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Active: 2287 users

Patch 1.4 PTR Notes (updated 9/8) - Page 20

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
common_cider
Profile Joined July 2011
342 Posts
August 25 2011 01:48 GMT
#381
Warp prism buff speshul tahktiks
Never eat at a chinese restraunt located by the pound
JoeSchmoe
Profile Joined May 2010
Canada2058 Posts
August 25 2011 01:48 GMT
#382
"Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes"

This change is hilarious.
SolidMoose
Profile Joined June 2011
United States1240 Posts
August 25 2011 01:48 GMT
#383
5 second build time on the barracks is pretty stupid. And the fungal nerf...isn't really a nerf. Almost every unit will die to the same amount of fungals as before.
GP
Profile Blog Joined September 2010
United States1056 Posts
August 25 2011 01:49 GMT
#384
Eh, I think the barracks and infestor changes were unnecessary. I think TvZ is pretty damn balanced right now, and I think the ramp vision/helion changes would have made it nearly perfect.
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
August 25 2011 01:49 GMT
#385
On August 25 2011 10:46 TT1 wrote:
Mothership
Acceleration increased from 0.3 to 1.375.
= love the change(and im sure other mothership users will aswell, motherships used to lag behind ur army if u did alot of stop n go movements becuase of their shitty acceleration), dont really understand the cloaking field change.. basically its gonna take 25 seconds for your units to get cloak from your mothership right? dont like the change if thats the case because if ur mothership were to be neuraled and then u were to gain control of it again in the middle of a battle ur units wont be cloaked

You're reading it wrong, it will cloak 25 units per second, it's just a technical thing to stop the lag spike that happens when a Mothership spawns because it's cloaking 20+ Probes and a load of buildings instantaneously.
Pwnergizer Bunny
Profile Joined July 2010
United States110 Posts
August 25 2011 01:49 GMT
#386
The patch notes are great! I really wish they would add a rally point for queens! I was hoping
Patch 1.1.4 Fixed an error where players were playing games with more then two bases on a certain map
Bloody
Profile Joined March 2009
Sweden194 Posts
Last Edited: 2011-08-25 01:50:31
August 25 2011 01:49 GMT
#387
If I could balance the game I would:

Nerf hellions health with from 90 to 80. (They are so fast so it's hard to get hits on them)
Increase infestors infested terran spell to 30. (so they cant spawn 8 infested terrans per infestor)
NguN
Profile Joined August 2009
Australia1322 Posts
August 25 2011 01:49 GMT
#388
On August 25 2011 10:48 Ghostpvp wrote:
The immortal might have just gone for a very situational unit to being extremely viable against more than roach spam.



Immortal/Templar was already viable in PvZ (albeit harder to control). This just makes it even more sick =D.
Brotatolol
Profile Blog Joined November 2010
United States1742 Posts
August 25 2011 01:49 GMT
#389
Seems like these changes will be really great overall for balance, plus the privacy options are going to be really nice for pros and casters.
Cheebah
Profile Blog Joined April 2010
210 Posts
August 25 2011 01:49 GMT
#390
Canceling more than one of the same structure at the same time as Zerg will add all Drones to the selection.

This opens the gate to overmaxed Zerg armies
Out here in the perimeter there are no stars. Out here we are stoned, immaculate.
mockturtle
Profile Blog Joined March 2011
United States220 Posts
August 25 2011 01:49 GMT
#391
o Unit vision up ramps has been reduced by 1.

Such a baby step towards making tactics a bigger deal towards SC2 but much appreciated!

+ Seeker missile movement speed increased from 2.5 to 2.953.

Would have preferred longer range. It's OK if people micro out of it, but the range is so small now it's basically a suicide mission.
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
August 25 2011 01:50 GMT
#392
Nerfing infernal pre igniter? It's probably because of TvT.
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
MuteZephyr
Profile Joined August 2010
Lithuania448 Posts
August 25 2011 01:50 GMT
#393
On August 25 2011 10:43 link0 wrote:
Rax build time change fucks with the OC timing. Now, your CC will be idle for 5 seconds before making OC, great.


It's this kind of stuff I get the feeling Blizz never thinks about.

It's not just a 5 second flat delay on the first marine. It delays everything including factory, orbital, mule, etc. Plus 5 seconds of idle CC time. This is much bigger than people give it credit.
I don't Micro, I FEMTO. That's 9 orders of magnitude more extreme.
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
August 25 2011 01:50 GMT
#394
Oh jesus... 5 damage Hellions? 5? Even as a Zerg player, isn't that too much? Mech is going to be hugely affected by this since Hellions are one of the main reasons you can't really go Ling/Muta vs good mech.... whoa. I love the 50/50 Overseer, 100 gas is just nuts, and 55 second Ultras.... yesssssss. Ultra tech switch after mass Vikings clean up broods is gonna be so much easier now.

Immortal range should definitely help with the 1/1/1, but by how much remains to be seen. Warp prism health increase was very much needed, they were like paper before, nowhere close to as cost efficient as dropping OLs or medivacs.

I don't understand the Rax build time increase. I don' t think 2rax is that big of an issue.... on close positions, yes... well, again remains to be seen. Seeker missile speed increase, Ravens getting some love.
I love crazymoving
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
August 25 2011 01:50 GMT
#395
On August 25 2011 10:46 TT1 wrote:
Acceleration increased from 0.3 to 1.375.
= love the change(and im sure other mothership users will aswell, motherships used to lag behind ur army if u did alot of stop n go movements with ur army becuase of its shitty acceleration), dont really understand the cloaking field change.. basically its gonna take 25 seconds for your units to get cloak from your mothership right? dont like the change if thats the case because if ur mothership were to be neuraled and then u were to gain control of it again in the middle of a battle ur units wont be cloaked


"The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online."

25 units get added to the cloak per second. this is most likely to help with the huge lag most people get when the mothership pops out of your base and all your probes and builds get cloaked at the same time.

could be interesting with a NPed mothership though, though 25 units per second is still pretty fucking quick. it would take two seconds to completely cloak an army, though the mothership cloaking range isn't THAT huge, so i don't see more than 50 units being cloaked at the same time anyway
I AM THE UNIVERSAL CONSTANT
Azhrei16
Profile Joined August 2011
United States284 Posts
Last Edited: 2011-08-25 01:51:07
August 25 2011 01:50 GMT
#396
Does anyone else feel like the change where a Neural'd unit keeps its upgrades is going to make a huge difference? I think that is one of the bigger changes in this PTR.
Noocta
Profile Joined June 2010
France12578 Posts
August 25 2011 01:50 GMT
#397
On August 25 2011 10:48 SolidMoose wrote:
5 second build time on the barracks is pretty stupid. And the fungal nerf...isn't really a nerf. Almost every unit will die to the same amount of fungals as before.


Not for Viking and Voidray.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Adreme
Profile Joined June 2011
United States5574 Posts
August 25 2011 01:50 GMT
#398
On August 25 2011 10:47 WArped wrote:
The contaminate one baffles me. Maybe they were expecting it to be abused due to the decrease cost of the overseer. Overall I like the changes.


It probably is about the same for contaminate in terms of minerals/gas if that makes sense. They probably felt contaminate was fine but wanted your detection and maybe scouting to be a little cheaper so they buffed that.
nt-rAven
Profile Joined February 2011
Canada405 Posts
Last Edited: 2011-08-25 01:52:27
August 25 2011 01:51 GMT
#399
Everyone saying how protoss got huge buff, not as much as people think, zerg ultralisk might be the biggest buff of all

and the barracks nerf is for the bunker rushs high level korea, i dont think its for any other reason
get owned
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
August 25 2011 01:51 GMT
#400
FYI, fungal no longer 1-shots zerglings or banelings

Banes have 30 hp, but they will regen 1 hp during the 4 seconds, leaving them with 1 hp xD
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