I'd like to see neural parasite be increased to 125 energy. How about patch APM to be calculated in real time minutes even when on fastest (or is it called faster w/e) And online replays!
Patch 1.4 PTR Notes (updated 9/8) - Page 28
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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 | ||
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Jonoman92
United States9106 Posts
I'd like to see neural parasite be increased to 125 energy. How about patch APM to be calculated in real time minutes even when on fastest (or is it called faster w/e) And online replays! | ||
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Whitley
United States238 Posts
"If a unit provides power, that power is temporarily transferred to a player using Neural Parasite." What does this mean? | ||
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magnaflow
Canada1521 Posts
Lovin the patch notes btw | ||
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DNA61289
United States665 Posts
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Starcraft2Radio
United States132 Posts
On August 25 2011 11:06 Whitley wrote: Under non balance "If a unit provides power, that power is temporarily transferred to a player using Neural Parasite." What does this mean? I'm assuming it's if you Neural Parasite a Warp Prism. | ||
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Elasticity
3420 Posts
Acceleration increased from 0.3 to 1.375. :D :D :D :D :D :D :D Warp Prism Shields increased from 40 to 100. I consider this Special tactics BUFF | ||
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SafeAsCheese
United States4924 Posts
On August 25 2011 11:06 Whitley wrote: Under non balance "If a unit provides power, that power is temporarily transferred to a player using Neural Parasite." What does this mean? mothership cloaking I would guess | ||
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Rasun
United States787 Posts
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Karthane
United States1183 Posts
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Eishi_Ki
Korea (South)1667 Posts
On August 25 2011 11:06 Whitley wrote: Under non balance "If a unit provides power, that power is temporarily transferred to a player using Neural Parasite." What does this mean? Means if cannons or something else are being powered by a Prism and it gets NP'd, buildings go unpowered. | ||
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eviltomahawk
United States11135 Posts
On August 25 2011 10:55 HolyArrow wrote: I think it's 19 damage. So, it 3shots all workers. This guy is right. 19 damage is the correct new damage value. According to Liquipedia, Hellions do 8 base damage, and +6 vs light without Blue Flame, so they do a total of 8+6=14 vs light without Blue Flame. Pre-PTR, Blue Flame increases damage vs light from +6 to +16, so the Hellion does 8+16 24 vs light. PTR, Blue Flame increases damage vs light from +6 to +11, so the Hellion does 8 +11=19 damage vs light. The significance of this is that un-upgraded Blue Flame Hellions will indeed 3-shot workers. Players will now need to throw in an extra Hellion or two in order to harass with the same effectiveness, and overall Hellion effectiveness will be reduced against combat units. However, a player can offset this nerf with vehicle attack upgrades, which allow upgraded Blue Flame Hellions to once again be able to 2-shot workers. I especially like this aspect of the change, as it still allow BF Hellions to be effective, though in a later stage of the game. Early game volatility from the risk of pre-PTR BF Hellions is addressed, though late-game viability of BF Hellions may still be possible with upgrades. | ||
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Anarion55
United States72 Posts
Against toss, immortals now have the same range as stalkers which makes them much better against blink. They also have the same range as a colossi without thermal lance, which means that an early immortal push (perhaps with an expansion behind it) could become much more viable, although that one is pure theorycraft. They will also be a bit easier to micro against zealots and sentries and somewhat less likely to get stuck behind stalkers. Against terran, the immortal will be able to attack a tank a little bit more quickly. It also out-ranges the marine now and will have a much easier time engaging marauders with concussive shells. The thor still out-ranges it a tad, but now marines will have to move in front of the thor to actually shoot the immortal, which might make it easier for mixed zealot stalker to attack the marines while immortal shoots at the thor. I think it will make the least difference against zerg, since immortals already out-ranged roaches. It will help a bit with micro, since an immortal in the midst of a stalker line could potentially take some hardened shield hits then micro backwards and still be able to find a target within range instead of getting stuck behind the stalkers. Against ultras, they'll start shooting a bit earlier, which is helpful, and they'll have an easier time engaging hydras (but still suck against hydras). They could also see more use in response to the decrease in ultralisk build time. | ||
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Mylkyjo
Australia110 Posts
I hope they wait until after the GSL Aug finals to implement, though. | ||
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legaton
France1763 Posts
As a terran, what this game needs is not more terran nerfs, but two new units: a lurker for zergs, to help them hold positions; and a siege breaker for protoss (aka, a reaver). That would solve all the problems, and i would keep the game fun. | ||
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blacklist_member
Australia318 Posts
P.S. -Does anyone know if PTR is ever coming to EU?? | ||
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only_human89
United States212 Posts
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epikmx
Canada10 Posts
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Dhalphir
Australia1305 Posts
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Kinky
United States4126 Posts
On August 25 2011 11:00 Raiznhell wrote: I feel your pain, it's kind of stupid. I'd say most Terran players really want their old Mech style from brood war back and anytime we make any progress getting it back it's immediately stomped into the ground by blizzard because David Kim likes microing his marauders and calling it Terran. After watching Flash play TvP in the PL finals, I really really, really really miss slow pushing. It's going to be even less viable with the hellion nerf. | ||
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Sprouter
United States1724 Posts
The BF nerf looks really high (-50%!!) but maybe it was really too strong. The immortal buff is really really nice for toss. | ||
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