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Thread: Patch 1.4.0

  1. #111

    Default Re: Patch 1.4.0

    Yeah I remember I started to try and use infestor strategies before their first buff and I had a nice succes. But after the buff double dps and increased vs armored my infestor strategy just bloomed so strong it wasn't even fun. (I wonder if that had something to do with me getting into masters xD, and now after not playing a for a while all others are also using the infestor strat and I seem to lose all the time, also I never understood what the 1 1 1 strat was all about until I encountered it xD hence my bad w/l ratio right now)

  2. #112

    Default Re: Patch 1.4.0

    I've never said that Infestors weren't strong, they are the strongest casters in this game in my opinion, the thing is, I said I really can't win with just Infestors/Lings/Roaches vs. Protoss Death Ball. Infestors/Lings/Roaches is transition strategy used to beat mid-game Protoss, you can't beat Death Ball of 4+ Colossi with Void Rays and mass Sentry/Stalkers only with it, you need Brood Lords, Corruptors and maybe some Hydras.

    And I don't need proofs for Infestor/Ling, I know it is strong, it is just that we are talking in this thread about Infestors not able to use NP on Colossi/Thors anymore is quite retarded, since that spell is designed for those two units. Ok for Archons, Mothership, Carrier, Battle Cruiser etc. It actually make sense if you can't NP those units, but Infestor/Lings came into play because Roach/Ling/Hydra/Corruptor couldn't beat Colossi/Voids/Stalkers/Sentries Death Ball at the first place.
    You will be able to beat Infestors/Roaches/Lings with Archons/Stalkers/Zealots if they disable NP for units that I listed above, but I just feel that disabling it on Colossi and Thors will have huge impact on balance. It won't make Zergs underpowered, but they will have to play against some really tough strategies that is really hard to deal with without NP.
    "Living for the Swarm!"

  3. #113

    Default Re: Patch 1.4.0

    Swap some ultralisk for roaches, I've done it beaten a 200/200 protoss with a smaller army. (I did manage to get a good surround from behind and neural parasite some of his colossi and void rays. I had better scouting and when he went to attack me on my creep highway I ran arround him and smashed him leaving him with a small "lol")

    For me it's those early colossus or those +10 colossus that is dangerous that kills ultralisk before they get close. (and you rarely see +10 colossus)

  4. #114

    Default Re: Patch 1.4.0

    Quote Originally Posted by Twilice View Post
    Swap some ultralisk for roaches, I've done it beaten a 200/200 protoss with a smaller army. (I did manage to get a good surround from behind and neural parasite some of his colossi and void rays. I had better scouting and when he went to attack me on my creep highway I ran arround him and smashed him leaving him with a small "lol")

    For me it's those early colossus or those +10 colossus that is dangerous that kills ultralisk before they get close. (and you rarely see +10 colossus)
    I don't have to, I can make Brood Lords in late game, but mid game is what I was talking about. Also, you have done everything perfectly, for example, now you wouldn't be able to NP his Colossi, and the outcome would probably be different, or you would win but with a lot bigger army loss.
    "Living for the Swarm!"

  5. #115

    Default Re: Patch 1.4.0

    I wouldn't be worried about a +4 colossi with void ray + mass stalker/zealot ball in the midgame before I got ultralisk to be honest.

    But fair enough forcefields and colossus can be devastating to your army, sometimes a bit to devastating. It's exactly the same if you play terran, it's like you don't really want to get those vikings because they are bad vs ground but you sort of have to.

  6. #116

    Default Re: Patch 1.4.0

    Quote Originally Posted by Twilice View Post
    I wouldn't be worried about a +4 colossi with void ray + mass stalker/zealot ball in the midgame before I got ultralisk to be honest.

    But fair enough forcefields and colossus can be devastating to your army, sometimes a bit to devastating. It's exactly the same if you play terran, it's like you don't really want to get those vikings because they are bad vs ground but you sort of have to.
    Yeah. That's my "f*ck yeah" moment as Protoss. Early and mid game just trying to survive, defend and get more bases up at good times. Then late game time to crush some skulls.

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  7. #117

    Default Re: Patch 1.4.0

    Quote Originally Posted by Twilice View Post
    I wouldn't be worried about a +4 colossi with void ray + mass stalker/zealot ball in the midgame before I got ultralisk to be honest.
    I didn't quite understand this. You wouldn't worry before you get Ultras, but you would after? I mean, maybe I misunderstood you, or you made a mistake.

    But fair enough forcefields and colossus can be devastating to your army, sometimes a bit to devastating. It's exactly the same if you play terran, it's like you don't really want to get those vikings because they are bad vs ground but you sort of have to.
    Problem is, Vikings actually do damage vs. ground, but even if they don't, they can successfully kite and outrange Void Rays and Colossi, while on the other hand, you really have to make a huge amount of Corruptors to be able to beat Void Rays + Colossi, which really is a waste of money and population. For the late game, they are useful because they are turned into Brood Lords, but most of the time, they don't survive late game, they are getting killed by Stalkers and Void Rays if you don't have a high number of them. And if you do, you have low number of ground units, and you get overwhelmed by Zealot/Stalkers/Sentries.
    I mean, everyone would go for Corruptors if they are better choice, but they aren't, of course Infestor is 5x better. But now, vs. Colossi, it seems like the Corruptors would be the only choice, and you won't have enough gas to spend on both Corruptors and Infestors. This is all theorycrafting from my experience, but we will see. I still think that NP nerf isn't right way to do it. It just makes that spell even more situational as I said in my first post.
    Last edited by RamiZ; 09-12-2011 at 10:55 AM.
    "Living for the Swarm!"

  8. #118

    Default Re: Patch 1.4.0

    Someone on TL spotted a significant ninja nerf, mainly to ZvP

    "Transports can no longer unload units into a dense area if the original order was issued on a fogged location. "

    Video demonstrating it : http://www.playxp.com/sc2/news/view....cle_id=3383490


    Stand and deliver, that my hamster might have a better look at you.

  9. #119

    Default Re: Patch 1.4.0

    thats funny. it kind of makes opsite rules apply fr P vs banedrops now; jsut cluster our shit up and they cant hurt you so bad. of course, fungal sill can.
    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.

  10. #120

    Default Re: Patch 1.4.0

    Quote Originally Posted by Peanutbutter View Post
    Someone on TL spotted a significant ninja nerf, mainly to ZvP

    "Transports can no longer unload units into a dense area if the original order was issued on a fogged location. "

    Video demonstrating it : http://www.playxp.com/sc2/news/view....cle_id=3383490
    I am pretty sure that wasn't intentional, It doesn't even make sense to do that... ;O
    "Living for the Swarm!"

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