story..


I think we need to remember if they are really THAT wrong, then they will revert it. Blizz has reverted things before ya know but its true that the ghosts really do too much damage to all Zerg hivetech. Just in the same way that archon toilet is problematic except for that a zerg if they spread well can avoid it, theres no micro they can do to really avoid mass snipe
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
starfish
Profile Joined April 2011
United States102 Posts
February 10 2012 18:48 GMT
#753
they should have given phoenix slight aoe upgrade, not range. one of the main problem i find with pvz mutas are the overwhelming # of muts vs phoenix getting produced off of 1 stargate, sometimes 2.
Klondikebar
Profile Joined October 2011
United States2227 Posts
Last Edited: 2012-02-10 18:48:53
February 10 2012 18:48 GMT
#754
Are Terran players really forgetting that they can make Marauders, Tanks, Thors, Vikings, Banshees (and I guess BC's) to crush Zerg T3?! And ghosts still exist. They still have snipe. Hell, stim marines still work well against BL's. I swear, nerf one unit and people act like their entire race is being deleted.
#2throwed
architecture
Profile Blog Joined May 2008
United States643 Posts
February 10 2012 18:48 GMT
#755
Snipe ISN'T broken.

1. If you see 20 ghosts, you make ling/bane, kill the ghosts, and then make Hive units. Stop fucking wasting money on Hive units and feeding the ghosts.
2. Energy units help offset the fact that another race has way superior production.
tpfkan
drooL
Profile Blog Joined May 2010
United Kingdom2108 Posts
February 10 2012 18:48 GMT
#756
On February 11 2012 03:44 MelodyBW wrote:
Show nested quote +
On February 11 2012 03:37 UniversalMind wrote:
ghost now knows what it feels like to be the High templar and infestor ROFL

BLIZZARD LAYING DOWN THE LAW!


You are dumb, the ghost is not the terran version of the ht or infestor, it's like the terran queen or sentry.. if you can compare them in that way. it's a tier 2 caster.


You can't compare them in that way and it's obviously the equivalent to Infestor/HT. 1 AOE and one single target spell. Similar cost. Yadayada.
@nowSimon
HardlyNever
Profile Blog Joined July 2011
United States1258 Posts
February 10 2012 18:48 GMT
#757
While I think the snipe nerf may be a tad too extreme, I think people are forgetting how absolutely amazing ghosts are compared to other casters. For 200 minerals 100 gas you get a unit that can:

-cloak
-remove 100 energy in an aoe (including on buildings), and also does 100 damage to shields
-do 50 damage to any biological unit (now this is going to change)
-has an auto-attack. Not only an auto-attack but a pretty damn good one that hits air and ground, and does extra damage to light
-call down nukes
-start with 75 energy

Are you serious? This unit, on paper, looks completely broken, and you are complaining that it does 1 thing slightly less amazing now? Both infestors and HT cost more gas and neither has an auto attack. Infestors can do something like cloak, but it limits them to 1 spell. HT have 2 abilities, and 1 requires research. They can turn into half of another unit.

A ghost nerf has been long overdue. And yes, I know the nerfed emp a patch ago.
Out there, the Kid learned to fend for himself. Learned to build. Learned to break.
sAfuRos
Profile Joined March 2009
United States743 Posts
February 10 2012 18:48 GMT
#758
This is one of the least helpful patches in a long time imo

Phoenix upgrade is idiotic, no one will get a beacon and then a (probably) 100/100 upgrade while still being able to produce phoenix and everything else or even in a timely, useful fashion

Snipe change is hilarious because its a +5 boost vs ht's which is totally unnecessary although not huge, but hilarious for lategame tvz where lategame winrate drops off dramatically

Mule change is also just a gesture. No tournaments or serious matches are played on maps with gold maps anyways, so this is like...good for catching up to everyone else blizz

APM change is only good thing about patch, which is fixing something blizz broke in the first place
sAfuRos // twitch.tv/sAfuRos // contact for coaching
Roxy
Profile Joined November 2010
Canada753 Posts
Last Edited: 2012-02-10 18:52:43
February 10 2012 18:48 GMT
#759
I think that the phenoix change will be huge. A lot huger than many of you are giving it credit for.

Vs zerg, stargate is much more viable.

Voids counter roach
Pheonix counter muta (and somewhat counter hydras).
And as a mineral dump, zealots counter lings

The fact that we are encouraged to get a fleet beacon means that while colossus are better, carrier is already available. From the perspective of the costs to switch tech, carrier may very well be the better option.

The fleet beacon also opens up the benefit of having additional air upgrades. Prior to this I used to just get 1-1 for voids and that was it.

I hate the mothership. At least the vortex ability. I think it should be changed or removed. Mothership should be a moving power field instead of have vortex. I would love to see recall more though (and I think we will see it in tandem with carrier play).

I see zerg avoiding mutalisks because phenoix will wreck them just as bad as fungal wrecks phoenixes. Huge investment losses to be incurred. I think that meta-game-wise, zerg will just skip straight to infestors.

I suspect we are going to be seeing protoss go for carrier/voidray/mothership and zerg will be going for infestor (specifically infested terrans)/hydra

My suspicion on balance:
As usual, zerg will lose a whole bunch of games and they will QQ but then they will figure out how to stop the protoss strat and then they wont lose to it anymore (timings / when to army or drone / when protoss is weak / how to read what they are doing)

There is still a glaring hole in the whole PvZ matchup. Neither race cna viable scout the other. Protoss can use the following to scout (but only can be done after the 10 minute mark):
- If you have an obs, you are kind of committed to robo
- If you get halucination, that cost just as much gas as a robo. You probably have to go hateway play here. Not enouhg gas to get halucination AND hit any stargate/robo timing.
- If you scout with a pheonix, you are commtied to stargate

http://sc2ranks.com/us/941824/Roxy - Masters Protoss: "Respect my authoritai"
shadowy
Profile Blog Joined August 2010
Bulgaria305 Posts
February 10 2012 18:49 GMT
#760
Wow...big changes and have to say surprisingly good ones. I love this patch... it should make the pro level that more interesting.
[Fear the leather Gracket!] // ¯\_(ツ)_/¯ // Liquid'Hero hwaiting!
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