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Patch 1.4 PTR Notes (updated 9/8) - Page 31

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
Ihpares
Profile Joined April 2011
United States40 Posts
August 25 2011 02:15 GMT
#601
Mother of God, these patch notes look exciting. Hunter Seeker Missile could make games significantly more exciting (Quick! An HSM is attached to one of your mutas, BUT WHICH ONE? Split them one by one to find out!), the Immortal buff goes a little ways to help PvP and the Infestor nerf should stop all the QQ. Right guys? ...Right?
Conquest101
Profile Blog Joined February 2007
United States1395 Posts
Last Edited: 2011-08-25 02:21:15
August 25 2011 02:15 GMT
#602
I don't understand why everyone is complaining about the Barracks build time change? (All terrans I would guess :p)

It doesn't really effect TvT at all. (Verrry slight nerf to mass Rax Bio vs Mech I guess?)

Slight nerf in TvP. But T has been dominating P for awhile now, even beyond the Marine/Tank/Banshee all in shenanigans.

Most importantly though, it adds a precious few seconds to 11/11 pressure. Seriously 11/11 was too good IMO. A slight economic hit that is pretty much guaranteed to cause a decent amount of drone losses + force a ton of zerglings? Not to mention just outright winning the game fairly frequently? Hell, even a standard 12/14 can apparently completely kill you unless the map is SPECIFICALLY DESIGNED to disallow a bunker block.

Still though, I think a bunker nerf would probably have been more balanced than nerfing the barracks. But it's a small nerf that has less and less effect as the game gets longer. People are overreacting a bit. Not to mention balanced out by the Fungal nerf.
branflakes14
Profile Joined July 2010
2082 Posts
August 25 2011 02:16 GMT
#603
On August 25 2011 11:14 Uncultured wrote:
Zealot change means they'll be hard to kite, becuase they stop charging when you pull them back!


I can't count how many Zealots I've lost because they had a personal vendetta against their own existence.
Novalisk
Profile Blog Joined February 2011
Israel1818 Posts
August 25 2011 02:16 GMT
#604
Immortal buff, ultralisk buff, mothership buff, seeker missile buff. Great patch.
/commercial
SemperSC
Profile Joined February 2011
Canada117 Posts
August 25 2011 02:16 GMT
#605
so do you guys think Mech will still be viable TvT or back to the old marine tank?

I think mech will still own it, but perhaps air battles will involve a lot more Ravens.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
August 25 2011 02:16 GMT
#606
On August 25 2011 11:10 tuho12345 wrote:
Barrack build time is kinda unnecessary, may be Starport or factory build time longer is fine.


I guess it's just a small nerf to early pressure - pretty fine imho.

overall nice patch, still w8ing for some kind of a carrier-buff though. ^^'
https://soundcloud.com/thesamplethief
CursOr
Profile Blog Joined January 2009
United States6335 Posts
August 25 2011 02:16 GMT
#607
Here are some ideas Blizzard:

Just add High Ground advantage to the game, just that. See what happens.

And for balance changes, 1 at a time. Just 1. So it's very quantifiable what changed the action on the PTR.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
NexCa
Profile Joined March 2011
Germany954 Posts
Last Edited: 2011-08-25 02:17:34
August 25 2011 02:16 GMT
#608
Still, the Mothersip costs are way too expensive, and still no real way to use Carriers...

I dont get the blink change, maybe they dont want that PvP is so blinkstalker based.

The rest of the balance changes are looking pretty good !
Best Protoss Player 4 ever - Bisu[Shield] || http://www.teamliquid.net/forum/viewmessage.php?topic_id=326242 || THIS IS WHERE WE STAND, THIS IS WHERE THEY FALL, GIVE THEM NOTHING, BUT TAKE FROM THEM EVERYTHING ! || SKT FIGHTIIING
Fubi
Profile Joined March 2011
2228 Posts
August 25 2011 02:16 GMT
#609
On August 25 2011 11:15 SafeAsCheese wrote:
Show nested quote +
On August 25 2011 11:13 a176 wrote:
On August 25 2011 11:10 tuho12345 wrote:
Barrack build time is kinda unnecessary, may be Starport or factory build time longer is fine.


extra 5 seconds would mean seeing many more successful 15hatch


5 seconds rarely effects the outcome of a successful 2rax

Either zerg reacts properly or they do not, 5 seconds later is still not long enough to have zerglings out yet so it's trivial.


Err no, often times that 5 sec is the difference between getting the first batch of lings out and the bunker finishing. This is huge.
TicketoHELL
Profile Joined April 2010
Canada368 Posts
August 25 2011 02:16 GMT
#610
OMG i love this patch!!!
Buff to warp prism help with the emp and also add harassing ability
Idk how immortal buff will help much maybe they wont get blocked?
Bfh nerf is great as well since it can be reinforced by upgrades later on and it will limit the amount worker killed in early game
Plus MOTHERSHIP!!!!!!!
(づ.ㅡ) 부비적 (ㅡ.ど) 부비적 (づ.ど) 부비부비
Kinky
Profile Blog Joined September 2008
United States4126 Posts
August 25 2011 02:17 GMT
#611
On August 25 2011 11:13 pyaar wrote:
Show nested quote +
Raven
Seeker missile movement speed increased from 2.5 to 2.953.


Sweet mother of mercy. TvT just got a lot more interesting.

The only thing that really changes is that banshees/vikings can't outrun HSM now. Not like it matters, HSM can't one-shot them.
Ermac
Profile Joined June 2011
336 Posts
Last Edited: 2011-08-25 02:18:36
August 25 2011 02:17 GMT
#612
On August 25 2011 11:02 NguN wrote:
Show nested quote +
On August 25 2011 10:58 Ermac wrote:
Immortal Attack range increased from 5 to 6. => Marauders are even more useless in TvP than they are right now. Might be cool in PvP though and in PvZ too, since pure roach and roach/infestor seemed a tad bit to strong to me.


Marauders useless in TvP? Please explain your reasoning for this.


Well, the reason why marauders will be useless in TvP to an extent(I was exaggerating of course) is that they are already mediocre against double upgrade + mass charge lots b/c they simply lack DPS.

Personally I'm trying to have as low of a marauder count as possible in TvP unless I'm facing pure stalker or pure stalker/colossi or something like that, which is fairly unlikely. Range 6 Immortals + force fields basically rip marauders apart so there's even less reason for me to get them unless I really have to. It's still good to build single marauders for special purposes like fending off early stalker pressure or something like that, but imho the time where marauders were the core of a terran army vs Protoss is over. They are just not cost efficient in large numbers.

To make a long story short, what I was trying to say was that Marauders as the core of a TvP army will probably be obsolete now*, but they still retain their usefulness in some scenarios, especially in the early game.


* to clarify: Not the immortal buff itself makes Marauders obsolete as the army core. It's just the straw to break the camel's back.
"Blind aggressiveness would destroy the attack itself, not the defense." - Carl von Clausewitz
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
August 25 2011 02:17 GMT
#613
Awesome changes. Fucking baller patch.
Cryhavoc
Profile Joined April 2010
372 Posts
August 25 2011 02:18 GMT
#614
so now infestors do 70 damage instead 47 to vikings and stalkers and a little less to marines i dont understand the nerf.
En Taro Adun!
branflakes14
Profile Joined July 2010
2082 Posts
August 25 2011 02:18 GMT
#615
On August 25 2011 11:17 Kinky wrote:
Show nested quote +
On August 25 2011 11:13 pyaar wrote:
Raven
Seeker missile movement speed increased from 2.5 to 2.953.


Sweet mother of mercy. TvT just got a lot more interesting.

The only thing that really changes is that banshees/vikings can't outrun HSM now. Not like it matters, HSM can't one-shot them.


What happens if a Viking being chased by a HSM lands?
CPTBadAss
Profile Blog Joined March 2011
United States594 Posts
August 25 2011 02:19 GMT
#616
Um, are we sure this is the patch? I don't see any buffs/nerfs associated with the bunkers. Did the OP fuck up? =P
I'll keep on struggling, 'cause that's the measure of a man | "That was the plan: To give him some hope, and then crush him" -Stephano
blade55555
Profile Blog Joined March 2009
United States17423 Posts
August 25 2011 02:19 GMT
#617
On August 25 2011 11:18 Cryhavoc wrote:
so now infestors do 70 damage instead 47 to vikings and stalkers and a little less to marines i dont understand the nerf.


what lol infestors do 40 damage to armored, 30 vs not. How does that = 70?
When I think of something else, something will go here
hobbler
Profile Joined July 2011
6 Posts
August 25 2011 02:19 GMT
#618
Now I have to be more careful when using HSM gonna blow up my own damn raven like a scrub even more.
clownzim
Profile Blog Joined February 2011
Brazil267 Posts
Last Edited: 2011-08-25 02:19:49
August 25 2011 02:19 GMT
#619
LOL @ ultra spaw time ....

¯\_(ツ)_/¯
pyaar
Profile Blog Joined August 2010
United States423 Posts
August 25 2011 02:19 GMT
#620
On August 25 2011 11:18 Cryhavoc wrote:
so now infestors do 70 damage instead 47 to vikings and stalkers and a little less to marines i dont understand the nerf.


it's not +40, it's 40
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