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Patch 1.4 PTR Notes (updated 9/8) - Page 109

Forum Index > Closed
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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
Cosmos
Profile Joined March 2010
Belgium1077 Posts
August 25 2011 10:00 GMT
#2161
On August 25 2011 18:56 Hassybaby wrote:
To quickly address the random number they used for the HSM

the 2.953 speed means that the HSM will be JUST slower than the following units (who have a speed of 2.9531:

Corruptors
Ultralisks
Speedbanes
Stalkers
Reapers

It also means they are now faster than:

Slow roaches
Chargelots
Vikings
Medivacs
Banshees



So it looks like the raven was buffed for tvt only, that's sad.
http://www.twitch.tv/becosmos
Mandalor
Profile Blog Joined February 2003
Germany2362 Posts
Last Edited: 2011-08-25 10:02:27
August 25 2011 10:00 GMT
#2162
edit: nvm. plenty of people adressed this.
Stiluz
Profile Joined October 2010
Norway688 Posts
August 25 2011 10:00 GMT
#2163
I think these patch changes looks fair. I'm biased as a Zerg player (at least I admit it ), but the infestor nerf is a good tweak, while still not doing too much to the overall unit. Also good that they make the helion less deadly. I think it would've been more fun if they made buffs to the other races instead of nerfing helions though. The privacy changes are good for tournaments like MLG.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 25 2011 10:01 GMT
#2164
On August 25 2011 18:59 KazKamasa wrote:
Show nested quote +
SCVs can no longer repair themselves while inside a Bunker or Medivac.


"You broke the game again" - NaNiWa

Had to watch that TL Attack moment one more time

Actually that was when Thorzain was repairing helions with scvs inside a medivac
Thrombozyt
Profile Blog Joined June 2010
Germany1269 Posts
August 25 2011 10:01 GMT
#2165
On August 25 2011 18:17 Geisterkarle wrote:
Show nested quote +
On August 25 2011 18:10 Brainiac wrote:
On August 25 2011 18:08 ProxyKnoxy wrote:
On August 25 2011 18:05 Brainiac wrote:
On August 25 2011 18:01 Tristy wrote:
On August 25 2011 18:00 Snowbear wrote:
On August 25 2011 18:00 Brainiac wrote:
Blizzard keeps fixing terran leaving them less and less options early game. I wonder when they are gonna fix the real problem - late game.


Indeed. Terran lategame is HORRIBLE, yet there are 0 fixes.

So I take it you ignored the HUUGE HSM buff then? that will be amazing for lategame.


Dude, the problem is obviosly not some flashy HSM which is useless, but terran macro machanics. Protoss can insta warp xx units + can chrono gates, zergs can spawn xx units from larva, terran doesn't such things. That's why they just can't keep up late game.


Make more rax. The cooldown on warpgate means it should be around the same production wise.



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!

This is something that is often heard. BUT: If you are macroing well and hit 200, you cannot start production of new units. If your production facilities are empty and you are at 200, you cannot just fill up your production line. Because you are not allowed due to supply reasons.
JoeAWESOME
Profile Joined February 2011
Sweden1080 Posts
August 25 2011 10:02 GMT
#2166
On August 25 2011 18:59 Geisterkarle wrote:
I think we are talking against each other on behalf of Fungal Growth change:
Show nested quote +
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).

Is this a 40 or a 40%? Could someone clarify?
The official blue post http://us.battle.net/sc2/en/forum/topic/1213111662 has no % in it!


It's not % anymore it's 40 damage so it's a nerf to the infestor
Simply Awesome! - Liquid'Ret - NSHoSeo_Seal - coLMVP_DRG - EG_Idra - Fnatic.NightEnd
dgwow
Profile Blog Joined December 2010
Canada1024 Posts
August 25 2011 10:02 GMT
#2167
Does anyone think that people will start kiting with immortals now?
Don't let those anti-cheese advocates tell you what to do. Rush to meet life head on!
sleepingdog
Profile Joined August 2008
Austria6145 Posts
August 25 2011 10:03 GMT
#2168
On August 25 2011 19:02 dgwow wrote:
Does anyone think that people will start kiting with immortals now?


no
"You see....YOU SEE..." © 2010 Sen
TheRidd
Profile Joined January 2011
713 Posts
Last Edited: 2011-08-25 10:06:00
August 25 2011 10:03 GMT
#2169
On August 25 2011 19:01 -Archangel- wrote:
Show nested quote +
On August 25 2011 18:59 KazKamasa wrote:
SCVs can no longer repair themselves while inside a Bunker or Medivac.


"You broke the game again" - NaNiWa

Had to watch that TL Attack moment one more time

Actually that was when Thorzain was repairing helions with scvs inside a medivac

Repairing vikings*
EDIT: Rain was the first one if i remember well to repair inside the medivac, and artosis was like you can do that lol?. And it was hellions:p
Ramble
Profile Joined May 2010
Sweden877 Posts
Last Edited: 2011-08-25 10:04:55
August 25 2011 10:03 GMT
#2170
The Seeker Missile buff will guarantee a hit on a viking with Durable Materials(5s extra travel time) even if they start running the second the missile is launched.
IVN
Profile Joined October 2010
534 Posts
August 25 2011 10:03 GMT
#2171
On August 25 2011 10:50 MuteZephyr wrote:
Show nested quote +
On August 25 2011 10:43 link0 wrote:
Rax build time change fucks with the OC timing. Now, your CC will be idle for 5 seconds before making OC, great.


It's this kind of stuff I get the feeling Blizz never thinks about.

It's not just a 5 second flat delay on the first marine. It delays everything including factory, orbital, mule, etc. Plus 5 seconds of idle CC time. This is much bigger than people give it credit.

Well, do you prefer a slight and indirect nerf to the rax build time, or permanent nerf to an attacking unit or mules?

Because, terran early game was too strong. 2rax had to be nerfed a bit.
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2011-08-25 10:05:17
August 25 2011 10:03 GMT
#2172
Re-reading the changes after a bit of coffee,

As a Terran player, I like the changes in general.
Toss buffs are good, it helps what needed help, while not going overboard.
Mothership buff is cool.
Immortal rang will help with 1/1/1 hopefully
Not sure about the blink nerf but w/e, it's not dramatic.

I obviously love the Fungal nerf.

Broodlord > Ultra remax are gonna be scary as fuck.

Blueflame nerf is my only concern with the patch. Of course it was needed, but i feel they should have at least reduced the cost as well. There is no way it's worth the 150/150 anymore, as it now only affects the number of hits required to kill zerglings :/

HSM Buff is cool, I hope it will make it somewhat useful

Barracks build time, is obviously here so that we don't laugh at them for changing the bunker build time again, while having kind of the same effect
Romanes eunt domus
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
August 25 2011 10:03 GMT
#2173
On August 25 2011 19:00 Cosmos wrote:
Show nested quote +
On August 25 2011 18:56 Hassybaby wrote:
To quickly address the random number they used for the HSM

the 2.953 speed means that the HSM will be JUST slower than the following units (who have a speed of 2.9531:

Corruptors
Ultralisks
Speedbanes
Stalkers
Reapers

It also means they are now faster than:

Slow roaches
Chargelots
Vikings
Medivacs
Banshees



So it looks like the raven was buffed for tvt only, that's sad.


Pretty much. I somehow don't see HSM being used on a deathball (but it would be awesome) considering how useful a PDD is instead. And roaches really should not be slow at the point where you have HSM up.

It does make things interesting with the units that are slightly faster though. You almost have to go in a straight line from the Raven or you die. Could make for some weird herding options? Just speculating (you would obviously be risking your raven to try it)
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
maskseller
Profile Joined September 2010
96 Posts
August 25 2011 10:04 GMT
#2174
On August 25 2011 18:24 Zdrastochye wrote:
Show nested quote +
On August 25 2011 18:18 maskseller wrote:
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...


Except it's not. You think the 5 seconds build time = every single building you have blows up without being attacked? I sense a butthurt terran...


No, i'm not mad ^^. I'm just a random master scrub, so for me it wont matter that much (at all probably). I just dont get why you think balance must go through delaying everything terran can do and hope the opponents will take more wins based only on that.
peppilepew
Profile Joined May 2011
93 Posts
August 25 2011 10:04 GMT
#2175
On August 25 2011 18:33 Snowbear wrote:
Show nested quote +
On August 25 2011 18:32 Macpo wrote:
On August 25 2011 18:16 Girondelle wrote:
I dont understand the reasoning behind the barrack building time increased


it enables zerg to fast expand a bit more safely vs 2 rax. I think that paradoxically it may encourage 2 rax play indirectly, as it will encourage zerg fast expand play, against which 2rax is perfectly viable...


2rax vs a fast expanding zerg is not working. Good zergs just piss on it.



you do realise that both losira and nestea got knocked out of gsl by a 2rax? ye losira lost to ensnare later in the game but it all came down to the dmg 2 rax did, and nestea vs mvp, well i dont need to say much about that 2nd game i think
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
August 25 2011 10:05 GMT
#2176
On August 25 2011 18:51 TibblesEvilCat wrote:
what units move slower then 2.95? If so beware hsm.

Interesting, let's find out!
I started to make a list, but the ones that can outrun it now are basically phoenix and stalkers for P, stimmed marines and marauders for T and on creep Roach, Hydra + speedlings for Z
It got really deadly imho
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
SolidMustard
Profile Joined May 2011
France1515 Posts
August 25 2011 10:05 GMT
#2177
SCVs can no longer repair themselves while inside a Bunker or Medivac.


Why ? And why is it in the non-balance section ? It made sense that these guyz could repair each other while inside of a building/ship... and if it was considered too strong (?) then this change should have appeared in the terran section... mmm really weird to me !
Foxwolf
Profile Blog Joined October 2010
Brazil157 Posts
August 25 2011 10:06 GMT
#2178
Still waiting for the patch that will add carriers into the game.

Cause that's all that matters to me.
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
August 25 2011 10:06 GMT
#2179
On August 25 2011 19:00 Cosmos wrote:
Show nested quote +
On August 25 2011 18:56 Hassybaby wrote:
To quickly address the random number they used for the HSM

the 2.953 speed means that the HSM will be JUST slower than the following units (who have a speed of 2.9531:

Corruptors
Ultralisks
Speedbanes
Stalkers
Reapers

It also means they are now faster than:

Slow roaches
Chargelots
Vikings
Medivacs
Banshees



So it looks like the raven was buffed for tvt only, that's sad.


I dunno I think u can do some great things with them in TvP.
Imagine this:
at a 200/200 fight u have 2-3 ravens with ur army.
When the fight starts u drop a couple of hunter seeker missiles on the charging zealots while kiting away.
Together with EMP that means a lot of dead zealots.
I think it will be hard for the lower levels because it should require a lot of multitasking but for sure very rewarding if u can pull it off.
3 ravens are surely gonna do more then 3 marauders if u use them right.
IVN
Profile Joined October 2010
534 Posts
August 25 2011 10:06 GMT
#2180
On August 25 2011 10:51 Chvol wrote:
Don't like the immortal change. Just means 1a with it in a group of stalkers is that much easier. The game needs more micro, not less.

Disappointing that the mothership gets changes, but not the ones it needs, too. Immunity to neural parasite please!

Thats what the WP buff is for.
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