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Patch 1.4 PTR Notes (updated 9/8) - Page 165

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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
PDizzle
Profile Joined May 2011
Denmark1754 Posts
August 25 2011 22:00 GMT
#3281
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.

no more apm spam :S
Reggiegigas
Profile Joined August 2010
234 Posts
August 25 2011 22:00 GMT
#3282
This should be christened "The White-Ra Patch".
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
August 25 2011 22:01 GMT
#3283
On August 26 2011 06:17 JSy wrote:
Show nested quote +
On August 26 2011 04:25 covote wrote:

Its not losing the 200 minerals thats the scare it losing the 4 HT or DTs inside.



But isn't this also part of the beauty of WP compared to the other races' drop options? By either navigating to a spot where you will be undetected or risking the possibility of giving your opponent a few more seconds to react while you transform and warp in, you don't have to risk any units on the way in. (I suppose Zergs can trade risking extra ovies for units loaded inside) And on the way out... well it's pretty equally situational, just that overlords are faster and beefiest. WP next (with this patch) and same speed as Medivac, unless you invest in upgrade to make WP faster.


And what are you going to do with those High Templar you warped in to an enemy base? Feedback the Orbital Command/Nexus/Queens?
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
itkovian
Profile Blog Joined March 2011
United States1763 Posts
August 25 2011 22:02 GMT
#3284
This patch seems to be pretty good. The ultra decreased build time is my favorite change. Before I even understood this game, i noticed ultras always took way too long to build.

That being said, as a terran 1v1 player my worst fear is seeing ultras pop. Now it will be even worse T.T
=)=
DIego672
Profile Joined August 2011
Canada3 Posts
August 25 2011 22:02 GMT
#3285
y did they make rarracks longer???
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 25 2011 22:03 GMT
#3286
On August 26 2011 06:58 wolfe wrote:
I DON'T UNDERSTAND WHY PEOPLE think hellions are crap now against marines and zerglings? IT'S THE SAME!


It's not the same against marines. Stimmed marines last longer...
Deceive-X17
Profile Joined March 2011
United States27 Posts
August 25 2011 22:03 GMT
#3287
On August 26 2011 07:01 Fanatic-Templar wrote:
Show nested quote +
On August 26 2011 06:17 JSy wrote:
On August 26 2011 04:25 covote wrote:

Its not losing the 200 minerals thats the scare it losing the 4 HT or DTs inside.



But isn't this also part of the beauty of WP compared to the other races' drop options? By either navigating to a spot where you will be undetected or risking the possibility of giving your opponent a few more seconds to react while you transform and warp in, you don't have to risk any units on the way in. (I suppose Zergs can trade risking extra ovies for units loaded inside) And on the way out... well it's pretty equally situational, just that overlords are faster and beefiest. WP next (with this patch) and same speed as Medivac, unless you invest in upgrade to make WP faster.


And what are you going to do with those High Templar you warped in to an enemy base? Feedback the Orbital Command/Nexus/Queens?


You're not allowed to feedback structures. Won't allow you. I'd feedback a queen tho.
sc2: EZMoto @ NA
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
August 25 2011 22:05 GMT
#3288
On August 26 2011 07:01 Fanatic-Templar wrote:
Show nested quote +
On August 26 2011 06:17 JSy wrote:
On August 26 2011 04:25 covote wrote:

Its not losing the 200 minerals thats the scare it losing the 4 HT or DTs inside.



But isn't this also part of the beauty of WP compared to the other races' drop options? By either navigating to a spot where you will be undetected or risking the possibility of giving your opponent a few more seconds to react while you transform and warp in, you don't have to risk any units on the way in. (I suppose Zergs can trade risking extra ovies for units loaded inside) And on the way out... well it's pretty equally situational, just that overlords are faster and beefiest. WP next (with this patch) and same speed as Medivac, unless you invest in upgrade to make WP faster.


And what are you going to do with those High Templar you warped in to an enemy base? Feedback the Orbital Command/Nexus/Queens?


Storming the workers seems like an obvious answer.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
Fredoq
Profile Joined May 2010
Sweden206 Posts
August 25 2011 22:05 GMT
#3289
Wow they added SO many new things in this patch, take a look in the complete patch notes oh my god. I'm so stoked for this new patch ^^
Fanatic-Templar
Profile Joined February 2010
Canada5819 Posts
Last Edited: 2011-08-25 22:08:49
August 25 2011 22:07 GMT
#3290
On August 26 2011 07:03 Deceive-X17 wrote:
Show nested quote +
On August 26 2011 07:01 Fanatic-Templar wrote:
On August 26 2011 06:17 JSy wrote:
On August 26 2011 04:25 covote wrote:

Its not losing the 200 minerals thats the scare it losing the 4 HT or DTs inside.



But isn't this also part of the beauty of WP compared to the other races' drop options? By either navigating to a spot where you will be undetected or risking the possibility of giving your opponent a few more seconds to react while you transform and warp in, you don't have to risk any units on the way in. (I suppose Zergs can trade risking extra ovies for units loaded inside) And on the way out... well it's pretty equally situational, just that overlords are faster and beefiest. WP next (with this patch) and same speed as Medivac, unless you invest in upgrade to make WP faster.


And what are you going to do with those High Templar you warped in to an enemy base? Feedback the Orbital Command/Nexus/Queens?


You're not allowed to feedback structures. Won't allow you. I'd feedback a queen tho.


Oh really? Was that patched somewhere since Beta? I seem to recall seeing it once. Or maybe it was an EMP.

On August 26 2011 07:05 Gamegene wrote:

Storming the workers seems like an obvious answer.


With 50 Energy? Will the enemy player allow a Templar to stay in his base alive long enough to get the other 25?
I bear this sig to commemorate the loss of the team icon that commemorated Oversky's 2008-2009 Proleague Round 1 performance.
holynorth
Profile Blog Joined August 2010
United States590 Posts
August 25 2011 22:08 GMT
#3291
On August 26 2011 07:05 Gamegene wrote:
Show nested quote +
On August 26 2011 07:01 Fanatic-Templar wrote:
On August 26 2011 06:17 JSy wrote:
On August 26 2011 04:25 covote wrote:

Its not losing the 200 minerals thats the scare it losing the 4 HT or DTs inside.



But isn't this also part of the beauty of WP compared to the other races' drop options? By either navigating to a spot where you will be undetected or risking the possibility of giving your opponent a few more seconds to react while you transform and warp in, you don't have to risk any units on the way in. (I suppose Zergs can trade risking extra ovies for units loaded inside) And on the way out... well it's pretty equally situational, just that overlords are faster and beefiest. WP next (with this patch) and same speed as Medivac, unless you invest in upgrade to make WP faster.


And what are you going to do with those High Templar you warped in to an enemy base? Feedback the Orbital Command/Nexus/Queens?


Storming the workers seems like an obvious answer.


His obvious intent was to say that warp-in storm has been gone for awhile.
Deceive-X17
Profile Joined March 2011
United States27 Posts
Last Edited: 2011-08-25 22:09:38
August 25 2011 22:08 GMT
#3292
On August 26 2011 07:07 Fanatic-Templar wrote:
Show nested quote +
On August 26 2011 07:03 Deceive-X17 wrote:
On August 26 2011 07:01 Fanatic-Templar wrote:
On August 26 2011 06:17 JSy wrote:
On August 26 2011 04:25 covote wrote:

Its not losing the 200 minerals thats the scare it losing the 4 HT or DTs inside.



But isn't this also part of the beauty of WP compared to the other races' drop options? By either navigating to a spot where you will be undetected or risking the possibility of giving your opponent a few more seconds to react while you transform and warp in, you don't have to risk any units on the way in. (I suppose Zergs can trade risking extra ovies for units loaded inside) And on the way out... well it's pretty equally situational, just that overlords are faster and beefiest. WP next (with this patch) and same speed as Medivac, unless you invest in upgrade to make WP faster.


And what are you going to do with those High Templar you warped in to an enemy base? Feedback the Orbital Command/Nexus/Queens?


You're not allowed to feedback structures. Won't allow you. I'd feedback a queen tho.


Oh really? Was that patched somewhere since Beta? I seem to recall seeing it once. Or maybe it was an EMP.


You can EMP but not feedback

Surprised EMP didn't get radius or energy nerf in this patch.

Late game EMP spam + mass marines is really fkn strong vs protoss
sc2: EZMoto @ NA
Tokadub
Profile Joined August 2010
United States168 Posts
Last Edited: 2011-08-25 22:15:58
August 25 2011 22:08 GMT
#3293
Unbelievable, it is already insanely difficult to fast expand against protoss for terran. With 5 seconds more on barracks build time I don't think I will ever try a 1 rax expand against protoss anymore. I guess you can have like 5 scvs just sitting by your bunker and not build any addons for your first 4 barracks or something until you have like 3 bunkers and full wall off... and maybe hold 4 gate or 3 gate stargate.

I feel this change will make terran even more inclined to all in. Fast expanding will be significantly riskier now. Also this is really going to hurt the ability to 2 rax against zerg. It is such a tight timing as it is. I have played a ton of games where I barely get a bunker up if I'm building 5 seconds later I don't think 2 rax will be viable anymore and zerg will be free to drone up super hard, and hellions can't punish them as hard anymore.

I feel terran is actually going to have a lot of problems with this patch. Although I like the blue flame nerf for TvT, against zerg this is going to be a HUGE deal.

I feel its good they nerfed fungal as I do not think it was intended to single handedly roflestomp everyone in every match up.

I also feel the immortal range change is going to be extremely powerful against terran, but great in PvP and PvZ. I have seen a ton of games where protoss just can't quite get a good enough concave for their immortals to fire on roaches. But in PvT when it seems the protoss armies generally are stronger in mid to late game... I see this immortal buff actually making it extremely hard for terran to use their important armored units.

It sucks that these buffs and nerfs are great for certain matchups but may break others.

Overall I am not really happy about this patch other then the fungal nerf.
moregamethanSEGA
Profile Joined May 2011
United States76 Posts
August 25 2011 22:10 GMT
#3294
I DON'T UNDERSTAND WHY PEOPLE think hellions are crap now against marines and zerglings? IT'S THE SAME!


lol no its not.

unupgraded marine gets 3 shotted instead of 2.

marine with combat shield and +1 armor gets 4 shotted instead of 3.

THATS BIG CHANGE.
Heroes live forever... but legends never die.
mostevil
Profile Joined February 2011
United Kingdom611 Posts
August 25 2011 22:11 GMT
#3295
As a randomer I like everything on this list, and the helion change a lot. I don't think opening BFH was ever the intention when blue flame was conceived. A 100 mineral unit doing all that damage in the very early game is kinda daft actually. I think it's a good change, I wouldn't mind if it was just pulled like all the powerful toss upgrades were. Helions are still awesome with red flames. A 4 helion drop should still loose off more damage to the harvesters than the same supply/cost of marines, it just might require "some" micro to do it.

A lot of BFH drop/driveby harrasment is hope strategy for bad players, it takes very little skill to execute, and rather a lot to stop. I did it for a while when I rolled terran but it felt dirty. d-click to drop on the mineral line, or move click, queue hold, cross your fingers and possibly (probably even) win the game. It takes a hell of a lot more than 2 actions to stop it. I've had 4 of them make it in and with a bit of cross fire kill every worker in 3 or 4 volleys (thats when they don't run and line up).

The main purpose of the helion in solid mech play is to pin the light stuff away from the tanks for the tanks to kill it anyway so them not insta-killing all the marines is just going to mean meching vs marine tank requires more manouvering and positioning than just getting the ratio of helions right and 1a'ing. It's still going to be very strong even when the upgrade 'only' adds 5 in a proper engagement. That's still free helions worth of damage for every few that pop out of the reactory. Then we're not talking about number of shots 1 on 1 (and when are helions ever just hitting one thing!). I think decent mechers will still find a way.. if it affects them at all.
我的媽和她的瘋狂的外甥都
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-08-25 22:12:48
August 25 2011 22:12 GMT
#3296
Interesting note about Seeker missile costing "too much energy"

Damage per Energy ratio:

Psi Storm (1/2/3/4 seconds): 0.27~/0.53~/0.8/1.07~
Seeker Missile: 0.8
Fungal Growth (after nerf): 0.4/0.53~

It takes a full three seconds of Storm to get the same energy efficiency of a single Seeker missile
IVN
Profile Joined October 2010
534 Posts
August 25 2011 22:12 GMT
#3297
On August 26 2011 01:36 ScouraE wrote:
Hmm...
Immortal change will make people use more immortals, so that should be ok.
Mothership change is great, cuz the lag is just too obvious for the opponent.
stalker change is to nerf Huk. (But with chrono boost it's going to only increase 2 more seconds of research time, so not a big change.)
Warp prism: FINALLY!
Hellions: the reaction of MLG Anehiem.
Seeker missle useful for high level play, will make lower level players really angry.
infestor: being a zerg player i say that's bad. (bias)
Overseer is a good change, don't get why contamination cost sooooo much now though.
Ultralisk: FINALLY, cuz i always feel ultralisks takes forever to build, and i see many people die because it was building.

Ehhhh, no. Blink is being boosted now as well. If you are going for a tiing attack, then of course you will be boosting blink. So yeah, blink will take 30 sec longer.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
August 25 2011 22:14 GMT
#3298
On August 26 2011 06:57 Yaotzin wrote:
Show nested quote +
On August 26 2011 06:43 FabledIntegral wrote:
They don't in ANY feasible game scenario. You're wrong, so I'm glad you've withdrawn the statement.

Ah well I've seen it happen just like that in some game actually Obviously you'll want to queue up a 3rd snipe in case, but if you get lucky cool!
Show nested quote +

+ Show Spoiler +


Essentially the ONLY way to do it, which is the reason why they made this video.

Not saying you should attempt to do that, I was only mentioning it in regard to whether a drone would regen 1hp before 3 hellion shots killed it. Since you can 2 snipe an infestor, clearly damage can be dealt before regen occurs in SC2, unlike in BW. So doing exactly 40hp with 3 hellions *should* kill them, if they fire at once.


You can't 2 snipe an infestor without shift, and it's never feasible in game. Show me one ingame rep where it happens from anyone.
dogmeatstew
Profile Joined April 2010
Canada574 Posts
August 25 2011 22:14 GMT
#3299
On August 26 2011 06:50 FabledIntegral wrote:
Show nested quote +
On August 26 2011 06:44 KentHenry wrote:
A video for those who think that you can't 2 snipe Infestors.



Which isn't even remotely feasible. Notice in every single video of it taking two snipes, they've been lined up, move commanded to the same area, then shift queued? If you don't use shift queue move -> snipes it's not humanly possible, I'd like to see someone prove me wrong. At the same time, you can't even use shift commands because you're going to get fungaled before you get htat close, which COMPLETLEY fucks it up.

Not feasible? perhaps.

You were still wrong? yes.
Deceive-X17
Profile Joined March 2011
United States27 Posts
Last Edited: 2011-08-25 22:16:50
August 25 2011 22:15 GMT
#3300
Does anyone think it would be smart to make probe have 25 life and 20 shield? and drone have 45 hp?

Why is it only scv have 45 hp? SCVs can auto repair each other, which I find more effective than protoss's shield regeneration, despite the slight mineral cost.

This would also help defending allins from terran because you could use your probes and they would have slightly more life, and it would be harder for hellions to kill drones and probes.
sc2: EZMoto @ NA
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