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Wings of Liberty: Situation Report 1/11/13 - Page 9

Forum Index > SC2 General
312 CommentsPost a Reply
Prev 1 7 8 9 10 11 16 Next All
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
January 12 2013 19:55 GMT
#161
lol too late. iono how many people stick around for that long. TL maybe more ppl but in general?
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
brieN
Profile Joined November 2011
United States158 Posts
January 12 2013 20:16 GMT
#162
i like the part where they said they made hidden spawn locations on purpose to make lower level players confused, and they wonder why they scare off new people :/

User was warned for this post
check yo self befo yo wreck yo self
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
January 12 2013 20:27 GMT
#163
*sigh* wish they weren't changing IT but fungal instead. IT actually adds a lot to the game relative to fungal, in terms of harassment options, ability to draw initial fire, ability to use them as walls, promoting detection vs Zerg, and the decision making required to engage or let the timer draw out.

Imo fungal should be nerfed instead. And something I really wish they'd change would be Broodlord damage (not broodlings). Broodlings are what make the Broodlord so fucking strong, there's no reason their initial shot should deal 40 damage on top of that with each subsequent attack dealing 20 :S. Make the attack itself just do 10 dmg, they'd still be used and they'd still be strong.
jakethesnake
Profile Blog Joined May 2011
Canada4948 Posts
January 12 2013 20:44 GMT
#164
Seems like Blizzard is doing a lot of responding to problems to try and show that they are listening to fans - map fixes/cross spawns, name change... And right before the release of HOTS, what a coincidence

Now, while we are talking maps, how about those neutral depots?
Community Newsjjakji || jjakji || jjakji || jjakji || jjakji || jjakji || jjakji nshoseo.jpg
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
January 12 2013 20:49 GMT
#165
On January 13 2013 05:44 jakethesnake wrote:
Seems like Blizzard is doing a lot of responding to problems to try and show that they are listening to fans - map fixes/cross spawns, name change... And right before the release of HOTS, what a coincidence

Now, while we are talking maps, how about those neutral depots?


They've added unbuildable locations in HOTS at the very least.
Henk
Profile Joined March 2012
Netherlands578 Posts
January 12 2013 20:51 GMT
#166
On January 13 2013 05:16 brieN wrote:
i like the part where they said they made hidden spawn locations on purpose to make lower level players confused, and they wonder why they scare off new people :/


That's exactly what they did not say.
Shinespark
Profile Joined June 2011
Chile843 Posts
January 12 2013 20:53 GMT
#167
Re: Maps: About motherfucking time.
"I, for one, welcome our new Korean overlords."
Demurity
Profile Joined April 2011
United States424 Posts
January 12 2013 20:54 GMT
#168
Honestly for Entombed Valley I would have preferred if they removed the destructible rocks in the center 2 mining bases and allow for any spawn positions. Then change the distance between the 3rd bases. I like it better when a map is well-made and can stand alone without editing the 'standards' of the game-- including spawn positions.
|Terran|
Qikz
Profile Blog Joined November 2009
United Kingdom12024 Posts
January 12 2013 20:56 GMT
#169
On January 13 2013 05:27 FabledIntegral wrote:
*sigh* wish they weren't changing IT but fungal instead. IT actually adds a lot to the game relative to fungal, in terms of harassment options, ability to draw initial fire, ability to use them as walls, promoting detection vs Zerg, and the decision making required to engage or let the timer draw out.

Imo fungal should be nerfed instead. And something I really wish they'd change would be Broodlord damage (not broodlings). Broodlings are what make the Broodlord so fucking strong, there's no reason their initial shot should deal 40 damage on top of that with each subsequent attack dealing 20 :S. Make the attack itself just do 10 dmg, they'd still be used and they'd still be strong.


The trouble is (and nobody should be able to deny this), they're too good currently. What's the point in having attacking units if you have a free army which matches most armies head to head?
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Snijjer
Profile Joined September 2011
United States989 Posts
Last Edited: 2013-01-12 20:59:25
January 12 2013 20:57 GMT
#170
Yay tourney maps!

Locked positions confusing noobies is just dumb. If they're so noob it hardly matters.
KlinKz
Profile Joined April 2010
Canada149 Posts
January 12 2013 20:58 GMT
#171
Good change, but imo the fungals need to be nerfed so when applied to Flying Units instead of immobilizing them make them slower with the same damage effect.
Go Bisons Go!
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
January 12 2013 21:08 GMT
#172
On January 13 2013 05:56 Qikz wrote:
Show nested quote +
On January 13 2013 05:27 FabledIntegral wrote:
*sigh* wish they weren't changing IT but fungal instead. IT actually adds a lot to the game relative to fungal, in terms of harassment options, ability to draw initial fire, ability to use them as walls, promoting detection vs Zerg, and the decision making required to engage or let the timer draw out.

Imo fungal should be nerfed instead. And something I really wish they'd change would be Broodlord damage (not broodlings). Broodlings are what make the Broodlord so fucking strong, there's no reason their initial shot should deal 40 damage on top of that with each subsequent attack dealing 20 :S. Make the attack itself just do 10 dmg, they'd still be used and they'd still be strong.


The trouble is (and nobody should be able to deny this), they're too good currently. What's the point in having attacking units if you have a free army which matches most armies head to head?


Because you can have units that are "too good" in a sense. It'd just be one of the better spells in the game. Doesn't mean it's imba, and I don't think it is if you nerf BL and fungal. Without a strong fungal, infestors would not be used. Fungal is the reason that infestor/BL is so strong, not IT.
Eggi
Profile Blog Joined December 2012
478 Posts
January 12 2013 21:09 GMT
#173
this will change ZvZ moving away frrom roach infestor to roach hydra mid game
HoLe
Profile Joined August 2012
Canada183 Posts
January 12 2013 21:19 GMT
#174
I just read the paid name change thread and now back to rereading this.

Blizzard is a company with very talented employees and they make great games and there's no doubt that they are loved all around the world - but my fuck - as a company they're plain ignorant, deaf, and greedy.
Terran.
tubs
Profile Joined March 2010
764 Posts
January 12 2013 21:19 GMT
#175
On January 13 2013 04:55 evanthebouncy! wrote:
lol too late. iono how many people stick around for that long. TL maybe more ppl but in general?


Pretty much my thoughts as well. I stopped playing last year and stopped watching SC2 for the most part at the start of this year. Bnet 2.0 lost me as a player and the repetitive infestor/broodlord vs mothership/timing push lost me as a viewer.

My friends who aren't as TL hardcore as me were lost well before that.

Too late Blizzard. This junk needed to be fixed last year, not this year.
"Roach dies to immortal and rockit black guy" - Tierdal.thex
Godwrath
Profile Joined August 2012
Spain10134 Posts
Last Edited: 2013-01-12 21:24:04
January 12 2013 21:23 GMT
#176
On January 13 2013 06:08 FabledIntegral wrote:
Show nested quote +
On January 13 2013 05:56 Qikz wrote:
On January 13 2013 05:27 FabledIntegral wrote:
*sigh* wish they weren't changing IT but fungal instead. IT actually adds a lot to the game relative to fungal, in terms of harassment options, ability to draw initial fire, ability to use them as walls, promoting detection vs Zerg, and the decision making required to engage or let the timer draw out.

Imo fungal should be nerfed instead. And something I really wish they'd change would be Broodlord damage (not broodlings). Broodlings are what make the Broodlord so fucking strong, there's no reason their initial shot should deal 40 damage on top of that with each subsequent attack dealing 20 :S. Make the attack itself just do 10 dmg, they'd still be used and they'd still be strong.


The trouble is (and nobody should be able to deny this), they're too good currently. What's the point in having attacking units if you have a free army which matches most armies head to head?


Because you can have units that are "too good" in a sense. It'd just be one of the better spells in the game. Doesn't mean it's imba, and I don't think it is if you nerf BL and fungal. Without a strong fungal, infestors would not be used. Fungal is the reason that infestor/BL is so strong, not IT.


The reason why they are massed are IT's, not fungal, you can fungal with 6-8 infestors just fine. Not like i disagree with what you are trying to imply, but i honestly thing the unit needs a complete overhaul.
Garoodah
Profile Joined January 2012
United States56 Posts
January 12 2013 21:23 GMT
#177
Fungal needs to be changed to a slow down not stop movement. Then broodlord infestor still retains most of its late game power but gives the opponent a better chance to actually move and save their units. And im a zerg player. I dont use mass infestors to begin with though.
"Oh man we've got GG-lords"
vthree
Profile Joined November 2011
Hong Kong8039 Posts
Last Edited: 2013-01-12 21:32:54
January 12 2013 21:30 GMT
#178
Honestly, during the past few days. I am starting to think that infestors/BL isn't even the core of the problem.

I think that after the queen patch, zerg early and mid game is just too strong. And it just snowballs from that point. Infestor/BL was just the easiest comp for zergs to end the game with. Looking at the games themselves, you always hear things like the Terran didn't see the early roaches coming, or the Protoss spotted the muta switch too late, etc. You almost never hear that about Zerg. Because in the early/mid game, they pretty much know everything their opponent is doing and thus can either punish them or be as greedy as possible. Zerg pretty much dictation the pace and flow of the game. They also have so much map control once speed lings are out. Creep spread also gives them so much vision.

Zergs has always been the most 'reactive' race in that they can switch their composition the easiest. If terrans start their Viking production only after seeing 4 colossi, there is no way they will have them in time, this is not true for Zerg. They can build 8-10 corruptor in one round.. And with the queen/OL buff, they have all the early game intel while denying the opponents.

So I think in order to have a 'balance' game, we actually have to make Zerg end game the weakest because even if the late game army were even, the zergs still carry too much of an advantage from the early and mid game. And I don't think that is good design.

Rather, we should look the early and mid game and see what can be done to give the other 2 races better counter/scouting. IMO, early roaches are too good vs Terran. You basically have to blindly build marauders or the roaches WILL do damage. But if you overbuild them and Zerg went lings, you will not be able to move out at all. Terrans need more reliable scouting besides having to waste 540 minerals on 2 scans.
MBHeezy
Profile Joined March 2012
6 Posts
January 12 2013 21:32 GMT
#179
Maybe blizzard should stop thinking that the increased queen range isn`t a problem.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
January 12 2013 21:34 GMT
#180
On January 13 2013 06:23 Godwrath wrote:
Show nested quote +
On January 13 2013 06:08 FabledIntegral wrote:
On January 13 2013 05:56 Qikz wrote:
On January 13 2013 05:27 FabledIntegral wrote:
*sigh* wish they weren't changing IT but fungal instead. IT actually adds a lot to the game relative to fungal, in terms of harassment options, ability to draw initial fire, ability to use them as walls, promoting detection vs Zerg, and the decision making required to engage or let the timer draw out.

Imo fungal should be nerfed instead. And something I really wish they'd change would be Broodlord damage (not broodlings). Broodlings are what make the Broodlord so fucking strong, there's no reason their initial shot should deal 40 damage on top of that with each subsequent attack dealing 20 :S. Make the attack itself just do 10 dmg, they'd still be used and they'd still be strong.


The trouble is (and nobody should be able to deny this), they're too good currently. What's the point in having attacking units if you have a free army which matches most armies head to head?


Because you can have units that are "too good" in a sense. It'd just be one of the better spells in the game. Doesn't mean it's imba, and I don't think it is if you nerf BL and fungal. Without a strong fungal, infestors would not be used. Fungal is the reason that infestor/BL is so strong, not IT.


The reason why they are massed are IT's, not fungal, you can fungal with 6-8 infestors just fine. Not like i disagree with what you are trying to imply, but i honestly thing the unit needs a complete overhaul.


If fungal didn't root you could run away from the IT. IT is only strong because fungal pins.
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