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4.12.0 Patch Notes - Page 2

Forum Index > SC2 General
130 CommentsPost a Reply
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Vision_
Profile Joined September 2018
877 Posts
Last Edited: 2020-06-10 11:31:02
June 10 2020 11:08 GMT
#21
On June 10 2020 19:57 ejozl wrote:
Would love to see the Widow Mine change just cut, T is already OP, also Thor anti air vs Massive is still just kind of stupid.
As a Protoss this patch is pretty nice, but I would still like to see Zergs in tournaments.

Really the Widow Mine should have a design rework, Hellbats are supposed to deal with mass Zealots and Lings, and Widow Mine should wreck stuff like Medivacs and always be stealthed, but I acknowledge this will take a bit more careful thinking.


I agree that widow mines is designed for the "scene" and it s a punishing unit but all things considered, if you didn t watch carefully the upgrade was mandatory in too many "builds in TvZ" (regarding Clem) so the team decided to cut it in two parts in order to avoid this.
0x64
Profile Blog Joined September 2002
Finland4646 Posts
June 10 2020 11:09 GMT
#22
On June 10 2020 09:11 pvsnp wrote:
Show nested quote +
Fixed an issue where hallucinations were dealing damage to targets affected by the Raven's Anti-Armor missile.


Aww, that was one of my favorite bugs.


Reminds me in Broodwar 1.04 hallucination Corrupters would send real "violet" stuff on the enemies.
Dump of assembler code from 0xffffffec to 0x64: End of assembler dump.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 10 2020 12:08 GMT
#23
I predict every Terran will open mine drop with a fast armory for a couple of weeks, then every Protoss will get an observer on time and mine drops will change back to the pre patch situation.
Penev
Profile Joined October 2012
28536 Posts
June 10 2020 12:08 GMT
#24
Infestor

Microbial Shroud no longer requires an upgrade.



game changer right there :p
I Protoss winner, could it be?
BonitiilloO
Profile Joined June 2013
Dominican Republic627 Posts
June 10 2020 12:29 GMT
#25
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.
How may help u?
sneakyfox
Profile Joined January 2017
8218 Posts
June 10 2020 12:59 GMT
#26
Is there any info on how the earnings from the Warchest are distributed? Will it bring extra moneys for tournament prize pools?
"I saw what sneakyfox wrote on TL.net and it made me furious" - PartinG
ilax30
Profile Joined November 2019
720 Posts
June 10 2020 13:09 GMT
#27
On June 10 2020 19:57 ejozl wrote:
Would love to see the Widow Mine change just cut, T is already OP, also Thor anti air vs Massive is still just kind of stupid.
As a Protoss this patch is pretty nice, but I would still like to see Zergs in tournaments.

Really the Widow Mine should have a design rework, Hellbats are supposed to deal with mass Zealots and Lings, and Widow Mine should wreck stuff like Medivacs and always be stealthed, but I acknowledge this will take a bit more careful thinking.


Yeah terran is so overpowered they choose to proxy and 1 base/2base all-in toss most of the time relying on mostly gambles instead of playing a straight up late game. Pretty weird for a race thats completely broken right?

Anyhow the shield battery change will help toss in stopping these pushes which involves a low unit count from both races meaning there will likely be more lategame TvP's in which toss have been looking very strong lately with the addition of blink dt's wrecking the terran every time they try to move out. So please sir, calm down and take a sip.
hiroshOne
Profile Joined October 2015
Poland425 Posts
June 10 2020 13:59 GMT
#28
R.I.P. Zerg.
Ultima Ratio Regum
freelifeffs
Profile Joined April 2018
97 Posts
June 10 2020 14:08 GMT
#29
On June 10 2020 21:29 BonitiilloO wrote:
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.


and you need to understand that you dont start a message with 'people need to understand' if you clearly dont understand anything yourself.
Gescom
Profile Joined February 2010
Canada3516 Posts
June 10 2020 14:14 GMT
#30
On June 10 2020 22:59 hiroshOne wrote:
R.I.P. Zerg.

Wowers. Between the widow mine change and the queen change I'm a little bit spooked.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
June 10 2020 15:08 GMT
#31
On June 10 2020 23:08 freelifeffs wrote:
Show nested quote +
On June 10 2020 21:29 BonitiilloO wrote:
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.


and you need to understand that you dont start a message with 'people need to understand' if you clearly dont understand anything yourself.


do tell, explain it to us then.
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2020-06-10 15:11:37
June 10 2020 15:09 GMT
#32
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).
ilax30
Profile Joined November 2019
720 Posts
June 10 2020 15:28 GMT
#33
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
June 10 2020 15:32 GMT
#34
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
Last Edited: 2020-06-10 15:43:02
June 10 2020 15:40 GMT
#35
On June 11 2020 00:32 GrandSmurf wrote:
Show nested quote +
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.


Lol what?

Banelings:
LITERALLY DIE on use
Can be split against
Require a speed upgrade to not get dumpstered by anyone doing any kind of splitting
Slower speed off creep
Cannot hit air
Are bad against Mech/Immortals/Marauders
Require Larva, which is the same resource as Drones
Require +2 attack to one shot workers
Have splash damage

Mines:
Can be used infinitely
Can be invisible and will automatically work with no player activation while underground
Massive Splash damage
Made out of a reactor
Can be used in literally any comp against literally any units at literally any time in the game and be useful
Cannot hit buildings
Friendly Fire
1 shot workers at any point in the game

Any comparison to Zerg for the sake of balance whine, you may as well use old BLord Infestor because I'd totally agree with you. Using banelings as an example is hilarious, given all of their natural weaknesses to balance out what they can do

On June 11 2020 00:28 ilax30 wrote:
Show nested quote +
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well


Never really considered friendly fire as such an enormous counter balance to make them a well designed unit, but that's a good point
freelifeffs
Profile Joined April 2018
97 Posts
June 10 2020 16:49 GMT
#36
On June 11 2020 00:08 GrandSmurf wrote:
Show nested quote +
On June 10 2020 23:08 freelifeffs wrote:
On June 10 2020 21:29 BonitiilloO wrote:
i love the changes, people need to understand that is very easy for Z to be in the game and dont have to worry about basically anything, now they need to rethink when they are engaging a terran army since baneling won't be able to deal with everything.


and you need to understand that you dont start a message with 'people need to understand' if you clearly dont understand anything yourself.


do tell, explain it to us then.



whats there to explain? its obviously biased and idiotic thinking to say stuff like 'zerg doesnt need to worry about anything' and 'zerg doesnt need to think and can just always engage no matter how and what'. stuff like that is not productive for any kind of discussion and people who think like that have no right to tell others they 'need to understand' things first.
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2020-06-10 17:08:12
June 10 2020 17:07 GMT
#37
Widow mine change needs to go IMO, making one of the clearly worst designed units more dominant
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Rubicant1
Profile Joined October 2019
115 Posts
June 10 2020 17:23 GMT
#38
On June 11 2020 00:40 chipmonklord17 wrote:
Show nested quote +
On June 11 2020 00:32 GrandSmurf wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.


Lol what?

Banelings:
LITERALLY DIE on use
Can be split against
Require a speed upgrade to not get dumpstered by anyone doing any kind of splitting
Slower speed off creep
Cannot hit air
Are bad against Mech/Immortals/Marauders
Require Larva, which is the same resource as Drones
Require +2 attack to one shot workers
Have splash damage

Mines:
Can be used infinitely
Can be invisible and will automatically work with no player activation while underground
Massive Splash damage
Made out of a reactor
Can be used in literally any comp against literally any units at literally any time in the game and be useful
Cannot hit buildings
Friendly Fire
1 shot workers at any point in the game

Any comparison to Zerg for the sake of balance whine, you may as well use old BLord Infestor because I'd totally agree with you. Using banelings as an example is hilarious, given all of their natural weaknesses to balance out what they can do

Show nested quote +
On June 11 2020 00:28 ilax30 wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well


Never really considered friendly fire as such an enormous counter balance to make them a well designed unit, but that's a good point


Goddam, you dumpstered that guy into oblivion. But yeah, like BL/Infestor, Swarmhosts, etc (which were all rightly nerfed), mines are exponentially harder to play against than use, with no real counters, at all levels of play. Banelings would fall more into this category if they didn't die upon use--also, they're basically the only supply-efficient unit Zerg has in non-mirrors these days.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 10 2020 17:39 GMT
#39
The mine change does nothing if you get an observer or an oracle.

Terran and Zerg need to get detection why should Protoss be any different?
GrandSmurf
Profile Joined July 2003
Netherlands462 Posts
Last Edited: 2020-06-10 18:47:46
June 10 2020 18:47 GMT
#40
On June 11 2020 02:23 Rubicant1 wrote:
Show nested quote +
On June 11 2020 00:40 chipmonklord17 wrote:
On June 11 2020 00:32 GrandSmurf wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Banelings are a mistake. There's just no fixing that they're significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E splitting takes so much more effort / APM than just A-moving into a clump of units).


fixed it for you.


Lol what?

Banelings:
LITERALLY DIE on use
Can be split against
Require a speed upgrade to not get dumpstered by anyone doing any kind of splitting
Slower speed off creep
Cannot hit air
Are bad against Mech/Immortals/Marauders
Require Larva, which is the same resource as Drones
Require +2 attack to one shot workers
Have splash damage

Mines:
Can be used infinitely
Can be invisible and will automatically work with no player activation while underground
Massive Splash damage
Made out of a reactor
Can be used in literally any comp against literally any units at literally any time in the game and be useful
Cannot hit buildings
Friendly Fire
1 shot workers at any point in the game

Any comparison to Zerg for the sake of balance whine, you may as well use old BLord Infestor because I'd totally agree with you. Using banelings as an example is hilarious, given all of their natural weaknesses to balance out what they can do

On June 11 2020 00:28 ilax30 wrote:
On June 11 2020 00:09 chipmonklord17 wrote:
Honestly Widow Mines are a mistake. There's just no fixing that they're significantly significantly the unit with the worst ratio of "ability to use" versus "ability to defend against" with absurdly high use cases and ease of access and next to no counter-balances (I.E banelings counter balances are their lack of hitting air and their single use only).


I would say a big counter balance is them dealing friendly fire. Can damage loads of bio or even kill a chunk of marines which happens in pro play all the time.

And at a lower lvl players have a tougher time dealing with widow mines, then again the terrans there kill their own units way more than at a higher lvl which evens it up a bit as well


Never really considered friendly fire as such an enormous counter balance to make them a well designed unit, but that's a good point


Goddam, you dumpstered that guy into oblivion. But yeah, like BL/Infestor, Swarmhosts, etc (which were all rightly nerfed), mines are exponentially harder to play against than use, with no real counters, at all levels of play. Banelings would fall more into this category if they didn't die upon use--also, they're basically the only supply-efficient unit Zerg has in non-mirrors these days.


i dont feel particularly dumpster fired though :O.

banelings are more useful than ducttape. they will fix most issues without too much effort.
also, uses literally 3 times in one sentence. i cant take that seriously in any context. also since it not true.

and the only one who is balance whining was the poster i responded to.

ill concede i was being snarky and not entirely serious. i do take great pride in the fact he was probably frothing from the mouth when he posted that comment. heh.
One time that happened and I just stopped everything, selected the offending SCV, hit Cancel, moved it over to my Barracks, made a Marine, had the Marine shoot it to death, then left the game.
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