On February 11 2012 06:15 firehand101 wrote:
I LOVE BLIZZARD
I LOVE BLIZZARD
At least someone is happy today when it's not me..

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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. | ||
Everlong
Czech Republic1973 Posts
On February 11 2012 06:15 firehand101 wrote: I LOVE BLIZZARD At least someone is happy today when it's not me.. ![]() | ||
courtpanda
866 Posts
On February 11 2012 06:13 Everlong wrote: Show nested quote + On February 11 2012 06:10 Sackings wrote: Why are people complaining that this makes ghosts useless in TvT? (cant remember the last time i saw ghosts in pro TvT) There have always been plenty of units that didnt have a role in certain matchups. Who is complaining about TvT? Btw, in 1.4.4 they could make it so that opponent's camera imidiatelly jumps to location where nuklear launch is detected to make great effect of all ghost spells.. it was the ghost first opening theyre talking about, where you rush a ghost and snipe out all the early terran bio, then go kill all their workers. | ||
13JackaL
United States577 Posts
On February 11 2012 06:11 The KY wrote: Show nested quote + On February 11 2012 06:03 Qaatar wrote: On February 11 2012 05:59 Whitewing wrote: On February 11 2012 05:56 oxxo wrote: On February 11 2012 05:55 AnYvia wrote: LOL I called the ghost change back when there was the MVP vs July in GSL Semifinal (I think). I think this will make terrans play a little more creatively late game. You shouldn't have. Mvp was already ahead and July completely throw away his ultras. He sent them against CCs and let them all be sniped. He could have just killed every ghost right there. That's a horrible game to use as an example of 'overpowered snipe'. It's like a terran sending 20 tanks unsieged into a horde of zerglings and then complaining that zerglings are overpowered. Okay, how about Nestea vs. MVP at Blizzcon on Shakuras? Shakuras is a terrible map for TvZ. Also, funny how it's always MVP who crops up in these example discussions. Plus did you watch that game? Anyone who watches that and goes yep, nothing the zerg could have done there is BATSHIT INSANE. Nestea was in the tens of thousands of resources, maxed out, for about 10 minutes while he did literally nothing except kill the marines MVP sent out to die so he could remax on ghosts. It continues to baffle me what Nestea was thinking...200/200 and untold resources and he defends...aaaaah whaaaat. I wonder. In a hypothetical situation where that game was played out with the snipe nerf, would Mvp actually have any chance vs Nestea there? I mean, he cleaned it up but if he required even 50% (and from what I can tell, its greater) more snipes to do that, I think he wouldn't have held. I suppose only time will tell and we'll have to new other ways of dealing with heavy BL/infestor counts. | ||
Gamegene
United States8308 Posts
On February 11 2012 06:17 courtpanda wrote: Show nested quote + On February 11 2012 06:13 Everlong wrote: On February 11 2012 06:10 Sackings wrote: Why are people complaining that this makes ghosts useless in TvT? (cant remember the last time i saw ghosts in pro TvT) There have always been plenty of units that didnt have a role in certain matchups. Who is complaining about TvT? Btw, in 1.4.4 they could make it so that opponent's camera imidiatelly jumps to location where nuklear launch is detected to make great effect of all ghost spells.. it was the ghost first opening theyre talking about, where you rush a ghost and snipe out all the early terran bio, then go kill all their workers. It's a niche build that loses to a bunker. As a terran: I don't care. | ||
LeibSaiLeib
173 Posts
But day9 just took LiquidHero vs Demuslim and explained rather well how to beat mutaing player, so it seems that muta stuff is not about pro lvl but lower lvls. And honestly i dont think that 6 range will do that much difference, since the lower lvls where it actually matters, usually they dont have the apm micro and macro at the same time and they still might lose. But the most feedback i read/heard about gold bases is not just mules, its PF. Gold bases should be reward for risk, but BF and few buildings/tanks defend it very easily anyways. (Thou they do ahve less mineral patches usually and the income isnt that higher). Oh i remember all the games in MLG TvZ very late game, snipe really is good ![]() Everything i just wrote is biased unprofesional feedback, dont flame. | ||
Berailfor
441 Posts
On February 11 2012 06:15 TheRavensName wrote: Show nested quote + On February 11 2012 06:14 Berailfor wrote: On February 11 2012 06:06 y0su wrote: On February 11 2012 05:51 Markwerf wrote: I love the phoenix buff. Just a upgrade at the fleet beacon is genious, muta's will still be awesome if you surprise toss with them but the game where toss simply can't come back while zerg keeps massing air on maps like tal darim will be fixed a bit. Excellent change. Ghost nerf seems a bit too hard. They were too good against broodlords and maybe ultralisks but now snipe is too weak I think. It becomes a niche spell against spellcasters and is completely useless against zealots and probably even ultra's and maybe broodlords. I would have loved to have seen a raven buff with this so we can get to see some seeker missile action, it's the coolest spell in the game and should really get a slight buff. MULE change is good obviously, the idea of high yield can be fun but needed a few changes to make it fair. Looking at the ghost spells... EMP is great damage vs ![]() ![]() ![]() ![]() This change keeps snipe a niche spell vs toss but makes it also a niche spell vs zerg. This also makes ghosts even less useful in TvT (pretty much makes early ghost play useless). By niche spell do you mean spell used as it was intended (anti-caster sniping). Though I agree the meta has changed and with the way it is this much of a damage nerf is pretty huge. But clearly they are attempting the bring the ghost back to it's original role of anti-caster. At least they buffed snipe on infestors But why snipe an infestor and kill one, when you can emp and make a cloud of them useless? Why snipe an HT when you can emp? Because 1. It dies 2. People sometimes are trying to come towards you with 1 spellcaster at a time. Duh! 2 snipes to kill that infestor coming to fungal? Or 2 emps to drain it's energy and have it run away. Tell me what you choose | ||
The_Darkness
United States910 Posts
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Grobyc
Canada18410 Posts
1) You're going to EMP infestors or target them with tanks anyway. 2) Before you could 2 shot HT with snipe and you still cant, no big deal. You would still usualy EMP them anyway 3) How rare is it that you see ghosts vs ghosts? 1-2 EMPs and they can't even snipe you anyway. Anyways, seems like it's basically a simple 25 damage now. Makes me not even really want to use them now. 3 snipes to kill a marine (assuming they have combat shields), 2 to kill a baneling, etc. I guess I'll just have to live with it. I don't think the phoenix range is going to help immensly as well, especially since you need a fleet beacon to get the upgrade and need a decent amount of phoenix to make it worthwhile. Better than nothing I suppose. | ||
FinalForm
United States450 Posts
Phoenixes don't take that long to build, and if you're a zerg with 20+ mutas and your protoss opponent suddenly manages to you surprise you with 10 chronoboosted phoenix, depending on how far away you are from Queen support at the time the two air armies meet, he has the potential to kill ALL of your mutas for FREE. Zerg will have to scout very diligently for FleetBeacon and Dual Starport while muta harassing. Akin to over-committing with slow-lings vs speed-lings in a ZvZ. This was already seen in NesTea vs Genius in GSL last night on Entombed Valley. Nestea committes heavily to mutas, Genius makes phoenix at same time. NesTea fly to Genius base, meets phoenix, every muta dies for free -> GG, no range upgrade needed just Code-S control. | ||
Captain Peabody
United States3091 Posts
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jgelling
55 Posts
On February 11 2012 06:05 Berailfor wrote: Show nested quote + On February 11 2012 05:56 jgelling wrote: Does anyone have a cost for the phoenix upgrade? While the appeal of +2 range seems big on paper,, I'm still skeptical of reactive phoenix investment overall - if I wasn't going phoenix initially I can't see a super tier 3 investment in what I still see as a fundamentally mid-game unit. The phoenix just doesn't fit well in late game unit compositions. I guess the theory is you can now build say, a half dozen +2 range phoenix and use them to babysit your base while you move out for the final showdown. But if it's a base race situation (which it probably would be vs mass muta), a handful of phoenix won't make a difference to the ultimate outcome, compared to say, a similar investment in blink stalkers. I've just never been a fan of the unit - it's always been lackluster compared to the corsair. But if the upgrade is reasonable for cost/time, maybe it has late-mid game appeal after holding off the initial mutas. If Phoenix were better vs broods or corruptors and weren't slaughtered by infestors or had splash, I'd be more excited. I'm still confused what in the world Protoss air will look like if they really remove the carrier and Mothership in HoTS and still plan on bringing in the Tempest to counter mutas. Why would you have the Phoenix camping in your base. Their largest advantage is their mobility. And they would completely rock muta basetrade (in theory) because Mutas can't run away from Phoenix. So (also in theory, but also not very hard to execute now) you can do constant dps on the Mutas while never taking damage. So in a matter of seconds he would be base trading with ONLY zerglings Well, I didn't mean you'd only have the Phoenix camped out at your base never doing anything - just that it'd be more useful (in theory) to send just the handful of phoenix back if Zerg counter-attacks when you move out. I guess I can see it working, but I'm still curious about the cost to get, say 5 Phoenix with range. Perhaps more importantly, the time. If it's 140 seconds 200/200, I'd worry about both the Phoenix and fleet beacon being scouted and screwing up any timings to counter the Zerg. My worry is that as good as it sounds, if it's fleet beacon + 200/200 + 140 seconds, you'd die to a roach switch or corruptor switch long before that kind of investment paid dividends. | ||
jinorazi
Korea (South)4948 Posts
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SigmaoctanusIV
United States3313 Posts
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TheRavensName
United States911 Posts
On February 11 2012 06:19 Berailfor wrote: Show nested quote + On February 11 2012 06:15 TheRavensName wrote: On February 11 2012 06:14 Berailfor wrote: On February 11 2012 06:06 y0su wrote: On February 11 2012 05:51 Markwerf wrote: I love the phoenix buff. Just a upgrade at the fleet beacon is genious, muta's will still be awesome if you surprise toss with them but the game where toss simply can't come back while zerg keeps massing air on maps like tal darim will be fixed a bit. Excellent change. Ghost nerf seems a bit too hard. They were too good against broodlords and maybe ultralisks but now snipe is too weak I think. It becomes a niche spell against spellcasters and is completely useless against zealots and probably even ultra's and maybe broodlords. I would have loved to have seen a raven buff with this so we can get to see some seeker missile action, it's the coolest spell in the game and should really get a slight buff. MULE change is good obviously, the idea of high yield can be fun but needed a few changes to make it fair. Looking at the ghost spells... EMP is great damage vs ![]() ![]() ![]() ![]() This change keeps snipe a niche spell vs toss but makes it also a niche spell vs zerg. This also makes ghosts even less useful in TvT (pretty much makes early ghost play useless). By niche spell do you mean spell used as it was intended (anti-caster sniping). Though I agree the meta has changed and with the way it is this much of a damage nerf is pretty huge. But clearly they are attempting the bring the ghost back to it's original role of anti-caster. At least they buffed snipe on infestors But why snipe an infestor and kill one, when you can emp and make a cloud of them useless? Why snipe an HT when you can emp? Because 1. It dies 2. People sometimes are trying to come towards you with 1 spellcaster at a time. Duh! 2 snipes to kill that infestor coming to fungal? Or 2 emps to drain it's energy and have it run away. Tell me what you choose I'm sadly in silver and don't play against people that are that smart xD. | ||
Mataza
Germany5364 Posts
The margin of usefulness for phoenixes was pretty narrow so having same number of phoenixes as mutas would have opened a hole in gas. At the very least Phoenixes should surface more often in the future. Ghost change, I don´t know. Pretty crass nerf as there are not that many bio units that are also psio. Imho everything that leads away from marine marauder is a good thing. Nerf Terran rushes somehow, Not Terran lategame. | ||
Whalecore
Norway1110 Posts
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MtlGuitarist97
United States1539 Posts
In all honesty, I think that the phoenix was good as is and could maybe have 5 range, but I think 6 is a bit much. It makes it much harder to use mutas once phoenix are out and makes them almost as effective as a banshee at killing workers (when they're in a group of like 3 of them). Idk, overall decent patch, not great. I'm happier with the map changes tbh ![]() | ||
jaydee81
Germany119 Posts
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courtpanda
866 Posts
On February 11 2012 06:17 Ghostfoot wrote: Show nested quote + On February 11 2012 06:11 The KY wrote: On February 11 2012 06:03 Qaatar wrote: On February 11 2012 05:59 Whitewing wrote: On February 11 2012 05:56 oxxo wrote: On February 11 2012 05:55 AnYvia wrote: LOL I called the ghost change back when there was the MVP vs July in GSL Semifinal (I think). I think this will make terrans play a little more creatively late game. You shouldn't have. Mvp was already ahead and July completely throw away his ultras. He sent them against CCs and let them all be sniped. He could have just killed every ghost right there. That's a horrible game to use as an example of 'overpowered snipe'. It's like a terran sending 20 tanks unsieged into a horde of zerglings and then complaining that zerglings are overpowered. Okay, how about Nestea vs. MVP at Blizzcon on Shakuras? Shakuras is a terrible map for TvZ. Also, funny how it's always MVP who crops up in these example discussions. Plus did you watch that game? Anyone who watches that and goes yep, nothing the zerg could have done there is BATSHIT INSANE. Nestea was in the tens of thousands of resources, maxed out, for about 10 minutes while he did literally nothing except kill the marines MVP sent out to die so he could remax on ghosts. It continues to baffle me what Nestea was thinking...200/200 and untold resources and he defends...aaaaah whaaaat. I wonder. In a hypothetical situation where that game was played out with the snipe nerf, would Mvp actually have any chance vs Nestea there? I mean, he cleaned it up but if he required even 50% (and from what I can tell, its greater) more snipes to do that, I think he wouldn't have held. I suppose only time will tell and we'll have to new other ways of dealing with heavy BL/infestor counts. easiest solution is not let them get there. | ||
y0su
Finland7871 Posts
On February 11 2012 06:09 acrimoneyius wrote: Show nested quote + On February 11 2012 06:06 y0su wrote: On February 11 2012 05:51 Markwerf wrote: I love the phoenix buff. Just a upgrade at the fleet beacon is genious, muta's will still be awesome if you surprise toss with them but the game where toss simply can't come back while zerg keeps massing air on maps like tal darim will be fixed a bit. Excellent change. Ghost nerf seems a bit too hard. They were too good against broodlords and maybe ultralisks but now snipe is too weak I think. It becomes a niche spell against spellcasters and is completely useless against zealots and probably even ultra's and maybe broodlords. I would have loved to have seen a raven buff with this so we can get to see some seeker missile action, it's the coolest spell in the game and should really get a slight buff. MULE change is good obviously, the idea of high yield can be fun but needed a few changes to make it fair. Looking at the ghost spells... EMP is great damage vs ![]() ![]() ![]() ![]() This change keeps snipe a niche spell vs toss but makes it also a niche spell vs zerg. This also makes ghosts even less useful in TvT (pretty much makes early ghost play useless). Snipe is definitely not niche vs high templar. ... I said niche vs PROTOSS (as a race) that niche part is being good vs HT (like how EMP is niche vs zerg - queens/infestors). | ||
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