Patch 1.4 PTR Notes (updated 9/8) - Page 118
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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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k3m4
Germany94 Posts
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THM
Bulgaria1131 Posts
Also, 5 dmg is pretty insignificant vs units with more hp such as Zealots. Bearing in mind that the blue flame upgrade was used mostly for worker kills, it now means that this upgrade becomes somewhat like the nerfed reaper speed - from a very good upgrade to an almost completely useless one. I also hope this does not remain like this, as it makes yet another upgrade in the game almost useless and not viable in pro games. | ||
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Lurk
Germany359 Posts
On August 25 2011 20:08 TheSilverfox wrote: Hellion - Infernal Pre-Igniter damage upgrade decreased from 10 to 5. Blizzard probably thinks that the fast Infernal Pre-Igniter upgrade was too strong early game where a Hellion could 2-shot a mineral line. To 2-shot against probes/drones it will now require a +1 Vehicle upgrade. This requires an Armory so it will only be viable more mid- lategame. Also Hellions will no longer one-shot unupgraded zerglings. Hellions never one-shot zerglings. It's 3 hits for unupgraded hellions and 2 hits for blue flame hellions, before and after the patch. Zerglings have 35(+1) hitpoints (+1 through regeneration if you don't one-shot them). Hellions do 14 damage vs them, 24 with blue flame before and 19 with blue flame after the patch. Also, the +1 vehicle weapon can be countered by +1 ground armor for zerg (1/0 BF hellions still need 3 hits vs 0/1 drones). Probes will die in 2 hits though. | ||
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Malks
United Kingdom94 Posts
The key thing to see is whether this change means we Terran actually start using units, maybe they should change the icon of the seeker missile ![]() | ||
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Incognoto
France10239 Posts
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arbitrageur
Australia1202 Posts
On August 25 2011 20:26 THM wrote: The hellion nerf is kinda ridiculous, as it adds almost Nothing now. Hellions do 14 dmg vs light, meaning they need to hit 3 times to kill a worker. With the new blue flame they would do 19 dmg vs light, meaning they STILL need 3 hits to kill a worker. Also, 5 dmg is pretty insignificant vs units with more hp such as Zealots. Bearing in mind that the blue flame upgrade was used mostly for worker kills, it now means that this upgrade becomes somewhat like the nerfed reaper speed - from a very good upgrade to an almost completely useless one. I also hope this does not remain like this, as it makes yet another upgrade in the game almost useless and not viable in pro games. It'll have the same application in TvZ. Watch pro-gamer TvZ in korea nowadays. Blueflame hellion marine style is NOT focused on worker killing and is not dependent in any way on 2 hitting drones. Watch ganzi and boxer's recent games. | ||
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TheSilverfox
Sweden1928 Posts
On August 25 2011 20:26 Lurk wrote: Hellions never one-shot zerglings. It's 3 hits for unupgraded hellions and 2 hits for blue flame hellions, before and after the patch. Zerglings have 35(+1) hitpoints (+1 through regeneration if you don't one-shot them). Hellions do 14 damage vs them, 24 with blue flame before and 19 with blue flame after the patch. You are correct, my bad - edited the post. | ||
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Darneck
Sweden1394 Posts
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papyrus
Philippines716 Posts
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TheKefka
Croatia11752 Posts
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metharon
Sweden71 Posts
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DerBeefman
Germany226 Posts
On August 25 2011 20:26 THM wrote: The hellion nerf is kinda ridiculous, as it adds almost Nothing now. Hellions do 14 dmg vs light, meaning they need to hit 3 times to kill a worker. With the new blue flame they would do 19 dmg vs light, meaning they STILL need 3 hits to kill a worker. Also, 5 dmg is pretty insignificant vs units with more hp such as Zealots. Bearing in mind that the blue flame upgrade was used mostly for worker kills, it now means that this upgrade becomes somewhat like the nerfed reaper speed - from a very good upgrade to an almost completely useless one. I also hope this does not remain like this, as it makes yet another upgrade in the game almost useless and not viable in pro games. It might sound much but actually a 2 shot on workers with this line dmg was too much, I remember a lot of TvT where I had like half the workers of my opponents )Of course the effect is not that much anymore but zerglings are still two shotted by hellions, so it doens't become useless at all. And for TvT as much as I hate mech blueflame hellions will be still stronger than normal ones, so if mech stays in TvT blueflame will still have an impact. | ||
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Lylat
France8575 Posts
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ThaSlayer
707 Posts
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Tommylew
Wales2717 Posts
General Unit vision up ramps has been reduced by 1. Good change hopefully less 4 gates even though they would still be viable. PROTOSS Immortal Attack range increased from 5 to 6. Again PvP big change as will be a lot better, escpecially vs stalkers, also an improvement vs Roaches and also a improvement in range vs marauders, may actually be able to hold 111 a little easier as they are great vs tanks as well ![]() Mothership Acceleration increased from 0.3 to 1.375. The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online. Unused unit really, cant see this changing much use other then when it is used it will be quicker. Stalker Blink research time increased from 110 to 140. Not sure other then PvP what type of change this will have? If anything will probably make PvZ even harder as the infestor nerf isnt actually alot. Late game wont really affect anything. Warp Prism Shields increased from 40 to 100. Massive boost, was way to easy to snipe before so quite nice its improved hopefully we will see it used a lot mroe for harassment now!!! Hope to see this used a LOT more in every matchupo, just hope they havent made it too good!!! TERRAN Barracks Build time increased from 60 to 65. Can see it to try and delay ever so slightly the 20 odd timing push the terrans have, in end cant see it affecting much other then orbital command is later, factory is slightly later. Hellion Infernal Pre-Igniter damage upgrade decreased from 10 to 5. A good and welcome change, for the speed Hellions can do massive dmamage and still get away, the is a reason ALL the slayers layers were using hellions in every matchup and it just does far too much damage, good change. Just whetherr or not the upgrade is actually worth it now? Raven Seeker missile movement speed increased from 2.5 to 2.953. Not really sure on this chnage a buff for Terran so lets see how it goes. ZERG Infestor Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). Not really a big change, while overall it seems to be doing a lot less damage agiasnt tier 1 units cant see this being much different, because of the fact most air units clump this will still be as good theyll justw ait another couple of secs before putting the 2nd fungal down. Still basically kills templars and stops them getting close. Overseer Morph cost decreased from 50/100 to 50/50. Contaminate energy cost increased from 75 to 125. Contaminae needs to be nerfed if so much cheaper, all i can seeis we will have a lot more overseers pretty much shutting down most Cloak play, goodbye DT's.. Ultralisk Build time decreased from 70 to 55. Massive change, Zerg will now dominate most matchups with Ultras build much quicker. | ||
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Hephaistas
233 Posts
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Linwelin
Ireland7554 Posts
On August 25 2011 20:32 Lylat wrote: Excuse me for my noob question but how the increase of immortal range is gonna help against 1/1/1 since it consists mostly in marines ? Helps a little bit killing the tanks but this doesn't help that much | ||
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WightyCity
Canada887 Posts
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kickinhead
Switzerland2069 Posts
On August 25 2011 20:24 TheKefka wrote: HSM is one bad patch a way from becoming the most broken thing in the game imo ![]() The only reason why it still won't be used to much is because Ghosts are too good in both TvP and TvZ. Ghosts don't cost that much Gas anymore, so it's actually viable to get both Ghosts and Ravens+HSM. ^^' Just cut back on the Tanks in the lategame, they suck against Broodlords anyways. ![]() | ||
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tdt
United States3179 Posts
On August 25 2011 20:21 tnud wrote: and now you can actually use it! It moves! :D Snipe those overseers and go havoc! LOL I don't really want to move it. really it's great defense on a expo. Sits right over base, cloaks cannons so infestors or whatever else have a bad day as they approach and does not get NPed or shot down wondering about. Plus it's great for recalling obviously. | ||
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I use it all the time vs Z but I'm not that good. She just sits at my expo and recalls VR's from their missions or if it gets hot back home.