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Active: 3984 users

Patch 1.4 PTR Notes (updated 9/8) - Page 235

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
HTODethklok
Profile Joined November 2010
United States221 Posts
Last Edited: 2011-09-02 03:17:39
September 02 2011 03:17 GMT
#4681
On September 02 2011 11:28 Karak wrote:
Show nested quote +
On September 02 2011 11:27 GoKu` wrote:
I hope this is true but apparently now Ultralisk now walk over none massive units in this 1.4 patch. So now they will attack with Zerglings instead of going around them. Which is actually a much needed buff if its true.


Can anyone confirm/deny this?



Its not true ultras will still dance around zerglings when engaging unless something is within 1 range of the ultra.
Guns for show... Knives for a pro HTODethklok.201 NA
zTz
Profile Blog Joined February 2003
United States476 Posts
September 02 2011 04:10 GMT
#4682
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.
where's the rants n flames section?
GMonster
Profile Blog Joined May 2011
686 Posts
September 02 2011 04:21 GMT
#4683
On September 02 2011 12:17 HTODethklok wrote:
Show nested quote +
On September 02 2011 11:28 Karak wrote:
On September 02 2011 11:27 GoKu` wrote:
I hope this is true but apparently now Ultralisk now walk over none massive units in this 1.4 patch. So now they will attack with Zerglings instead of going around them. Which is actually a much needed buff if its true.


Can anyone confirm/deny this?



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.
GrandMaster Terran NA Server / Mod @ justin.tv/incontrol
zhurai
Profile Blog Joined September 2010
United States5660 Posts
September 02 2011 04:53 GMT
#4684
On September 02 2011 12:17 HTODethklok wrote:
Show nested quote +
On September 02 2011 11:28 Karak wrote:
On September 02 2011 11:27 GoKu` wrote:
I hope this is true but apparently now Ultralisk now walk over none massive units in this 1.4 patch. So now they will attack with Zerglings instead of going around them. Which is actually a much needed buff if its true.


Can anyone confirm/deny this?



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 :<)
Twitter: @zhurai | Site: http://zhurai.com
EmilA
Profile Joined October 2010
Denmark4618 Posts
September 02 2011 05:05 GMT
#4685
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.
http://dotabuff.com/players/122305951 playing other games
zhurai
Profile Blog Joined September 2010
United States5660 Posts
September 02 2011 05:35 GMT
#4686
On September 02 2011 14:05 EmilA wrote:
Show nested quote +
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.

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?
Twitter: @zhurai | Site: http://zhurai.com
EricCartman
Profile Joined May 2011
Canada306 Posts
September 02 2011 06:31 GMT
#4687
hope they revert the rax build time. too much of a change imo.
DRprotocol
Profile Joined August 2011
United States7 Posts
September 02 2011 06:36 GMT
#4688
THANK GOD brotoss got some improvements. I'm sick of nerfs every patch. Infestor is still OP, but the T changes are a welcome sight.
My life for Aiur
Merkd
Profile Joined May 2011
88 Posts
September 02 2011 06:38 GMT
#4689
I like the change to ultra build time, but i wish theyd fix the pathing of ultras.. really it cant step over a tiny zergling?
They fill you with false hopes, they speak visions from their own minds.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
September 02 2011 06:40 GMT
#4690
On September 02 2011 14:35 zhurai wrote:
Show nested quote +
On September 02 2011 14:05 EmilA wrote:
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.

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
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2011-09-02 08:43:40
September 02 2011 08:41 GMT
#4691
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
Profile Joined November 2010
67 Posts
Last Edited: 2011-09-02 08:49:23
September 02 2011 08:43 GMT
#4692
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.
Don't cry because it's over,smile because it happened.
Dephy
Profile Joined January 2011
Lithuania163 Posts
Last Edited: 2011-09-02 09:02:38
September 02 2011 08:57 GMT
#4693
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
Profile Joined January 2010
Netherlands553 Posts
Last Edited: 2011-09-02 09:00:46
September 02 2011 08:59 GMT
#4694
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
Profile Joined June 2008
United Kingdom184 Posts
September 02 2011 09:17 GMT
#4695
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.

GG APM spammers
`';..;'` http://www.facebook.com/Vamp.Sc2
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2011-09-02 11:29:41
September 02 2011 11:29 GMT
#4696
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)
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
NeonFox
Profile Joined January 2011
2373 Posts
September 02 2011 11:47 GMT
#4697
On September 02 2011 20:29 Shade_CsT wrote:
Show nested quote +
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)


You could argue that this is more a map then actual build time problem.
Velr
Profile Blog Joined July 2008
Switzerland10939 Posts
September 02 2011 12:56 GMT
#4698
Only creating bigger and bigger maps does not sound like a long term solution to me
HypernovA
Profile Joined October 2010
Canada556 Posts
Last Edited: 2011-09-02 13:16:11
September 02 2011 13:15 GMT
#4699
On September 02 2011 20:29 Shade_CsT wrote:
Show nested quote +
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)

How is 2 rax imbalanced? It is very easy to stop
As long as you micro your drones properly
Enigmatarius
Profile Joined August 2011
Australia15 Posts
September 02 2011 13:15 GMT
#4700
The nerfing of Blue Flame is nice. The seeker missile might seem a bit OP, but I reckon all it will do is make late-game a bit more interesting, especially TvT. Maybe a bit over the top, but we'll find out.

I really like the Warp Prism buff though, since it might encourage people to use them a little more.
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