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Patch 1.4 PTR Notes (updated 9/8) - Page 140

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
s3183529
Profile Joined June 2011
Australia707 Posts
Last Edited: 2011-08-25 15:49:01
August 25 2011 15:45 GMT
#2781
Blue flame is pretty bad after this, they should replace it with x3 spidermines, so Terran can be broken again. FLASH Forever
harhar!
Profile Joined January 2011
Germany190 Posts
August 25 2011 15:45 GMT
#2782
On August 26 2011 00:37 mousepad wrote:
Show nested quote +
On August 26 2011 00:30 Micket wrote:
Siege tanks still absolutely destroy marines. The only thing more difficult is holding off early timings with a hellion opener. Late game marines won't do anything vs mech armies.


This.

Its the difference of one extra shot. One extra hellion. With correct placement and large enough numbers, hellions will still tear through marines like paper. And hellion drops will be still fairly deadly to any worker line -- opponents just get an extra 2.5 seconds (hellion attack speed) to respond.

I can't believe people are angry about 2.5 seconds.


2.5 seconds is the difference between 10 more drones dead and 10 drones at red hp.
SheaR619
Profile Joined October 2010
United States2399 Posts
August 25 2011 15:47 GMT
#2783
On August 26 2011 00:44 mousepad wrote:
Show nested quote +
On August 26 2011 00:40 Skank wrote:
On August 26 2011 00:37 mousepad wrote:
On August 26 2011 00:30 Micket wrote:
Siege tanks still absolutely destroy marines. The only thing more difficult is holding off early timings with a hellion opener. Late game marines won't do anything vs mech armies.


This.

Its the difference of one extra shot. One extra hellion. With correct placement and large enough numbers, hellions will still tear through marines like paper. And hellion drops will be still fairly deadly to any worker line -- opponents just get an extra 2.5 seconds (hellion attack speed) to respond.

I can't believe people are angry about 2.5 seconds.


Yup I agree. They're patching the helions kinda blindly though. I feel like if igniter gave +6 damage it would make more sense, then the helion would do 20 dmg to light. And yeah, the cost should be reduced now.


20 Damage to Light would still 2 shot drones (40 hp). Cost might needed to be reduced, I agree.


Then what the point of testing it then if the BF hellion is still going to 2 shot worker? The point is to test how well BF hellion does with 3 shotting instead of 2 by changing their damage to a minimum needed.
I may not be the best, but i will be some day...
RedMosquito
Profile Joined September 2010
United States280 Posts
August 25 2011 15:47 GMT
#2784
overall this patch is buffing zerg heavily. yes they nerfed fungal growth but i did the math and its basically nerfed only six damage. six damage! thats like one marine shot. barely anything imo.

rax nerf means zerg can hatch first on any map now (they could already do it on most maps anyway).

not sure about the overseer change but it seems to be a slight buff.

blink nerf helps zerg obviously. it also helps terran. there were some blink stalker all ins using an obs that i remember hitting surprisingly fast and may be slightly too strong.

protoss was not helped enough imo especially in pvz.
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
August 25 2011 15:48 GMT
#2785
I don't understand the fungal growth change. Its power does not lie in its one-shot lethality, but rather in its ease of reapplication after the first cast. Marginally reducing the damage does nothing to change this, so it's a silly change.

Increased ranged on immortals sounds painful for roaches.

Blue flame change makes the upgrade overpriced, but I agree the damage nerf is justified.

Other than that, the rest looks decent enough.
Savior broke my heart ;_; || twitch.tv/onnings
TheHenk
Profile Joined March 2011
Netherlands4 Posts
August 25 2011 15:50 GMT
#2786
On August 25 2011 10:23 laLAlA[uC] wrote:
How are you supposed to stop proxy gate in base with the barracks build time increased...


Scout? :D
Hassybaby
Profile Blog Joined November 2010
United Kingdom10823 Posts
August 25 2011 15:50 GMT
#2787
On August 26 2011 00:44 mousepad wrote:
Show nested quote +
On August 26 2011 00:40 Skank wrote:
On August 26 2011 00:37 mousepad wrote:
On August 26 2011 00:30 Micket wrote:
Siege tanks still absolutely destroy marines. The only thing more difficult is holding off early timings with a hellion opener. Late game marines won't do anything vs mech armies.


This.

Its the difference of one extra shot. One extra hellion. With correct placement and large enough numbers, hellions will still tear through marines like paper. And hellion drops will be still fairly deadly to any worker line -- opponents just get an extra 2.5 seconds (hellion attack speed) to respond.

I can't believe people are angry about 2.5 seconds.


Yup I agree. They're patching the helions kinda blindly though. I feel like if igniter gave +6 damage it would make more sense, then the helion would do 20 dmg to light. And yeah, the cost should be reduced now.


20 Damage to Light would still 2 shot drones (40 hp). 19 makes more sense . Cost might needed to be tweaked, though, I agree.


Ah, but then armour would really come into play. Toss and Zerg tend to get armour first against Terran, so then the hellions would not 2-shot the workers, until they get their own upgrades

I like either way. End of the day, the 2-shot/3-shot should be there in some way imo
"These guys are mindfucking me into a sex coma" | "Mayonnaise is a must-have lubricant when performing necrophilia"
s3rp
Profile Joined May 2011
Germany3192 Posts
August 25 2011 15:55 GMT
#2788
On August 26 2011 00:44 Sqq wrote:
Just me who feels the HSM is way to strong now ? It can kill so much shit. 2 ravens 2 HSMs and a lot of units will just evaporate


The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
Last Edited: 2011-08-25 15:56:59
August 25 2011 15:56 GMT
#2789
On August 25 2011 10:18 iamke55 wrote:
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.

lol genius solution! I'm sad that there's no 1/1/1 nerf though.

Are you serious? lol.


Well good thing I'm switching to P.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
SpeCtor
Profile Joined August 2010
233 Posts
August 25 2011 15:57 GMT
#2790
On August 26 2011 00:50 Hassybaby wrote:
Show nested quote +
On August 26 2011 00:44 mousepad wrote:
On August 26 2011 00:40 Skank wrote:
On August 26 2011 00:37 mousepad wrote:
On August 26 2011 00:30 Micket wrote:
Siege tanks still absolutely destroy marines. The only thing more difficult is holding off early timings with a hellion opener. Late game marines won't do anything vs mech armies.


This.

Its the difference of one extra shot. One extra hellion. With correct placement and large enough numbers, hellions will still tear through marines like paper. And hellion drops will be still fairly deadly to any worker line -- opponents just get an extra 2.5 seconds (hellion attack speed) to respond.

I can't believe people are angry about 2.5 seconds.


Yup I agree. They're patching the helions kinda blindly though. I feel like if igniter gave +6 damage it would make more sense, then the helion would do 20 dmg to light. And yeah, the cost should be reduced now.


20 Damage to Light would still 2 shot drones (40 hp). 19 makes more sense . Cost might needed to be tweaked, though, I agree.


Ah, but then armour would really come into play. Toss and Zerg tend to get armour first against Terran, so then the hellions would not 2-shot the workers, until they get their own upgrades

I like either way. End of the day, the 2-shot/3-shot should be there in some way imo


the regeneration of the drone's health makes it 3 shots.
Stanlot
Profile Joined December 2010
United States5742 Posts
August 25 2011 15:57 GMT
#2791
What's the sentry guardian shield fix about?
MC: "Sentry Forcefield Forcefield Marauder... cage Marauder die die"
WArped
Profile Joined December 2010
United Kingdom4845 Posts
August 25 2011 15:58 GMT
#2792
On August 26 2011 00:55 s3rp wrote:
Show nested quote +
On August 26 2011 00:44 Sqq wrote:
Just me who feels the HSM is way to strong now ? It can kill so much shit. 2 ravens 2 HSMs and a lot of units will just evaporate


The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big.


It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch.
Get.Midikem
Profile Joined September 2006
Sweden312 Posts
August 25 2011 15:59 GMT
#2793
Well the bfh change is the best change ever. Now they wont own every scv and drone in no time. Imortal change will make roaches a unit never used. But nice patch. I like it.
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
August 25 2011 15:59 GMT
#2794
On August 26 2011 00:40 Skank wrote:
Show nested quote +
On August 26 2011 00:37 mousepad wrote:
On August 26 2011 00:30 Micket wrote:
Siege tanks still absolutely destroy marines. The only thing more difficult is holding off early timings with a hellion opener. Late game marines won't do anything vs mech armies.


This.

Its the difference of one extra shot. One extra hellion. With correct placement and large enough numbers, hellions will still tear through marines like paper. And hellion drops will be still fairly deadly to any worker line -- opponents just get an extra 2.5 seconds (hellion attack speed) to respond.

I can't believe people are angry about 2.5 seconds.


Yup I agree. They're patching the helions kinda blindly though. I feel like if igniter gave +6 damage it would make more sense, then the helion would do 20 dmg to light. And yeah, the cost should be reduced now.


The main problem is that with 20 damage to light, they can 2 shot Toss workers but not Zerg/Terran workers... If that is fair I don't know what isnt.... I agree though, +5 just doesn't feel like enough... TT
"Friendship ain't a business deal"
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
August 25 2011 16:00 GMT
#2795
On August 26 2011 00:58 WArped wrote:
Show nested quote +
On August 26 2011 00:55 s3rp wrote:
On August 26 2011 00:44 Sqq wrote:
Just me who feels the HSM is way to strong now ? It can kill so much shit. 2 ravens 2 HSMs and a lot of units will just evaporate


The blast Radius is not all that big. The explosion looks huge bug the damage radius itsself isn't all that big.


It will just require a slight amount of micro to dodge it, no different to dodging storm, fungal etc. Imo this is the best change they have made this patch.

Not to be pecky, but you can't dodge fungal. It's instant and locks you there for the entire duration..
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
Vul
Profile Blog Joined April 2011
United States685 Posts
August 25 2011 16:01 GMT
#2796
Sooo, Terran gets slightly nerfed, Protoss gets slightly buffed, and Zerg gets slightly nerfed in PvZ but slightly buffed in the late game. That sounds about right to me
Ownos
Profile Joined July 2010
United States2147 Posts
August 25 2011 16:01 GMT
#2797
There is no 1/1/1 nerf because these changes were likely decided awhile ago. David Kim/Dustin Browder have maintained there is some delay from when they decide they want a change to when it actually comes out. 1/1/1 stupidity is pretty recent (though the build has been around for a long time).
...deeper and deeper into the bowels of El Diablo
Keyz1
Profile Joined March 2011
Canada94 Posts
August 25 2011 16:02 GMT
#2798
On August 26 2011 00:34 labbe wrote:
Wow, do they seriously think people will pay 150/150 for a +5 damage vs light? If they nerf blue flame upgrade they should at least make it much cheaper.

We've been paying 150/150 for Hydralisk +1 range for a long time now. Don't even try that.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 25 2011 16:02 GMT
#2799
On August 26 2011 00:29 Eufouria wrote:
Show nested quote +
On August 26 2011 00:27 -Archangel- wrote:
On August 26 2011 00:21 PnCcC wrote:
Sigh, I wonder if Blizzard realises the impact of nerfing Hellions.

TvT, TvZ and TvP mech style play will be considerably weaker now, and probably not even viable. This reduces the options for terrans so much, and puts us back 6 months in how the game evolved. Guess we will go back to mass marines and siege tanks......

Not really. BFH still 3shot marines. The only change was that now they 3 shot scvs.

What about Zealots? They're quite bulky for light units I'd imagine they take a few more shots to kill now.

Doesn't really matter. zealots already die to bio armies+ghost without BFH
uPZodiak
Profile Joined August 2011
Portugal6 Posts
August 25 2011 16:02 GMT
#2800
They also stated that the guardian shield will now "work correctly" facing units like voidrays,colossus,Siege tanks, and another unit which i can't remember it's name... I think this will make the 1-1-1 a bit easier to hold.
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