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Patch 1.4 PTR Notes (updated 9/8) - Page 197

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
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 27 2011 12:07 GMT
#3921
On August 27 2011 21:01 NeonFox wrote:
Show nested quote +
Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.


Does this mean that when dropping banelings into a mineral line they will target probes instead of going for the cannons if present?

Unlikely, it'll probably just make them like normal units wrt targetting priority.
Kjeks
Profile Joined February 2011
Norway47 Posts
August 27 2011 12:08 GMT
#3922
On August 27 2011 20:53 DusTerr wrote:
Show nested quote +
On August 27 2011 20:16 Kjeks wrote:
On August 27 2011 20:05 Schwopzi wrote:
On August 27 2011 19:56 Kjeks wrote:
On August 27 2011 19:35 Jakkerr wrote:

Burrow is zerg's cloak.
For harassment u have burrowed/dropped infestors + muta's.

Sounds pretty awesome too me


Burrow is burrow, cloak is cloak, they are not the same as cloaked units can attack while cloaked. If you attack with burrowed roaches, your opponent can still defend himself without detection. And my post was not about zerg having worse/less harass options then P or T, but about why it makes sence that zerg can morph overseers faster than toss can build observers.


Yes, because not having cloaked units makes holding off cloaked units harder.


No, but like I said in my first post, Zerg don`t have the opportunity to use cloaked units against P or T. So having faster detection don`t give us an edge, it just reduces the advantage the other races have against Z regarding cloaked units.

yeah, I have NEVER seen Z use burrowed banelings vs T.
+ Show Spoiler +
actually, I've seen it completely destroy and prevent an early tank/marine push and force the terran to scan every time they try to move their army.


Those burrowed banelings are really bad at attacking your base, so you don`t need to quickly build a raven too survive, you can delay moving out untill you`ve got detection. If you had read the whole discussion first, and not just pulled one of my sentences out of context, you would have known that my post was about why overseers buildtime is shorter than observers and ravens.
Shade_FR
Profile Joined June 2010
France378 Posts
August 27 2011 12:14 GMT
#3923
On August 27 2011 21:01 NeonFox wrote:
Show nested quote +
Baneling's Attack Structure ability is now a toggle to Enable/Disable Attack Structure. The toggle will determine whether structures are valid targets for auto-attack. This change fixes an issue which caused Banelings to prioritize buildings over hostile units.


Does this mean that when dropping banelings into a mineral line they will target probes instead of going for the cannons if present?

If probes are attacking : yes
If probes aren't attacking : I guess (I could be wrong) they will attack the only hostile attacker available : the cannons.

If they are probes attacking + cannon attacking, then banelings will kill the probes.
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
ki11z0ne
Profile Joined January 2011
United States427 Posts
August 27 2011 12:20 GMT
#3924
On August 25 2011 10:18 neobowman wrote:
This sounds like an amazing patch. Even as a Zerg player, I'd prefer Fungal being changed from freeze to slow though, and keeping the damage. Warpprisms sound great. And again, as a Zerg player, I think 5 for blue flame is too little. Maybe 7. Seeker missles are great.

I have a feeling Blizz is listening to State of the Game .

Immortal and Mothership changes sound awesome while still keeping the game fine. Blink too.

Even the Bnet changes are sick!


i think if it 7 it would do take the same amount of shots to kill workers so your idea would really not do much....
SC > halo
Bjoernzor
Profile Joined August 2011
Sweden159 Posts
August 27 2011 12:28 GMT
#3925
I guess they really don't want terrans to go mech :p
"There is nothing cooler than being passionate about the things you love" - Day9
springtree
Profile Joined August 2010
74 Posts
Last Edited: 2011-08-27 12:32:14
August 27 2011 12:30 GMT
#3926
On August 27 2011 21:00 ToxicFlu wrote:
I'm sure Blizzard calculated which units kill. But forgot that 4 well placed EMPs can reduce your army to 50%. Psionic storm can't do that. Most MMM will just stim away, Toss has no way of out running a terran onced EMPs have fallen.


They're not unforgivably retarded. A standard stat brief for a game wouldn't just say that 10 marauders killed 50 stalkers. It would include that there was a game in which the terran player made 12 ghosts and 10 marauders, used EMP X times consuming a total of Y shields and Z energy.

It'd be as likely that Blizz forgot about protoss having shields as it would be that Blizz forgot about Protoss as a race.

And on a general note, just wow. Some people in this thread are breaking records at replying without reading what they're replying to. Depressing.

edit: I don't actually think Blizz has, or cares about, stats for individual games. The above would more likely be in a more statistical form across all games in a category.
斗 シ ツ ♪ ♡
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-08-27 13:36:20
August 27 2011 13:35 GMT
#3927
On August 27 2011 21:20 ki11z0ne wrote:
Show nested quote +
On August 25 2011 10:18 neobowman wrote:
This sounds like an amazing patch. Even as a Zerg player, I'd prefer Fungal being changed from freeze to slow though, and keeping the damage. Warpprisms sound great. And again, as a Zerg player, I think 5 for blue flame is too little. Maybe 7. Seeker missles are great.

I have a feeling Blizz is listening to State of the Game .

Immortal and Mothership changes sound awesome while still keeping the game fine. Blink too.

Even the Bnet changes are sick!


i think if it 7 it would do take the same amount of shots to kill workers so your idea would really not do much....


They should make hells be 75minerals now. Make Vikings in ground mode benefit from mech upgrades. That would make me so happy.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
jackiie
Profile Joined August 2011
Germany3 Posts
August 27 2011 13:44 GMT
#3928
the fungal nerf is ok...but i wonder why terran comlain that its still too much damage against marines??? holly shit...just build ghosts and everything is ok...emp is +1 compared to fungal...

in general the balances seem ok. but i cant understand the blink delay and the rax +5 build timing...
bole
Profile Joined January 2011
Serbia164 Posts
August 27 2011 13:57 GMT
#3929
hey ppl is 1-1-1 nerfed ? in 1.4 ?..... if its not i think it should simply its to hard to stop.. as toss..
sjschmidt93
Profile Joined April 2010
United States2518 Posts
August 27 2011 14:28 GMT
#3930
Well the one thing that makes PvP fun -- the blink stalker -- is now useless as shit.

Yay.
My grandpa could've proxied better, and not only does he have arthritis, he's also dead. -Sean "Day[9]" Plott
Blacklizard
Profile Joined May 2007
United States1194 Posts
Last Edited: 2011-08-27 15:33:53
August 27 2011 15:33 GMT
#3931
On August 27 2011 10:07 tdt wrote:
I nhave been playing on PTR and notice no change in VR spread when attacking a building. Maybe it only works for banshees and mutas, figures. I use mass VR in every PvZ so I'm pretty familiar how I get beat, failing to magic box and clumping. Seems exactly the same as before.


I've done a few tests comparing with mutas, and I'm not 100% certain but it seems that when attacking lower hitpoint things like pylons and stalkers the effect is noticeable but not dramatic. Attacking big buildings will not show any big difference though.

Either way, I still say AOE should be good against air... and fungal should just not freeze/root air units. I wish air units stacked more or AOE was bigger for all anti air AOE options. SC2 should force more micro, not less!!!!
FreeRobotFrost
Profile Joined August 2011
16 Posts
August 27 2011 15:39 GMT
#3932
Not a bad patch for Zerg. Infested Terrans left untouched, quick overseers become viable, and even drones get buffed!
Fatze
Profile Blog Joined March 2011
Germany1342 Posts
August 27 2011 15:42 GMT
#3933
nice patch in my opinion
Comfort from bottles, cheers from beers the guitars are our weapons and we know how to kill!
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2011-08-27 15:50:50
August 27 2011 15:49 GMT
#3934
I think it's funny how terrans are complaining about blue flame and saying stuff like 'hellions should cost 75 minerals' or 'blue flame research should cost less'. Cause, you know, when voidray speed upgrade was removed as compensation void rays were buffed? Or when amulet was removed, HTs/storm was buffed? I bet if toss had been saying that these units should have received a counter-buff Terrans would be laughing their socks off...
Naphal
Profile Joined December 2010
Germany2099 Posts
August 27 2011 16:09 GMT
#3935
On August 28 2011 00:49 Ryder. wrote:
I think it's funny how terrans are complaining about blue flame and saying stuff like 'hellions should cost 75 minerals' or 'blue flame research should cost less'. Cause, you know, when voidray speed upgrade was removed as compensation void rays were buffed? Or when amulet was removed, HTs/storm was buffed? I bet if toss had been saying that these units should have received a counter-buff Terrans would be laughing their socks off...


i believe the voidray was buffed, at least the damage was changed in a way that i think was beneficial, apart from that lowering the cost of the blueflameupgrade would really be the only thing that would make sense to me, because its 50% less worth now.
AmericanUmlaut
Profile Blog Joined November 2010
Germany2577 Posts
August 27 2011 16:12 GMT
#3936
On August 27 2011 22:57 bole wrote:
hey ppl is 1-1-1 nerfed ? in 1.4 ?..... if its not i think it should simply its to hard to stop.. as toss..

I don't know how you'd expect 1-1-1 to be nerfed directly. Like, if you move out with mech, bio and air units all together before the 11 minute mark, five of your units explode at random?

The 5 second barracks build time change is a nerf to all Terran builds, and the Immortal range buff will help toss deal with tanks better. Other than that, I don't know if any of the patch fixes have any real impact on the 1-1-1. Which is good - I hate the 1-1-1 push at the moment, but I would hate for Blizzard to come along and change the rules of the game based on the build of the week. Toss will figure out a good response, the metagame will shift, we'll all look back and laugh at how we thought the 1-1-1 was impossible to hold. Or it will turn out after a while that there really isn't a solution (which I doubt) and the game will be patched accordingly.
The frumious Bandersnatch
Wrathsc2
Profile Joined March 2011
United States2025 Posts
August 27 2011 16:15 GMT
#3937
On August 28 2011 01:12 AmericanUmlaut wrote:
Show nested quote +
On August 27 2011 22:57 bole wrote:
hey ppl is 1-1-1 nerfed ? in 1.4 ?..... if its not i think it should simply its to hard to stop.. as toss..

I don't know how you'd expect 1-1-1 to be nerfed directly. Like, if you move out with mech, bio and air units all together before the 11 minute mark, five of your units explode at random?

The 5 second barracks build time change is a nerf to all Terran builds, and the Immortal range buff will help toss deal with tanks better. Other than that, I don't know if any of the patch fixes have any real impact on the 1-1-1. Which is good - I hate the 1-1-1 push at the moment, but I would hate for Blizzard to come along and change the rules of the game based on the build of the week. Toss will figure out a good response, the metagame will shift, we'll all look back and laugh at how we thought the 1-1-1 was impossible to hold. Or it will turn out after a while that there really isn't a solution (which I doubt) and the game will be patched accordingly.


tank splash damage has been nerfed because GS now works on it. All of this together should nullify the 1-1-1
A marine walks into a bar and asks, "Wheres the counter?"
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-08-27 16:24:58
August 27 2011 16:22 GMT
#3938
On August 28 2011 01:15 radiantshadow92 wrote:
Show nested quote +
On August 28 2011 01:12 AmericanUmlaut wrote:
On August 27 2011 22:57 bole wrote:
hey ppl is 1-1-1 nerfed ? in 1.4 ?..... if its not i think it should simply its to hard to stop.. as toss..

I don't know how you'd expect 1-1-1 to be nerfed directly. Like, if you move out with mech, bio and air units all together before the 11 minute mark, five of your units explode at random?

The 5 second barracks build time change is a nerf to all Terran builds, and the Immortal range buff will help toss deal with tanks better. Other than that, I don't know if any of the patch fixes have any real impact on the 1-1-1. Which is good - I hate the 1-1-1 push at the moment, but I would hate for Blizzard to come along and change the rules of the game based on the build of the week. Toss will figure out a good response, the metagame will shift, we'll all look back and laugh at how we thought the 1-1-1 was impossible to hold. Or it will turn out after a while that there really isn't a solution (which I doubt) and the game will be patched accordingly.


tank splash damage has been nerfed because GS now works on it. All of this together should nullify the 1-1-1


Pretty much this,

Hellions are horrible against zealots now.
Tanks are horrible against guardian shield (the damage reduction is actually HUGE) 8.75 lowest radii splash -> 6.75, an effective 23% decrease in damage PER UNIT. 17.5->15.5 in the second radii.


In addition, Immortals now have increased range.

R.I.P. Mech

Its just this patch does NOTHING to help Terrans ungodly awful late game. Sigh
griffith.583 (NA)
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2011-08-27 16:26:38
August 27 2011 16:24 GMT
#3939
On August 28 2011 01:22 Griffith` wrote:
Show nested quote +
On August 28 2011 01:15 radiantshadow92 wrote:
On August 28 2011 01:12 AmericanUmlaut wrote:
On August 27 2011 22:57 bole wrote:
hey ppl is 1-1-1 nerfed ? in 1.4 ?..... if its not i think it should simply its to hard to stop.. as toss..

I don't know how you'd expect 1-1-1 to be nerfed directly. Like, if you move out with mech, bio and air units all together before the 11 minute mark, five of your units explode at random?

The 5 second barracks build time change is a nerf to all Terran builds, and the Immortal range buff will help toss deal with tanks better. Other than that, I don't know if any of the patch fixes have any real impact on the 1-1-1. Which is good - I hate the 1-1-1 push at the moment, but I would hate for Blizzard to come along and change the rules of the game based on the build of the week. Toss will figure out a good response, the metagame will shift, we'll all look back and laugh at how we thought the 1-1-1 was impossible to hold. Or it will turn out after a while that there really isn't a solution (which I doubt) and the game will be patched accordingly.


tank splash damage has been nerfed because GS now works on it. All of this together should nullify the 1-1-1


Pretty much this,

Hellions are horrible against zealots now.
Tanks are horrible against guardian shield (the damage reduction is actually HUGE) 8.75 lowest radii splash -> 6.75, an effective 23% decrease in damage. In addition, Immortals now have increased range.

R.I.P. Mech



It's true and so sad. Why does blizzard hate mech so hard? The hellion nerf affects only zealots. They will still roster probes / scv's / drones. This blueflame hellion nerf is just a hard terran mech nerf.

I guess bio is the only thing we will see in the future. Poor goody...
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
August 27 2011 16:42 GMT
#3940
On August 27 2011 23:28 sjschmidt93 wrote:
Well the one thing that makes PvP fun -- the blink stalker -- is now useless as shit.

Yay.

The blink stalker isnt useless..you just can't use it for extreme rushes. Immortals arent that much better, you know.
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
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