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Patch 1.4 PTR Notes (updated 9/8) - Page 28

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
Jonoman92
Profile Blog Joined September 2006
United States9110 Posts
August 25 2011 02:06 GMT
#541
On first glance I like the changes, disclaimer, I am a protoss player. I'm not sure if the barracks build time increase is necessary. Personally, I even like the blink research time increase since it might help me out a bit in PvP because I like to open robo.

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!
Whitley
Profile Blog Joined May 2010
United States238 Posts
August 25 2011 02:06 GMT
#542
Under non balance
"If a unit provides power, that power is temporarily transferred to a player using Neural Parasite."

What does this mean?
magnaflow
Profile Joined August 2011
Canada1521 Posts
August 25 2011 02:07 GMT
#543
Hmm looks like the BFH upgrade will be cosmetic only now


Lovin the patch notes btw
DNA61289
Profile Joined August 2010
United States665 Posts
Last Edited: 2011-08-25 02:09:59
August 25 2011 02:07 GMT
#544
I wonder what will happen to TvT since BFH has been nerfed so much. At least now immortals are semi decent now, instead of be a resource sink. Although, I don't really get the blink nerf.
But yeah being a Korean gamer is very imba. If you're a non-korean gamer you have to balance your game playing with earning money and your real life. If you're Korean you just sit around playing games all day eating 2 cent ramyun and becoming gosu.
Starcraft2Radio
Profile Joined May 2011
United States132 Posts
August 25 2011 02:07 GMT
#545
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.
http://www.starcraft2radio.com - Every Monday, Wednesday and Friday!
Elasticity
Profile Blog Joined June 2010
3420 Posts
Last Edited: 2011-08-25 02:09:00
August 25 2011 02:07 GMT
#546
Mothership
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
SafeAsCheese
Profile Joined June 2011
United States4924 Posts
August 25 2011 02:07 GMT
#547
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
Rasun
Profile Blog Joined October 2010
United States787 Posts
August 25 2011 02:07 GMT
#548
I feel like this is going to be a great patch, I like the immortal buff, protoss needed a little help there. I love the decrease in cost for my overseer, will make scouting easier. The FG change is one I can live with I guess. This is going to shake things up like crazy, so many changes and so much important things to discuss.
"People need to just settle the fuck down!"- Djwheat <3
Karthane
Profile Joined June 2010
United States1183 Posts
August 25 2011 02:08 GMT
#549
Really liking these changes. This seems to be the most sensible patch yet.
Eishi_Ki
Profile Joined April 2009
Korea (South)1667 Posts
August 25 2011 02:08 GMT
#550
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.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
August 25 2011 02:08 GMT
#551
On August 25 2011 10:55 HolyArrow wrote:
Show nested quote +
On August 25 2011 10:52 axellerate wrote:
Helions now deal 21 dmg with blue flame (probes, drones, and zerglings will still be 2 shotted - while scvs and marines wont be?) and blink will now hardly be used ever in pvp, as well as 4 gates making it nearly 100% robotech.

Anyone else catch this?


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.
ㅇㅅㅌㅅ
Anarion55
Profile Joined October 2010
United States72 Posts
August 25 2011 02:08 GMT
#552
I think the immortal change will be a pretty big deal (as people have noted, the roach range really altered how much use the unit saw).

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.
sometimes people stumble over the truth, but usually they pick themselves up and keep on going. -Churchill
Mylkyjo
Profile Joined July 2011
Australia110 Posts
August 25 2011 02:08 GMT
#553
Nice changes! Especially Ultra build time and Immortal range.


I hope they wait until after the GSL Aug finals to implement, though.
legaton
Profile Joined December 2010
France1763 Posts
August 25 2011 02:08 GMT
#554
Huge nerfs for terrans... i agree 100% about the need to solve the 1-1-1 push, but i wish Blizzard found more creative solutions than nerfing everything. What's fun about BW are all those overpowered units neutralizing each-other. Every-time something is nerfed, i feel SC2 become less fun as everything becomes more inconsequential.

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.
No GG, No Skill - Jaedong <3
blacklist_member
Profile Joined January 2011
Australia318 Posts
August 25 2011 02:08 GMT
#555
Great Patch, confused about the contaminate nerf tho....

P.S. -Does anyone know if PTR is ever coming to EU??
MC and MKP fighting ^^
only_human89
Profile Blog Joined August 2008
United States212 Posts
August 25 2011 02:08 GMT
#556
OH damn...Terran's must be upset right now.
"You're a pathetic, jerk, loser, and I wouldn't kiss you if I had brain cancer and your lips were the cure" LOOOOL
epikmx
Profile Joined February 2011
Canada10 Posts
August 25 2011 02:08 GMT
#557
I think blizzard might as well remove reapers from the game
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
August 25 2011 02:09 GMT
#558
The warp prism change is nice but doesn't really change the fact that there isn't a whole lot of great stuff to drop until lategame when you have dark templar or upgraded chargelots.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
Kinky
Profile Blog Joined September 2008
United States4126 Posts
August 25 2011 02:09 GMT
#559
On August 25 2011 11:00 Raiznhell wrote:
Show nested quote +
On August 25 2011 10:54 avilo wrote:
Wait a minute. What the fuck. ANy time mech becomes viable, they decide to nerf it into the ground?

And what the hell. Wait 50 patches "to see about infestors."

*People find out blueflame is good after ONE TOURNAMENT*
"Let's nerf that asap"

What the hell happened to "wait and see?"

....

These patch notes look horrendously bad. Proxy gates get improved for no reason vs T; TvZ now pressure is much more difficult to apply - they already nerfed the bunker over n over again...

TvT...people already were figuring out how to sim city and defend against hellions, only the bad players died to 4 hellions.

Just wow...infestor nerf..."let's wait and see what happens" as everyone on earth sees how broken it is.

Blue flame hellions invade one tournament, "obviously imba, let's nerf it right away."

Sometimes you really have to wonder.


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.
Sprouter
Profile Joined December 2009
United States1724 Posts
Last Edited: 2011-08-25 02:10:08
August 25 2011 02:09 GMT
#560
Good patch changes.Would like to see the OP changed so it has the full patch changes with the format intact minus those for the Map Editor .
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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