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Call to Action: Balance Testing (2012/11/20) - Page 39

Forum Index > SC2 General
1876 CommentsPost a Reply
Prev 1 37 38 39 40 41 94 Next
Lonyo
Profile Blog Joined December 2009
United Kingdom3884 Posts
November 21 2012 17:18 GMT
#761
ZvZ is going to be HILARIOUS now. Absolutely hilarious.
HOLY CHECK!
Mensol
Profile Joined September 2012
14536 Posts
November 21 2012 17:18 GMT
#762
Bisu will destroy everyone with mass sentry in 2013.
If you don't know what the fuck you are doing, how are your enemies supposed to know what the fuck you are doing. - imaqtpie on NA teams at Worlds.
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 17:19 GMT
#763
On November 22 2012 02:16 xCherubiMx wrote:
yeah cuz terrans need seeker missle that bad........they have the most powerful attacks and the most splash dmg but they need the seeker missle earlier........cuz ya know, terran has it so hard.

Did you somehow get stuck in 2010?
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
November 21 2012 17:20 GMT
#764
is it me or they try to revolve balance around antiga...
tazman1ac
Profile Joined October 2012
Finland1 Post
November 21 2012 17:20 GMT
#765
111 with 2 fast ravens just got ridiculously strong...
Seldentar
Profile Joined May 2011
United States888 Posts
November 21 2012 17:20 GMT
#766
On November 22 2012 02:13 Lonyo wrote:
Wait, can fungal still detect DTs? Or are they now unable to be detected by a fungal?


With these changes, they would be immune to fungal. In other words it wouldn't affect them at all and they would not be detectable by fungal.

On November 22 2012 02:03 ZeromuS wrote:
I need to hop on and try this. My worries are that protoss swings into too much favour in PvZ in the mid game thanks to the lack of fungal on psionic units.

My other worry is that the seeker missile really damages PvT with a new 1-1-1 variant coming out.


Good points, I'm concerned about that as well, but I'm all for Blizzard testing these changes regardless.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
November 21 2012 17:20 GMT
#767
On November 22 2012 02:20 tazman1ac wrote:
111 with 2 fast ravens just got ridiculously strong...

if you use your raven energy on seekers in a 1/1/1 you're doing something wrong
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 17:21 GMT
#768
On November 22 2012 02:20 tazman1ac wrote:
111 with 2 fast ravens just got ridiculously strong...

Yes, you can now spend half your gas to kill 2 Stalkers!
bropedo
Profile Joined April 2012
United States89 Posts
November 21 2012 17:22 GMT
#769
Nerf infestors, leave (maybe even slight buff) immo/sentry.

Makes sense.
Gogo Terran: MKP ByuN || Toss: Parting Rain || Zerg: Life HyuN
Prog455
Profile Joined April 2012
Denmark970 Posts
November 21 2012 17:22 GMT
#770
On November 22 2012 01:50 MrFraische wrote:
These changes are retarded!

- Killing speed warp prisms in the later stages of the game will be completely impossible...
- Seeker missile is WAY too strong to be without the required upgrade (especially against corruptors and bl's)
- Without being able to fungal either archons or motherships, how the F*** are we supposed to stop the archon toilet??
- If ghosts and DT's are immune to fungal, how the F**** shit are we going to see them at all, considering the fact that overseers suck monkeyballs (slow, weak, easy to snipe and feedback)
- Not being able to kill sentries with fungals just puts MORE emphasis on the goddamn forcefields that ALREADY dictates most of the early to mid game in ZvP



- Killing speed warp prisms in the later stages of the game will be completely impossible...
So Infestors no longer counters Warp Prism play? Don't it still counters more units than any other unit in the game

- Seeker missile is WAY too strong to be without the required upgrade (especially against corruptors and bl's)

Do you know how little difference this makes in late game (where Terrans actually struggle)? Aside from the actual cost of the upgrade it makes next to no difference, since it takes so long time to get enough energy to use the Seeker Missle anyway. With this buff the first Seeker Missile will be available 40 seconds faster than usual. Which means that this buff is going to change the game with 40 seconds and 150 minerals and 150 gas.

- Without being able to fungal either archons or motherships, how the F*** are we supposed to stop the archon toilet??

Pre-split your units. Just like you counter Fungal Growth. And of course don't let all of your units get caught in the Vortex.

- If ghosts and DT's are immune to fungal, how the F**** shit are we going to see them at all, considering the fact that overseers suck monkeyballs (slow, weak, easy to snipe and feedback)

Overseers are:
1. Faster than Ghosts and WAY faster than High Templars when you have speed buff.
2. Definitely one of the stronger units when it comes to Health. It takes 4 snipes to kill an Overseer, which is 1 less snipe than it does to kill a Broodlord. In addition to this, their detection range is longer than the Ghost snipe range and/or the High Templar feedback range.

- Not being able to kill sentries with fungals just puts MORE emphasis on the goddamn forcefields that ALREADY dictates most of the early to mid game in ZvP

Even though this may be a problem i am still going to refer to my response to your first point:

Maybe it is not such a bad idea afterall that Infestor is no longer hard counter to almost every unit in the game.
Seldentar
Profile Joined May 2011
United States888 Posts
November 21 2012 17:22 GMT
#771
On November 22 2012 02:18 Lonyo wrote:
ZvZ is going to be HILARIOUS now. Absolutely hilarious.


How will queens and infestors being immune to fungal affect much?
GeNeSiDe
Profile Blog Joined August 2010
United Kingdom354 Posts
November 21 2012 17:23 GMT
#772
Thank god, infestors are a fucking joke.
http://soundcloud.com/eastmanmusic Check out my latest sc2 song "Masters League!"
a176
Profile Blog Joined August 2009
Canada6688 Posts
November 21 2012 17:23 GMT
#773
Feedback/storm range 9
emp range 10

fungal range 9

im confused why does blizzard seems to think fungal is 'effective' against templar+ghost ? maybe just increase range of feedback, or fungal projectile?

this is not a buff for spellcasters. its a buff for everything else, archons, prisms, sentries, DT. which in itself is ridiculous as only ghost gets 'buffed' on terran.
starleague forever
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 17:24 GMT
#774
On November 22 2012 02:22 Prog455 wrote:
2. Definitely one of the stronger units when it comes to Health. It takes 4 snipes to kill an Overseer

No, 9. Overseers are not Psionic.
ZanXala
Profile Joined October 2011
Sweden26 Posts
November 21 2012 17:24 GMT
#775
LOL@ fungal not being able to hit sentries and warp prisms: If this change is actually coming we're not gonna see zergs beating korean protoss, like at all...
| IdrA | ThorZaIN | Jaedong | Life | Bomber | Cure |
viasacra89
Profile Joined January 2012
United States134 Posts
November 21 2012 17:26 GMT
#776
Just don't let fungals hit air. Problem solved.
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
November 21 2012 17:26 GMT
#777
On November 22 2012 02:20 OpTiKDream wrote:
is it me or they try to revolve balance around antiga...


That wouldn't be a bad thing. Antiga has a hard to take fourth which a lot of the "tournament maps" don't.

It's maps like Ohana and Cloud Kingdom where it's super easy to get your fourth that makes infestors/stuff so much more powerful.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
Last Edited: 2012-11-21 17:28:06
November 21 2012 17:27 GMT
#778
On November 22 2012 02:24 ZanXala wrote:
LOL@ fungal not being able to hit sentries and warp prisms: If this change is actually coming we're not gonna see zergs beating korean protoss, like at all...

...build spores and have a dozen lings hanging around the edge of your main? overlords spotting way in advance?

terrans have managed with it forever without fungal, so can zerg, get real

On November 22 2012 02:26 viasacra89 wrote:
Just don't let fungals hit air. Problem solved.

mutas in ZvZ would be really stupid if so
MuMeise
Profile Joined November 2010
Germany81 Posts
November 21 2012 17:28 GMT
#779
So I played a few games now.

In my opinion the changes are not hitting the problems but creating other problesm.
This change creates now problems for Zerg but doesn't resolve the problems Protoss has in the lategame. Why is that?

1. Neural is still in place. One Neural to the mama shop and everything is wrecked.
2. You can still Fungal the entire Toss army without any problems. Sentries and HTs stay alive, but you still can't do really anything.
In my opinion the problem was never the infestor alone but the combination with GGLords. And This Thread still stand and Stalkers get still traped all the same so blinking under infestors is still a death trap. Since HTs are so slow the complete idea of the stalker (being fast, harass, retreat, doing great damage when microed correctly with blink) is not working anymore since you need to carry along a high templar all the time...

The only real counter there is against GGLLord, the carrier, is still useless. I just tried to play carrier, speed lot high templar against zerg. Yes it works pretty well at first, i could snipe a few infestors but since feedback as such a low range most of the time the high templar just dies to the broodlings. And the main problem imho still exists that it is extremely easy to fungal interceptors.

All in all i think this change is more a change that will benefit Terran with the Ghost and snipe but the high templar as a "sniping unit" is simply to slow and feedback as not a good range to be viable against mass infestor. Also you need a LOT of high templars against mass infestor play, and then you are extremly low on Gas and you can't do anything against the GGLords.

It would have been the much better change to make the fungal a projectile and also not affecting massive units. Why is that?
I think the infestor as a sentry counter is good! That shouldn't change since pushes like Immortal All-In become even more powerfull, also with the thread of sentries to die of fungal you need to split them correclty etc.
This change removes complexitly from the game, creates problem in the midgame for Zerg and doesn't solve the lategame problems for Toss. I can't comment on Terran though.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 21 2012 17:29 GMT
#780
On November 22 2012 02:10 TheDwf wrote:
Show nested quote +
On November 22 2012 02:03 ZeromuS wrote:
I need to hop on and try this. My worries are that protoss swings into too much favour in PvZ in the mid game thanks to the lack of fungal on psionic units.

My other worry is that the seeker missile really damages PvT with a new 1-1-1 variant coming out.

2 PDDs > a single Missile + a lonely Turret in 1-1-1.


I will take a single missile right directly to my colossi if it removes 2 PDDs. Not being able to shoot banshees is really bad vs the 1/1/1 and that part that normally kills me.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
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