Patch 1.4 PTR Notes (updated 9/8) - Page 102
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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55 | ||
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Girondelle
France969 Posts
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Geisterkarle
Germany3257 Posts
On August 25 2011 18:10 Brainiac wrote: LOL. You forget the fact that after max/max situation toss can insta warp 30 units into a battlefield (proxy pylons) while terran still has to wait for units to be trained. Please, don't make ignorant statements like "make moar rax", it's so stupid. Actually, if you are T and 200 and about to engage a battle, just fill the production line before and the units will pop out while you can concentrate on the battle and micro like hell ... while the protoss player has to click for every unit he wants to produce and while he is doing this can't control his army reasonably! In this the Zerg is probably the worst! | ||
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The Intensity
United Kingdom66 Posts
Wp Blizzard, wp. User was temp banned for this post. | ||
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Linkirvana
Netherlands365 Posts
What does this mean? If it was just about a warp prism I suppose they would've just said warp prism. And I think neuraling a mothership already caused the cloaking field to change sides as well. So what "power"? Do they mean like, if P has researched storm, and Z neurals a templar, Z gets to storm with the templar? As far as I know that was already the case as well. Gshield perhaps? Maybe if you used to neural a sentry, the gshield would not change sides as well? | ||
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namste
Finland2292 Posts
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes. My APM will be around 6. This change doesn't exactly make sense to me, wasn't control group selections etc. counted as apm for Broodwar or what's the deal behind the change? | ||
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ZaaaaaM
Netherlands1828 Posts
But overal a pretty good patch On August 25 2011 18:18 namste wrote: Also with this change: Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes. My APM will be around 6. This change doesn't exactly make sense to me, wasn't control group selections etc. counted as apm for Broodwar or what's the deal behind the change? Blizzard wants the APM tab in sc2 to be as close to being pure "helpfull" apm as possible I think. | ||
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Zdrastochye
Ivory Coast6262 Posts
On August 25 2011 18:17 The Intensity wrote: Nice to know that Blizzard are nerfing Zerg's one good unit. Wp Blizzard, wp. The only games zerg wins are when they make nothing all game but infestors. | ||
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maskseller
96 Posts
On August 25 2011 18:11 Zdrastochye wrote: I have no idea why people don't understand the rax changes. Terran is winning in both ZvT and ZvP, if it means one less win in 1000 games played it's helping to realign the balance between races. That's not they way to balance races. It's like making all terran buildings self destruct 1 out of 1000 games and say you are helping to balance wins/losses... | ||
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Elefanto
Switzerland3584 Posts
On August 25 2011 18:11 Talho wrote: If it does go to 2gate/robo only, wont voidray rush ruin the matchup again ? The voidray rush wasn't really viable in 1.3 cause 4gate & blink stalkers were common, unless you knew from your opponent he almost always goes robo. I think phoenix openings might become more popular again, but with the new Ramp Vision change, you could force field your ramp off while dealing with the void-rays. But that's something that will maybe pop up lol | ||
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Jakkerr
Netherlands2549 Posts
On August 25 2011 18:16 Girondelle wrote: I dont understand the reasoning behind the barrack building time increased Very easy, the very early bunkerrushes were quite hard to hold off and too easy too execute. Now it comes 5 seconds later :p | ||
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Bertis
Australia11 Posts
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Linkirvana
Netherlands365 Posts
On August 25 2011 18:16 Girondelle wrote: I dont understand the reasoning behind the barrack building time increased I would guess they want to nerf terran early agression a little, perhaps on ultra high level of play those 5 seconds change some sort of 'imba' timing. | ||
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AntiGrav1ty
Germany2310 Posts
On August 25 2011 18:08 ProxyKnoxy wrote: Make more rax. The cooldown on warpgate means it should be around the same production wise. If you are maxed you can instantly remax in 3 seconds after losing units and they are instantly on the field to fight. No matter how many raxes you have, you cant do that with terra. If you lose 30 supply it takes at least 30 seconds for a unit to get built and u need to rally it across half the map. So in TvP i gotta have 15 barracks with reactors and then I have to wait 50 seconds till my units are where I need them but since gateways have cooldown it's the same...? Zerg on the other hand can tank up larvae when maxed and instantly rebuild ~ 80 supply if needed. To keep up with that after an even engagement Terra needs 40 Barracks with reactors for marines or 20 Factories for tanks... That's such a huge investment and seriously, who has the room to build that... I'm not even saying that it is necessarily imba but it is definitely a disadvantage in lategame. There definitely is a reason why Terrans prefer early or midgame pushes and timing attacks. If eventually every single one of those pushes get nerfed Terran needs some lategame buffs to compensate. | ||
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namste
Finland2292 Posts
On August 25 2011 18:13 Rataplan wrote: It looks like a great patch. Although the time changes for Blink and Ultralisk looks like they are pretty big. But we will see how it works out when the patch is live. Well Ultra does take forever to make so no one really goes for them atm. I'd say the change is good, maybe tweak the time a bit but that's what PTR is for. | ||
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Brainiac
Poland641 Posts
On August 25 2011 18:17 Geisterkarle wrote: Actually, if you are T and 200 and about to engage a battle, just fill the production line before and the units will pop out while you can concentrate on the battle and micro like hell ... while the protoss player has to click for every unit he wants to produce and while he is doing this can't control his army reasonably! In this the Zerg is probably the worst! Zerg can be the best because of the obsurd amount of larva they can gather at hatcheries after being maxed. They can remax much faster than other races. I won't even comment about quequeing units in rax - just lol. | ||
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Reasonable
Ukraine1432 Posts
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shannn
Netherlands2891 Posts
On August 25 2011 18:17 Geisterkarle wrote: Actually, if you are T and 200 and about to engage a battle, just fill the production line before and the units will pop out while you can concentrate on the battle and micro like hell ... while the protoss player has to click for every unit he wants to produce and while he is doing this can't control his army reasonably! In this the Zerg is probably the worst! I don't think you have played T before did you? You can't queue up units in production buildings when you're maxed. Hence you have to fill up production once you're not maxed anymore thus making your entire argument useless. So we can't micro like hell and concentrate on battle alone. | ||
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Severus_
759 Posts
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Bibbit
Canada5377 Posts
On August 25 2011 18:21 Reasonable wrote: On the second thought, I kind of liked shorter barrack time build because it made terran attack hatchery first with marine/scvs, and I had such an excellent tactic to stop it ((Ukrainians and their tactics... ![]() | ||
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Merany
France890 Posts
As for people saying the BFH is now useless, don't worry, you're still going to be able to rape mineral lines, it's just going to be slightly harder and it's a good thing. Even if there was no direct nerf to 111, buff to Immortals and the nerf to barracks build time should help a bit. Great job Blizzard. | ||
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