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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 |
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.
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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 ?????
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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.
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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.
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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.
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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).
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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.
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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.
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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
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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
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nice patch =) still waiting for hydra speed upgrade though
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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.
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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 -_-
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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
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This appears to be the first successful patch from bliz though terran seems to be hit way to hard.
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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.
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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?
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Zerg can now easily safely expand 15 hatch 15 pool v T, we can actually breath during hellion harass ... I like.
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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.
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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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