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[Dec 4] Wings of Liberty Balance patch - Page 17

Forum Index > SC2 General
913 CommentsPost a Reply
Prev 1 15 16 17 18 19 46 Next All
Big J
Profile Joined March 2011
Austria16289 Posts
December 04 2012 21:09 GMT
#321
On December 05 2012 06:08 S_SienZ wrote:
Show nested quote +
On December 05 2012 06:04 Plansix wrote:
On December 05 2012 06:00 ELA wrote:
On December 05 2012 05:53 WigglingSquid wrote:
Not bad, but I am perplexed by their choice for the raven. Removing the upgrade will mess up early/midgame and do very little for the lategame, where the real problem is not researching SM but the fact that using it basically means going the way of the baneling with a much more expensive unit.


Nah, it's still a considderable investment for T to get a Raven with a Seeker on the field - It's a techlab on your port instead of reactor, which means less medivacs, then 60gameseconds to build it and then 75 more seconds for it to actually have energy to cast a Missile.

It's still too longterm of an investment for it to be viable in the mid I think


Think of all the money you will save on scans for creep and how you will not need to deal with burrowed infestors dumping crap on your main army. A single raven is worth its weight.

Indeed. I see Hellion Raven replacing Hellion Banshee as TvZ opener. Free creep contain + PDD works even against Queen ground attack now. Follow up with Banshee added in could do some serious damage too.


I don't think so. If you don't kite, lings are going to kill hellions pretty fast.
Belha
Profile Joined December 2010
Italy2850 Posts
December 04 2012 21:11 GMT
#322
Glad to see such a fast response after the tard "Z is fine in numbers" statement into 2 ZvZ finals.

Still, those changes are not gonna change the Z lategame superiority. Z will still always have more banked opponent in any even game.

And Infestor will still be a masseable unit. Infested terran cost should be nerfed to avoid that. And root must be remove for the sake of the game. Micro is a beauty to watch and root just fuck it up.

But i agree that the best choice is to make the big balance changes in Hots to then make a strong nerf infestors so Z's can rely in consistently other units.
Chicken gank op
Cyanocyst
Profile Joined October 2010
2222 Posts
Last Edited: 2012-12-04 21:12:50
December 04 2012 21:11 GMT
#323
Hate the IT change. Their most useful property is that they soak up dmg. If they don't do that they will fall off into obscurity again.

They are also virtually immobile, if you're fighting IT's then your doing something wrong. If you are forced to engage at its at your base, you must have lost an earlier engagement. (Besides for that stupid IT timing Z's were doing 6 months ago at the 3rds of Toss, though that never worked anyway)

The Problem has always been with Fungal, would have liked to seen Fungal as a projectile, (fairly fast projectile so Mutas aren't OP in ZvZ, but promotes their use more) and minus 5 dmg.

The range on Fg really only means that Zergs need to be slightly more careful with Infestors.
|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
December 04 2012 21:12 GMT
#324
Hell, it's about time
Bomber & Jaedong & FlaSh & SNSD <3
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
December 04 2012 21:15 GMT
#325
On December 05 2012 06:11 Cyanocyst wrote:
Hate the IT change. Their most useful property is that they soak up dmg. If they don't do that they will fall off into obscurity again.

They are also virtually immobile, if you're fighting IT's then your doing something wrong. If you are forced to engage at its at your base, you must have lost an earlier engagement. (Besides for that stupid IT timing Z's were doing 6 months ago at the 3rds of Toss, though that never worked anyway)

The Problem has always been with Fungal, would have liked to seen Fungal as a projectile, (fairly fast projectile so Mutas aren't OP in ZvZ, but promotes their use more) and minus 5 dmg.

The range on Fg really only means that Zergs need to be slightly more careful with Infestors.


I don't know if you know this, you probably do because of the use of 'Fungal' in your post. But there's this cool spell that makes units not able to move. Generally that spell is used in tandem with infested terran in order to kill certain units immobilized by Fungal growth. I'm not quite sure if I'm doing something wrong when some of my units are unable to move and get rolled by infested Terran.

For meching players as well it's ridiculously hard to back out of an engagement in the time it takes to unsiege and GTFO you've just committed half of your army to death so you might as well stay and see how well you can trade.
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
Rui.S
Profile Joined August 2012
Canada92 Posts
December 04 2012 21:15 GMT
#326
On December 05 2012 06:07 LavaLava wrote:
Show nested quote +
On December 05 2012 05:45 Sissors wrote:
On December 05 2012 05:41 EnhancedZ wrote:
I really feel like mutas will be phased out from ZvT with the raven buff...

As someone who tried seeker missiles vs mutas often enough, let me tell you how to counter it:

Select all your mutas. Fly directly into the terran air. Congratulations, you just killed all the hostile air (And ground units below it) due to friendly fire of the seeker missiles.

Additionally as shown many times now, the only effect of the removal of the upgrade is that you dont have to spend 150/150. While that is appreciated, you really cant tell me that makes a serious difference. Seeker missiles do not become available faster without the upgrade.


You weren't microing correctly. Mutas should have to fly away from your missiles, so if you fly away too, he won't be able to get on the other side of the missile and drag it toward you. It should just land on him when he goes toward you.

And if he is coming right at you, spread out, you just drop PDDs and turrets right as he gets there. You should also have vikings if he's going mutas.

what league are you
LavaLava
Profile Joined January 2012
United States235 Posts
Last Edited: 2012-12-04 21:17:45
December 04 2012 21:15 GMT
#327
On December 05 2012 06:11 Cyanocyst wrote:
Hate the IT change. Their most useful property is that they soak up dmg. If they don't do that they will fall off into obscurity again.

Their most useful property is definitely the 9-13 DPS.
On December 05 2012 06:11 Cyanocyst wrote:
They are also virtually immobile, if you're fighting IT's then your doing something wrong.


Being Fungaled?
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
December 04 2012 21:16 GMT
#328
smart changes given their approach atm is minimal adjustments
ModeratorBlame yourself or God
Ded808
Profile Joined April 2011
Australia116 Posts
December 04 2012 21:17 GMT
#329
Nice changes. Would have liked to see a change to the stun portion of fungal instead, make it a slow so micro is actually doable to a degree. Also Mothership immune to neural just like the ultralisk is would be nice.

Good start though. HOTS looking more promising.
ELA
Profile Joined April 2010
Denmark4608 Posts
Last Edited: 2012-12-04 21:20:58
December 04 2012 21:18 GMT
#330
On December 05 2012 06:04 Plansix wrote:
Show nested quote +
On December 05 2012 06:00 ELA wrote:
On December 05 2012 05:53 WigglingSquid wrote:
Not bad, but I am perplexed by their choice for the raven. Removing the upgrade will mess up early/midgame and do very little for the lategame, where the real problem is not researching SM but the fact that using it basically means going the way of the baneling with a much more expensive unit.


Nah, it's still a considderable investment for T to get a Raven with a Seeker on the field - It's a techlab on your port instead of reactor, which means less medivacs, then 60gameseconds to build it and then 75 more seconds for it to actually have energy to cast a Missile.

It's still too longterm of an investment for it to be viable in the mid I think


Think of all the money you will save on scans for creep and how you will not need to deal with burrowed infestors dumping crap on your main army. A single raven is worth its weight.


Creep clearing is a valid point, but that has been true all along - However, Seeker Missile change has little to no impact on this. For the midgame, it's still a starport without a reactor that you have to commit to not produce medivacs, which potentially means ~4 less medivacs (1,4 production cycles á 2 medivacs to be exact) for the midgame, thats huge. If a zerg scout you going early raven, that they know are not going to be a direct threat to them for at least a minute and a half, they should either just kill you or go heavy macro.

It might be more significant in lategame though, but in regards to how TvZ early/midgame works, there should be no change
The first link of chain forged, the first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
December 04 2012 21:21 GMT
#331
On December 05 2012 06:06 WigglingSquid wrote:
Show nested quote +
On December 05 2012 06:00 ELA wrote:
On December 05 2012 05:53 WigglingSquid wrote:
Not bad, but I am perplexed by their choice for the raven. Removing the upgrade will mess up early/midgame and do very little for the lategame, where the real problem is not researching SM but the fact that using it basically means going the way of the baneling with a much more expensive unit.


Nah, it's still a considderable investment for T to get a Raven with a Seeker on the field - It's a techlab on your port instead of reactor, which means less medivacs, then 60gameseconds to build it and then 75 more seconds for it to actually have energy to cast a Missile.

It's still too longterm of an investment for it to be viable in the mid I think

Sorry, I actually didn't mean "mess up", it was a rather strong wording for what I intended. What I actually meant is that such a change will make it easier to work a handful of new "cheeky" builds/compositions into the current mix.

and diversity is bad? how?
Twitter: @zhurai | Site: http://zhurai.com
Sly
Profile Joined March 2005
Canada95 Posts
December 04 2012 21:26 GMT
#332
pretty excited about the raven upgrade.. can't wait to get back to playin.
Zahir
Profile Joined March 2012
United States947 Posts
December 04 2012 21:26 GMT
#333
I'm curious to see what pros think of these changes, has anyone really high level posted about the patch yet? Sorry if I missed it.
What is best? To crush the Zerg, see them driven before you, and to hear the lamentations of the Protoss.
LavaLava
Profile Joined January 2012
United States235 Posts
December 04 2012 21:27 GMT
#334
On December 05 2012 06:06 WigglingSquid wrote:
Show nested quote +
On December 05 2012 06:00 ELA wrote:
On December 05 2012 05:53 WigglingSquid wrote:
Not bad, but I am perplexed by their choice for the raven. Removing the upgrade will mess up early/midgame and do very little for the lategame, where the real problem is not researching SM but the fact that using it basically means going the way of the baneling with a much more expensive unit.


Nah, it's still a considderable investment for T to get a Raven with a Seeker on the field - It's a techlab on your port instead of reactor, which means less medivacs, then 60gameseconds to build it and then 75 more seconds for it to actually have energy to cast a Missile.

It's still too longterm of an investment for it to be viable in the mid I think

Sorry, I actually didn't mean "mess up", it was a rather strong wording for what I intended. What I actually meant is that such a change will make it easier to work a handful of new "cheeky" builds/compositions into the current mix.


The game is so boring right now it's actually dropped below the previous low point of 5rax reaper. I think "a handful of cheeky builds" is about the last thing anyone should be afraid of.
Sorathez
Profile Blog Joined April 2011
Australia209 Posts
December 04 2012 21:28 GMT
#335
You mean infestors can be killed by Colossi before getting in range for fungal? MADNESS!
There's no sense crying over every mistake. You just keep trying till you run out of cake.
SpikeStarcraft
Profile Joined October 2011
Germany2095 Posts
December 04 2012 21:29 GMT
#336
is it live yet?
nuogaiyen
Profile Joined May 2012
United States42 Posts
December 04 2012 21:29 GMT
#337
On December 05 2012 03:58 narkissos wrote:
Ryung our generations Rosa Parks.



LOL I was just thinking that, Ryung's rant has been heard! But I think they should weaken the damage of fungal, not being able to move is bad enough, then you got bangelings and ultralisk running into you.
sc14s
Profile Joined March 2011
United States5052 Posts
December 04 2012 21:30 GMT
#338
On December 05 2012 06:27 LavaLava wrote:
Show nested quote +
On December 05 2012 06:06 WigglingSquid wrote:
On December 05 2012 06:00 ELA wrote:
On December 05 2012 05:53 WigglingSquid wrote:
Not bad, but I am perplexed by their choice for the raven. Removing the upgrade will mess up early/midgame and do very little for the lategame, where the real problem is not researching SM but the fact that using it basically means going the way of the baneling with a much more expensive unit.


Nah, it's still a considderable investment for T to get a Raven with a Seeker on the field - It's a techlab on your port instead of reactor, which means less medivacs, then 60gameseconds to build it and then 75 more seconds for it to actually have energy to cast a Missile.

It's still too longterm of an investment for it to be viable in the mid I think

Sorry, I actually didn't mean "mess up", it was a rather strong wording for what I intended. What I actually meant is that such a change will make it easier to work a handful of new "cheeky" builds/compositions into the current mix.


The game is so boring right now it's actually dropped below the previous low point of 5rax reaper. I think "a handful of cheeky builds" is about the last thing anyone should be afraid of.

no.. 5 rax reaper and 4 gate were both worse than the current meta
Noocta
Profile Joined June 2010
France12578 Posts
December 04 2012 21:31 GMT
#339
On December 05 2012 06:11 Cyanocyst wrote:
Hate the IT change. Their most useful property is that they soak up dmg. If they don't do that they will fall off into obscurity again.

They are also virtually immobile, if you're fighting IT's then your doing something wrong. If you are forced to engage at its at your base, you must have lost an earlier engagement. (Besides for that stupid IT timing Z's were doing 6 months ago at the 3rds of Toss, though that never worked anyway)

The Problem has always been with Fungal, would have liked to seen Fungal as a projectile, (fairly fast projectile so Mutas aren't OP in ZvZ, but promotes their use more) and minus 5 dmg.

The range on Fg really only means that Zergs need to be slightly more careful with Infestors.


I wish my sieged tanks could run away from ITs.

The egg tank too much damage, that's why they nerf it in case.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Butterednuts
Profile Blog Joined September 2010
United States859 Posts
December 04 2012 21:32 GMT
#340
Infestor nerf is only really for ZvP midgame, where sentry forcefield range will be larger than infestor's fungal growth range. When it gets to lategame infestor broodlord armies, there will be almost no difference.
Chameleons Cast No Shadows
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