StarCraft II Multiplayer - Major Design Changes - Page 35
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Syn Harvest
United States191 Posts
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-Kyo-
Japan1926 Posts
On September 02 2017 18:58 Syn Harvest wrote: Any news on when the new patch will be live? they just released a new version of the test map a few days ago, wont b live for a while i think | ||
Quineotio
Australia128 Posts
On September 02 2017 18:58 Syn Harvest wrote: Any news on when the new patch will be live? After Blizzcon? | ||
Zephyp
238 Posts
The changes in this blog are live on the Testing section of StarCraft II Multiplayer, and we would like to release the final changes after this year’s tournament season concludes in November. | ||
Ransomstarcraft
75 Posts
"Protoss multiplayer major design changes" "Terran multiplayer major design changes" "Zerg multiplayer major design changes" | ||
opisska
Poland8852 Posts
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InfCereal
Canada1759 Posts
On September 03 2017 04:26 opisska wrote: Wow, big things were happening while I was away. Is it known what is Blizzard's motivation here? Pure passion or is there a wayfor them to make money off this? Making changes = people checking them out. More people in the client = more people to buy announcers/skins/whatever | ||
opisska
Poland8852 Posts
On September 03 2017 04:27 InfCereal wrote: Making changes = people checking them out. More people in the client = more people to buy announcers/skins/whatever Fair enough, even though I still don't understand why people are willing to pay actual money for that stuff. In amy case I like fresh things in the game! | ||
Ulargg
Netherlands33 Posts
In large fights; if you have a ground based army; such as ultra hydra or ling hydra where usage of the ensnare would seem usefull; i usually experience one of the following. - Infestors move to the front to cast their spell; they get sniped by the carriers / HT. - Infestors get stuck behind your army. They cant cast the spell. Because of the high dps of carrier based armies; both situations cause pretty much lose the fight/game instantly, because your hydras will just die. I admit that some of the above can be fixed by better control; but my feeling is that the ability needs some work (maybe range extension or longer duration if it hits or small area of effect?) or remove infestor collision radius. | ||
seemsgood
5527 Posts
On September 03 2017 09:29 Ulargg wrote: Tested new infestor ability quite a bit; in my view it is not that good vs carrier based army, because the range of the spell is quite short. In large fights; if you have a ground based army; such as ultra hydra or ling hydra where usage of the ensnare would seem usefull; i usually experience one of the following. - Infestors move to the front to cast their spell; they get sniped by the carriers / HT. - Infestors get stuck behind your army. They cant cast the spell. Because of the high dps of carrier based armies; both situations cause pretty much lose the fight/game instantly, because your hydras will just die. I admit that some of the above can be fixed by better control; but my feeling is that the ability needs some work (maybe range extension or longer duration if it hits or small area of effect?) or remove infestor collision radius. Yup.Just like my opinion. Also unlike srambled egg missle you can't run once your units get hit.This ability has no counterplay. | ||
Saggymidgetbooty6969
112 Posts
On September 03 2017 09:29 Ulargg wrote: Tested new infestor ability quite a bit; in my view it is not that good vs carrier based army, because the range of the spell is quite short. In large fights; if you have a ground based army; such as ultra hydra or ling hydra where usage of the ensnare would seem usefull; i usually experience one of the following. - Infestors move to the front to cast their spell; they get sniped by the carriers / HT. - Infestors get stuck behind your army. They cant cast the spell. Because of the high dps of carrier based armies; both situations cause pretty much lose the fight/game instantly, because your hydras will just die. I admit that some of the above can be fixed by better control; but my feeling is that the ability needs some work (maybe range extension or longer duration if it hits or small area of effect?) or remove infestor collision radius. dude you literally just need to burrow your infestors and all those issues you mentioned cease to exist | ||
-Kyo-
Japan1926 Posts
u can add me: Kyo#1323 | ||
ETisME
12265 Posts
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Ulargg
Netherlands33 Posts
On September 03 2017 10:18 Saggymidgetbooty6969 wrote: dude you literally just need to burrow your infestors and all those issues you mentioned cease to exist I wish you were right, but burrowed infestors have a collision radius, unlike burrowed roaches. This was changed a while ago when they allowed fungal to be used whole the infestor is burrowed. See here: http://us.battle.net/sc2/en/blog/20372512/ | ||
the_last_terran1
48 Posts
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xTJx
Brazil419 Posts
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InfCereal
Canada1759 Posts
On September 04 2017 01:43 xTJx wrote: Just remove Parasitic Bomb, rework the corruptor or put scourge in the game. 7 years of bandaid anti-air for zerg is enough. How is losing all your shit to PB any different from losing all your shit to scourge? | ||
MrWayne
219 Posts
On September 04 2017 02:15 InfCereal wrote: How is losing all your shit to PB any different from losing all your shit to scourge? No, let him at least his dreams ![]() | ||
MrWayne
219 Posts
The old cyclon upgrade was simly garbage, the new one make the cyclon a fairly good AA unit and as much I love the "Smart Servos" upgrade it was probably to good for Hellions/Hellbats. Mules mining gas is still strange ( the animation is really bad imo.) | ||
LTCM
174 Posts
I don't even think the meta from 3.8 was completely settled 9 momths after it came out. And yet they want to evaluate this patch every week? Disruptor changes will never work. Novas which explode on contact will eliminate them from main combat. I said that 20 pages ago and it's still true. The disruptor nerf is just as large as the mine nerf yet no one seems to care. | ||
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