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Thread: Patch Notes

  1. #11
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    Default Re: Patch Notes

    Quote Originally Posted by PsiWarp View Post
    IMO, bring back Siphon Life's animation for Infested Terrans, have them use a "beam" attack- but instead of a beam, use a tentacle !!

    Or they can whip, either way it's fine as long as there are tentacles...


    -Psi
    And then add them a cephalopodus face and called it the "Cthulu"...

    Nice try, you tentacule cultist... :P

  2. #12

    Default Re: Patch Notes

    And so the Mothership takes one more step towards becoming the Arbiter. Why don't they just go ahead and call it what it is?
    Aaand sold.


    Be it through hallowed grounds or lands of sorrow
    The Forger's wake is bereft and fallow

    Is the residuum worth the cost of destruction and maiming;
    Or is the shaping a culling and exercise in taming?

    The road's goal is the Origin of Being
    But be wary through what thickets it winds.

  3. #13
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    Default Re: Patch Notes

    Quote Originally Posted by Visions of Khas View Post
    And so the Mothership takes one more step towards becoming the Arbiter. Why don't they just go ahead and call it what it is?
    Kinda what I was thinking.

  4. #14
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    Default Re: Patch Notes

    I'm looking at it, and I'm wondering why anyone would want to get Zerglings after Brood Lords arrive, given that Broodlings are 5 hp down, but 1 damage up on them, or in essence, just about equal, plus Broodlings are produced faster, and don't take resources or control to produce. I'll also note they've dropped the Battlecruiser's DMatrix and Missile Barrage abilities, and left it pretty much as it was in SC. Oh, and they appear to have dropped the Lurker, but have yet to replace it. I imagine the Queen's going to see more use away from the hatchery though, what with Transfusion down to 125 for 50.
    Last edited by MattII; 02-25-2010 at 11:24 PM.

  5. #15

    Default Re: Patch Notes

    Quote Originally Posted by LostDreams View Post
    Stupid. Reapers didn't get nerfed at all. Instead of doing 16 damage per second...they do 16.666666 damage per second. Eeeeeasy micro.

    But the other stuff isn't so bad.
    Obviously, 16.666666 = reaper damage. Get it?

  6. #16

    Default Re: Patch Notes

    Quote Originally Posted by Visions of Khas View Post
    And so the Mothership takes one more step towards becoming the Arbiter. Why don't they just go ahead and call it what it is?
    Because I'm sure the same two guys on the dev team that are pushing for C&C/Supreme Commander type units and also big goofy ridiculous units like the Thor still haven't realized that sc1 did it right the first time around!

    It kinda bothers me though that Zerg only get one ground caster while the other two races get a ground and air caster. Meanwhile, the Mothership is becoming more and more like the arbiter so they almost have 3 casters at this point. I guess you can compare the only mothership you can make to having queens and overseers, but still?

  7. #17

    Default Re: Patch Notes

    It kinda bothers me though that Zerg only get one ground caster while the other two races get a ground and air caster.
    They'll get around to buffing the Overseer eventually... I hope...

    Though otherwise Zerg have always had a more limited caster pool than T and P.

    Dark Archon, Arbiter and High Templar. Ghost, Science Vessel and Medic. As opposed to the Defiler and Queen in the original. If they buff the Overseer I think it'll be a bit more balanced.

    Because I'm sure the same two guys on the dev team that are pushing for C&C/Supreme Commander type units and also big goofy ridiculous units like the Thor still haven't realized that sc1 did it right the first time around!
    The Mothership is a PURE support unit. Even before the last patch that's exactly what she was. She doesn't have a single ability that actually damages anything. In fact as of now she pretty much has the exact same spells as the Arbiter. Except with better stats.


    The Mother of all Queens!

    Thanks to Dynamik- for the signature!

  8. #18
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    Default Re: Patch Notes

    Quote Originally Posted by Asfastasican View Post

    It kinda bothers me though that Zerg only get one ground caster while the other two races get a ground and air caster.
    I've always felt that it was much more 'Zergy' for Zerg to win through brute force rather than with fancy spells, so I wouldn't be particularly bothered even if the Infestor were to go .

  9. #19
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    Default Re: Patch Notes

    Nobody is complaining about the new Templar ability "Feedback"?

    Check out all the units that can be killed immediately by just one spell if they have full energy: Sentry, Phoenix and other HTs for P, Ghost, Raven, Medivac and Banshee for T, and QUEEN!, OVERSEER! and Infestor for Z.

    So HTs are a hard counter to any caster in the game right now and they can just erase a queen or an overseer for the zerg in a second! I mean those are the 2 basic units a Z needs to survive. No queen = no additional units, no overseer = no counter to cloaking! It seems pretty unbalanced if you ask me.

    HTs pretty much deny terran dropship play. Imagine 4 dropships full of units immediately taken out by just one templar.

    I'd love to prove its imba-ness but i have no key. So if you have high apm, try that spell out and see how it can be countered or if its OP.

    Edit: dont only try it out but study it!
    Last edited by Dex4; 02-26-2010 at 01:01 AM.

  10. #20
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    Default Re: Patch Notes

    Except that your HT has just been shredded by my Ghost with EMP while cloaked, or my Broodlord, or my pair of Stalkers.

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