This weeks patch has hit the shelves and its a a big hit to the Zerg forces, obviously they noticed the roach might have been to powerful with its burrow ability so increasing the cost and time of it was a big hit directed at the roach, but really Blizzard? Nerf the Protoss again by doubling (and then some) the time it takes me to get warp in.. come on. These changes along with others have been implemented and It should be interesting to see how they play out and although i am not too happy with the Protoss nerf, Ive got faith in blizzard that these changes needed to be done. The patch notes have yet to be released on the official boards but when you turn on the client it does download it. Here is a list of all the changes occuring within Patch 5, Enjoy! -Seradin
I expected something to be done to the Warp Gate research, or how it worked, this hopefully will increase usable strats in PvP. But the way they changed burrow just means that instead of getting it at the lair, they can get it at their expo hatchery while evolving their main hatch into a lair. So the increased time might not do much, the cost tho will probably have the bigger impact. Neural Parasite changes seems interesting, sounds like it can last forever, but it might still be a channeled ability, so they might of added a mana cost for each second you have a unit mind-controlled.
If you use Neural Parasite on a worker can it make other races buildings for you so you can then built their race units from the buildings the parasited unit built? I know you could do this in SC1. Heck in some muck around games I had the protoss and me expansions as verran and zerg thanks to the dark archon. But can you do this in SC2? I really hope not if its only the zerg who can mind control units.
Yes you can, it is slightly different. In Starcraft 1 when you MC a unit of another race, they have their own food supply, which technically means that you can have 200 supply of Protoss, 200 supply of Terrans and 200 supply of Zerg. But in Starcraft 2, when you NP a unit, they used your food supply. Which means that you can only have 200 supply of all three races. ...hmm does that sound a bit confusing to you? because for some reason when I read it confuses me. Let's try this : In Starcraft 1 you can have 600 supply of workers using MC in a melee game, composed of 200 Probes with their own food supply, 200 SCVs with their own food supply, and 200 Drones with their food supply. In Starcraft 2 you can only have 200 supply of workers using NP in a melee game, composed of 200 Drones, SCVs, and Probes all sharing the same food supply.
Yes I understood you. It'd be 200 of all 3 races in SC2 instead of 200+200+200=600 for all 3 races as in SC1. And what I meant is I don't like the fact that only the zerg in SC2 can mind control at all. If they want to do it and make it balanced they should make it one energy per second of control + No building anything with captured workers. And by don't like I mean very unbalanced, lore and multiplayer wise.
I don't think it's that unbalance multiplayer wise. Lore wise yes, things can get screwed quite easily, and while I do like lore quite a bit, I agree that Gameplay > Lore no matter how much I wish otherwise.
Even though infestor can take over units, I doubt you'll see it used often to control a worker. Not only is it's AoE ability much more useful, but the fact that any other race you control taking up part of your own supply means that they use up supply that could be used for the higher tier zerg units.
Great job preventing mind control affecting air units. A mind controlled Mothership was not a pretty sight. Do you think the opponents gets back the units after the infestor is killed?
You might be right on the first part(I can't check since I don't have the game), but Blizz seemed to change the second part, NP last forever til 1. The Infestor is issued another command or is killed. or 2. The NPed unit moves beyond the range of 7 from the Infestor, or is killed. At least that's how I understand it from reading what everyone else is talking about it.
Yeah my bad wasn't paying attention. There's no 10 second limit. But MC'd units still don't take up supply. As of last night at least.
And how about when you mc a worker, make a building and produce new units? Doubt that won't take up supply. :/
yes, the player gets back their unit if the infestor is killed. I saw a game yesterday on Asumasensei's live stream where he was playing ZvZ with a friend and was using infestors to parasite roaches, queens, etc. I don't think the infestor is able to move while parasiteing a unit, since they never moved even when being attacked. Though the range the unit under control can move is pretty wide, slightly longer than the infestor's vision. I do find the strange appendage the infestor uses to parasite a unit to be pretty entertaining. On a note about protoss, I like that an upgraded colossus( range and forge attack upgrades) can 1 shot marines. Saw a game where a colossus that was well micro'd had 52 marine kills XD
OMG the forums are backkkkkkkkkk and neural parasite i believe does not increase food count, as once you kill the infestor, it's control is gone. I'll do some testing once my new rig comes in.