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Patch 1.4 PTR Notes (updated 9/8) - Page 183

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
Garnet
Profile Blog Joined February 2006
Vietnam9049 Posts
August 26 2011 10:32 GMT
#3641
On August 25 2011 10:14 awu25 wrote:

ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).


30% as in 30% of 36 (~10)?
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
August 26 2011 10:38 GMT
#3642
On August 26 2011 19:09 blade55555 wrote:
Show nested quote +
On August 26 2011 18:46 Rabiator wrote:
- Mothership SHOULD provide power just like the Warp Prism in phase prism mode.
- The speed buff to Seeker Missile is nice, but you still need to run in pretty close to start it and at 125 energy it is too expensive to be useful anyways. Either the triggering range needs to increase (flying through lots of friendly units first reduces the chase duration and gives more reaction time, so it wouldnt be totally unfair IMO) or the energy needs to be reduced.

Personally I have a feeling that the Hellion nerf will make it ever harder for Terrans to win against Zerg before the Zerg are exploding in their economy and reach Brood Lord / Ultralisk tech. Terrans might need a buff for T3, but then the next expansion is close around the corner, so we dont know what will happen then.


terrans late game is strong as it is...turtle terran with mech/ghosts is hard to break. Terrans late game is fine just a lot terrans don't know how to do it properly (yet).

Also mech is fine as far as I saw a post zealots/zergligns still die in the same amount of shots from blue flamed hellions I wish people knew that! :D



No blade! zealots take 9 shots to kill instead of 7, thats fucking huge!
https://x.com/CaptainWaffless
Kh0nsu
Profile Joined June 2011
United Kingdom183 Posts
August 26 2011 10:40 GMT
#3643
So pleased about the BFH nerf. You can defend perfectly against hellions for 10 minutes then if 3 slip past, it can easily ruin the game. People can easily defend them, but the cost for failing is far, far too steep.

Now, it is much fairer and hopefully, 3 hellions can't win a game anymore.
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
August 26 2011 10:43 GMT
#3644
On August 26 2011 19:40 Kh0nsu wrote:
So pleased about the BFH nerf. You can defend perfectly against hellions for 10 minutes then if 3 slip past, it can easily ruin the game. People can easily defend them, but the cost for failing is far, far too steep.

Now, it is much fairer and hopefully, 3 hellions can't win a game anymore.



Chain Fungals can "ruin" a game, not engaging a toss deathball perfectly can "ruin" a game.

Starcraft is a fucking hard game, "ruining" a game is something that all races can do.
https://x.com/CaptainWaffless
Lorch
Profile Joined June 2011
Germany3703 Posts
August 26 2011 10:45 GMT
#3645
I really hoped we'd see a EU PTR for this patch as well, I would love to try out all the new changes asap.
CarlaBruni
Profile Joined August 2011
61 Posts
August 26 2011 11:11 GMT
#3646
why can i so easily come back in a game as terran and when i slipped slightly behind as zerg or protoss it s like gg lol
Moralez
Profile Joined May 2011
Portugal1857 Posts
August 26 2011 11:13 GMT
#3647
On August 26 2011 19:45 Lorch wrote:
I really hoped we'd see a EU PTR for this patch as well, I would love to try out all the new changes asap.

Same it should be up already... zzz....
Master League Zerg - EGIdrA - IMNesTea - EGMachine - EGIncoNtrol - IMLosirA - Destiny - MVPDRG -
Courthead
Profile Joined October 2006
United States246 Posts
August 26 2011 11:13 GMT
#3648
Zergs already know how to completely nullify BFH attacks, so I don't understand the reason for this nerf. Normal hellions already 3-shot workers/lings, so why the hell would you upgrade to blue flame if it doesn't change that? They're basically killing the blue flame upgrade. This is going to have HUGELY unfortunate consequences, including (a) the death of hellions in TvZ, (b) the death of mech in TvT, and (c) the death of the hellion drop TvT opening. I don't disagree that hellions may need a nerf, but making blue flame obsolete is not the right way to go about things.

Adding 5 seconds to the barracks build time is just... well. We'll see. My immediate worry is about proxy gateways built in your base. I'm not a huge fan of bunker rushing, but to be honest I never understood why Z players QQ'd about it so much. It's not hard to scout it, and it's not hard to stop when scouted. Bunker rushes only work when Z players get lazy.

The increase to the blink research time allows T players to 1rax expo vs P reliably. Otherwise they can blink into your main at a timing that guarantees you're fucked.

Big fan of the changes to toss, in general. And I'm glad that Z players can get an overseer more easily.

I don't know why people are going on and on about the seeker missile change. The reason people don't use them is because they're too huge of an investment. You have to use ravens (already so expensive that they're rarely used), then purchase the seeker missile upgrade, then save up 125 energy without using a PDD, then hope your opponent clumps his mutas and lets you fly right up to them. Upping the speed helps, yeah, but the reality is that they need to decrease the energy cost and/or remove the requirement to research it.

Disclaimer: High-masters level T, here.

Be someone significant.
djcube
Profile Blog Joined July 2009
United States985 Posts
August 26 2011 11:15 GMT
#3649
All I can say is, that warp prism + double immortal harass Tyler has shown on his stream a while ago may actually have some potential after the patch.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
August 26 2011 11:21 GMT
#3650
On August 26 2011 19:11 BLinD-RawR wrote:
Show nested quote +
On August 26 2011 18:42 Jumbled wrote:
On August 26 2011 17:50 ThePowerHour wrote:
A quick update on the maps labeled at test maps under the custom section on the NA PTR:
1v1 TestMap1 is Shattered Temple, possibly with some very slight modifications to the center area. It's hard to tell.
1v1 TestMap2 is Typhon Peaks with changes to the rocks. Namely, there are rocks blocking the 12:00 and 6:00 expansions, and there is now only one set of rocks between the naturals on the left and right sides of the map.
1v1 TestMap3 is Backwater Gulch with possible small changes to the middle. Hard to tell, like #1.
1v1 TestMap4 is Slag Pits. It looks like tanks can still hit the mains from the low ground.
1v1 TestMap5 is an updated version of the 2v2 map New Antioch, which I'll post here since people might not be familiar with it:
[image loading]

I'm not sure whether Blizzard is planning on using these maps in future patches, but they're labeled as 1v1 test maps. Personally I think Slag Pits in any form shouldn't be there at all, even though the tileset is pretty cool, and the change to Typhon Peaks might be cool, but also might lead to some really gimmicky early timings breaking through the rocks.

Thoughts?

Haven't seen the maps yet, but they don't sound promising. From what you describe, the Typhon Peaks changes would make the map much worse, and Slag Pits would require huge changes to be viable.


its just a PTR map it won't come back on the main ladder ever again,same goes for new antioch.


I think Blizz actively tries to have some purposefully bad maps on PTR, just to get a feel for how the patch changes play out. I wouldn't take these new maps seriously, especially since there's no "Preview of the new maps!" announcement.
ProbeEtPylon
Profile Joined October 2010
168 Posts
August 26 2011 11:29 GMT
#3651
Is there a tutorial/guide that is fully dedicated to scouting? Like a complete list of all scouting information that a player may face...for example: "If you scout an early sentry you can expect....", "If you scout 3 barracks in his base you can expect...", etc.
beer
dooraven
Profile Joined December 2010
Australia2820 Posts
August 26 2011 11:33 GMT
#3652
On August 26 2011 20:15 djcube wrote:
All I can say is, that warp prism + double immortal harass Tyler has shown on his stream a while ago may actually have some potential after the patch.


I'm using 2 warp prisms and 4 immortals v Zerg. It's freaking awesome in the midgame with some warped in Zealots. Have to watch out for mutas though.
Go go Alliance.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
August 26 2011 11:33 GMT
#3653
this patch is great, but there are things in SC2 that I can't still understand:

Tank range
Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game.
Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords.

PDD, Autoturret lifetime
It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time.

Force fields
Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units.
Its grack
Zhul
Profile Joined February 2010
Czech Republic430 Posts
August 26 2011 11:33 GMT
#3654
Lol this nerf made igniter useless upgrade. 5 bonus dmg? Thats joke
sephius
Profile Joined January 2011
United Kingdom200 Posts
August 26 2011 11:39 GMT
#3655
On August 26 2011 20:33 Zhul wrote:
Lol this nerf made igniter useless upgrade. 5 bonus dmg? Thats joke

Oh no. It takes 3 Hellions to decimate a workline instead of 2. Hellions are ruined.

You are a darned fool. People will still use Hellions, they're just a tad more forgiving then they were.
And btw I'm a Terran player. I'm just glad this patch has bought some versatility back into TvT without hearing that it's impossible/improbable that I'll win unless I mass up Hellions. You know what? Some people dislike using mass toy cars in every game. Or atleast like the idea of having a choice to use them rather then being forced because a shift in the metagame.

I want this patch now. It's awesome and I can't wait for it to go live.
features
Profile Blog Joined July 2010
Ireland160 Posts
August 26 2011 11:43 GMT
#3656
On August 26 2011 20:33 bokeevboke wrote:
this patch is great, but there are things in SC2 that I can't still understand:

Tank range
Sieged tank has ridiculous range of 13. Why do they need so much? How is it justified? I understand that tank is terran's primary AOE damager. But frankly they are pretty bad at dealing AoE damage. I mean if zerg has enough army to live through 13 range, then terran is doomed. 13 Range only good for abusive strategies and allins. It would be better if range was around 9 and splash damage was bigger. That way we could fix terran late game and make less abusive strategies in early game.
Range of viking is ok, since they are slow, fragile and they're only way to fight colossi/broodlords.

PDD, Autoturret lifetime
It feels that these things last forever. There is even upgrade to prolong their life. Why? What is the purpose to last that long? I don't understand it. Is it for defense?? These things are pretty bad at defending. Or is it for harassing? they're pretty bad at harassing too, low dps and enemy can simply run away. Infested terrans are much better, they do more damage, only 25 energy, and can walk around. It would be better if these spells had more power in a short period of time.

Force fields
Forcefields are entire reason why protoss gateway units suck. Why FFs last so long? I believe the designer is same person who invented destructible rocks. I mean its ok to micro FF and do cutsy stuff but. This spell is "do or die". Single mistake from either side, and he is dead, will lose everything inevitably. Solution: Make the spell last shorter, that way enemy has more options and can save some stuff, at the same time buff gateway units.


Wrong, wrong and wrong.

Imagine trying to hold a ramp if force field only lasted 5 seconds lol, it gives you exactly enough time to warp in another sentry to try and save your ass from an unexpected rush.
Conveyor belt star
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
August 26 2011 11:45 GMT
#3657
On August 26 2011 20:39 sephius wrote:
Show nested quote +
On August 26 2011 20:33 Zhul wrote:
Lol this nerf made igniter useless upgrade. 5 bonus dmg? Thats joke

Oh no. It takes 3 Hellions to decimate a workline instead of 2. Hellions are ruined.

You are a darned fool. People will still use Hellions, they're just a tad more forgiving then they were.
And btw I'm a Terran player. I'm just glad this patch has bought some versatility back into TvT without hearing that it's impossible/improbable that I'll win unless I mass up Hellions. You know what? Some people dislike using mass toy cars in every game. Or atleast like the idea of having a choice to use them rather then being forced because a shift in the metagame.

I want this patch now. It's awesome and I can't wait for it to go live.



You don't need to mass up hellions to be okay in early game TvT... I am also a terran player, and I actually hate the mass BFH openers, they're retarded builds people try to do to get a free win. But it is easily stopped if you just get your tanks+your production faster than the other guy.

All that being said, I'm more worried how this will affect TvP, it will take 9 shots to kill a zealot instead of 7, thats a big fucking deal and blizzard doesn't seem to give a damn.
https://x.com/CaptainWaffless
Moosegills
Profile Joined March 2011
United States558 Posts
August 26 2011 11:48 GMT
#3658
On August 26 2011 20:15 djcube wrote:
All I can say is, that warp prism + double immortal harass Tyler has shown on his stream a while ago may actually have some potential after the patch.

I was watching those games too. The speed upgrade he got was pretty sick as well. Overall it could actually be a decent strategy and not just gimmicky and more for fun.
#1 HuK fan, zerg player playing for http://www.complexitygaming.com - @coL_Moosegills
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
August 26 2011 11:48 GMT
#3659
On August 26 2011 20:39 sephius wrote:
Show nested quote +
On August 26 2011 20:33 Zhul wrote:
Lol this nerf made igniter useless upgrade. 5 bonus dmg? Thats joke

Oh no. It takes 3 Hellions to decimate a workline instead of 2. Hellions are ruined.


Some people use Hellions for more then just worker harass.

I hope they will choose to delay the upgrade or compansate through the normal upgrades so to not completely fuck up late game tvp mech. An extra 2 shots to kill a zealot is a lifetime for an unit that has a 2.5 rate of fire.
Head Coach Park: "They should buff tanks!"
CarlaBruni
Profile Joined August 2011
61 Posts
August 26 2011 11:54 GMT
#3660
they need to nerf hellion even more tbh the units is still ridiculously overpowered how much cost toss aoe / harass units that gives map control and can instant win games anytimes when bw progamer will switch to sc2 they re going to laugh their ass off watch hyuk vs fantasy imagine if vult were hellion lol
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