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On September 28 2010 19:03 Somi wrote: I am a Zerg and I'm happy to see Ultras fixed, Cmon guys, we're not here to win through bugs, rather we're hoping for little balance and tweaks here and there. Lets not mix up legitimate concerns with shens.
They nerfed it on LARGE UNITS too though, something that has existed since beta. The Ultra splash won't hit any good amount of Thors now.
"MYTH #4: "Thors hard-counter Ultralisks": BUSTED Without any upgrades, one Ultra will beat one Thor with ~90 HP left. With 3/3 upgrades, the Ultra will beat the Thor with ~106 HP left. If multiple Ultras and multiple Thors are involved (big blobs with no micro), the Thors lose horribly due to splash damage."
The author of that thread better change that to CONFIRMED.
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Just as expected. Fair patch.
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On September 28 2010 19:07 dcemuser wrote:Show nested quote +On September 28 2010 19:03 Somi wrote: I am a Zerg and I'm happy to see Ultras fixed, Cmon guys, we're not here to win through bugs, rather we're hoping for little balance and tweaks here and there. Lets not mix up legitimate concerns with shens. They nerfed it on LARGE UNITS too though, something that has existed since beta. The Ultra splash won't hit any good amount of Thors now. " MYTH #4: "Thors hard-counter Ultralisks": BUSTEDWithout any upgrades, one Ultra will beat one Thor with ~90 HP left. With 3/3 upgrades, the Ultra will beat the Thor with ~106 HP left. If multiple Ultras and multiple Thors are involved (big blobs with no micro), the Thors lose horribly due to splash damage." The author of that thread better change that to CONFIRMED.
That is not true? I tested it in the unit tester map and a Thor wins a 1on1 by a small margin when both are on attackmove (might be just one hit difference when on creep so ultra might win there maybe?)
and 12 Thors can win against 10 ultras e.g. they DO NOT LOSE HORRIBLY, even before 1.1.1 you just had to spread them out a LITTLE
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NIce hotfix. Ultra was clearly a bug. I dont know if Sockfolding was gamebreaking, it was just a neat little trick
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Well these are nice fixes!! Swear I lost a couple of games because of that retarded phoenix bug ^^ I thought it was my own fault. was spamming graviton left and right as they got enough energy to pick up queens, but they would just drop down again immediatly. Nice to know it's fixed!!
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On September 28 2010 19:16 Viruuus wrote: That is not true? I tested it in the unit tester map and a Thor wins a 1on1 by a small margin when both are on attackmove (might be just one hit difference when on creep so ultra might win there maybe?)
and 12 Thors can win against 10 ultras e.g. they DO NOT LOSE HORRIBLY, even before 1.1.1 you just had to spread them out a LITTLE
Right, not referring to the 1v1 part of that post, just the last sentence about the splash. And you had to spread them out a LOT because the ultra splash could hit Thors 2 Thors away from the previous Thor. (I have a pic of that somewhere... screencapped it from the Cool v oGsTop game.
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The difference is that before the patch Ultras almost hard countered Thors if the Thors were clumped. Now it is an even fight, 7 Thors vs 7 Ultras can go either way.
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Edit1: Edited out my post about the ultralisk being significantly nerfed mainly against thors. I made a thread about it here, which seemed like a better idea.
Edit2: The thread in the link above got closed because a mod thought the responses were too much QQ. I still recommend you check out the thread though. It shows how badly ultralisk splash got nerfed.
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No, I welcome the hard evidence to my claims - my graphics card is not working at the moment (crashes under load).
I think this change will really, really hurt the viability of Ultralisks in late game ZvT.
To fix Terran's PF issue, they just completely destroyed Ultralisks standard splash, which had been functioning since EARLY BETA.
On September 28 2010 19:40 Glacius0 wrote: Edit2: Maybe I should make a thread.
Please, please do. We need to raise community awareness on this - most people don't seem to understand the repercussions of this.
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Wtf, after installing this new patch when trying to log into my account, my mouse doesn't work. I've tried three different but none works :S
Anybody else with the same problem?
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On September 28 2010 19:04 Nyxs wrote: Sad to see a viable way to kill PF as a zerg get fixed. I would have rather see them nerf it or better said balance it to make it still a counter to PF since it is ridiciously hard to kill one as zerg.
dude u dont attack scisser with paper u attack it with stones (mutas) ....
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Phoenix is now bugged. After you cast gravity beam and kill a unit it doesn't stop using gravity beam for a few seconds.
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Fixed an issue where queuing Return Cargo on a worker would cause it to ignore the built-in delay after it finished gathering.
Why would there be a delay intentionally built into mining?
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so PF is invincible again? SERIOUSLY!
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On September 28 2010 20:42 Nightcrawler wrote:Show nested quote +On September 28 2010 19:04 Nyxs wrote: Sad to see a viable way to kill PF as a zerg get fixed. I would have rather see them nerf it or better said balance it to make it still a counter to PF since it is ridiciously hard to kill one as zerg.
dude u dont attack scisser with paper u attack it with stones (mutas) ....
You mean the stone that is killed the laser (thor) that also now kills the paper (ultras) that should have been perfect for killing the scissor (planetary fortress)?
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On September 28 2010 21:00 oBlade wrote:Show nested quote +Fixed an issue where queuing Return Cargo on a worker would cause it to ignore the built-in delay after it finished gathering. Why would there be a delay intentionally built into mining?
to balance the difference between different number of workers mining from a single mineral patch. It's like the patches are artificially further away. This leads to slower mining, the urge to have more workers while your lines are still easier to defend compared to making the patches really further away.
Don't know if this is good, clever, necessary or even relevant. But this is the effect of the delay
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* Fixed an issue where queuing Return Cargo on a worker would cause it to ignore the built-in delay after it finished gathering. And sockfolding ends.
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