Patch 1.4 PTR Notes (updated 9/8) - Page 38
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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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rolfe
United Kingdom1266 Posts
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ShrimpDance
392 Posts
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branflakes14
2082 Posts
Per upgrade. Though I'm reasonably sure that 16 damage should get +2. | ||
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Moosegills
United States558 Posts
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LuciferSC
Canada535 Posts
On August 25 2011 11:27 SnowK wrote: K.. Ground Attack: 8(+1) +6 (+1) vs Light Total: 14 vs. Light +16 (+1) vs Light Total: 24 vs. Light (Infernal Pre-Igniter) After 1.4 +11 (+1) vs Light Total: 19 vs. Light 19x2 = 38 So... worker units have 40 Hp rite? So that means even with the upgrade they still need 3 shots to kill workers.. Well sounds like they did the nurf to reduce the effectiveness of hellions killing workers. Wonder if the nurf to pre-igniter makes any difference when they're going up against marines? (ie. TvT) or zealots in TvP | ||
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UniversalMind
United States326 Posts
On August 25 2011 11:37 Cognizance wrote: Can someone please explain the overseer cost reduction to me? 50 gas for permanent detection with 200 HP is strong. yeah and something that is 25/75 and invisible is perfectly fine... | ||
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humbre
353 Posts
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ac.SpaWn
United States25 Posts
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Yoshi Kirishima
United States10366 Posts
On August 25 2011 11:35 Zariel wrote: Protoss Changes comments: Blink Upgrade research time increase: Once again, blizzard has decided to stomp on the norm and create new norms of PvP. From 90% PvP games being 4gate and now it's 3gate blink(with delayed 4th gate) now hopefully to something a little different. (hey, who knows, might go back to 4 gate) Immortal range upgrade: Bro, Immortals are meant to COUNTER stalkers, many situations blink stalkers counter immortals (stalker gets a free 1st hit against it due to range 6) In a protoss ball scenario, often I see immortals struggling to squeeze through stalkers to land a hit causing extra apm to micro your own stalkers for your immortals, now they can be all on the same 'arc'. Warp prism shields: Eh, underused unit in blizzard's eyes? Me thinks it's a patch to counter the 1/1/1 terran build, allowing protoss to do the good ole zealot bomb against tank lines while being able to take extra hits (so it doesn't snap down like a fly when marines focus fire on it). I personally think immortal + 2 zealot to snipe out tank is a good idea, but I haven't practiced enough on it yet. Oh and... Barracks build time +5 seconds? Isn't that skewing towards the nit-picking side of things blizzard? I cant find a real reason to warrant this change, is terran barracks really that imbalanced? nice observation about the warp prism, but i think in general it is to help protoss with harassment since blizzard sees (and i think many agree) that, relative to the other races in SC2, and to Protoss back in SC1, Protoss in sc2 doesn't have that much [good] harass (blizz said they were going to, or probably going to add a harassment unit for protoss in HOTS) | ||
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LuciferSC
Canada535 Posts
On August 25 2011 11:38 Moosegills wrote: I'm still wondering when zerg is going to ever get an anti caster ability so they can deal with ghosts and ht better. The beauty of SC is in that each race is different from each other. It makes me shake my head when I see ppl wanting to see 3 same races... | ||
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Doodsmack
United States7224 Posts
On August 25 2011 11:35 qGRush wrote: yay. 1) no more 2 rax 2) no more blue flame (or mech) 3) no more terrans ... Points 1 and 2 are exaggerations as I'm sure you know. | ||
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Haydin
United States1481 Posts
On August 25 2011 11:37 darmousseh wrote: Dude, I just thought of a new tactic for protoss. Double immortal drop with speed upgrade. Drop, kill 4 to 6 workers then fly away. +1 range and prism health makes it more viable. Warp in some zealots and that could turn into an expansion killer. | ||
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supdubdup
United States916 Posts
Barracks change is dumb tho. | ||
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ZeromuS
Canada13391 Posts
On August 25 2011 11:34 ZAiNs wrote: Don't forget Immortal range increase, Colossus isn't viable in PvP any more. It'll also be interesting to see how PvZ plays with Infestors being useless. When you have a lot of collossus and engage in the right spot its still viable. Then again thats just me sucking against collossus play and losing after I realise I cant attack into a big robo army even though I can destroy small numbers of collossi. Oh well personal problem QQ ![]() | ||
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movac
Canada494 Posts
The new blue flame upgrade will now make the hellion deal 19 damage instead of 24, as a result, they will no longer 2 shot workers and will require 3 shots just like the red flames, they will however still 2 shot zerglings. I'd like to add that hellions get +1 damage but also +1 to light, giving them +2 damage vs light units. With 1 attack upgrade, they will deal 21 damage vs light, even with an armor upgrade from the opposing side they will still deal 20 damage which is sufficient to kill a probe or drone in 2 shots. So now what has changed is that it is no longer possible to 2 shot a large group of workers in the early game, but in the later stages when a terran player has both the blue flames and attack upgrades, it'll still be possible. | ||
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Fliente
Brazil22 Posts
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eloist
United States1017 Posts
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GinDo
3327 Posts
On August 25 2011 11:35 BLinD-RawR wrote: ha this is a minor setback to the terran dominance. well since the damage nerf to hellions(its not a lot but it will set it back a bit) killing units that are not workers will require a lot more micro than before. I don't understand why they nerfed the hellion. That together with the immortal buff pretty much kills mech. I used to be able to deal with Immortal Zeal by going Hellion heavy and adding EMPs, but thats out the window T_T. | ||
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Ben...
Canada3485 Posts
I'm still the most happy about the immortal buff. It will definitely help my PvT (when they don't 1/1/1). I use zealot archon and usually mixed in immortals. I'll definitely cut an archon or two for extra immortals if they are marauder heavy now. | ||
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SemperSC
Canada117 Posts
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Barracks change is dumb tho.
