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On November 21 2012 11:12 Torte de Lini wrote: I like the HSM upgrade, might be a bit too much to be honest. But the Infestor change is pretty neat, but I wish they improved neural parasite instead. In what way?
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On November 22 2012 04:07 s3rp wrote:Show nested quote +On November 22 2012 03:50 Arco wrote:On November 22 2012 03:44 s3rp wrote:On November 22 2012 03:39 Arco wrote:
Ravens aren't alive and therefore cannot be psychics.
Warp Prisms, despite not being alive, go through a "Psionic manufacturing process" and also use a Psionic Matrix to warp in troops.
Terrans don't have any such Psionic manufacturing abilities, their technology just isn't there yet. On November 22 2012 03:40 Crawdad wrote:
Because it's a mechanical ship and all of its abilities involve physical weapons.
What makes less sense is that the Overseer is not psionic. I'm not talking about so called story wise , i'm talking about balancing wise. If you're talking about story you might wanna explain why a shot with a sniper rifle doesn't even kill the smallest unit in the game. If you're making units immune to Fungal it probably shouldn't be determined by Psionic or not without some changes that's all i'm saying. The game is partially balanced based on the story. Look at snipe, it hits every Zerg unit and only a few Protoss ones. No one crys imbalance about that. It's how these games have always worked. Different but equal. WarCraft III had Holy Light which was a Heal spell if casted on non-Undead units but became a damage spell against Undead units. Same things in regards to Death Coil, it only did damage to non-Undead units and healed friendly Undead units. Also, to those saying all casters must be Psionic: look at Dark Templars, Archons, and Warp Prisms. None of these are considered casters, yet are all tagged Psionic. Making the Raven psionic would not break the lore . Same with maybe not having 6 immune Toss units. Btw Snipe hitting every Zerg unit became irrelevant the second it only worked on psionic without beeing a joke. Sorry Terran, your technology just isn't there yet.
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On November 22 2012 03:32 Big J wrote: btw, it feels very weird that fungal can now uncloak some units, but others not:
Units that can be uncloaked (and gernerally hit) with fungal: -) burrowed units exceptions: queen and Infestor -) banshee -) all units under a motherships cloak exceptions: sentry, archon, HT, Warp Prism, (DT)
Units that cannot be uncloaked (and gernerally hit) with fungal: -) burrowed queen and Infestor -) cloaked ghost -) DT -) when cloaked by a mothership: sentry, archon, HT, Warp Prism, (DT)
Especially the mothership part seems weird. You fungal into the cloaked units, some reveal, some don't.
Lot's of things feel weird the first time! Don't worry about it!
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i never thought i'd see the day -tear-
finally... my archons wont get raped by 500 broodlings
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I really like the raven change. HSM + upgrades just takes too long to be researched. Zergs nowadays get to T3 between 15 and 16 minutes, which is almost impossible to reach HSM without sacrificing aggression in the mid game. It also was my personal solution to terran´s lategame problems. You can also use raven´s in tvp now to force a fight, which should make it easier to handle very passive protoss players.
I personally don´t think that an infestors nerf is necessary. With the now early possible hsm terrans should have more option to handle the deathball by either trying to take out the blords/corrupters or the infestors with HSM, which was quite effective in some pro games.
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On November 22 2012 02:38 Fig wrote:Show nested quote +On November 22 2012 02:28 MuMeise wrote: 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. This is not supposed to address the combat of Broodlord/Infestor armies in the lategame. It addresses the ability to backstab and harass more effectively against the composition. You didn't mention the Warp Prism, which now will be much stronger at pulling the zerg army back. And DTs are also much more useful now. It is true that if tosses continue to play the same way as before, then zergs can do the same and not see much difference. The point is that if toss uses these new advantages against the infestor, the zerg will be more apt to shift their composition away from mass infestor, making the game much more dynamic. Though I still think Blizzard bungled this test by not including a buff somewhere else for zerg.
Thing is that Dustin said in the interview that fungal not hitting HTs is intendet to snipe infestors more effectively... which is just not the case since in the most cases the high templar is to fragile and too easily sniped, also if you fungal the Toss army he is not affected, but often he can't move either since he is somewhere in the protoss ball and sits stuck...
For DTs.. sorry but I don't see dts viable other than a bit of harassing against zerg. Also zergs can easily invest in spores and spines to prevent harassing. The whole point of the infestor change, o-tone of the chief in person, was to change and weaken the zerg lategame army composition. This infestor nerf instead changed the midgame much more than it does the lategame.
Anyway I still think making fungal a projectilie and also not affecting massive units would have been the much better change, because neither terran or toss really struggle in the midagame against zerg... they do with the lategame army composition...
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On November 22 2012 04:10 willoc wrote:Show nested quote +On November 22 2012 03:32 Big J wrote: btw, it feels very weird that fungal can now uncloak some units, but others not:
Units that can be uncloaked (and gernerally hit) with fungal: -) burrowed units exceptions: queen and Infestor -) banshee -) all units under a motherships cloak exceptions: sentry, archon, HT, Warp Prism, (DT)
Units that cannot be uncloaked (and gernerally hit) with fungal: -) burrowed queen and Infestor -) cloaked ghost -) DT -) when cloaked by a mothership: sentry, archon, HT, Warp Prism, (DT)
Especially the mothership part seems weird. You fungal into the cloaked units, some reveal, some don't. Lot's of things feel weird the first time! Don't worry about it!
cuzfucklogic
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On November 22 2012 03:49 Jinsho wrote:Show nested quote +On November 22 2012 03:48 poorcloud wrote: This changes seem really good! Infestors will become more of a support unit rather then being the mass-and-win unit. However, i will make it such that fungal dosen't hold on psionic units but still damage them. Can't imagine zerg controlling phoenixes without fungal PHOENIX IS NOT A PSIONIC UNIT. Read the OP please. also keep in mind that sentry and warp prism are not psionic either, at least on the map.
Whoa, whoa, whoa, whoa, really? Can someone confirm this and if so, get a banner placed in the thread.
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On November 22 2012 04:17 Plansix wrote:Show nested quote +On November 22 2012 03:49 Jinsho wrote:On November 22 2012 03:48 poorcloud wrote: This changes seem really good! Infestors will become more of a support unit rather then being the mass-and-win unit. However, i will make it such that fungal dosen't hold on psionic units but still damage them. Can't imagine zerg controlling phoenixes without fungal PHOENIX IS NOT A PSIONIC UNIT. Read the OP please. also keep in mind that sentry and warp prism are not psionic either, at least on the map. Whoa, whoa, whoa, whoa, really? Can someone confirm this and if so, get a banner placed in the thread.
Whaaaaaaaaaaaaaaaaaaaaaaa??????
Can someone not at work please check
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On November 22 2012 03:46 HaXXspetten wrote:Show nested quote +On November 22 2012 03:45 DontNerfInfestors wrote: -Warp prisim and sentry is not psionic. -Fungal still uncloaks psionic units -Neural parasite range increased to 8 - Raven is now psionic - Ghost snipe changed to 45 (+5 vs psionic,-15 vs massive) I like your username
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United Kingdom774 Posts
I really dislike how many toss units this affects, sentries are already really powerful vs zerg and this makes them even more so. WTH are Warp Prism psionic? Could they make Medivacs psionic too? At least they have energy.
I'm glad that they are having another go at buffing Ravens. I thought their previous excuse for not doing so was really weak. Just because MVP got lucky with Ravens at one tournament doesn't mean they didn't need a buff.
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On November 22 2012 04:07 HoLe wrote:Show nested quote +On November 21 2012 11:12 Torte de Lini wrote: I like the HSM upgrade, might be a bit too much to be honest. But the Infestor change is pretty neat, but I wish they improved neural parasite instead. In what way?
The HSM change will have almost no effect at all and it won't be noticeable outside of early early raven timings that plain do not exist and won't be used in anything but TvT TBH.
HSM won't be useful compared to turrets or PDD in a 1-1-1 push and you still need to wait for 125 energy in TvZ which means you were preparing way way way ahead of time with ravens.
NP is already borderline OP and buffing it in any way is just asking for trouble, it's a medium-difficulty micro technique that is already seeing more and more use in games.
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On November 22 2012 04:20 Willzzz wrote: I really dislike how many toss units this affects, sentries are already really powerful vs zerg and this makes them even more so. WTH are Warp Prism psionic? Could they make Medivacs psionic too? At least they have energy.
I'm glad that they are having another go at buffing Ravens. I thought their previous excuse for not doing so was really weak. Just because MVP got lucky with Ravens at one tournament doesn't mean they didn't need a buff.
Keep in mind this is partially lore-based. If sentries aren't psionic I don't know what is, but I don't know why they don't just shorten the forcefield time on sentries. I play Protoss and I'm saying this! XD A one or perhaps two second cut to the time seems FINE to me.
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I think this opens up a timing where, instead of pushing before broods, terrans push wih ghosts earlier just to kill the infestors. It doesn't necessarily help if the z gets up to max brood infestors corrupter, but it might give t a way to make it more difficult to get there.
It may even allow Terran bio to move around with a bit less fear of losing everything instantly if you lead with some ghosts.
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dark templars are about to get very good vs zerg now.
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[F*ck it, this Lurker is attacking.]
Infestor: The band-aid of the Zerg race, the end-all massed unit of WoL. (Hi, Warhound) Fungal Growth: [A] || [B] [A] changed to Fungal Cloud and slowly damages all units under the cloud. - Allows slowed movement and still reveals cloaked units. - Still instant cast. [B] Change Fungal Growth to projectile that PDD cannot intercept. -Change Ghost EMP to projectile to pair well with projectile FG, increase radius of EMP Neural Parasite: -Cannot affect Heroic units Infested Terran: -Damage buff but reduce the range on the unit. -Extended duration of life on unit. (Look at the Auto-Turret)
Raven: Starting energy upgrade to 100 is pretty sexy.
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On November 22 2012 04:25 lex.licks.life wrote: [F*ck it, this Lurker is attacking.]
Infestor: The band-aid of the Zerg race, the end-all massed unit of WoL. (Hi, Warhound) Fungal Growth: [A] || [B] [A] changed to Fungal Cloud and slowly damages all units under the cloud. - Allows slowed movement and still reveals cloaked units. - Still instant cast. [B] Change Fungal Growth to projectile that PDD cannot intercept. -Change Ghost EMP to projectile to pair well with projectile FG, increase radius of EMP Neural Parasite: -Cannot affect Heroic units Infested Terran: -Damage buff but reduce the range on the unit. -Extended duration of life on unit. (Look at the Auto-Turret)
Raven: Starting energy upgrade to 100 is pretty sexy.
WHAT? NO. Infested Terrans do NOT need a damage buff. I like the fungal cloud idea though.
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On November 22 2012 04:10 Arco wrote:Show nested quote +On November 22 2012 04:07 s3rp wrote:On November 22 2012 03:50 Arco wrote:On November 22 2012 03:44 s3rp wrote:On November 22 2012 03:39 Arco wrote:
Ravens aren't alive and therefore cannot be psychics.
Warp Prisms, despite not being alive, go through a "Psionic manufacturing process" and also use a Psionic Matrix to warp in troops.
Terrans don't have any such Psionic manufacturing abilities, their technology just isn't there yet. On November 22 2012 03:40 Crawdad wrote:
Because it's a mechanical ship and all of its abilities involve physical weapons.
What makes less sense is that the Overseer is not psionic. I'm not talking about so called story wise , i'm talking about balancing wise. If you're talking about story you might wanna explain why a shot with a sniper rifle doesn't even kill the smallest unit in the game. If you're making units immune to Fungal it probably shouldn't be determined by Psionic or not without some changes that's all i'm saying. The game is partially balanced based on the story. Look at snipe, it hits every Zerg unit and only a few Protoss ones. No one crys imbalance about that. It's how these games have always worked. Different but equal. WarCraft III had Holy Light which was a Heal spell if casted on non-Undead units but became a damage spell against Undead units. Same things in regards to Death Coil, it only did damage to non-Undead units and healed friendly Undead units. Also, to those saying all casters must be Psionic: look at Dark Templars, Archons, and Warp Prisms. None of these are considered casters, yet are all tagged Psionic. Making the Raven psionic would not break the lore . Same with maybe not having 6 immune Toss units. Btw Snipe hitting every Zerg unit became irrelevant the second it only worked on psionic without beeing a joke. Sorry Terran, your technology just isn't there yet.
Ravens could be controlled by Ghost veterans not fit for duty anymore by remote.... . Whatever .
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Raven HSM does nothing. It simply reminds people that it is there.. For instance, if you have a raven with 125+ energy, why not use it? Something like that...
The buff itself is only a reduction of 150/150 from your resources pool, which is insignificant once 3 bases is established. Then you may ask: use it prior to 3 bases, why not?
Answer: because you are very, very open to exploitable things during that huge window where you invested 200 gas for every raven. Say you have 4 ravens out of 2 starports... By the time the 2nd wave of ravens finish, you still won't have energy for the first ones to cast HSM, and that's a whole 800 gas and 2 minutes. In 2 minutes out of 2 factories with 800 gas I could have almost 6 siege tanks. And I guarantee, 6 siege tanks are SIX SIEGE TANKS. 4 ravens, with 2 ALMOST ready to cast HSM are trash and other 2 with more or less half the energy needed for the cast is trash.
Thoughts??
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I think the infestor change is very counter intuitive for it to not have an effect on sentries or warp prisms. At the very least, if this change were to be implemented, change up the stats on the warp prism, and take away its psionic designation. Make it armored for all I care, but dont make it immune to fungal when zerg already has a disadvantage dealing with air.
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