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Patch 1.4 PTR Notes (updated 9/8) - Page 21

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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
Chvol
Profile Joined August 2010
United States200 Posts
August 25 2011 01:51 GMT
#401
Don't like the immortal change. Just means 1a with it in a group of stalkers is that much easier. The game needs more micro, not less.

Disappointing that the mothership gets changes, but not the ones it needs, too. Immunity to neural parasite please!
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-08-25 01:52:37
August 25 2011 01:51 GMT
#402
byebye Mech TvP/TvZ/TvT

BFHs were what made it work so beautifully. Now hellions get to do even less dps!

Ravens still suck

feedback outranges HSM
fungal outranges HSM
griffith.583 (NA)
humbre
Profile Joined August 2011
353 Posts
August 25 2011 01:51 GMT
#403
i will lol if now nexus first vs terran will be viable strategy
FuRong
Profile Joined April 2010
New Zealand3089 Posts
August 25 2011 01:51 GMT
#404
I support every change in this patch, the Contaminate energy cost seems a bit sketchy but I think they're worried that with cheaper Overseers people would start massing them and chain Contaminating buildings, especially in ZvZ like Nestea did to Losira.

Good stuff all round, Terran finally on the receiving end of the nerfstick.
Don't hate the player, hate the game
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2011-08-25 01:53:39
August 25 2011 01:51 GMT
#405
barracks asdf D: , but with the immortal buff, the imba 1/1/1 is now not imba anymore, not that it ever was (immortals are now seriously imba ^.^, hehe considered them to strong before so nya ). Haha 100 shield warp prims ... terran has a serious problem to get a speed prism now. Had no problem outmicroing 2 vikings with the prism, now 4 will be no problem xD.

But overall nice changes, since many will like the changes. And glad they thought over the edge (overseer cost reduce, but increasing the energy they need to block buildings, guess they tested what would happen to a toss if there are 6 of the overseers out)

Raven well, would have loved a range increase on the sm rather then that.

Blink/ramp well pvp and stuff, Infestor was obvious, would have liked a no upgrades for zerg summons though. (but i guess +2 armor pf vs infested on 0 attack = happy pf)


Back to the barracks would have liked to see a build time reduce on the reaper, so the reaper strategies won't be delayed now. (ps we will get our orbital now 5 seconds later, probably more since this is time we can't build a worker if we want our orbital, so better get another worker out !) Other words a nerf to every terran strategie out there except cc first
Charger
Profile Blog Joined September 2010
United States2405 Posts
August 25 2011 01:51 GMT
#406
Would be curious as to the reasoning for the barracks change, not a huge deal though in the grand scheme of things. I think the -1 range for units attacking from low to high ground is a pretty big deal though actually and some Protoss buffs seem reasonable enough. Certainly sad about the hellion change though, gonna go ahead and call it - you're still going to see hellions, just a lot more people will skip the 150/150 blue flame upgrade.
It's easy to be a Monday morning quarterback.
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
Last Edited: 2011-08-25 01:54:30
August 25 2011 01:51 GMT
#407
On August 25 2011 10:17 CaptainHaz wrote:
Show nested quote +
On August 25 2011 10:14 awu25 wrote:
General
Unit vision up ramps has been reduced by 1.


PROTOSS
Immortal
Attack range increased from 5 to 6.

Mothership
Acceleration increased from 0.3 to 1.375.
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.

Stalker
Blink research time increased from 110 to 140.

Warp Prism
Shields increased from 40 to 100.
I really don't understand the blink change, it is a great ability, but the timing never seemed to be an enormous issue.



I'm guessing it was a purely pvp based change wrt blink. Every time you had a game with 4 gate vs 4 gate the only viable followup was blink and a robo after a 4 gate stalemate was a sure way to die. Immortal 6 range will probably lead complete early game hegemony of robotics tech builds in pvp; not that I mind because archon and charge transitions will likely still be possible.

Not sure how 6 range immortals will change pvt 1/1/1, but I would guess pretty favorably.


Destiny probably screamed and shot himself in the knee cap when he saw fungal change.

Warp prism might be ok now, but still unusable if you want to go colossi. I think that's kind of OK though, as Zealot/Archon is a very viable midgame composition until mass ghost which generally won't happen until everyone's on 3 bases and colossus tech switch is available. Basically I can see warp prism being very useful if a protoss wants to focus on templar tech units.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
HolyArrow
Profile Blog Joined August 2010
United States7116 Posts
August 25 2011 01:52 GMT
#408
On August 25 2011 10:46 TT1 wrote:
General
Unit vision up ramps has been reduced by 1.
= makes it really hard to 4gate now seeing as having a zealot beneath a ff wont give u vision inside the defenders base, only way to 4gate now would be to have your 3rd pylon beneath your opponents ramp so u can have ur first warpin inside his base

Immortal
Attack range increased from 5 to 6.
= blizz's way of trying to fix the 1/1/1 issue but i dont think itll do anything

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 gain 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 wouldnt be cloaked

Stalker
Blink research time increased from 110 to 140.
= ok, will make 1base blink pushs weaker but wont change anything in the lategame(or even in a 2base blink allin)

Warp Prism
Shields increased from 40 to 100.
= ok, will increase wp harass.. gotta see how this plays out
____

Barracks
Build time increased from 60 to 65
= ?

Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
= HUUUUUGE change love it love it love it, makes hellions 3 shot workers now, well done blizzard

Raven
Seeker missile movement speed increased from 2.5 to 2.953.
= ok
____

Infestor

Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
= ? infestors will still be a problem, neural is wat they should be focusing on, infestors shouldnt be able to neural massive units

Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.
= ok

Ultralisk
Build time decreased from 70 to 55.
= ok


No, I think the Mothership change is that 25 units per second get cloaked. It's pretty much no difference at all.
furerkip
Profile Blog Joined May 2011
United States439 Posts
August 25 2011 01:52 GMT
#409
Why was the range for Immortals increased from 5 to 6?

Aren't Immortals slower than stalkers? And if you keep your Immortals in front of your stalkers now, your stalkers behind it won't be able to shoot. It feels more like a nerf to lots of Immortals, slight buff to small armies with Immortals...
arto
Profile Joined April 2010
United States59 Posts
August 25 2011 01:52 GMT
#410
On August 25 2011 10:50 Flonomenalz wrote:
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.

Lings will still be 2 shot, so it will make no difference for that. They just cannot 2 shot workers without 1+ or +3 for scvs
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
August 25 2011 01:52 GMT
#411
On August 25 2011 10:48 JoeSchmoe wrote:
"Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes"

This change is hilarious.


god damn are you serious??? <_>

i would like to see how high your apm is even if actions are "useless" or "not necessary"

For example, you are suposed to be checking your buildings like 1234 1234 or 4567 or whatever u have them on, to be able to macro well. Are they saying now that that doesn't count? <_>
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
casualman
Profile Joined April 2010
United States1198 Posts
Last Edited: 2011-08-25 01:52:44
August 25 2011 01:52 GMT
#412
Blueflame hellion nerf was over the top -> it's never going to be used anymore. There's absolutely no reason to get blueflames b/c the damage increase is so small that it's not worth getting a tech lab over a reactor. Blizzard should've just increased the blue flame research time. But I was never a heavy bfh user, so w/e.

5 second increase for barracks build time is unneccesary too. Any situation where 2 rax might be considered OP is due to a problem with the map, not the build order itself. Even when I played zerg I had no problems holding it off.
GuMiho <3
Dommk
Profile Joined May 2010
Australia4865 Posts
August 25 2011 01:52 GMT
#413
On August 25 2011 10:51 Griffith` wrote:
byebye Mech TvP/TvZ/TvT

BFHs were what made it work so beautifully. Now hellions get to do even less dps!

lol, BFH's is what made Mech TvT chaotic. It is still viable, now you just have to be careful.

TBH, I loved watching it, but it sucks for whoever is on the receiving end
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
August 25 2011 01:52 GMT
#414
I actually really like this patch. I agree with everything except barracks nerf (your OC will come 1 SCV later). I think it is actually a weird OC 1/1/1 nerf because it gives you a slight delay in Terran's build where Protoss may be able to get an extra warp in.

Its actually the type of patch that Blizz should put out where it doesn't completely nuke the meta.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
SalsaShark
Profile Joined March 2011
United States56 Posts
August 25 2011 01:52 GMT
#415
So does this mean it's even harder to scout walled in opponents?

T.T
the terrans are still beneath me - oGsMC
Hibzy
Profile Joined November 2010
United Kingdom445 Posts
August 25 2011 01:52 GMT
#416
WTF barracks build time! And my poor blue flame T_T
"Uhh, I just have an insanely good sense of fashion." -TLO
axellerate
Profile Joined October 2010
Canada179 Posts
August 25 2011 01:52 GMT
#417
Helions now deal 21 dmg with blue flame (probes, drones, and zerglings will still be 2 shotted - while scvs and marines wont be?) and blink will now hardly be used ever in pvp, as well as 4 gates making it nearly 100% robotech.

Anyone else catch this?
HydroXy
Profile Joined May 2010
United States513 Posts
Last Edited: 2011-08-25 01:56:28
August 25 2011 01:53 GMT
#418
Nice patch. Glad to see that Immortals are getting a range buff. Glad to see that BFH are getting a slight nerf (been calling this one for a while). Even as a Zerg player, I was against the Fungal buff because of its consequences in the mirror. It will be interesting to see how the Rax build time increase ultimately manifests. Overall, very pleased -- maybe I'll start laddering again. Nice job, Blizz.

On August 25 2011 10:52 axellerate wrote:
Helions now deal 21 dmg with blue flame (probes, drones, and zerglings will still be 2 shotted - while scvs and marines wont be?) and blink will now hardly be used ever in pvp, as well as 4 gates making it nearly 100% robotech.

Anyone else catch this?


According to Liquipedia, Hellions do 8 base, +16 with blue flame. Post-patch, it would be 8 +11 = 19 damage. 19*2 = 38, which means only zerglings are now 2-shot.
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
August 25 2011 01:53 GMT
#419
This is looking good in a lot of ways. I can't wait to see what sticks. I love the zerg changes...it might make the Ultra move of a viable unit...they take sooooo long to build now.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
dere
Profile Blog Joined September 2010
United States153 Posts
August 25 2011 01:53 GMT
#420
I think the BFH nerf will cause the upgrade to be like the strike cannon.

I think it will be smarter to go for mech weapons upgrades because +2 mech weapons will still allow hellions to two shot workers. Granted getting to the point where you can two shot comes a little later but believe TLO did this in his TvZ in the first GSL.
Tennessee Regional Rankings: http://sc2ranks.com/c/8473/tennessee-region-division/
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