Blizzard dropped the bomb with this patchnotes really
Patch 1.4 PTR Notes (updated 9/8) - Page 110
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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 | ||
ReboundEU
508 Posts
Blizzard dropped the bomb with this patchnotes really | ||
Kryt0s
Germany209 Posts
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Copymizer
Denmark2092 Posts
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Jawmare
Canada85 Posts
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Entroph
Ireland33 Posts
Protoss changes are ok - it'll be interesting to see if people start using that pesky warp prism now! Terran - I like all these changes. Keeping Naniwa happy, Blizzard! Javla Terran! | ||
kollin
United Kingdom8380 Posts
On August 25 2011 19:09 Copymizer wrote: YEEES! Barracks build time increased is good espcially vwhen playing vs cheese terrans ! and fungal growth increase since im zerg is just goood! It's not an increase? It's a nerf? It's been changed from 30% to just plain ol' 40 damage. | ||
Artosis Mermaid
United States34 Posts
The Ultralisk buff is like making Terran Building Armor faster. Still ultimately useless. I'm happy for some HSM and potential Warp Prisms, but Ultras need more love. | ||
Roblin
Sweden948 Posts
On August 25 2011 18:57 Sueco wrote: 3 fungals to kill a marine group unless you time it on the milisecond? Back to banelings guys. upgraded marine hp: 55 (armor is irrelevant) damage by 1 fungal : 30 damage by 2 fungals: 60 to deal 55 damage with 2 fungals, how much time overlaps? 5 damage difference. fungal dps (vs marine): 30/4 = 7.5 time to deal 5 damage = 5/7.5 = 10/15 = 2/3 = 0.166667 seconds laying down the seconds fungal within 0.15 seconds of the first one expiring will kill non-stimmed marines in 2 volleys. stimmed upgraded marine hp: 45 to deal 45 damage with 2 fungals, how much time overlaps? 15 damage difference time to deal 15 damage: 15/7.5 = 2/1 = 2 laying down the second fungal within 2 seconds of the first one expiring (also called 2 seconds after the first one being layed down) will kill marines which stim before or during the duration of the spells, the non-stimmed marines which survive will be unable to stim due to not enough hp. also, there is an easy way to fufill the first criteria (the 0.15 second one) its called laying down the second immiedietly after the first expires, clumps of marines will not be able to escape too easily. I feel no need to build banelings. p.s. awesome patch notes blizz, hope it goes truth | ||
CooDu
Australia899 Posts
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cronaldo5909
Korea (South)15 Posts
and I dont understand the barracks nerf, its gonna take longer than gateways since supply 30 + barracks 65 and pylon 25+ gateway 65... i dont mind much about Z and P buffs and nerfs | ||
flodeskum
Iceland1267 Posts
On August 25 2011 19:02 dgwow wrote: Does anyone think that people will start kiting with immortals now? Kite what? This gives some potential for them to be microed against slow roaches and non-stim marines. But they can't actually kite anything. | ||
Timmeh_Anderson
Germany37 Posts
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IVN
534 Posts
On August 25 2011 10:52 furerkip wrote: Why was the range for Immortals increased from 5 to 6? Aren't Immortals slower than stalkers? And if you keep your Immortals in front of your stalkers now, your stalkers behind it won't be able to shoot. It feels more like a nerf to lots of Immortals, slight buff to small armies with Immortals... Yes they are. 2.25 vs 2.95 movement speed. Ergo, Immortals will always be behind your stalkers, when the fighting begins. The extra range will help the immortals shoot, and not just glitch around behind the stalker line, thus increasing the overall DPS of the protoss army. | ||
Copymizer
Denmark2092 Posts
On August 25 2011 19:11 kollin wrote: It's not an increase? It's a nerf? It's been changed from 30% to just plain ol' 40 damage. oh my bad, guess i didn't understand is properly, but thanks for making it clear | ||
saisaisai
2 Posts
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Nightrain
481 Posts
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Evilmystic
Russian Federation266 Posts
On August 25 2011 19:13 cronaldo5909 wrote: if they were gonna nerf helion dmg they should have reduced the igniter upgrade to 100/100 and maybe +5 is just stupid, +6 would have been fair. and I dont understand the barracks nerf, its gonna take longer than gateways since supply 30 + barracks 65 and pylon 25+ gateway 65... i dont mind much about Z and P buffs and nerfs +6 will be ridiculous, 2 hellions will still one shot probes 100% of time and drones if hit simultaneously. That would be like no nerf at all. | ||
TheBamf
Denmark366 Posts
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cronaldo5909
Korea (South)15 Posts
On August 25 2011 19:09 Jawmare wrote: Instead of the heat seeking missile, just give us the good old irradiate back as a terran player it would be a revolution in tvz but then again I see all those zergs qqing out there since units clump up much more easily in sc2 than BW...I would still love to have it (erasing all those drones with 2 vessels :D ) | ||
Thrombozyt
Germany1269 Posts
On August 25 2011 19:06 Jakkerr wrote: 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. You have obviously never used ravens against protoss before, so let me fix this. Imagine this: at a 200/200 fight u have 2-3 ravens with ur army. When the fight starts u move in and lose all ravens to feedback. congratulation, you have drained 150 energy of high templars with only 300/600. But lets assume toss is sleepy and fails to F spam on the minimap.. youdrop a couple of hunter seeker missiles on the charging zealots while kiting away. With the slow acceleration, the zealots actually charge past your seeker missle which now follows the zealots. Because the new charge guarantees one hit, you splash your own units. Because you have stimmed and your units have less health, you kill more of your own units than zealots. But OK.. lets assume you hit the zealots straight on.. Together with EMP that means a lot of dead zealots. The way zealots spread out and the way the splash is pitiful, it means like dead zealots per missile tops, and that's only because you removed the shields first. Summary: I think it will be hard for the all levels because it should require your opponent sleeping while you multitask like a mad man. If you pull it off, 3 ravens are surely gonna do more then 3 marauders if u use them right. But 300/600 plus an 150/150 upgrade is still not worth it. I rather take +2/+2 for my infantry over 3 raven to be honest. | ||
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