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Active: 1369 users

[Dec 4] Wings of Liberty Balance patch - Page 9

Forum Index > SC2 General
913 CommentsPost a Reply
Prev 1 7 8 9 10 11 46 Next All
TeeTS
Profile Joined June 2011
Germany2762 Posts
December 04 2012 19:30 GMT
#161
On December 05 2012 04:28 willyallthewei wrote:
I have a better idea, how about they just make the seeker missile range 9?

Can anyone here think of why that would be a BAD idea? I'm a protoss player and i have no worries splitting all my forces vs. a 2.9 speed clump of banelings flying through the air, is essentially what it is.

Think about this, Fungal = insta cast = ensare = AOE damage, ur freaking DEAD = NO MICRO.

Storm = Insta cast = AOE damage = you can mitigate damage by running the hell away.

Seeker missile = SLOW AS HELL = AOE damage = SICK micro means the other guy does NOTHING.

Conclusion: Please just make seeker missile range 9.

Seeker missle must not outrange turrets/spores/cannons because ravens are air units and it would be way to powerful to harass with range 9 seeker missiles
Sithril
Profile Joined April 2011
Slovakia169 Posts
Last Edited: 2012-12-04 19:37:24
December 04 2012 19:31 GMT
#162
Approved.

Its in the right direction. I dont know if this is enough, we will see, but atleast Blizzard is doing something and openly adressing issues! Their strong cautioness is dangerous.

On December 05 2012 04:30 TeeTS wrote:
....
Seeker missle must not outrange turrets/spores/cannons because ravens are air units and it would be way to powerful to harass with range 9 seeker missiles


Yes, but its just a matter of placing turrets/spores/cannons not directly inside your mineral lines, but a bit to the outside. Anyway, if you send in more than 1 Raven, you can negate all anti-air static def with PDD and freely HS with others. So I dont think that would be a great concern.

Edit: also I'm not shure if you may be afraid of Ravens killing spore/turrets/cannons with HS; HS cant target buildings directly.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2012-12-04 19:35:03
December 04 2012 19:31 GMT
#163
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?

Yep, exactly this. Find the targeted unit (this is the problematic part, especially on a blob of air units) and make it run (like right click the border of the map), or just split it so it doesn't splash on other units.
xTrim
Profile Joined April 2011
472 Posts
December 04 2012 19:32 GMT
#164
On December 05 2012 04:19 TheFrankOne wrote:
Show nested quote +
On December 05 2012 03:18 Deckard.666 wrote:
On December 05 2012 03:16 GolemMadness wrote:
One range reduction on fungal and less egg health? That's not going to make anybody use infestors less.


+2 range on queens? That's barely going to have an effect in the game.

...


Go back farther, that +1 roach or archon range made no difference at all either... right?


or immortals +1... killed 1/1;1
k1p3r
Profile Joined September 2011
Russian Federation51 Posts
December 04 2012 19:32 GMT
#165
Hm, nice though. I think, that'll make Zerg less imba
May the Force be with you!
Prevolved
Profile Joined March 2011
United States573 Posts
December 04 2012 19:32 GMT
#166
Pretty decent changes. Still think there's a bit more work and research to be done here.
Know thyself.
Daumen
Profile Joined July 2011
Germany1073 Posts
December 04 2012 19:32 GMT
#167
Will this really help? ;<
President of the ReaL Fan Club.
aksfjh
Profile Joined November 2010
United States4853 Posts
December 04 2012 19:32 GMT
#168
On December 05 2012 04:09 Vanadiel wrote:
Show nested quote +
On December 05 2012 03:56 aksfjh wrote:
On December 05 2012 03:54 ACrow wrote:
On December 05 2012 03:53 LgNKane wrote:
maybe this will shut up all the balance whining though ravens in late game will be overpowered, just watch.

Raven in late game didn't change at all. Just the transition into it became easier.

You don't have to spend 150/150 now. That's literally the only change.



Well, to be honest there is also the time needed to search the upgrade, meaning it might (or not) allow interesting timing which might (again, or not ^^) be overpowered, but only time and tip top terran will tell us. And we should see if it's not a buff to 1/1/1 build (meaning Puma is gonna rules the world again :p )

The time it takes to get the energy is a lot longer than the time to get the upgrade. Something in the ballpark of 30s longer. That means the gas for the upgrade wasn't even a restrictive factor. You could have literally made a Raven on 1 base at 200 gas, waited for the gas for the upgrade, and the upgrade would have still been done before the Raven could cast HSM.
roym899
Profile Joined March 2011
Germany426 Posts
December 04 2012 19:33 GMT
#169
On December 05 2012 04:31 MrCon wrote:
Show nested quote +
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?

Yep, exactly this. Find the targeted unit and make it run (like right click the border of the map), or just split it so it doesn't splash on other units.

Ok thanks :D
Zoku
Profile Joined November 2010
307 Posts
December 04 2012 19:33 GMT
#170
I can't believe they really think this is a buff for tvz.
aksfjh
Profile Joined November 2010
United States4853 Posts
December 04 2012 19:33 GMT
#171
On December 05 2012 04:31 MrCon wrote:
Show nested quote +
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?

Yep, exactly this. Find the targeted unit and make it run (like right click the border of the map), or just split it so it doesn't splash on other units.

Or blink/burrow away. If you lose sight of the unit (except for fog of war), the seeker missile detonates on the last spot.
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
December 04 2012 19:34 GMT
#172
what happened with fungal immunity of bionic units
FeyverN
Profile Blog Joined November 2012
United States104 Posts
December 04 2012 19:34 GMT
#173
Poll: Fungal Change - yes or no?

yes i love u blizz (55)
 
76%

no fuck u blizz (17)
 
24%

72 total votes

Your vote: Fungal Change - yes or no?

(Vote): yes i love u blizz
(Vote): no fuck u blizz


fuck
BounceDJC
Profile Joined November 2011
United Kingdom72 Posts
December 04 2012 19:36 GMT
#174
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?!
A loser isn't someone who falls down, a loser is someone who doesn't get back up
awwnuts07
Profile Blog Joined February 2011
United States621 Posts
December 04 2012 19:36 GMT
#175
On December 05 2012 04:04 ACrow wrote:
Show nested quote +
On December 05 2012 03:58 narkissos wrote:
Ryung our generations Rosa Parks.


We ought to dub this the "Ryung patch".

I second that motion
I'm a noob
Riquiz
Profile Joined June 2011
Netherlands402 Posts
December 04 2012 19:36 GMT
#176
Changes seem good, let's hope the range on the fungle does not affect it as much as it did with the queen range.
Caster man does casting on yt/RiquizCasts
Shellshock
Profile Blog Joined March 2011
United States97276 Posts
December 04 2012 19:36 GMT
#177
On December 05 2012 04:34 Corvi wrote:
what happened with fungal immunity of bionic units

it was for psionic units and they said it made it was too big of a nerf (i think it was because protoss has quite a few psionic units but I don't remember exactly what the response was)
Moderatorhttp://i.imgur.com/U4xwqmD.png
TL+ Member
TheDougler
Profile Joined April 2010
Canada8306 Posts
December 04 2012 19:36 GMT
#178
On December 05 2012 03:18 Deckard.666 wrote:
Show nested quote +
On December 05 2012 03:16 GolemMadness wrote:
One range reduction on fungal and less egg health? That's not going to make anybody use infestors less.


+2 range on queens? That's barely going to have an effect in the game.

...


That was a very well done response.
I root for Euro Zergs, NA Protoss* and Korean Terrans. (Any North American who has beat a Korean Pro as Protoss counts as NA Toss)
Meki
Profile Joined March 2011
Netherlands97 Posts
December 04 2012 19:36 GMT
#179
*voted* :D

It's a step in the right direction, but winfestors still op IMO.
Proud fan of team SlayerS! <3 BoxeR, MMA, GanZi, Ryung, TaeJa, Dragon, Artist, Polt and Trump <3 ¯\_(ツ)_/¯
Chronos.
Profile Joined February 2012
United States805 Posts
December 04 2012 19:37 GMT
#180
I like it a lot, don't know if it will be enough but it reeeeeeally helps.

The fungal we'll have to see, don't seem like much but who knows. Probably will just result in people sloppily losing infestors until they're used to it. Pretty good though, and maybe that 1 extra millisecond will help Terrans split or run their units in time.

The IT change is huge though. One storm will kill a big clump of them before they even hatch, really excited about that.
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