Its not true ultras will still dance around zerglings when engaging unless something is within 1 range of the ultra.
Patch 1.4 PTR Notes (updated 9/8) - Page 235
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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 | ||
HTODethklok
United States221 Posts
Its not true ultras will still dance around zerglings when engaging unless something is within 1 range of the ultra. | ||
zTz
United States476 Posts
I'm interested to see if spammin a-move will be throwing charge off. | ||
GMonster
686 Posts
On September 02 2011 12:17 HTODethklok wrote: Its not true ultras will still dance around zerglings when engaging unless something is within 1 range of the ultra. well that sucks i think it would make the ultra better against Ghost Mech, which is very hard for the zerg to deal with. | ||
zhurai
United States5660 Posts
On September 02 2011 12:17 HTODethklok wrote: Its not true ultras will still dance around zerglings when engaging unless something is within 1 range of the ultra. I really hope this is true...cause I'd love to make ultras more ;o (I use them sometimes, but pretty situational....ish... or when I feel like it ;o)... then again, I'd also love the bw speed upgrade too (for both hydras and ultras :<) | ||
EmilA
Denmark4618 Posts
Only allow friends to send me invites. Only allow friends to send me chat messages. I dread how this will affect all the weekly cups, where you get an opponent assigned randomly. Hope people don't turn it on just for the sake of turning it on to feel important. | ||
zhurai
United States5660 Posts
On September 02 2011 14:05 EmilA wrote: I dread how this will affect all the weekly cups, where you get an opponent assigned randomly. Hope people don't turn it on just for the sake of turning it on to feel important. have the tournament rules state that you have to have that option off (during the duration of the tournament) or you get W.O.'d? | ||
EricCartman
Canada306 Posts
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DRprotocol
United States7 Posts
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Merkd
88 Posts
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Dingobloo
Australia1903 Posts
On September 02 2011 14:35 zhurai wrote: have the tournament rules state that you have to have that option off (during the duration of the tournament) or you get W.O.'d? Or even a channel, there are certainly ways around it and I think it's better to have the option then not. | ||
DarQraven
Netherlands553 Posts
On September 02 2011 13:10 zTz wrote: Issuing new orders to charging zealots will cause them to lose the charge buff. I'm interested to see if spammin a-move will be throwing charge off. That's a shame, I kind of liked the "friendly Charge" technique. As far as I know, it wasn't really widely used, but it had potential against certain pushes. Clearest example being tank-based Terran armies, where you could run ahead one sacrificial Zealot, activate your other Zealots charge ability on him and then make them run on to the tanks. That way you could lengthen the Charge range for quite a bit while also dodging the first hit of tank splash. But alas, micro is involved, so Protoss is not allowed to use that technique by Blizzard^^ The one thing I'm probably still most worried about is Roach/Infestor. Yes, Immortals will now be able to hit the roaches more easily, but that was never really the problem. Having enough Immortals to deal with the Roaches, while still building Templar to Feedback the Infestors was. Or maybe I've just been playing the counter wrong. | ||
Afterstar
67 Posts
I would prefer that they simply add an armory requirement to the pre-igniter upgrade,so that all blue flame drops are delayed but the helion stays useful against light military units such as zerglings,marines and zealots later in the game.They already are a fragile unit. With the new patch, be it normal flame(14dmg) or blue flame(19dmg), it will take 3shots to kill a probe/drone and only reduce the shots from 4 to 3 for scvs,so there will be no reason to spend 150/150 on a research that will provide very little. Also the 5second rax is simply not thought out, it changes a lot of things and fixes none of the "problems" it's supposed to fix. | ||
Dephy
Lithuania163 Posts
On September 02 2011 17:43 Afterstar wrote: The helion change i find is going the wrong way, because it makes it that much weaker against the light military units that it's supposed to be good at. I would prefer that they simply add an armory requirement to the pre-igniter upgrade,so that all blue flame drops are delayed but the helion stays useful against light military units such as zerglings,marines and zealots later in the game.They already are a fragile unit. With the new patch, be it normal flame(14dmg) or blue flame(19dmg), it will take 3shots to kill a probe/drone and only reduce the shots from 4 to 3 for scvs,so there will be no reason to spend 150/150 on a research that will provide very little. Also the 5second rax is simply not thought out, it changes a lot of things and fixes none of the "problems" it's supposed to fix. there is a reason to upgrade still. Marines with shield have 55hp, previous blue flame helions deal 24damage so they 3shot marines. Now blue flames deal 19damage so they still 3shot marines. They still 2shot lings. Srsly, im terran and i like this change, as it really wont change mech play tvt, except helions drops will be easyer to deal with. And whos getting blue flame helions agains toss anyway(except goody anyway). | ||
DarQraven
Netherlands553 Posts
On September 02 2011 17:43 Afterstar wrote: The helion change i find is going the wrong way, because it makes it that much weaker against the light military units that it's supposed to be good at. I would prefer that they simply add an armory requirement to the pre-igniter upgrade,so that all blue flame drops are delayed but the helion stays useful against light military units such as zerglings,marines and zealots later in the game.They already are a fragile unit. With the new patch, be it normal flame(14dmg) or blue flame(19dmg), it will take 3shots to kill a probe/drone and only reduce the shots from 4 to 3 for scvs,so there will be no reason to spend 150/150 on a research that will provide very little. Also the 5second rax is simply not thought out, it changes a lot of things and fixes none of the "problems" it's supposed to fix. If I did my calculations correctly, normal Hellions kill a Zealot in 10 shots, whereas BFH's kill that same Zealot in 8. Seems like a worthy upgrade, considering it makes Hellions more effective versus one of the units that they are already pretty good against. Unless you define Hellions purely as "possibly game-winning worker harass units" and nothing else, the Blue Flame upgrade has not lost all of its utility and can still easily be worth it. Hell, a +4 damage upgrade on *any* unit scales a lot better than the typical +1 attack/armor upgrades the other units tend to have. Just not early game to do guaranteed damage. Because admit it, that was pretty retarded. | ||
Vamp
United Kingdom184 Posts
GG APM spammers ![]() | ||
Shade_FR
France378 Posts
On September 02 2011 15:31 EricCartman wrote: hope they revert the rax build time. too much of a change imo. Then how would you fix the 2 barracks TvZ imbalance ? It's the only way without nerfing terran too much late game (a change to marine would change the entiere game) | ||
NeonFox
2373 Posts
On September 02 2011 20:29 Shade_CsT wrote: Then how would you fix the 2 barracks TvZ imbalance ? It's the only way without nerfing terran too much late game (a change to marine would change the entiere game) You could argue that this is more a map then actual build time problem. | ||
Velr
Switzerland10596 Posts
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HypernovA
Canada556 Posts
On September 02 2011 20:29 Shade_CsT wrote: Then how would you fix the 2 barracks TvZ imbalance ? It's the only way without nerfing terran too much late game (a change to marine would change the entiere game) How is 2 rax imbalanced? It is very easy to stop As long as you micro your drones properly | ||
Enigmatarius
Australia15 Posts
I really like the Warp Prism buff though, since it might encourage people to use them a little more. | ||
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