
Patch 1.4 PTR Notes (updated 9/8) - Page 20
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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 | ||
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common_cider
342 Posts
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JoeSchmoe
Canada2058 Posts
This change is hilarious. | ||
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SolidMoose
United States1240 Posts
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GP
United States1056 Posts
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ZAiNs
United Kingdom6525 Posts
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. | ||
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Pwnergizer Bunny
United States110 Posts
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Bloody
Sweden194 Posts
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) | ||
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NguN
Australia1322 Posts
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. | ||
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Brotatolol
United States1742 Posts
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Cheebah
210 Posts
This opens the gate to overmaxed Zerg armies ![]() | ||
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mockturtle
United States220 Posts
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. | ||
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vOdToasT
Sweden2870 Posts
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MuteZephyr
Lithuania448 Posts
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. | ||
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Flonomenalz
Nigeria3519 Posts
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. | ||
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zeehar
Korea (South)3804 Posts
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 | ||
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Azhrei16
United States284 Posts
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Noocta
France12578 Posts
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. | ||
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Adreme
United States5574 Posts
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. | ||
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nt-rAven
Canada405 Posts
and the barracks nerf is for the bunker rushs high level korea, i dont think its for any other reason | ||
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SafeAsCheese
United States4924 Posts
Banes have 30 hp, but they will regen 1 hp during the 4 seconds, leaving them with 1 hp xD | ||
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