|
On April 23 2010 04:26 FrozenArbiter wrote:Show nested quote +On April 23 2010 04:22 Garrl wrote:On April 23 2010 04:18 FrozenArbiter wrote:Well, since the SCV hasn't had its HP returned to 60, this patch is useless. Fungal Growth projectile removed; Units in the target area are now instantly hit. Yeah, not like that shit was strong enough already --_-- Neural Parasite change seems good tho, 7 range wasn't enough for a unit that fragile. Immortal nerf seems pointless? On April 23 2010 04:18 Osmoses wrote:On April 23 2010 04:15 Haemonculus wrote: Well I will continue to play Terran and try to build as few marauders as possible, lol.
I will also probably continue to get rolled late game by Protoss. Please give us an alternative to massing marauders! They are no fun to use!! This. I recognize the marauder is very useful, very good unit, but it is just so boring and most of the time I do what I can to not use them at all. Alternatives I've found are marines/ghosts into mech/ghosts and banshees/vikings. Too bad banshees and vikings are just as boring as marauders. It's a lot more fun than dying at least Admittedly, the immortal nerf means that mech is more viable. It honestly doesn't, because the problem for mech was NEVER the immortal. The problem with mech is that you are extremely, EXTREMELY slow, have no spidermines so you don't have a real gas sink, tanks cost too much (3 supply and 125 gas? what?), and actually do their best work countering zealots (which, incidentally, the hellion already rapes). Immortals aren't scary, you have EMP - it's fine. Colossi are scary as fuck - a million hitpoints, nearly the same range and WAY more immobile than you? Well, good luck defending yourself vs blink or warp in or colossus raids on your main. The only viable mech option seems to be turtling half the map, but that's just incredibly boring. Bah. It's the same as the tank buldtime nerf - it did NOTHING to help make pure mech more viable, because the problem was not in how long the units took to produce in the first place (infact, due to how much gas it takes to produce tanks, a faster buildtime probably did next to nothing since that's the limiting factor).
That's the real problem with terran mech: no spidermines. Because of the lack of spidermines, Protoss has an infinitely easier time attacking the terran ball in SC2 than in SC1. The immortal is just windowdressing by comparison.
That said, I'm glad that spidermines are gone. Those things were retardedly strong for their cost.
|
On April 23 2010 04:31 immacolate wrote: friends this friends that, are these changes made for facebook or for SC2?
The complaint of the friendless?
|
On April 23 2010 04:28 Crissaegrim wrote:Show nested quote +On April 23 2010 04:23 ComradeDover wrote:
It's less about your feedback and more about having some mice to run through the maze they made. Unless you really think your complain posts matter that much to blizzard. If they did, you'd see lurkers back in the game, roaches and marauders would be nerfed into oblivion, forcefield would have an HP bar, and infestors would cast Dark Swarm instead of infested terran.
Ask yourself if the your "feedback" is really all that valued. Then go back to running the maze, you mouse. Well, then, I hope you're not posting any feedback because according to you, it's pointless. And no, I'm not naive just saying that having a voice to be heard is still vital to the improvement of the game.
Only feedback I've posted is "Thanks Blizzard. Keep up the good work! :D", because even Blizzard could use some encouragement.
And it really depends on what your voice is saying. If your voice is saying "Turn StarCraft 2 into StarCraft 1.1!", then no, your voice isn't vital to be heard. If your voice is saying "WAHH WAHH ROACHES MARAUDERS IMMORTALS WAHH WAHH", then your voice is equally useless to the improvement of the game.
|
|
Sweden33719 Posts
On April 23 2010 04:29 Prozen wrote: Jinro, do you think they should have nerfed Forcefield instead of nerfing the Immortal? I don't know, it depends on how force field works for PvZ which I know next to nothing about. But I do know that I'd much rather see a way to make mech not suck, than this.
The absolute easiest way would probably be adding spidermines, which would give mech T a USEFUL mineral-sink for TvP. Making the tank 100 gas would also be ok but not really make SC2 mech more fun (it's boring - camp, macro, wait for P to impale himself or maybe attack if you feel really frisky).
I don't even think PvT is that imba or anything, just annoying to play right now.
Basically, T mech was already immobile, and got even less mobile while P got 10x more mobile. In addition, it's less capable of attacking, and not as overpowering in terms of efficiency.
|
major parts why ultralisks suck -lings suck so everyone is upgrading ranged only so they dont fit in any upgrade tech tree -the need 2 upgrades, both speed and armor to even be viable in a battle -they are huge. many cant attack at once and its very easy to abuse this fact -they are slow like holy hell. almost any unit in the game can kite them, if they attack and u run same time they miss and u hear a "swish" sound and 0 dmg is being dealt (big lol right?) -forcefield nullifies melee units like, by 100%. guardian shield makes zergling useless which makes my first statement even more true -ultralisk is strongest vs small units such as zergling, zealot, marine. but nobody are building those units except for the reason they r low on gas. the fact that these units r so bad makes u dont need to build the ultralisk in the first place
3 healthy ways to make the ultralisk better by changing the other races -buff marines (build time) -nerf marauder (dmg/hp) -nerf sentry (force field) 3 healthy ways to make the ultralisk better by changing zerg without touching the ultralisk stats -buff zergling (adrenaline glands) -nerf hydralisk (attack rate) -nerf roach (hp/dmg) 2 ways to make ultralisk better -make it smaller -give the speed upgrade more speed
this is what i would do anyway ^^
|
On April 23 2010 04:30 Crisium wrote:Show nested quote +On April 23 2010 04:30 StriverzG wrote:On April 23 2010 04:18 FrozenArbiter wrote: Colossi are scary as fuck - a million hitpoints. wat You missed that patch note? 1,000,000 HP plus 150 shields.
Collosi drop like flies when alone, but act all tough behind big armies
|
Anyone in Europe dling the patch yet? It won't start for me.
|
On April 23 2010 04:24 Crissaegrim wrote:Show nested quote +On April 23 2010 04:17 hzhao wrote:On April 23 2010 04:16 Crissaegrim wrote:On April 23 2010 04:09 ComradeDover wrote: Maybe people didn't get the changes they wanted in place because: 1) Blizzard knows better than you do. 2) Blizzard can't read your tears. 1) Not necessarily actually, they too are men and like all men they are not infallible. If they knew better why release a beta anyway to get OUR feedback? 2) Read 1. because they have data, and replays for whatever they want, you don't Wow, in that case, what's the point of this site for discussion? What's the point of beta? Just because they have data and replays does not mean they know better. Having the data does not mean that the knowledge will be applied correctly.
The purpose of this site is to edify the users of this site. It's not Blizzard's site and it doesn't exist for the purpose shaping the game, only shaping the way that we all play the game.
It's interesting to talk about the patches and what we would do, what Blizzard ought to do, etc, but ultimately it's their game and your decision is to buy it or not buy it. So give your feedback and make your decisions but stop thinking that Blizzard needs to follow your directions.
|
It should be spine crawler period increased should it not?
|
On April 23 2010 04:32 ComradeDover wrote:Show nested quote +On April 23 2010 04:28 Crissaegrim wrote:On April 23 2010 04:23 ComradeDover wrote:
It's less about your feedback and more about having some mice to run through the maze they made. Unless you really think your complain posts matter that much to blizzard. If they did, you'd see lurkers back in the game, roaches and marauders would be nerfed into oblivion, forcefield would have an HP bar, and infestors would cast Dark Swarm instead of infested terran.
Ask yourself if the your "feedback" is really all that valued. Then go back to running the maze, you mouse. Well, then, I hope you're not posting any feedback because according to you, it's pointless. And no, I'm not naive just saying that having a voice to be heard is still vital to the improvement of the game. Only feedback I've posted is "Thanks Blizzard. Keep up the good work! :D", because even Blizzard could use some encouragement. And it really depends on what your voice is saying. If your voice is saying "Turn StarCraft 2 into StarCraft 1.1!", then no, your voice isn't vital to be heard. If your voice is saying "WAHH WAHH ROACHES MARAUDERS IMMORTALS WAHH WAHH", then your voice is equally useless to the improvement of the game.
Because the game, right now, is very dull and predictable, our collective voices are unheard?
|
What are grid-based hotkeys?
|
On April 23 2010 04:13 wolfe wrote:Show nested quote +On April 23 2010 04:09 Paladia wrote: They didn't mention the change (fix) to planetary fortress and HSM though, despite that they were fixed. I assume Blizzard are too embarressed to mentioned it.
Otherwise almost 50% less damage for HSM would be something people want to know about. What change? Planetary Fortress damage was fixed, it now does 100% splash instead of 150%
+ Show Spoiler + <AreaArray Radius="0.5" Fraction="1"/> <AreaArray Radius="0.8" Fraction="0.75"/> <AreaArray Radius="1.25" Fraction="0.375"/>
Hunter Seeker missile was also fixed. Archon splash remains the same though unfortunately.
+ Show Spoiler + <CEffectDamage id="HunterSeekerDamage"> <EditorCategories value="Race:Terran"/> <Amount value="100"/> <ResponseFlags index="Acquire" value="1"/> <ResponseFlags index="Flee" value="1"/> <Flags index="Notification" value="1"/> <AreaArray Radius="0.6" Fraction="1"/> <AreaArray Radius="1.2" Fraction="0.5"/> <AreaArray Radius="2.4" Fraction="0.25"/>
In effect, HSM went from this:
<AreaArray Radius="1.6" Fraction="1" /> <AreaArray Radius="2.4" Fraction="0.25" />
To this:
<AreaArray Radius="0.6" Fraction="1"/> <AreaArray Radius="1.2" Fraction="0.5"/> <AreaArray Radius="2.4" Fraction="0.25"/>
Which is quite a change in its splash. Before it did 100% splash in a 1.6 radius, now it does 100% splash in a 0.6 radius.
|
On April 23 2010 04:30 Garrl wrote:Show nested quote +On April 23 2010 04:29 Dingo_egret wrote:On April 23 2010 04:23 lololol wrote:On April 23 2010 04:14 Dingo_egret wrote:On April 23 2010 04:06 Mohdoo wrote: I think that Blizzard is smart for not focusing much on balance this patch. Balance takes time to sort out. Sometimes imbalances come and go just from people playing more and figuring stuff out. These Bnet changes are really good. I'd expect a balance patch maybe 2 weeks from now or so. Definetly this. How many years was it before P players figured out how to be even against Z in BW? Everyone and their mother thought the matchup was a bit imbalanced in Z's favor when I joined TL in 2005, and when I came back for Sc2 suddenly no one's complaining anymore, with no balance changes in between. People have to stop assuming they've figured the whole game out, especially with how young it is; even the best players around (which honestly complain MUCH less than most random people) can't really be counted on to make massive changes, simply because their play isn't developed enough at this stage. Maybe some could argue about marauder/roach/immortal being 'boring' and whatnot, but I just think maybe some new strategies that don't revolve around them still need to pop up. Actually there were balance changes in professional BW that helped protoss vs zerg - the maps. Ok, I can understand that. What's to say SC2 balance can't be helped by maps either, then...? Because the map pool is being made by Blizzard, who aren't the most well known for balanced maps, especially seeing SC1's Blizzard map pool against the current metagame. After release it won't be exclusively blizzard (even if it is for their ladder, there will always be tournaments etc). Currently, yes, which is also a reason why people should be wary of commenting on balance.
|
are names and identifier wiped? cant check while at work.
|
yea lets nerf ff's so we can make p totally garbage
|
I'd rather have a hot key interface, with shiny graphics attached to it.. like a keyboard layout with drag and drop action on keys !
|
Kulas and Lost temple were balanced enough to remove them from testing Actually Kula Ravine is still bugged, upper right spawn main building can be reached by siege tanks from semi-closed expansion cliff. Just fast tank drop there and zerg/protoss is screwed.
|
Spidermines on the Hellion doesn't necessarily have to be the same as SC1. It's already 25min (1/3) more expensive. Then they could balance it to be say only 2 mines? Or make the mines do something else (small area of ensnare, or attack speed reduction like on the Devourer). There are creative answers out there - if the developers try it.
|
Sweden33719 Posts
On April 23 2010 04:34 Paladia wrote:Show nested quote +On April 23 2010 04:13 wolfe wrote:On April 23 2010 04:09 Paladia wrote: They didn't mention the change (fix) to planetary fortress and HSM though, despite that they were fixed. I assume Blizzard are too embarressed to mentioned it.
Otherwise almost 50% less damage for HSM would be something people want to know about. What change? Planetary Fortress damage was fixed, it now does 100% splash instead of 150% + Show Spoiler +Hunter Seeker missile was also fixed. Archon splash remains the same though unfortunately. + Show Spoiler +In effect, HSM went from this: To this: Which is quite a change in its splash. Before it did 100% splash in a 1.6 radius, now it does 100% splash in a 0.6 radius. Couldn't they at least have made it cost 100 energy or something then? It's not very good as it is... I mean, it's not BAD but the PDDrone is waaaaaay better.
|
|
|
|