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Thread: Patch 11 Notes

  1. #91

    Default Re: Patch 11 Notes

    Somewhat disappointed that they didn't do anything to the Mothership. It placed second on the most disliked new Protoss units ffs. If the Phoenix is gonna get such a wild buff, how could they not work on the Mothership?

    On that note, I don't think the Phoenix is really supposed to be like a flying turret. I think they intended something along the lines of the Vulture's micro from SC1. It "drifts" when it gives that first shot, keeping its speed up and allowing the player to quickly command it to move again with virtually no need to re-accelerate. Hope fully they change this soon — really, really soon.

  2. #92

    Default Re: bit of a bug from patch 11

    Ya, Blizz is aware and will fix it soon

  3. #93

    Default Re: Patch 11 Notes

    Quote Originally Posted by n00bonicPlague View Post

    On that note, I don't think the Phoenix is really supposed to be like a flying turret. I think they intended something along the lines of the Vulture's micro from SC1. It "drifts" when it gives that first shot, keeping its speed up and allowing the player to quickly command it to move again with virtually no need to re-accelerate. Hope fully they change this soon — really, really soon.
    I completely agree. I think they're reacting too quickly to "general" public feedback. I am not saying this game shouldn't be directed towards all players and all skill levels, but sometimes low-level players don't see the potential of a unit until a high-level players demonstrate its use.

    For instance, Nony uses phoenixes very effectively in this video -

    http://www.youtube.com/watch?v=Q0Ela...eature=related

    It shows that the unit is not pidgeon-holed as it counters the mutas and proceeds to use its gravitron beam to make almost all of Moonglade's ground units useless. Then, Nony's ground army was able to easily sweep the field.

    They should let some of these units and abilities flesh out for a while before they completely change them. I'm disappointed that after ten years, they don't have enough confidence in their multiplayer build to only require minor tweaks as of now. This beta seems like they are willing to repeatedly change everything after just a few days or so of testing. It should be bug fixes and stat tweaks imo, not ability changes, role changes, etc...

  4. #94

    Default Re: Patch 11 Notes

    Quote Originally Posted by Jabber Wookie View Post
    I completely agree. I think they're reacting too quickly to "general" public feedback. I am not saying this game shouldn't be directed towards all players and all skill levels, but sometimes low-level players don't see the potential of a unit until a high-level players demonstrate its use.

    For instance, Nony uses phoenixes very effectively in this video -

    http://www.youtube.com/watch?v=Q0Ela...eature=related

    It shows that the unit is not pidgeon-holed as it counters the mutas and proceeds to use its gravitron beam to make almost all of Moonglade's ground units useless. Then, Nony's ground army was able to easily sweep the field.

    They should let some of these units and abilities flesh out for a while before they completely change them. I'm disappointed that after ten years, they don't have enough confidence in their multiplayer build to only require minor tweaks as of now. This beta seems like they are willing to repeatedly change everything after just a few days or so of testing. It should be bug fixes and stat tweaks imo, not ability changes, role changes, etc...
    I think they are focusing on the fun factor, and then re-tweaking from there.

    The phoenix is now MUCH more fun, but overpowered. I imagine them sticking to moving attack and nerfing some of its other stats.


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  5. #95

    Default Re: Patch 11 Notes

    Quote Originally Posted by Chameleon View Post
    Not to be a d-bag... but...

    How many people on here are actually professional Starcraft players? And if you're not...

    Why are you investing so much in this game...?
    Not to be a d-bag...but...
    What percentage of the buyers of Starcraft 2 are going to be professional Starcraft players?

    What percentage are going to be amateur, joe-schmoe people?

    Snide comments aside; the game needs to be balanced both for the pros *AND* for the amateurs. Mostly because the game will be played competitively on a professional level, but will largely be played by your every day person, and it needs to seem fair for both groups.

  6. #96

    Default Re: Patch 11 Notes

    I actualy think that the Phoenix new atack move is awesome
    And a well placed change.

    @Noob all of the protoss air units have atack move, so why shouldn't the phoenix also have it ?
    This change only makes phoenixes slightly bether vs mutalisk, but against anything else ( that has more than 4 range) there is no real difference, hardly OP as some people say, corupters and vikings kill them like they would be nothing.

  7. #97

    Default Re: Patch 11 Notes

    Quote Originally Posted by Jabber Wookie View Post
    They should let some of these units and abilities flesh out for a while before they completely change them. I'm disappointed that after ten years, they don't have enough confidence in their multiplayer build to only require minor tweaks as of now. This beta seems like they are willing to repeatedly change everything after just a few days or so of testing. It should be bug fixes and stat tweaks imo, not ability changes, role changes, etc...
    I think they've thought things through a little bit more than that. So far they have been good at introducing changes with an eye on the future. Make it powerful for now so that people will use it, and then tone it down till it's balanced.
    ________
    Kids wellbutrin
    Last edited by TWD; 09-14-2011 at 09:17 PM.

  8. #98

    Default Re: Patch 11 Notes

    this really doesn't change PvT air-to-air combat at all... vikings should still win, and banshees couldn't shoot back in the first place anyway. I guess phoenix would chase them down better though.

  9. #99
    Maul's Avatar Member
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    Default Re: Patch 11 Notes

    If my calculations are correct the thors dps has barely changed, going from 23.32 to 23.44. But I guess this will make them better as they can kill workers faster (no massive overkill, more firing) and lighter units like zerglings and marines. No longer one shotting hydras though
    I really need to change this...
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  10. #100

    Default Re: Patch 11 Notes

    Not to be a d-bag... but...
    This is one of those phrases like, "This may sound condescending..." that if you actually feel the need to say, you probably are better off saying nothing at all.

    Once again TL is complaining how noobish the Phoenix buff is and how attack animation cancelling in SC1 was takes more skill thus, superior.
    "Oh there's a big surprise! That's an incredible - I think I'm going to have a heart attack and die of not surprise!"

    I'm disappointed that after ten years, they don't have enough confidence in their multiplayer build to only require minor tweaks as of now. This beta seems like they are willing to repeatedly change everything after just a few days or so of testing. It should be bug fixes and stat tweaks imo, not ability changes, role changes, etc...
    First of all, nothing here constitutes anything even remotely close to a major change. A major change would be the removal/replacement of a unit. Changing abilities and so forth is entirely appropriate for a beta. That's what it's for; that's why they're bothering.

    Abilities are part of getting not just a good balance, but good play. Getting the right suite of abilities on a unit is the difference between making it balanced but OK and making it interesting and fun.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

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