So when are they releasing the new patch?
05-21-2010, 10:58 AM
#81
So when are they releasing the new patch?
05-21-2010, 11:11 AM
#82
I'm gonna be interested to see overseers used as harassment "Drop a infested terran behind your Worker line" things.
Ultra nerf? ULTRA NERF!?! Frenzy better be uber or ultras are gonna be even more worthless now (I mean, even if they just lower the morph/build time i'd say it was a buff)
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05-21-2010, 11:27 AM
#83
05-21-2010, 11:34 AM
#84
Zerg just got a patch full of tricks and stuff, they can fking break forcefields and be iimmune to slow or stun! + root + a flying spellcaster at lair that can disable worker production or some other key building like robotics...or spit out a turret like the raven, without costing a fortune in tech to make... man, we havent even started to test the new patch yet and you are already spitting out predictions on how it will be, give it a try at least first, then complain.
05-21-2010, 11:39 AM
#85
i dont see any reason to complain.. zerg for extra weapons =S for the nerf of ultraliks hp (which no1 uses) so i still dont see why theres any reason to complain, its like saying the big old truck in the back of ur garage got scratched, but ur parents giving you a new engene and a paint job if u wanted it (IE new ways to use the ultralisk.)
05-21-2010, 11:44 AM
#86
I think the overseer buff (well spell addition) may well modify builds to make everyone always have an overseer / people watch their worker lines more carefully.
An overseer is alot more mobile then a infestor so this makes the overseer more and more like a raven.
infested terran does... 8 dmg, SCV has 45 hp, that is 6 attacks (about the same as a marine speed)... You'd need 6 of them to start one shotting... um.. ew... actually that may not be that good :/
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05-21-2010, 11:47 AM
#87
if its not a typo, a seer cant ever cast more than one i'd say thats fine.
for worker harass, it still has that nice synergy with fungal.. only now you dont have to waste precious infestor energy to cast the IT. me likey.
Last edited by Todie; 05-21-2010 at 11:57 AM.
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05-21-2010, 11:48 AM
#88
05-21-2010, 11:52 AM
#89
Well the "breaking news" panel is up when you go to log in, so i'd assume soon.
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05-21-2010, 12:49 PM
#90
Looks like my thread got moved... Cute? How does cute ability help the zerg from winning? Small effects like these arent gonna be game changing, the zerg are missing something, and it seems like blizzard isnt gonna do anything about it.
Trying to make us use a unit we dont want to doesnt seem like a good idea... Ultralisk are rarely used, and will all these chagnes its not gonna help, zerg is having issues in T2 mid-game, and all the solutions are being put into T3... youll get stomped pretty bad before then...
ITs pretty horrible that 2 of the most useless abilties got moved to the overseer, it is however a bit better on a flying unit, but its not gonna do much.
Simple static defense cna keep an overseer out of your base for it to even do much harm, the effort of all the mirco might not be worth it.
Like i said before, frenzy is not a good spell for the zerg... firstly its not original... its basically a stim but for a single unit, this does not go inline with theme of the zerg which is the swarm, what it should have been was something that added more useful temp units to the field, or a distance closing ability like dark swarm. Something that actually synergizes...