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Thread: Patch 13 notes released

  1. #51
    MajinX's Avatar Junior Member
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    Apr 2010
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    140

    Default Re: StarCraft II Situation Report: Patch 13

    Quote Originally Posted by GnaReffotsirk View Post
    Okay, I get it now.

    I have to say, it's the saddest thing I've ever had to hear. I honestly believe, that the way to balance the game is to actually be there, test it even and watch how the flow made something UP or OP.

    But yeah, what do I know?
    they obviously also watch replays, but 200 replays a day is very un efficient, i would like to see you find a better way to develop and make a game... i think these patches are very well thought out for the most part, honestly not everyone likes wat they see and is never happy with wat they get, but the patch came out just hours ago, i seriously doubt u understand any of the major changes yet but yet u say they are doing their job poorly.

    blizzard wouldnt be such a big pc gaming company if their employees dont know wat they are doin. btw if u dont know they have staff members whos job is to play the game. and they know much much more sc2 players currently than all of us on this forum combined most likely. im sure they are there with the game more than we are and is testing things fine.

  2. #52

    Default Re: Patch 13 notes released

    Actually. I think I like the Infested Terran change lore wise...
    It's just an advanced changeling... advanced enough that it can take a form suitable for combat. (The Overseers have the DNA for a simulation of terran weaponry)

    Frenzy... like the ability... the Name needs serious work though to make it more zergish/biological/scientific.

    It would be better as an AoE effect I think, but it is intended as an Ultralisk buff, so I guess that makes sense.
    Last edited by Krikkitone; 05-21-2010 at 02:08 AM.
    50 energy, 5 Larva, 5 seconds

  3. #53
    Junior Member
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    May 2010
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    12

    Default Re: Patch 13 notes released

    I imagine for Protoss or Terran against zerg cannons or missile turrets (or phoenix/viking) around production buildings will be pretty mandatory. 150m 100 gas, while it's not exactly killing them, shutting down buildings for 30 seconds is a pretty big deal.

    Alongside muta harass? "I killed a ton of your workers, and oh by the way you can't build more for at least 30 seconds!".

  4. #54

    Default Re: Patch 13 notes released

    Quote Originally Posted by KadajSouba View Post
    I wonder if the Infestor new ability affects bonus damage...
    More importantly, does it affect Banelings?

  5. #55

    Default Re: StarCraft II Situation Report: Patch 13

    Quote Originally Posted by MajinX View Post
    they obviously also watch replays, but 200 replays a day is very un efficient, i would like to see you find a better way to develop and make a game... i think these patches are very well thought out for the most part, honestly not everyone likes wat they see and is never happy with wat they get, but the patch came out just hours ago, i seriously doubt u understand any of the major changes yet but yet u say they are doing their job poorly.

    blizzard wouldnt be such a big pc gaming company if their employees dont know wat they are doin. btw if u dont know they have staff members whos job is to play the game. and they know much much more sc2 players currently than all of us on this forum combined most likely. im sure they are there with the game more than we are and is testing things fine.
    Rob, is that you?

  6. #56
    Maul's Avatar Member
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    Jun 2009
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    Default Re: Patch 13 notes released

    Units can move and attack in SC2. Pretty obvious rip off from WarCraft: Orcs and Humans imo
    I really need to change this...
    Check out my maps: Maul's Spirial Turret Defense and Maul's Risk: Bel'shir

  7. #57

    Default Re: Patch 13 notes released

    I seriously doubt it would affect fungal growth, but it might affect banelings which would be cool.

  8. #58

    Default Re: Patch 13 notes released

    Quote Originally Posted by Nicol Bolas View Post
    I don't like Frenzy. Oh, I'm sure it'll be great for Ultralisks and/or Brood Lords, but it doesn't work with the whole idea of the Zerg being a race about building lots of stuff. I'd rather it cost 50 or 75 and have a small AoE on it.

    Overseers getting the old Corruption. That could be all manor of unpleasant.
    totally agree: a 1-target buffer has absolutley zero synergy with the lower tier zerg units.

    its also quite unimaginative, but im trying to let go of that style of thinking at this point.

    we'll see if this can acutaly hlp ultras vs Terran; that was a huge HP-nerf so idk.

    As for infested Terrans (assuming it is a typo and really is 25), this has potential. Dropping ITs on tank lines is good, but so is dropping them in the middle of an enemy army.

    Mass Overseer may become an actual viable tactic..
    why would we assume its a typo? to me its clear that the corruption ability with the new name was nerfed from affecting defensive structures, and IT's was nerfed by energy-cost increse, to make them fit on the overseer, becaue its cheaper, more mobile and doersnt have a supply cost... i like the overseer changes.


    haing that they're leaving the corruptors ability in though. that one i cant let go of, even if i can think of times it'd be useful, its so horribly dull.
    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.

  9. #59

    Default Re: Patch 13 notes released

    Quote Originally Posted by Xioden View Post
    Alongside muta harass? "I killed a ton of your workers, and oh by the way you can't build more for at least 30 seconds!".
    Is the overseer required to stay in the 30 sec, just like the Overlord is? or is it just a normal spell?

    Quote Originally Posted by Visions of Khas View Post
    Just goof around and gain XP.

  10. #60

    Default Re: Patch 13 notes released

    Quote Originally Posted by Noise View Post
    I seriously doubt it would affect fungal growth, but it might affect banelings which would be cool.
    It does make you immune to all stuns/snares/mind control, so Marauders can't slow unit with frenzy, Infestors can't MC it or cast Fungal Growth on it and Thors can't stun it with cannons.

    I don't know how do I feel about Ultras, they are now anti-armored, but still getting killed by same units, Immortals and Marauders even more now since they have lower HP, I don't think this will be good...

    Force Field change is pretty good, I like it.

    Frenzy doesn't make sense to me, as Nicol said, it is much better to have it cost 50 or 75 energy and to be AoE spell, it would be so much better. With that, mass Zerglings/Banelings would be so deadly, especially Banelings that could do some serious damage. And name needs change asap, since now it looks like wc3 spell.

    About Overseer, I like all the changes really really much. Finally they give it more spells.
    "Living for the Swarm!"

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