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Active: 1407 users

Patch 1.4 PTR Notes (updated 9/8) - Page 215

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
jmbthirteen
Profile Blog Joined February 2011
United States10734 Posts
August 29 2011 21:19 GMT
#4281
On August 30 2011 06:17 Dsn4001 wrote:
Show nested quote +
On August 30 2011 06:16 tuho12345 wrote:
Mothership rush is pretty good in PvZ if you can stop them from scouting and catch them off guard


Isn't that true for any kind of Protoss timing attack/tech rush though?

its pretty much true for any race timing attack. if you get surprised by any attack, with units you had no idea were on the field, its usually not gonna go well.
www.superbeerbrothers.com
ki11z0ne
Profile Joined January 2011
United States427 Posts
August 29 2011 21:58 GMT
#4282
On August 25 2011 10:26 mousepad wrote:
Show nested quote +
On August 25 2011 10:23 radiantshadow92 wrote:
WILL IT 2 SHOT DRONES?! WILL IT 2 SHOT DRONES?!


No. Does 17 damage per shot so it'll take three. Only a +3 to weapons will allow it to two shot drones.



what would be the point to it then if they patched it ?????
SC > halo
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
August 29 2011 22:01 GMT
#4283
On August 30 2011 06:05 features wrote:
You have obviously never used feedback lol, it has like 12 range, with an instant effect.

Why else do think a protoss player can pop a whole line of ghosts at once.


9 range, and I think the reason why a protoss player can pop a whole line of ghosts at once is because the Terran wasn't paying attention and blundered.
RaNgeD
Profile Blog Joined March 2009
United States733 Posts
August 29 2011 22:05 GMT
#4284
On August 30 2011 05:08 loklok wrote:
Wondering how boring PvP will be again. 4 Gate is easy to defend with previous patch and Blink Stalker will be negated with this patch....


Obviously you don't play at a very high level.
Love never gives up, never loses faith, is always hopeful, and endures through every circumstance. 1 Corinthians 13:7
Mohdoo
Profile Joined August 2007
United States15743 Posts
August 29 2011 22:09 GMT
#4285
On August 30 2011 07:01 SeaSwift wrote:
Show nested quote +
On August 30 2011 06:05 features wrote:
You have obviously never used feedback lol, it has like 12 range, with an instant effect.

Why else do think a protoss player can pop a whole line of ghosts at once.


9 range, and I think the reason why a protoss player can pop a whole line of ghosts at once is because the Terran wasn't paying attention and blundered.


Yeah, feedback has the same range as emp. Except emp also has a radius of 1,which means that emp can technically outrange high template in high level games.
Deleted User 183001
Profile Joined May 2011
2939 Posts
Last Edited: 2011-08-29 22:14:12
August 29 2011 22:13 GMT
#4286
On August 30 2011 07:09 Mohdoo wrote:
Show nested quote +
On August 30 2011 07:01 SeaSwift wrote:
On August 30 2011 06:05 features wrote:
You have obviously never used feedback lol, it has like 12 range, with an instant effect.

Why else do think a protoss player can pop a whole line of ghosts at once.


9 range, and I think the reason why a protoss player can pop a whole line of ghosts at once is because the Terran wasn't paying attention and blundered.


Yeah, feedback has the same range as emp. Except emp also has a radius of 1,which means that emp can technically outrange high template in high level games.

Feeback has a range of 9. EMP has a range of 10 and an AoE of 2 (radius 1) which means that EMP can technically outrange HTs by 3.
As a sidenote, iirc Storm has a range of 6 (9 in Brood War).
purgerinho
Profile Joined June 2008
Croatia919 Posts
August 29 2011 22:15 GMT
#4287
too bad they forgot carriers and hydras again. But they didn't forgot mothership. Nice :facepalm:

and it would be great to put appear offline in real id.. there is whole bunch of topics at battle net forums about that but blizzard ignores it for more than a year because same rel id is used for WoW and sc2 etc.
SUMMARIZED (by DeMu): You CANNOT surprise a top level Protoss with a build
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
August 29 2011 22:18 GMT
#4288
On August 30 2011 07:09 Mohdoo wrote:
Show nested quote +
On August 30 2011 07:01 SeaSwift wrote:
On August 30 2011 06:05 features wrote:
You have obviously never used feedback lol, it has like 12 range, with an instant effect.

Why else do think a protoss player can pop a whole line of ghosts at once.


9 range, and I think the reason why a protoss player can pop a whole line of ghosts at once is because the Terran wasn't paying attention and blundered.


Yeah, feedback has the same range as emp. Except emp also has a radius of 1,which means that emp can technically outrange high template in high level games.


This is incorrect. EMP Range = 10. FB Range = 9.
"Trash Micro but Win. Its Marin." - Min Chul
H0i
Profile Joined October 2010
Netherlands484 Posts
August 29 2011 22:19 GMT
#4289
On August 30 2011 07:09 Mohdoo wrote:
Show nested quote +
On August 30 2011 07:01 SeaSwift wrote:
On August 30 2011 06:05 features wrote:
You have obviously never used feedback lol, it has like 12 range, with an instant effect.

Why else do think a protoss player can pop a whole line of ghosts at once.


9 range, and I think the reason why a protoss player can pop a whole line of ghosts at once is because the Terran wasn't paying attention and blundered.


Yeah, feedback has the same range as emp. Except emp also has a radius of 1,which means that emp can technically outrange high template in high level games.

Get your facts straight.

Feedback = range 9
EMP = range 10 + AoE with radius 2 --> effective range 12
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
August 29 2011 22:20 GMT
#4290
On August 30 2011 07:13 JudicatorHammurabi wrote:
Show nested quote +
On August 30 2011 07:09 Mohdoo wrote:
On August 30 2011 07:01 SeaSwift wrote:
On August 30 2011 06:05 features wrote:
You have obviously never used feedback lol, it has like 12 range, with an instant effect.

Why else do think a protoss player can pop a whole line of ghosts at once.


9 range, and I think the reason why a protoss player can pop a whole line of ghosts at once is because the Terran wasn't paying attention and blundered.


Yeah, feedback has the same range as emp. Except emp also has a radius of 1,which means that emp can technically outrange high template in high level games.

Feeback has a range of 9. EMP has a range of 10 and an AoE of 2 (radius 1) which means that EMP can technically outrange HTs by 3.
As a sidenote, iirc Storm has a range of 6 (9 in Brood War).


http://wiki.teamliquid.net/starcraft2/Storm
evilduky666
Profile Joined February 2010
United States101 Posts
August 29 2011 22:26 GMT
#4291
nice patch =) still waiting for hydra speed upgrade though
rexbo88
Profile Joined January 2011
United States9 Posts
August 29 2011 22:33 GMT
#4292
On August 30 2011 05:25 Selke wrote:
"If a unit provides power, that power is temporarily transferred to a player using Neural Parasite."

So if I Neural a Warp Prism warping in units those units will cancel warp in as if the prism closed or was destroyed? I'm a little confused about what this means...

And if it were a 2v2, and my ally was P, they could then warp units in on that warp prisms field?


I'm not exactly sure about the first part, by the wording of the statement it should stop the protoss units from warping like you said, if there's no more power the warp in should stop.

As for the second part, protoss can not warp in their own units on their teammates pylon power, so no, your teammate wont be able to warp in if you neural the warp prism.

From what I can tell, the only thing that this fixes is if you neural a probe, build a nexus, and research warp gate you can use that to warp units in. Seems like a pretty random fix tbh.

rickybobby
Profile Joined October 2010
United States405 Posts
August 29 2011 22:34 GMT
#4293
It seems like the blue flame nerf is overkill. At raleigh bfh were not nearly as effective as in anaheim because people know how to defend them now, and a nerf this big might make helions go the way of the reaper -_-
rpgalon
Profile Joined April 2011
Brazil1069 Posts
August 29 2011 22:42 GMT
#4294
On August 30 2011 07:34 rickybobby wrote:
It seems like the blue flame nerf is overkill. At raleigh bfh were not nearly as effective as in anaheim because people know how to defend them now, and a nerf this big might make helions go the way of the reaper -_-

they removed flux vanes ( void speed ) and KA with no counter buffs, at least they did not remove the bf upgrade like they did with protoss
badog
DansonDelta
Profile Joined September 2010
United States3 Posts
August 29 2011 23:41 GMT
#4295
This appears to be the first successful patch from bliz though terran seems to be hit way to hard.
You Must Construct Additional Pylons!
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
August 29 2011 23:43 GMT
#4296
On August 30 2011 07:42 rpgalon wrote:
Show nested quote +
On August 30 2011 07:34 rickybobby wrote:
It seems like the blue flame nerf is overkill. At raleigh bfh were not nearly as effective as in anaheim because people know how to defend them now, and a nerf this big might make helions go the way of the reaper -_-

they removed flux vanes ( void speed ) and KA with no counter buffs, at least they did not remove the bf upgrade like they did with protoss


should give flux veins to carriers to allow some micro.
thePROtoss
Profile Joined April 2011
United States18 Posts
August 29 2011 23:43 GMT
#4297
This mothership speed buff is about to make mothership rush a lot better, and i feel that immortals & Ravens are definitely going to be used more often! Can someone explain whether the 40dmg vs armored or the +30% dmg is better?
Day [9] explains micro : http://www.youtube.com/watch?v=tG_XYFTp0xo
ladytr0n
Profile Joined October 2010
United States51 Posts
August 30 2011 00:00 GMT
#4298
Zerg can now easily safely expand 15 hatch 15 pool v T, we can actually breath during hellion harass ... I like.
Amazon River Dolphins are real
Deleted User 183001
Profile Joined May 2011
2939 Posts
August 30 2011 00:04 GMT
#4299
On August 30 2011 07:20 cilinder007 wrote:
Show nested quote +
On August 30 2011 07:13 JudicatorHammurabi wrote:
On August 30 2011 07:09 Mohdoo wrote:
On August 30 2011 07:01 SeaSwift wrote:
On August 30 2011 06:05 features wrote:
You have obviously never used feedback lol, it has like 12 range, with an instant effect.

Why else do think a protoss player can pop a whole line of ghosts at once.


9 range, and I think the reason why a protoss player can pop a whole line of ghosts at once is because the Terran wasn't paying attention and blundered.


Yeah, feedback has the same range as emp. Except emp also has a radius of 1,which means that emp can technically outrange high template in high level games.

Feeback has a range of 9. EMP has a range of 10 and an AoE of 2 (radius 1) which means that EMP can technically outrange HTs by 3.
As a sidenote, iirc Storm has a range of 6 (9 in Brood War).


http://wiki.teamliquid.net/starcraft2/Storm

Very strange. I'll have to test this again, as it seems like they have to get in Stalker range of something to storm that same thing. Feedback, FG, and EMP always seem to have noticeably farther range. I've also seen 6 on sc2armory and a couple other sites. If it is indeed 9, then maybe the AI has been trying to storm with the furthest away HT or something. I'll test it this weekend.
Mutedhorn
Profile Joined July 2010
United States14 Posts
August 30 2011 01:19 GMT
#4300
Overall I have to say a pretty darn nice patch. I don't understand the barracks build time or mothership speed increase but whateves the immortal range upgrade is flippin nice! :D
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