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Thread: Patch 7 Notes

  1. #51

    Default Re: Patch 7 Notes

    Quote Originally Posted by KadajSouba View Post
    Slowly turning this game into Warcraft 3
    Care to explain what you mean?


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  2. #52

    Default Re: Patch 7 Notes

    That's what I thought until I started owning masses of zerglings with my roaches. ZvZ is evolving yeah, but really slowly. Very small things, like now I get my upgrades faster, and expand later. But I still mass-up roaches. Even against zerglings, if both go +1, your roaches will dominate because it'll only take them 2 hits to kill lings.
    The key to the current, pre-patch +1 Zergling build is fast Zerglings combined with fast expanding. I think the timing is something like 14 Hatch followed by Pool. By the time he gets his Roaches to you, you should be able to pump more 4x more Zerglings than he can Roaches. He can't fast expand with you and keep up on his econ and Roaches at the same time.

    If he moves to attack you, you send your Speedlings into his natural/main. By doing so, you win map control and the freedom to expand where you want.

    (I have no idea why you're talking about banelings "busts", which makes no sense in this context).
    Because we're talking about 1-base builds involving Sunkens for defense. Essentially, a Terran wall-in, except with 300 Hp buildings that hurt you.

    To those complaining about the ZvZ matchup I have one word for you: mutalisks.

    Go roach warren and then tech straight to the spire. Meanwhile pump out as many roaches as you can. When he attacks repel him with the Roaches. He will outnumber you, but retreating back to your ramp will save your base. He thinks he has you on the fritz, and then all the sudden there's muta's killing his hatch. GG.
    2-Hatch +1 speedlings will kill you before your Spire finishes. Hell, on most maps, straight-up Roaches will kill you (pre-patch). The only place where this might work is on Desert Oasis, but that's only because it has a stupidly long rush distance. And even then, odds are you won't win.
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  3. #53

    Default Re: Patch 7 Notes

    Quote Originally Posted by blade55555 View Post
    So that my "argument" is legitimate I am a rank 6 zerg platinum player. I have beaten some top level terran/protoss's with zerg. You don't need to do a baneling bust to win or have a chance. Mix in banelings mid game against a terran its very strong mixed with hydra/roach its awesome. Most people are saying that zergs the strongest right now anyway.

    I have beaten gretorp and incontrol in a zvt and a zvp (incontrol is dominating atm with protoss). Its possible and I don't see how terran/protoss are dominating zerg. You can't forget about upgrades either and a muta switch against protoss is nice at time specially when you rape a ton of probes. Just macro well, scout well, and you'll do fine.
    even being a mid-rank gold palyer, this does not surprise me.. so long as we're not taken on the bed by a strong timing push that outnumbers us badly, a well mixed zerg ground army puts up a very good fight against terran M M M ... as it should be IMO, it seems as if they need to make good use of the versatility that can get from medivacs transporting ability, and to a lesser extent, stimms, and preferably some well used support units, in order to put up a resource effective fight.

    where are the ravens anyway?

    .. this is not saying i have i t easy vs terrans, only that it looks like a quite dynamic MU. will be interesting to see what happens with muta use though, not that iv barked up that tree alot vs T.
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  4. #54

    Default Re: Patch 7 Notes

    I already thought that going Mutas against a Terran was a bad idea. I think this pretty much seals it. The baneling bust helps, but the only thing I've really seen work at all is Hyrdalisks. Roaches simply don't have good enough range to take down a wall fast enough, and Mutas get ripped apart by practically everything in the Terran army. Even then you're going to have a pretty tough time especially if they have a decent number of tanks.

    Any thoughts on how well Corruptors do against Terran air?
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    Last edited by TWD; 09-14-2011 at 09:08 PM.

  5. #55

    Default Re: Patch 7 Notes

    Quote Originally Posted by ArcherofAiur View Post
    Buff Transfusion!
    How would you even go about buffing it? It hardly heals pretty much every zerg unit back to full health with one cast.

    You could reduce it's energy cost. That's about it.

    Any thoughts on how well Corruptors do against Terran air?
    Uh, poorly. They're good if you're going brood lords... and they're more resilient to marine fire so they might be good for taking down medivacs.


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  6. #56

    Default Re: Patch 7 Notes

    The splash is nice on the Thor but in my opinion it's still not enough.

  7. #57

    Default Re: Patch 7 Notes

    Quote Originally Posted by blade55555 View Post
    So that my "argument" is legitimate I am a rank 6 zerg platinum player. I have beaten some top level terran/protoss's with zerg. You don't need to do a baneling bust to win or have a chance. Mix in banelings mid game against a terran its very strong mixed with hydra/roach its awesome. Most people are saying that zergs the strongest right now anyway.

    I have beaten gretorp and incontrol in a zvt and a zvp (incontrol is dominating atm with protoss). Its possible and I don't see how terran/protoss are dominating zerg. You can't forget about upgrades either and a muta switch against protoss is nice at time specially when you rape a ton of probes. Just macro well, scout well, and you'll do fine.
    Read patch notes, mutas are useless now. Turrets were already strong enough to take out multiple mutas before because you cant stack them like in BW, now it will be worse.

    Protoss im not really too concerned about, they are beatable. I still think force field should get a nerf, but its not overpowered like marauders.

    Look at tournament results though, outside of DIMAGA's little games, and HayprO doing good in the last zotac, its almost all protoss/terran winning.. the last XP korea tournament, think it was 1 zerg in round of 8, and he lost in that round.

    Keep in mind, balance changes on a level like what we're playing at, like US server platinum, wont make a big difference.. but when you are seeing the top european/koreans have only 1-2 zerg players who are capable of keeping up with the loads of protoss and terran players. makes you wonder.

  8. #58

    Default Re: Patch 7 Notes

    Quote Originally Posted by Aldrius View Post
    How would you even go about buffing it? It hardly heals pretty much every zerg unit back to full health with one cast.
    There are no zerg units with over 125 health?

    You could reduce it's energy cost. That's about it.
    Reduce cost, make HP gain permanent, add AoE, make into powerful heal over time, allow queen to cast on self, increase HP gain, make into "healing pool" (shield battery) ....

  9. #59

    Default Re: Patch 7 Notes

    Quote Originally Posted by ArcherofAiur View Post
    There are no zerg units with over 125 health?



    Reduce cost, make HP gain permanent, add AoE, make into powerful heal over time, allow queen to cast on self, increase HP gain, make into "healing pool" (shield battery) ....
    most of those would be too strong.. permamently adding HP to a unit makes it like some kinda RPG hero unit, that wont do. You just sit in the back of your base with 1 ultralisk for 10 minutes, pumping him with HP til hes like 5000 HP then own? yehh.. no.

    allowing the queen to heal herself tho, is a decent idea.

  10. #60

    Default Re: Patch 7 Notes

    Quote Originally Posted by Skyze View Post
    most of those would be too strong.. permamently adding HP to a unit makes it like some kinda RPG hero unit, that wont do. You just sit in the back of your base with 1 ultralisk for 10 minutes, pumping him with HP til hes like 5000 HP then own? yehh.. no.
    The proposal for permanent healing would be to only let it be cast on buildings. Perfect for buffing spine crawlers or saving that all important spire.

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