[Dec 4] Wings of Liberty Balance patch - Page 10
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dabom88
United States3483 Posts
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geokilla
Canada8218 Posts
Also revert the queen +5 range. Make it +4. No need to make it +3 since Blizzard doesn't like being wrong. | ||
LavaLava
United States235 Posts
On December 05 2012 04:24 roym899 wrote: I have a small question regarding the seeker missile as I've pretty much never faced one. Do you need to run the unit it's tareting away until it dies / the missile disappears basically? Or is there any other way to deal with it? You just run away for 15 seconds, or 20 if they upgrade, and the missile runs out of gas and dies without exploding on anything. ... Hey... what if Seeker Missiles simply automatically exploded at the end of the timer? Wouldn't that be more interesting, like, always? I mean, Seeker Missiles running out of gas is the most anticlimactic thing ever. Seriously, how could you make something more boring? Let's just have it disappear and do nothing...at all. wow. You would have to be really careful of the missiles, you can't just run straight away without thinking, there would be a lot more awesome mine dragging... the thing could flash red when it's about to go off. Damn! That sounds fun. It would be basically just as easy or hard to outrun as before, but when it's low on time, and close to other units, there would be a VERY interesting dynamic going on. Plus, you could Seeker missile your own Hellions or stimmed Marines, and have them loop around armies as you try to time it so they're over the enemy army right at the 15 or 20 second mark! If your unit gets picked off, then you essentially lose your indirect control over the missiles. Isn't that cool? We already have self mine dragging now, but they can only explode where the unit is or where he dies. This generally won't be right on top of anyone. | ||
MacNaughty
Canada41 Posts
What's up now infested terrans. Erm actually they may still be alive and thriving. But good patch. | ||
xTrim
472 Posts
On December 05 2012 04:36 BounceDJC wrote: Oh, so now the game is balanced because Terran will win every game. The Ghost being able to EMP at a range advantage of 1.5 is totally disgusting. It seems like Terran have a way of being able to whine collectively for months until they have an 80% win ratio. As a Protoss I'm sitting here with a smug grin on my face because Colossus will burn every single infestor that ever comes near. Thermal Lance range 9 vs. Fungal range 8. Feedback Range 9 vs Fungal Growth 8. I'm facepalming at this patch, it is disgustingly bad. When did this even get tested?! the first zerg whining, worse even because it comes from a protoss.. and ive read ALL THE POSTS UP TILL NOW.... please... make an effort of thinking before saying this.... please do. | ||
BounceDJC
United Kingdom72 Posts
At first Terrans would whine that there was a cooldown period before you could take action, and then David Kim could take that away and then GSL can go back to normal. | ||
sylverfyre
United States8298 Posts
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NightOfTheDead
Lithuania1711 Posts
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PVJ
Hungary5212 Posts
They could have removed rooting though :/ | ||
DavoS
United States4605 Posts
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hootsushi
Germany3468 Posts
On December 05 2012 04:40 sylverfyre wrote: I liked the projectile fungal more ![]() Yeah, I also dislike abilities which just completely shutdown your ability to micro. Same with forcefields. But fixing this matter would need a whole overhaul for Zerg and Protoss, because I believe Toss would just fall apart without forcefields. | ||
SolidMoose
United States1240 Posts
On December 05 2012 04:36 BounceDJC wrote: Oh, so now the game is balanced because Terran will win every game. The Ghost being able to EMP at a range advantage of 1.5 is totally disgusting. It seems like Terran have a way of being able to whine collectively for months until they have an 80% win ratio. As a Protoss I'm sitting here with a smug grin on my face because Colossus will burn every single infestor that ever comes near. Thermal Lance range 9 vs. Fungal range 8. Feedback Range 9 vs Fungal Growth 8. I'm facepalming at this patch, it is disgustingly bad. When did this even get tested?! Terrans have never gained anything from whining. You're thinking of the wrong race ![]() | ||
shid0x
Korea (South)5014 Posts
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Resistentialism
Canada688 Posts
On December 05 2012 04:36 BounceDJC wrote: Oh, so now the game is balanced because Terran will win every game. The Ghost being able to EMP at a range advantage of 1.5 is totally disgusting. It seems like Terran have a way of being able to whine collectively for months until they have an 80% win ratio. As a Protoss I'm sitting here with a smug grin on my face because Colossus will burn every single infestor that ever comes near. Thermal Lance range 9 vs. Fungal range 8. Feedback Range 9 vs Fungal Growth 8. I'm facepalming at this patch, it is disgustingly bad. When did this even get tested?! The fungal also has a radius of 2 giving it an effective range of 10 if you're just trying to pin a single unit. There's also the fact that spell casters can cast their spell and then get out of the way. It makes it a lot harder to initiate with infestors and also make positioning them harder, but they win the range fight against everything they used to other than a ghost, like you figured out in the first half of your post. | ||
Godwrath
Spain10107 Posts
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ZAiNs
United Kingdom6525 Posts
On December 05 2012 04:41 NightOfTheDead wrote: So HT now hardcounter Zerg tier 2? Storm the infested terrans/mutas + feedback infestors. Hm, wonder how that goes. You have a very interesting definition of hard counter. Infestors counter every single unit 'more' than HT counter Infestors. | ||
azzih
Germany98 Posts
Like Protoss Sentry-Immortal-allin or a mech-terran especially in midgame. Both really hard to deal with, already right now. It will be even harder to handle after that nerfs. | ||
Fyodor
Canada971 Posts
On December 05 2012 04:41 NightOfTheDead wrote: So HT now hardcounter Zerg tier 2? Storm the infested terrans/mutas + feedback infestors. Hm, wonder how that goes. Storm already owned infested terrans. Thing is that a storm on your ITs is one less storm on your persistent units. | ||
NightOfTheDead
Lithuania1711 Posts
On December 05 2012 04:44 ZAiNs wrote: You have a very interesting definition of hard counter. Infestors counter every single unit 'more' than HT counter Infestors. PvZ wont get better anytime soon. This might be the swing in the other direction. Happy for TvZ though, might be something at least. | ||
Defenestrator
400 Posts
On December 05 2012 04:45 azzih wrote: Infestor for sure is too strong in certain szenarios and maybe in the lategame. But against some tactics every nerf to infestors will be huge. Like Protoss Sentry-Immortal-allin or a mech-terran especially in midgame. Both really hard to deal with, already right now. It will be even harder to handle after that nerfs. Use hydras for sentry/immo =P | ||
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