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Thread: PTR Patch 1.3.0

  1. #121

    Default Re: PTR Patch 1.3.0

    Good storms can turn the tide of battle. Just like a good EMP or a good fungal. And I think zerg is similar to protoss in that they don't have that much trouble dealing with storms.
    That was my whole point, Storms are never useless, while EMP is if you are playing against Zerg without Infestors... If you watched the game I gave you, you would see that whole army died just by the Storms.

    Also, it is never that simple, just make Mutaling to keep them in base and expo like crazy, it depends on a lot of things, maps, builds, etc. Even then, when you make HTs to defend from Mutaling, I usually just start maing Ultras, and you can take them down with Archons/Immortals/Stalkers. And in late game, I can say that Immortals/HTs/Stalkers/Sentries combo are sick vs. Zerg, since Immortals are killing the only units that HTs can't with Storms.

    But lets get back on the topic. You are saying EMP > Storm, I'm saying only in TvP, EMP doesn't have that much of an use in TvZ. Then, you start defending explaining to me that Storms are useless against Ultras and Roaches? I know that, I'm an Zerg player, and I like how is PvZ played, but you are completely changing the topic. I've never said I don't know how to fight storms, or something like that, I am saying that it is strong, and that outside of Ultras, Roaches and Brood Lords, it destroys other units, while EMP doesn't. That was my whole point.

    @Demo
    Good response, no I didn't play much vs. People that were making good use of Ghosts, but I certainly played against the ones that tried and failed. Also, Infestors have burrow, you can un-burrow a lot faster and cast a spell, than what his reaction would be to Snipe/EMP them all. And usually you will outmacro and outmass Terran that goes Marines and Ghosts since Ghosts aren't really cheap.
    Don't know, I've never had any problems with Ghosts in ZvT, and as far as I was watching Korean Pros, they weren't too, outside of Vikings and Ghosts that were sniping Queens, and Vikings killing Overlords, but they countered that fast.
    Last edited by RamiZ; 03-05-2011 at 12:28 PM.
    "Living for the Swarm!"

  2. #122

    Default Re: PTR Patch 1.3.0

    Seriously it's like we're always on a different page Ramiz.:P

    So your point is that since storm can still be useful against Z but EMP can't then....storm is better overall than emp?? So if i say in TvP EMP>storm it doesn't matter since comparing PvZ and TvZ storm>>EMP. Then overall storm>EMP.

    So do you want EMP to change to do damage in TvZ??

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  3. #123

    Default Re: PTR Patch 1.3.0

    Quote Originally Posted by JackhammerIV View Post
    Seriously it's like we're always on a different page Ramiz.:P

    So your point is that since storm can still be useful against Z but EMP can't then....storm is better overall than emp?? So if i say in TvP EMP>storm it doesn't matter since comparing PvZ and TvZ storm>>EMP. Then overall storm>EMP.

    So do you want EMP to change to do damage in TvZ??
    No, I want to nerf the storm(HTs actually like they did), so those will be equal... :P

    As I said, I agree with HT nerf but with giving them something in return, faster energy regen upgrade, or as someone mentioned, giving 10-15 sec cooldown on Psi Storm after HTs are warped etc. There are plenty of options, how you can change the HTs.
    "Living for the Swarm!"

  4. #124

    Default Re: PTR Patch 1.3.0

    Not sure if Blizzard aims to balance storm and EMP overall across all matchups. No one has really mentioned the fungal change. How easy is it to dodge as a projectile now??

    http://eu.battle.net/sc2/en/profile/263528/1/JHammer/

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  5. #125

    Default Re: PTR Patch 1.3.0

    Quote Originally Posted by JackhammerIV View Post
    Not sure if Blizzard aims to balance storm and EMP overall across all matchups. No one has really mentioned the fungal change. How easy is it to dodge as a projectile now??
    Pretty easy...
    I mean, it has to have projectile, but I am pretty positive that it is slower than what was back then in Beta.
    http://www.youtube.com/watch?v=8lSeH...layer_embedded
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  6. #126

    Default Re: PTR Patch 1.3.0

    Damn that's slow.......why not much zerg QQ about it??

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  7. #127

    Default Re: PTR Patch 1.3.0

    Quote Originally Posted by JackhammerIV View Post
    Damn that's slow.......why not much zerg QQ about it??
    Don't really know, all other things are pretty much buffs on infestors, except this and lower the duration of Fungal, but those two are a lot bigger than buffs... :/
    "Living for the Swarm!"

  8. #128

    Default Re: PTR Patch 1.3.0

    Quote Originally Posted by JackhammerIV View Post
    Damn that's slow.......why not much zerg QQ about it??
    Prolly because all the Zergs are trying to keep the amulet change in.

    I don't know, maybe it isn't as obvious a change. I for one have not even played on the test region, nor do I usually use infestors. Most of my fungals missed back when it was instant, anyway.

  9. #129

    Default Re: PTR Patch 1.3.0

    I think the fungal change makes sense, the projectile thing just needs to be fast enough for the sum of it to not feel like a nerf; im interested to see how it unfolds at the very least; 2x the DPS will help vs MMM and +vs armored will make the DPS significant vs even vs some armoed units.

    as a whole, if the projectile thing doesnt make it impossible to aim, it will benefits zergs that like to relly on more than 2-3 infestors without energy upgrade; chain fungals wil be able to kill units at a quicker rate, all be it for a higher total energy cost.


    ... Fungal growth was already good, but there is some logic to the projectile change, as that should ahve the greatest mpact vs quick harssment units; heay phoenix and mutalisk play were extremely risky vs zerg for this reason... it'll still be risky but 1: it'll be harder to hit them wth it, and 2, they are now able escapefaster if fungal isnt recast inside 4 seconds...
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  10. #130

    Default Re: PTR Patch 1.3.0

    PTR changes updated:
    Ghost EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged

    Infestor Health increased from 90 to 110. -- This change has been revoked.

    Fungal Growth

    Stun duration decreased from 8 to 4 seconds.

    Damage increased by +30% vs. armored units.

    Now fires a missile instead of being instant cast. -- This change has been revoked.
    http://us.battle.net/sc2/en/forum/topic/1213111662


    this EMP nerf should settle most of the ghost vs HT issues, but ofcoruse, the sum of it is still a more noticable nerf for P than for T... also, we might see more snipe use to make up for the EMP nerf, reslulting in an almost uchanged situation for P.


    ... im somehow a bit saddened by the rollback of infestor changes; though the projectile fungal would ahve been hell to work with, i was still very intersted in seeing how it played out.
    I am an enthusiast of good strategy games, sc2Esports and rollplay, although i dont really play anything atm.
    I work an internship at a government agency this fall, and have a good time at it.
    I'm being more social, active and honest lately. in all forums.

    Hi.

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