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Patch 1.4 PTR Notes (updated 9/8) - Page 167

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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
Oboeman
Profile Joined January 2011
Canada3980 Posts
August 25 2011 22:30 GMT
#3321
■Fixed an issue where flyers may not decelerate in some cases.
■Fixed an issue where flying unit separation wasn’t consistent.


The only instance of flyer not decelerating that I can think of is banshees kiting marines. Do you think that's getting nerfed?

Flying unit separation... no idea but it scares me.
MinimalistSC2
Profile Joined April 2011
United States121 Posts
August 25 2011 22:30 GMT
#3322
Hellions start to become really really popular, now pre igniter a 150/150 upgrade only gives +5 dmg vs light.....150 minerals and 150 gas for 5 damage.....


Hellions will still 2 shot lings and with +1 mech weapons they will still 2 shot probes and drones, calm down.

And Bio-mech is the new TvP haven't you seen Hyung vs Puzzle?
There is no such thing as perfection, only improvement.
moregamethanSEGA
Profile Joined May 2011
United States76 Posts
August 25 2011 22:30 GMT
#3323
OH BTW, the counter to seeker missle - BURRRRRRROW.

nuff said, ravens suck, please stop trying to argue otherwise, its a waste of forum space. seeker missle needs to cost less energy. only then will people start upgrading/using it.
Heroes live forever... but legends never die.
Fuzzmosis
Profile Joined June 2011
Canada752 Posts
August 25 2011 22:30 GMT
#3324
The speed is nice on the Seeker Missile, but for those trying to compare it to storm:

Cast 2 storms on a group of 21 hold position zealots (In shockinlyg perfect formation for this situation) and you kill 21 zealots for 150 energy over 8 seconds.

Cast 2 Seeker Missles on 21 hold position zealots (also, in startlingly tight and perfect formation) and you kill 5 (And leave 8 undamaged) for 250 energy (and in about 1 second unless you cast right over top the unit, which means friendly fire will nuke a Raven)

Christ, dropping 4 banelings in the middle also kills all 21 zealots. HSM can work as an anti air missile (But air can run the easiest) or against clumps of very low HP units, but EMP is far better against protoss, and zergies are pretty mobile. I'm hoping the speed improves things, and if HSM had no drop off (Or had the range of banelings) it probably would be amazingly OP. I'm still putting it in the "Not worth it" category.

Oh, and why havn't Colluses been given friendly fire like a siege tank? (Or Hellions, making BFH drops/defense a huge risk as you might be burning the hell out of your own units) SC1 fans want it to be Micro intensive, then so be it. Maybe even banelings? (Zerg cannot self harm aside from intentionally, unlike protoss/Terran). That may change the game in horrible, horrible ways!
I'm From Canada, so they think I'm slow, eh?
Xenogears
Profile Joined July 2011
France87 Posts
August 25 2011 22:32 GMT
#3325
Bullshit

User was temp banned for this post.
MVP :)
s3rp
Profile Joined May 2011
Germany3192 Posts
August 25 2011 22:33 GMT
#3326
On August 26 2011 07:30 MinimalistSC2 wrote:
Show nested quote +
Hellions start to become really really popular, now pre igniter a 150/150 upgrade only gives +5 dmg vs light.....150 minerals and 150 gas for 5 damage.....


Hellions will still 2 shot lings and with +1 mech weapons they will still 2 shot probes and drones, calm down.

And Bio-mech is the new TvP haven't you seen Hyung vs Puzzle?


Its only good on low econ and small army sizes . You have to kite with Bio against charge and AOE and if you integrate Siege well they can't kite and once Zealots with charge hit they'll even hurt more then help.
thepuppyassassin
Profile Joined April 2011
900 Posts
August 25 2011 22:34 GMT
#3327
Au revoir terran mech! Adieu!

Bojour MMM and marine tank!
Faricho
Profile Joined April 2011
Colombia116 Posts
August 25 2011 22:35 GMT
#3328
Now this is the patch I was waiting for!
"Critics get shit done and they stand up for quality control and the rights of the consumer. Why people decide to hate on them over some misplaced loyalty that is certainly not reciprocated by the company is entirely beyond me" -TotalBisquit
moregamethanSEGA
Profile Joined May 2011
United States76 Posts
August 25 2011 22:35 GMT
#3329
yep mass chargelots + void now officially OP vs mech. thanks blizzard. way to narrow my options vs toss, as if i wasn't already forced to mass mauraders every stinking game.
Heroes live forever... but legends never die.
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-08-25 22:36:33
August 25 2011 22:35 GMT
#3330
Cast 2 storms on a group of 21 hold position zealots (In shockinlyg perfect formation for this situation) and you kill 21 zealots for 150 energy over 8 seconds.

Cast 2 Seeker Missles on 21 hold position zealots (also, in startlingly tight and perfect formation) and you kill 5 (And leave 8 undamaged) for 250 energy (and in about 1 second unless you cast right over top the unit, which means friendly fire will nuke a Raven)


How did you work this out 0o?

I can't find the damage calculations for Seeker as the unit is further away from the centre of the explosion. And by 8 Zealots being undamaged, you mean they only took shield damage correct?


But now lets make a comparison, 2 Storms on a group of Zealots running away and you won't scratch them, 2 Seekers on a group of Zealots running away and you still have the same result.

8 seconds is a really LONG time
Lenet
Profile Joined February 2011
United States38 Posts
August 25 2011 22:35 GMT
#3331
Ugh, time to figure out safe TvT openings again.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 25 2011 22:37 GMT
#3332
It's a good thing they test this patch first as all of these changes are just ugly.

Why nerf blue flame hellions to being useless? They were just starting to get properly explored, never were they imbalanced..

The barracks nerf is just a super ugly way to nerf terrans in general. Why is that neccesary really... Completely stupid change. It hardly changes stuff like the 1-1-1 but affects other stuff. How were raxes a problem!?!

Raven change is a shot in the right direction but won't do enough, just do something like adding 1 range. It shouldn't be a good spell per se but it having some uses would be fun.

Immortal range buff is a good one, just a small nudge to making them slightly more useful. Nerfing blink research time and buffing warp prism at the same time seems a bit much though, just offsets PvP and other stuff too much imo, seems that PvP is back to purely robo strats with these changes, especially if teching straight to robo becomes even easier to hold

Infestor change once again is so rediculous. I think that the unit changed every time there was a patch. I guess a small nudge back could be good though to open up ZvZ a bit more and rebalance ZvP again.
Overseer change is pretty interesting as a fast overseer for scouting could become quite an interesting thing to do now.
Ultralisk build time change was also good, the unit was actually alright and build time was the principal problem with it.

I'm quite certain they will revert the hellion change at least though which is the worst mistake they made. Changing the rax build time and making another fix to terran al-in is also imperative imo, otherwise it might just be free to expand against T then.


Blek
Profile Joined December 2010
Brazil38 Posts
August 25 2011 22:38 GMT
#3333
I agree with all of these, but makes me wonder is the Hellion nerf wasn't based more in the metagame than in the game itself. I mean, blue flame's been the same since the beginning, why has it only been nerfed now?
ZooG
Profile Joined January 2008
Sweden618 Posts
August 25 2011 22:38 GMT
#3334
patch looks ok.. on paper hard to forsee what it will lead to tho
"Rain, also a name for a meteorological condition" -Artosis
DEF.Sins
Profile Joined May 2010
Ireland22 Posts
August 25 2011 22:40 GMT
#3335
looks like it will hurt pvz more than help it.
Work hard play hard
Scriptix
Profile Joined December 2010
United States145 Posts
August 25 2011 22:40 GMT
#3336
Not sure about the ultralisk change, but I agree with everything else, especially the warp prism.
Xenogears
Profile Joined July 2011
France87 Posts
August 25 2011 22:41 GMT
#3337
Patch is a joke. (╯°□°)╯︵ ┻━┻
MVP :)
Fuzzmosis
Profile Joined June 2011
Canada752 Posts
August 25 2011 22:43 GMT
#3338
On August 26 2011 07:35 Dommk wrote:
Show nested quote +
Cast 2 storms on a group of 21 hold position zealots (In shockinlyg perfect formation for this situation) and you kill 21 zealots for 150 energy over 8 seconds.

Cast 2 Seeker Missles on 21 hold position zealots (also, in startlingly tight and perfect formation) and you kill 5 (And leave 8 undamaged) for 250 energy (and in about 1 second unless you cast right over top the unit, which means friendly fire will nuke a Raven)


How did you work this out 0o?

I can't find the damage calculations for Seeker as the unit is further away from the centre of the explosion. And by 8 Zealots being undamaged, you mean they only took shield damage correct?


But now lets make a comparison, 2 Storms on a group of Zealots running away and you won't scratch them, 2 Seekers on a group of Zealots running away and you still have the same result.

8 seconds is a really LONG time


That came from a day when I 2xHSM'ed an attacking Zealot army that was mobile and did around 400 damage, then decided to go to Yee olde Unite Testere (With Extra E's!) And test just how much damage HSM did. It wasn't pretty. Actually, going off memory, I think I couldn't hit 2 zealots with the storms, so only 19 died. My apologies on that.

I actually mean that it didn't do any damage at all. Baneling explosion without fall off has a larger damage range than HSM even at it's 25 damage range.

Also, you're wrong. 2 Storms on a group of zealots running away and you'll do maybe 40 shield damage to all of them (Kinda similar to what 2 Emps would do). 2 HSM's on a group of zealots running away and you'll do 0 damage because HSM needs to be cast only when someone isn't paying attention or is moving towards you (And because of friendly fire, is very dangerous to cast a HSM on a 150 hp zealot charging towards 6 55 hp marines. It's pretty awkward to need to kite your own spell)
I'm From Canada, so they think I'm slow, eh?
omgCRAZY
Profile Blog Joined January 2010
Canada551 Posts
August 25 2011 22:43 GMT
#3339
I am really impressed with these changes. All of them seem vailidated and look like small improvements where they were needed. Also love the new privacy changes. Players are gonna love that.
THIS NEEDS FACE!
ImbaTerran
Profile Joined August 2011
United States9 Posts
Last Edited: 2011-08-25 22:46:52
August 25 2011 22:45 GMT
#3340
Why the blue flame nerf?
Hellions aren't OP without it, but getting it is more an investment in time than anything else.
If you're just using hellions for harass, then they don't really need it, but now hellions are really only viable as a harass unit.
I'll miss my incredible imbalance...

Edit: Other than that I like everyting but the blink nerf.
I don't play Protoss though so...
I'm sorry Idra... I just have to play Terran...
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