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[Dec 4] Wings of Liberty Balance patch - Page 13

Forum Index > SC2 General
913 CommentsPost a Reply
Prev 1 11 12 13 14 15 46 Next All
Bojas
Profile Joined December 2010
Netherlands2397 Posts
December 04 2012 20:07 GMT
#241
Woooooo I cannot wait to hit the ladder tomorrow.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
December 04 2012 20:08 GMT
#242
For some info:

- Siege Tanks kill Infested Eggs with 3 shots instead 4. With vechicle weapon upgrades they always can beat eggs with 2 shots.
- IT eggs can be killed by storms now for ~3.5 seconds
- IT eggs can be killed by colossus by 2 shots instead 3
- Planetary Fortress kills IT eggs for 2 shots too instead 3
Plansix
Profile Blog Joined April 2011
United States60190 Posts
December 04 2012 20:08 GMT
#243
On December 05 2012 04:57 Assirra wrote:
Show nested quote +
On December 05 2012 04:55 Plansix wrote:
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.


Zergs may have to break out one of the 4 units they have not been using due to the infestor being so effective. Maybe its time for the old BL/Ultra tech switch, mid game mutas to abuse mech being slow as crap or considering building units before taking both gasses on their third. Or baneling drops, those were pretty great.

But terrans better build a single mid-game raven to remove creep tumors now, damn it. It comes fully upgraded and is worth the gas cost in mules alone. Plus to get a single hunter seeker missile to bring the fear.

All your suggestions have nothing to do with the problem he said tough. which is sentry immortal allin will be stronger now.


Players have been able to hold off that build without infestors before with good scouting and engagements. There is nothing new about zerg worrying about a two base all in from protoss and nothing that cannot be solved from more diligent scouting, good control and decision making. Fungle will still outrange everything in that build and will still be able to kill sentries, which ar the backbone of that build.

So yeah, it may be a little strong, but not but I have faith in zergs to deal with it.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Big J
Profile Joined March 2011
Austria16289 Posts
December 04 2012 20:10 GMT
#244
On December 05 2012 05:08 Existor wrote:
For some info:

- Siege Tanks kill Infested Eggs with 3 shots instead 4. With vechicle weapon upgrades they always can beat eggs with 2 shots.
- IT eggs can be killed by storms now for ~3.5 seconds
- IT eggs can be killed by colossus by 2 shots instead 3
- Planetary Fortress kills IT eggs for 2 shots too instead 3


ty nice info
Batch
Profile Joined May 2010
Sweden692 Posts
December 04 2012 20:10 GMT
#245
On December 05 2012 05:07 Zahir wrote:
Just gonna throw this out here...
Poll: Blizz should try to make more fundamental changes to WoL...

Yes, make fungal slow instead of root and reduce hsm energy/increase range! (58)
 
73%

No, WoL's core game play needs to be preserved (21)
 
27%

79 total votes

Your vote: Blizz should try to make more fundamental changes to WoL...

(Vote): Yes, make fungal slow instead of root and reduce hsm energy/increase range!
(Vote): No, WoL's core game play needs to be preserved



Can't you wait and see how these nerfs works out before proposing even more nerfs to infestors?
Ohyra
Profile Joined February 2012
Sweden59 Posts
December 04 2012 20:10 GMT
#246
Awesomee! This is hopefully going to have a big impact on the way the game is played nowadays. Perhaps the Raven will get used a little too much, but we'll see. Now the only thing remaining is to nerf broodlord attackspeed, which makes it possible to clear out waves of broodlings before the next one is launched, making it possible to move closer and closer to the broods for each wave you take out.
Evangelist
Profile Blog Joined June 2011
1246 Posts
December 04 2012 20:11 GMT
#247
Thorzain is going to be unstoppable in TvZ. Can't wait to see what his ghost control does to infestors.
GARcher
Profile Joined October 2012
Canada294 Posts
December 04 2012 20:12 GMT
#248
On December 05 2012 05:11 Evangelist wrote:
Thorzain is going to be unstoppable in TvZ. Can't wait to see what his ghost control does to infestors.


Zergs need to learn to bring overseers instead of relying on fungals for detection.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
Zahir
Profile Joined March 2012
United States947 Posts
Last Edited: 2012-12-04 20:13:57
December 04 2012 20:12 GMT
#249
On December 05 2012 05:10 Batch wrote:
Show nested quote +
On December 05 2012 05:07 Zahir wrote:
Just gonna throw this out here...
Poll: Blizz should try to make more fundamental changes to WoL...

Yes, make fungal slow instead of root and reduce hsm energy/increase range! (58)
 
73%

No, WoL's core game play needs to be preserved (21)
 
27%

79 total votes

Your vote: Blizz should try to make more fundamental changes to WoL...

(Vote): Yes, make fungal slow instead of root and reduce hsm energy/increase range!
(Vote): No, WoL's core game play needs to be preserved



Can't you wait and see how these nerfs works out before proposing even more nerfs to infestors?


I should probably add that fungal nerfs could be balanced by, for example, buffing hydras... The point is not simply to weaken Zerg, but to make a more micro friendly game.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
Tenks
Profile Joined April 2010
United States3104 Posts
December 04 2012 20:13 GMT
#250
Seems like a step forward. However I'm concerned it just makes deathball end-game Zerg a bit weaker but doesn't really encourage a different style of play.

It should be noted that if you're making tanks in TvZ you'll pretty much always have at least +1 on them to deal with Lings with carapace upgrades. So in reality it is basically your tanks can 2shot eggs unless you have a really late +1 factory timing.
Wat
SuperYo1000
Profile Joined July 2008
United States880 Posts
Last Edited: 2012-12-04 20:16:28
December 04 2012 20:15 GMT
#251
On December 05 2012 05:08 Existor wrote:
For some info:

- Siege Tanks kill Infested Eggs with 3 shots instead 4. With vechicle weapon upgrades they always can beat eggs with 2 shots.
- IT eggs can be killed by storms now for ~3.5 seconds
- IT eggs can be killed by colossus by 2 shots instead 3
- Planetary Fortress kills IT eggs for 2 shots too instead 3



uuhhh i thought colossus attack was 15x2....I think what you meant to say is 3 shots instead of 4
Zahir
Profile Joined March 2012
United States947 Posts
December 04 2012 20:19 GMT
#252
I have to say though, That I really like this infested egg nerf, spamming eggs right on top of an enemy main army never felt right to me. Zerg has always been a race where you have to carefully hide or protect your morphing eggs. Not hurl them in the enemy's face in the midst of a fight to tank some dps.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
danbel1005
Profile Joined February 2008
United States1319 Posts
December 04 2012 20:19 GMT
#253
This is gonna suck for zergs for a few weeks, it is going to zuck ^^
This patch came right before Proleague, thats great I guess.
This new fungal thing + new KeSPA maps its gonna be SO MUCH FUN TO WATCH.
"EE HAN TIMING" Jaedong vs Stork [22 December, 2007] 2set @ Finals EVER OSL.
ElMeanYo
Profile Joined March 2011
United States1032 Posts
December 04 2012 20:21 GMT
#254
How about making fungal only root ground units? It doesn't make much sense for fungal to stop air units anyways.

This way Zerg can still damage air fleets with fungal but can't chain fungal them. Dropships and Warp Prisms can get away while still taking damage. Mutas and Vikings can not all die to a few fungals... a player could react to a fungal by moving away or spitting them before the second fungal.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
Martyrc
Profile Joined May 2012
217 Posts
December 04 2012 20:23 GMT
#255
Guys... MAYBE MUTAS WILL BE THE THING AGAIN! I'd love to see some muta/ling/bling vs marine/tank/medivac. Love the changes. Love blizzard a bit more <3
¨First in, last out.¨
PyreSC
Profile Joined September 2010
United States258 Posts
December 04 2012 20:23 GMT
#256
Progress but still not a solution. When blizzard nerfed ghosts from 45 damage to biological down to 25, THAT was a real nerf. This is a step in the right direction, but certainly not the answer to all our terran cries.
ucsd~
Exquisite
Profile Joined November 2012
United States11 Posts
December 04 2012 20:24 GMT
#257
On December 05 2012 05:21 ElMeanYo wrote:
How about making fungal only root ground units? It doesn't make much sense for fungal to stop air units anyways.

This way Zerg can still damage air fleets with fungal but can't chain fungal them. Dropships and Warp Prisms can get away while still taking damage. Mutas and Vikings can not all die to a few fungals... a player could react to a fungal by moving away or spitting them before the second fungal.


That would dramatically affect ZvZ in a negative way.
Wingblade
Profile Joined April 2012
United States1806 Posts
December 04 2012 20:25 GMT
#258
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.


The nerf actually has zero effect on infestors dealin with immortal sentry, fungal still outranges every unit in the army by 2.
PartinG fanboy to the max, Rain/Squirtle/Dear/Scarlett/Bbyong are cool too. I don't always watch Dota2 but when I do I have no clue what's going on. GOGO POWER RANGERS
GreyKnight
Profile Joined August 2010
United States4720 Posts
December 04 2012 20:25 GMT
#259
On December 05 2012 05:15 SuperYo1000 wrote:
Show nested quote +
On December 05 2012 05:08 Existor wrote:
For some info:

- Siege Tanks kill Infested Eggs with 3 shots instead 4. With vechicle weapon upgrades they always can beat eggs with 2 shots.
- IT eggs can be killed by storms now for ~3.5 seconds
- IT eggs can be killed by colossus by 2 shots instead 3
- Planetary Fortress kills IT eggs for 2 shots too instead 3



uuhhh i thought colossus attack was 15x2....I think what you meant to say is 3 shots instead of 4


a collosus attack does 15 x2 becausse 2 beams
ElMeanYo
Profile Joined March 2011
United States1032 Posts
December 04 2012 20:25 GMT
#260
On December 05 2012 05:24 Exquisite wrote:
Show nested quote +
On December 05 2012 05:21 ElMeanYo wrote:
How about making fungal only root ground units? It doesn't make much sense for fungal to stop air units anyways.

This way Zerg can still damage air fleets with fungal but can't chain fungal them. Dropships and Warp Prisms can get away while still taking damage. Mutas and Vikings can not all die to a few fungals... a player could react to a fungal by moving away or spitting them before the second fungal.


That would dramatically affect ZvZ in a negative way.


Mutas might not just be a gimmicky, timing-based ZvZ strategy then? Keep in mind a good fungal will still do alot of damage to them.
“The only man who never makes mistakes is the man who never does anything.” ― Theodore Roosevelt
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