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Patch 1.4 PTR Notes (updated 9/8) - Page 174

Forum Index > Closed
9040 CommentsPost a Reply
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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
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2011-08-26 03:10:19
August 26 2011 03:06 GMT
#3461
On August 26 2011 11:36 doomed wrote:
Ultras were so slow to build that it was nearly pointless before. they may seem big and scary but for how hard it is from them to get an actual damage output they took waaaayy too long to build to be a solid late game unit.



Welcome to the world of late game units. ultras were still useful, it was just their size that made them kidn of pointless. Battlecruisers are kind of situational, thors are slow and nearly useless outside of a defensive posture, colossi are mobile and powerful, yet counter-able and vulnerable, and carriers just haven't seen their second coming yet, but they do boast the highest DPS in the game.

The thing all of these units share is that they are very slow to build and very important to keep alive. they also become main supporting components in your army.

70 seconds was very quick. now they're the fastest building t3 unit in the game, 5 seconds even faster than a thor. And you can't bank a buttload of resources and then suddenly hammer out 19 thors at once when you trade your 200/200 army of marines and tanks.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
Swad1000
Profile Joined January 2011
United States366 Posts
Last Edited: 2011-08-26 03:09:14
August 26 2011 03:08 GMT
#3462
Apm dropped from 190 down to 110ish. I like it more because it shows how accurate people are playing. Wonder how high Mcs apm is going to be after the patch. Before it was like 300.

If they decreased the time to build ultras why not give the Carrier a 20 second build time reduction. Almost never see them because they take to long to build
vol_
Profile Joined May 2010
Australia1608 Posts
August 26 2011 03:09 GMT
#3463
On August 26 2011 11:14 TOSSnPiNaTaS wrote:
yeeeeei another nerf for terran...i dont know what the heck is blizz thinking, nerfing terran until is a piece of crap=S

If your first post is going to be any indication of future posts delete your account now.
Jaedong gives me a deep resonance.
Honeybadger
Profile Joined August 2010
United States821 Posts
Last Edited: 2011-08-26 03:13:46
August 26 2011 03:12 GMT
#3464
On August 26 2011 12:09 vol_ wrote:
If your first post is going to be any indication of future posts delete your account now.


There is truth behind his stupidity, however. Terran remains the most versatile race, but the problem is that each one of our many options is just becoming weaker and weaker, to the point where we're at now, which is that versatility has made a race that just plays 100% reactionary. We don't get to define the pace of the game with ANY of our builds anymore.

do I think this will affect pro-level play? not very much. Will it affect gold, platinum, diamond, etc? in huge ways.
"I like to tape my thumbs to my hands to see what it would be like to be a dinosaur."
quaffle
Profile Joined December 2010
United States249 Posts
August 26 2011 03:15 GMT
#3465
As a Protoss player, I am very happy!

Though, I am not sure about the Baracks build time reduction. I have a feeling if a Terran doesn't wall off, 1 zelot and 1 stalker (fully chronoboosted) could do a lot of damage. Maybe not on cross positions, but close positions for SURE. I am excited to test this out.

Blink is underrated, the time change will help deviate PvP, I suppose?

Infestor still LOL strong. I guess the Zergs need something other than Roaches, though.

High ground vision reduction seems lame sauce.
Your success is only measured by the strength of your competitors.
IMLyte
Profile Joined November 2010
Canada714 Posts
August 26 2011 03:17 GMT
#3466
If i were Destiny i would qq
I'ma show you how great I am ~ Muhammed Ali
momonami5
Profile Joined July 2011
United States109 Posts
August 26 2011 03:18 GMT
#3467
Why do ppl think the blue flame nerf gonna change anything lol if hellions get in your mineral line and your workers line up they gonna still die even after the patch.
SuperYo1000
Profile Joined July 2008
United States880 Posts
August 26 2011 03:20 GMT
#3468
On August 26 2011 12:18 momonami5 wrote:
Why do ppl think the blue flame nerf gonna change anything lol if hellions get in your mineral line and your workers line up they gonna still die even after the patch.


its cuz they are mad they cant kill 20 workers with 2 fast gasless units in 1 shot....it now takes 3 fast gasless units to 1 shot
Trealador
Profile Joined August 2011
United States207 Posts
August 26 2011 03:21 GMT
#3469
On August 26 2011 12:15 quaffle wrote:
As a Protoss player, I am very happy!

Though, I am not sure about the Baracks build time reduction. I have a feeling if a Terran doesn't wall off, 1 zelot and 1 stalker (fully chronoboosted) could do a lot of damage. Maybe not on cross positions, but close positions for SURE. I am excited to test this out.

Blink is underrated, the time change will help deviate PvP, I suppose?

Infestor still LOL strong. I guess the Zergs need something other than Roaches, though.

High ground vision reduction seems lame sauce.


God I love Protoss, im excited to test out this potential exploit! Blink the ability every protoss uses in a game that lasts more than 8 minutes is underrated. You nerfed infestors, not enough. High ground vision hurts my 4 gate blind all in. Man gold league is tough.
Like a man.
aksfjh
Profile Joined November 2010
United States4853 Posts
August 26 2011 03:24 GMT
#3470
On August 26 2011 12:12 Honeybadger wrote:
Show nested quote +
On August 26 2011 12:09 vol_ wrote:
If your first post is going to be any indication of future posts delete your account now.


There is truth behind his stupidity, however. Terran remains the most versatile race, but the problem is that each one of our many options is just becoming weaker and weaker, to the point where we're at now, which is that versatility has made a race that just plays 100% reactionary. We don't get to define the pace of the game with ANY of our builds anymore.

do I think this will affect pro-level play? not very much. Will it affect gold, platinum, diamond, etc? in huge ways.


I know a lot of people will disagree, but I'm scared of the same thing. There's already a gap forming between high and mid level Terrans that came from ladder map changes and early game nerfs. Now more early/mid game nerfs and a buff to a unit that is hard to use outside of 150+ apm. These changes will only drive that divide harder while, 4 weeks from now, there will be another pro Terran strat in the crosshairs after the domination continues.
Jomer
Profile Joined August 2010
United States32 Posts
August 26 2011 03:29 GMT
#3471
To those bagging on the HSM, have you used it (as currently implemented) to flush a mineral line in lieu of a harassment drop? Can anyone chime in on the feasibility of deploying HSMs from diametrical positions around an engagement - one launched from the presumed retreat path?
Jumbled
Profile Joined September 2010
1543 Posts
August 26 2011 03:31 GMT
#3472
On August 26 2011 11:59 QTIP. wrote:
Show nested quote +
On August 26 2011 11:58 Dommk wrote:
On August 26 2011 11:56 QTIP. wrote:
Wow my APM on PTR is like... 90 T_T. lol.

You shouldn't be so worried about it. It is not like after the patch hits you go from touch typing to just typing with your index finger

You will be playing as fast (or slow) as you were before, all that has changed is the number


Haha yeah i know ... It's just a bit shocking to see lol :S

Yes, I think quite a few people are going to get wake-up calls regarding just how good their multi-tasking actually is. I'm quite pleased that we're getting a measure closer to effective APM, although I wouldn't mind keeping an option to see the old value for comparison purposes.
iChaos
Profile Joined August 2011
United Kingdom9 Posts
August 26 2011 03:31 GMT
#3473
On August 25 2011 10:14 awu25 wrote:

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.


The hellion is mainly a haras unit, so making them three shot workers w/o the upgrade and also making it three shots w/. Isn't this just making the upgrade redundant ?
┻━┻ ︵ ¯\(ツ)/¯ ︵ ┻━┻ | Low Gold Terran on EU | ProjectPulse.897 Add if you want to practice ^_^
Resistentialism
Profile Blog Joined October 2010
Canada688 Posts
August 26 2011 03:32 GMT
#3474
Zealot build time used to be 5 seconds quicker. I don't really remember terrans dying to 1gate pressure all that often.
Trealador
Profile Joined August 2011
United States207 Posts
August 26 2011 03:33 GMT
#3475
On August 26 2011 12:29 Jomer wrote:
To those bagging on the HSM, have you used it (as currently implemented) to flush a mineral line in lieu of a harassment drop? Can anyone chime in on the feasibility of deploying HSMs from diametrical positions around an engagement - one launched from the presumed retreat path?


Cute idea but they would have to not have any viking/stalker/marines for this to work, and you would also need to go raxx>factory>starport>techlab>upgrade HSM>wait for 125 energy

Ravens arent used because they cost way too much gas and the only matchup gas isnt AS important is TvP and I really dont see it being effective as you wont want to waste time and tech not making vikings/medivacs or faster ghosts, but that is the only match up it could potentially be used. HSM > PDD? hmm...idk
Like a man.
VenerableSpace
Profile Joined May 2010
United States463 Posts
August 26 2011 03:34 GMT
#3476
On August 26 2011 11:30 Honeybadger wrote:
I'm really, really worried about that 55 second ultra build speed. I forsee an almost unstoppable techswitch for a race that already has the fastest techswitches in the game. It also still doesn't address the fact that ultras are so big that they're basically useless anyways if they get sniffed out

wtf, why was the barracks nerfed? That will do nothing for the 1/1/1

Blueflame nerf. wtf? Perfect example of screaming, whining children getting their way. So sick and tired of QQing kids forcing blizzard to break the metagame every patch. I can't really justify spending 150/150 anymore on that. blueflame wasn't broken. In the slightest. It was, as many pros, non terrans included, have said, a wonderful piece of instability that made the game more exciting to play and watch.

HSM is still going to be awful. it still can't even come close to keeping up with mutalisks, the cast range is about four inches while the raven remains incredibly slow and vulnerable.

Yet again, terrans in the lower divisions are getting their teeth smashed in just a little bit more.



lower divisions shoudlnt matter when balancing a game for the top level.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 26 2011 03:34 GMT
#3477
On August 26 2011 12:18 momonami5 wrote:
Why do ppl think the blue flame nerf gonna change anything lol if hellions get in your mineral line and your workers line up they gonna still die even after the patch.


Because people see a nerf and think that means the thing in question will be useless.

Things TL experts have told had become useless:

-Zealots
-4 gate
-High Templars
-Tanks
-Thors
-Void Rays
-Bunker Rushes


and now BFH will join the ranks of those useless units. The only unti I have seen become useless through a nerf is the reaper and that is debatable.
"Its easy, just trust your CPU".-Boxer on being good at games
Trealador
Profile Joined August 2011
United States207 Posts
August 26 2011 03:35 GMT
#3478
On August 26 2011 12:31 iChaos wrote:
Show nested quote +
On August 25 2011 10:14 awu25 wrote:

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.


The hellion is mainly a haras unit, so making them three shot workers w/o the upgrade and also making it three shots w/. Isn't this just making the upgrade redundant ?


If it stays 150/150 yes. It will only be used like DTs, you have every other bit of tech, so why not this for a surprise harassment unit late game. except it isnt stealth and isn't as threatening...
Like a man.
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-08-26 03:36:45
August 26 2011 03:35 GMT
#3479
On August 26 2011 12:06 Honeybadger wrote:
Show nested quote +
On August 26 2011 11:36 doomed wrote:
Ultras were so slow to build that it was nearly pointless before. they may seem big and scary but for how hard it is from them to get an actual damage output they took waaaayy too long to build to be a solid late game unit.



Welcome to the world of late game units. ultras were still useful, it was just their size that made them kidn of pointless. Battlecruisers are kind of situational, thors are slow and nearly useless outside of a defensive posture, colossi are mobile and powerful, yet counter-able and vulnerable, and carriers just haven't seen their second coming yet, but they do boast the highest DPS in the game.

The thing all of these units share is that they are very slow to build and very important to keep alive. they also become main supporting components in your army.

70 seconds was very quick. now they're the fastest building t3 unit in the game, 5 seconds even faster than a thor. And you can't bank a buttload of resources and then suddenly hammer out 19 thors at once when you trade your 200/200 army of marines and tanks.


Just wanted to point out that carriers definitely do not have the highest dps in the game. Ignoring splash damage from units like hellion vs. light and colossi, thors still outdps the carrier. There are a couple other units that do as well I believe.

Oh, and if you somehow have 19 factories, you actually can bank resources and hammer 19 of them out.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 26 2011 03:36 GMT
#3480
On August 26 2011 12:31 iChaos wrote:
Show nested quote +
On August 25 2011 10:14 awu25 wrote:

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.


The hellion is mainly a haras unit, so making them three shot workers w/o the upgrade and also making it three shots w/. Isn't this just making the upgrade redundant ?


No, because the upgrade still lets the Hellion do better against Marines and Zerglings.(Dunno about Zealots)
"Its easy, just trust your CPU".-Boxer on being good at games
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