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On November 22 2012 11:27 m4ttch wrote: Yeah, one warp prism as a drop ship can easily drop over 20+ supplies anywhere in your natural (which equals 4+ medivacs) and can move as fast a mutas and is immune to fungal!
I'm so happy for toss.
If the zerg is stronger in a straight up attack, then protoss needs to be able to harass zergs effectively. I don't see enough going on, since zerg can just burn minerals into mass spine/spore at their bases.
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On November 22 2012 11:10 orBitual wrote:Show nested quote +On November 22 2012 10:07 genius_man16 wrote:On November 21 2012 14:39 Raid wrote:On November 21 2012 14:37 Lumi wrote: Sad that Terran needs reminders in the form of buffs to get them to use already valid units that they just neglect. Mofd sad that Blizzard delivers. When has terran ever received a buff to get them to use their units? The thor? that shit got revoked. The ghost? that was actually proven to be a nerf more than a buff considering terrans need minerals more than gas. That's funny, because Terran has received exactly one buff in the entire history of SCII and it got revoked a week after ThorZaIN used it against MC. And then a year later blizzard doesn't want to change the Queen range because they "want the metagame to play out" Lol. battlecruiser speed buff has an issue with your math!
While I guess you are technically correct, I never considered that a buff; A buff implies that the unit in question is better after its change, honestly the BC is the exact same other than being a pinch faster.
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that is some pretty amazing changes right there, no more fungalling DT harrasment in the main, it will now take some form of army to clean it up, ghosts being able to actually get in range to snipe/emp without being chain snared.
really really hope they keep these changes
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why the hell do only horrible players play this map? i dont understand how it is possible for you to help with the test or even understand balance changes properly if you suck at the fundamentals of the game. Seriously, all of the nubs need to stop wasting the time of people who actually wanna test these changes.
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They should put a test version on an separate match making (using test balance maps, no need to update the game client) and give you achievements for winning games for testing said balance patch.
(The separate match making would be unranked and stats won't be tracked, besides for achievements. MMR won't move but it'll still place you based on other player's MMR.)
IMO just putting one map and allowing anyone to play doesn't help too much.
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Not only is it ridiculous but it limits fun micro, also zvp with infestor nerf like this is going to leave me destroyed for the next few months.
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On November 22 2012 12:37 iiGreetings wrote: Not only is it ridiculous but it limits fun micro,
Yes, a nerf to Fungal limits fun micro, I see.
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On November 22 2012 10:45 TheDwf wrote:Show nested quote +On November 22 2012 10:43 Sbrubbles wrote: So, what's the lore explanation for fungal growth not being able to affect psionic units? Honestly, who cares?
For an archon it would make sense since they are basically a giant ball of energy, anything biological would get incinerated. The rest you have to get really creative and the explanation would be hilarious.
I mean the simple fact that fungus can somehow snare something behind an energy shield is already pretty hard to justify.
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This is pretty good so far... I am still not sold on the HSM change but the Fungal nerf seems pretty good. I really wish that Sentries and Infestors themselves could be fungaled...
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WHAT IF FUNGAL CAN BREAK FORCE FIELDS :O
sounds dumb but... think about it.
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On November 22 2012 13:14 Doko wrote:Show nested quote +On November 22 2012 10:45 TheDwf wrote:On November 22 2012 10:43 Sbrubbles wrote: So, what's the lore explanation for fungal growth not being able to affect psionic units? Honestly, who cares? For an archon it would make sense since they are basically a giant ball of energy, anything biological would get incinerated. The rest you have to get really creative and the explanation would be hilarious. I mean the simple fact that fungus can somehow snare something behind an energy shield is already pretty hard to justify. Not to mention the justification would also have to explain why Fungal Growth suddenly stopped affecting Psionic units in the Starcraft universe... Because there are surely written records talking about ensnared Archons and Templars in the past, right?
On November 22 2012 13:20 fighter2_40 wrote: WHAT IF FUNGAL CAN BREAK FORCE FIELDS :O
sounds dumb but... think about it. Yes, it's obvious the Infestor needs more utility. Way too much specialized as of now.
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On November 22 2012 13:21 TheDwf wrote:Show nested quote +On November 22 2012 13:14 Doko wrote:On November 22 2012 10:45 TheDwf wrote:On November 22 2012 10:43 Sbrubbles wrote: So, what's the lore explanation for fungal growth not being able to affect psionic units? Honestly, who cares? For an archon it would make sense since they are basically a giant ball of energy, anything biological would get incinerated. The rest you have to get really creative and the explanation would be hilarious. I mean the simple fact that fungus can somehow snare something behind an energy shield is already pretty hard to justify. Not to mention the justification would also have to explain why Fungal Growth suddenly stopped affecting Psionic units in the Starcraft universe... Because there are surely written records talking about ensnared Archons and Templars in the past, right?
I don't think that the patch history exists in-universe, LOL.
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Fungal needs to affect dark templars for detection
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On November 22 2012 13:32 Caissa wrote: Fungal needs to affect dark templars for detection Why? Overseers are easily available.
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My only issue is its now even harder to fight back against the immortal-sentry all in. Other than that fungal no longer affecting Warp Prisms and DT. Thats going to be fun.
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Am I the only one seeing the major problem.
Zergs are allowed to drone up to 70 drones every game against protoss and terran. I never saw a game in BW where zerg just automatically sit back and drone up to 70 than start playing the game.
Please limit larva. Or do something. Reason why BW was so great because constant action. SC2 Pro games are like NR15 than 1 big fight. I wanna see constant action from all sorts of angles and spots. this is why we need reavers back for protoss.
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These changes really don't make sense to me from a Terran perspective. The HSM "buff" (if it can be called that) doesn't even address the inability of Terran to fight late-game infestor/brood armies. Because Ravens still have to accumulate energy, this doesn't help you transition into HSM faster, it only gives you 150/150 20+ minutes into the game, which is completely inconsequential. Also, HSM still absolutely blows. The analysis by someone a few pages back about how absolutely awful it is compared to storm and fungal was spot-on.
Neither ghosts nor ravens are part of the core Terran army in TvZ. They should be making slight adjustments to this core composition instead of trying to force ghosts or ravens to be the solution. I'd much rather see:
- Medivacs are no longer affected by fungal growth - Infested terran eggs are now classified as 'armored' - Queen -1 range (seriously, as the above poster says, XvZ games are pretty much NR15 games with how silly queens are)
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First time I hear the warp prism is psionic. No warp prism fungal is huge.
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On November 22 2012 13:58 iEchoic wrote: Neither ghosts nor ravens are part of the core Terran army in TvZ. They should be making slight adjustments to this core composition instead of trying to force ghosts or ravens to be the solution. I'd much rather see:
- Medivacs are no longer affected by fungal growth
Ugh. No. If fungal is overpowered, you nerf fungal. You don't keep an overpowered spell and then hand out immunity to every unit that it's good against. That's absolutely awful design.
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