Patch 1.4 PTR Notes (updated 9/8) - Page 31
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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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Ihpares
United States40 Posts
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Conquest101
United States1395 Posts
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. | ||
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branflakes14
2082 Posts
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. | ||
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Novalisk
Israel1818 Posts
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SemperSC
Canada117 Posts
I think mech will still own it, but perhaps air battles will involve a lot more Ravens. | ||
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kickinhead
Switzerland2069 Posts
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. ^^' | ||
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CursOr
United States6335 Posts
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. | ||
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NexCa
Germany954 Posts
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 ! | ||
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Fubi
2228 Posts
On August 25 2011 11:15 SafeAsCheese wrote: 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. | ||
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TicketoHELL
Canada368 Posts
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!!!!!!! | ||
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Kinky
United States4126 Posts
On August 25 2011 11:13 pyaar wrote: 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. | ||
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Ermac
336 Posts
On August 25 2011 11:02 NguN wrote: 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. | ||
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See.Blue
United States2673 Posts
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Cryhavoc
372 Posts
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branflakes14
2082 Posts
On August 25 2011 11:17 Kinky wrote: 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? | ||
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CPTBadAss
United States594 Posts
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blade55555
United States17423 Posts
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? | ||
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hobbler
6 Posts
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clownzim
Brazil267 Posts
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pyaar
United States423 Posts
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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