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Patch 1.4 PTR Notes (updated 9/8) - Page 216

Forum Index > Closed
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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
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 30 2011 01:25 GMT
#4301
I don't understand the barracks build time

For slighty more time for zerg to build some zerglings to defend themselfs from terran allins and rushes.

mothership speed increase

Mothership speed is same. They're changed only accelerating (time to reach max speed), not speed.
Simberto
Profile Blog Joined July 2010
Germany11958 Posts
August 30 2011 01:25 GMT
#4302
On August 30 2011 08:43 thePROtoss wrote:
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?


Before: 36, 47 vs Armored
After: 30, 40 vs Armored

So, a straight nerf.
Holykitty
Profile Joined May 2011
Netherlands246 Posts
August 30 2011 01:27 GMT
#4303
On August 30 2011 09:00 ladytr0n wrote:
Zerg can now easily safely expand 15 hatch 15 pool v T, we can actually breath during hellion harass ... I like.



if the barracks change turns out to be that big a deal terran will struggle to pressure zerg at all until the mid game :D

so either double expanding will become standard for T or the barracks change will have to not be such a big deal.

the fact you see 2 raxing on tal darim makes me think that 5 seconds wont be a problem on most maps
Where there's smoke, there's me
Slab
Profile Joined May 2011
Canada15 Posts
August 30 2011 01:38 GMT
#4304
Mothership should be able to call down DONKEYs that mine 20 gas per trip and last ~60 seconds, and can mine over probes.
what
Devise
Profile Joined July 2010
Canada1131 Posts
August 30 2011 02:00 GMT
#4305
On August 30 2011 10:38 Slab wrote:
Mothership should be able to call down DONKEYs that mine 20 gas per trip and last ~60 seconds, and can mine over probes.


Genius, I completely agree
ExorArgus
Profile Joined July 2011
Canada46 Posts
August 30 2011 02:25 GMT
#4306
Overall these seem like enjoyable patch notes for Protoss and Zerg. A couple interesting things I noted was that Zerg now has the cheapest mobile detection. A Warp prism can take 9 (instead of 6) volleys from a missile turret (and 14 (instead of 10) attacks from a spore crawler). Blue flame hellions now kill workers in 3 shots but 2 shots with +2 weapons ( So if the scv has +3 armor it cannot get 2 shotted by a hellion). Hunter Seeker missile now is faster then workers, vikings, banshees, warp prism (without speed), zealots, DTs, archons, medivacs, banelings (without speed or creep), roachs (with speed off creep ( non speed on creep are fine though), and overseers/overlords with speed.
Just somethings I noticed that I found intriguing.
Some people tell me Protoss is OP, Zerg can have over 200 supply, terrans can have kill their SCV and use mules. I hate probes.
KDot2
Profile Blog Joined March 2011
United States1213 Posts
August 30 2011 02:29 GMT
#4307
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 -_-


I think Hellions are still going to be a great unit
pwadoc
Profile Joined August 2010
271 Posts
August 30 2011 02:49 GMT
#4308
The more I play the PTR, the more I realize how much a joke this game is. The zerg race is fundamentally broken. It's poorly designed, and no amount of patching is going to fix it. Blizzard expects us to wait a year and pay money just to give them the chance to actually balance the game. It's absurd. It's a sign for zergs to invest their time in a different game.
pookychoo
Profile Joined September 2010
New Zealand96 Posts
August 30 2011 02:49 GMT
#4309
wow havent been playing sc2 in ages but these changes look exactly along the lines of what I wanted (only thing im not too sure about the ramp vision thing, would have to see how it played out before being sure.. dont want turtling to be too strong)
Noyze
Profile Joined September 2010
United States10 Posts
August 30 2011 03:00 GMT
#4310
On August 25 2011 10:27 cHaNg-sTa wrote:
As cool as the patch sounds, I hope they don't take "complaints" too far and just constantly nerf the meta-game in the future even if they meta-game is fine down the road.


That's what happen to and killed wow.
Maynarde
Profile Joined September 2010
Australia1286 Posts
August 30 2011 03:04 GMT
#4311
On August 30 2011 11:29 ShooTouts 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 -_-


I think Hellions are still going to be a great unit


Of course they are still gonna be great. Terrans only need to make 1 more hellion to do the same amount of damage they did to a ball of light units / workers.
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
Yoshi Kirishima
Profile Blog Joined July 2009
United States10381 Posts
August 30 2011 03:06 GMT
#4312
On August 30 2011 11:29 ShooTouts 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 -_-


I think Hellions are still going to be a great unit



actually i think it was more because ganzi, mma, and boxer weren't there
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
oniman999
Profile Joined May 2011
United States169 Posts
August 30 2011 03:49 GMT
#4313
Could we see Raven HSM destroy entire mineral lines now that it outspeeds workers? The possibilities :O
Astrau
Profile Joined May 2011
Canada37 Posts
August 30 2011 04:02 GMT
#4314
On August 30 2011 12:49 oniman999 wrote:
Could we see Raven HSM destroy entire mineral lines now that it outspeeds workers? The possibilities :O

BUNCH EM UP

It could be pretty hard to micro out of if the missiles are launched at close range/several are launched simultaneously at a mineral line.
Moldwood
Profile Joined April 2011
United States280 Posts
August 30 2011 04:13 GMT
#4315
immortal and warp prism are two of my favorite units........ DOUBLE ROBO ALL THE WAAAAY!!!!!!
"You drone I void ray I win" --oGsMC
fant0m
Profile Joined May 2010
964 Posts
August 30 2011 04:28 GMT
#4316
On August 30 2011 11:25 ExorArgus wrote:
Blue flame hellions now kill workers in 3 shots but 2 shots with +2 weapons ( So if the scv has +3 armor it cannot get 2 shotted by a hellion).


Wrong. +1 weapons is a 2 shot again (on drones and probes). +2 weapons and up is a 2 shot with any level of armor.

Only SCVs work in the manner that you're thinking of, they have more HP than the other workers.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
August 30 2011 04:32 GMT
#4317
On August 30 2011 13:28 fant0m wrote:
Show nested quote +
On August 30 2011 11:25 ExorArgus wrote:
Blue flame hellions now kill workers in 3 shots but 2 shots with +2 weapons ( So if the scv has +3 armor it cannot get 2 shotted by a hellion).


Wrong. +1 weapons is a 2 shot again (on drones and probes). +2 weapons and up is a 2 shot with any level of armor.

Only SCVs work in the manner that you're thinking of, they have more HP than the other workers.


Changing it to +5 was the smallest nerf that would've mattered. +6 would be effectively the same, and +4 would be substantially worse. As is, +1 mech is now a way more important upgrade to get.
Bassmasta79
Profile Joined August 2011
United States9 Posts
August 30 2011 04:36 GMT
#4318
On August 25 2011 10:18 neobowman wrote:
This sounds like an amazing patch. Even as a Zerg player, I'd prefer Fungal being changed from freeze to slow though, and keeping the damage. Warpprisms sound great. And again, as a Zerg player, I think 5 for blue flame is too little. Maybe 7. Seeker missles are great.

I have a feeling Blizz is listening to State of the Game .

Immortal and Mothership changes sound awesome while still keeping the game fine. Blink too.

Even the Bnet changes are sick!


i would rather have the freeze on the fungal its great running banes in on a large group of marines and just sitting back and watching the magic
SoKHo
Profile Joined April 2011
Korea (South)1081 Posts
August 30 2011 04:39 GMT
#4319
On August 30 2011 11:49 pwadoc wrote:
The more I play the PTR, the more I realize how much a joke this game is. The zerg race is fundamentally broken. It's poorly designed, and no amount of patching is going to fix it. Blizzard expects us to wait a year and pay money just to give them the chance to actually balance the game. It's absurd. It's a sign for zergs to invest their time in a different game.


oh i'm sorry, you must have been living in a cave when nestea won 4 GSL championships
"If you don't understand my silence, you won't understand my words"|| Big Nal_rA fan boy!! Nal_rA, Bisu, Huk, MC, Hero fighting! SKT1---->
Grndr101
Profile Joined March 2011
Belgium125 Posts
August 30 2011 04:44 GMT
#4320
On August 30 2011 13:13 Moldwood wrote:
immortal and warp prism are two of my favorite units........ DOUBLE ROBO ALL THE WAAAAY!!!!!!


Yeah I'm a terran and I'm still looking foreward to some awesome warp prism micro. Seriously it's such an underused unit, special tactics all the way!!!
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