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Patch 1.4 PTR Notes (updated 9/8) - Page 38

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
rolfe
Profile Joined September 2010
United Kingdom1266 Posts
August 25 2011 02:37 GMT
#741
Choya just tweeted that he loves david kim lol
life will not be contained. Life breaks free, it expands to new territories and crashes through barriers, painfully, maybe even dangerously but there it is. Life finds a way
ShrimpDance
Profile Joined September 2010
392 Posts
August 25 2011 02:37 GMT
#742
Can someone please explain the overseer cost reduction to me? 50 gas for permanent detection with 200 HP is strong.
branflakes14
Profile Joined July 2010
2082 Posts
August 25 2011 02:38 GMT
#743
On August 25 2011 11:29 L3gendary wrote:
Show nested quote +
On August 25 2011 11:27 SnowK wrote:
On August 25 2011 11:22 wklbishop wrote:
Ok, I just checked and did the math, BFH still 2 shot workers. Bleh.

Still happy by the overall changes.


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


What does the (+1) mean tho?


Per upgrade. Though I'm reasonably sure that 16 damage should get +2.
Moosegills
Profile Joined March 2011
United States558 Posts
August 25 2011 02:38 GMT
#744
I'm still wondering when zerg is going to ever get an anti caster ability so they can deal with ghosts and ht better.
#1 HuK fan, zerg player playing for http://www.complexitygaming.com - @coL_Moosegills
LuciferSC
Profile Joined August 2010
Canada535 Posts
August 25 2011 02:38 GMT
#745
On August 25 2011 11:27 SnowK wrote:
Show nested quote +
On August 25 2011 11:22 wklbishop wrote:
Ok, I just checked and did the math, BFH still 2 shot workers. Bleh.

Still happy by the overall changes.


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
Come get some
UniversalMind
Profile Joined March 2011
United States326 Posts
August 25 2011 02:39 GMT
#746
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...
humbre
Profile Joined August 2011
353 Posts
August 25 2011 02:39 GMT
#747
goody will be sad when he sees his reaper bunker rush build into BFH +mech nerfed into oblivion
ac.SpaWn
Profile Joined August 2011
United States25 Posts
August 25 2011 02:39 GMT
#748
As a zerg, I'm really iffy what will become of zvp. Seems like a very dramatic patch...we'll see what makes it through
Yoshi Kirishima
Profile Blog Joined July 2009
United States10383 Posts
August 25 2011 02:40 GMT
#749
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)
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
LuciferSC
Profile Joined August 2010
Canada535 Posts
August 25 2011 02:40 GMT
#750
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...
Come get some
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
August 25 2011 02:40 GMT
#751
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.
Haydin
Profile Joined December 2010
United States1481 Posts
August 25 2011 02:40 GMT
#752
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.
aka ilovesharkpeople
supdubdup
Profile Blog Joined December 2010
United States916 Posts
August 25 2011 02:40 GMT
#753
Unit vision up ramps has been reduced by 1. - WHOAAAAAAAAAA. Barracks change is dumb tho.
Turn it Up
ZeromuS
Profile Blog Joined October 2010
Canada13427 Posts
August 25 2011 02:40 GMT
#754
On August 25 2011 11:34 ZAiNs wrote:
Show nested quote +
On August 25 2011 11:32 Shilliwippen wrote:
Blink stalkers from 110 to 140, just turned PvP back into to a Robo or 4-gate game

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
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
movac
Profile Joined February 2011
Canada494 Posts
August 25 2011 02:40 GMT
#755
In case no one has posted about this already

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.
Fliente
Profile Joined April 2011
Brazil22 Posts
August 25 2011 02:40 GMT
#756
no more early game apm spam? Is that what they meant by control groups no being actions?
eloist
Profile Joined September 2010
United States1017 Posts
August 25 2011 02:40 GMT
#757
Between the immortal range increase and the barracks build time, quick immortal pushes might be powerful against terran again. I found it difficult to deal with in beta.
GinDo
Profile Blog Joined September 2010
3327 Posts
August 25 2011 02:40 GMT
#758
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.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Ben...
Profile Joined January 2011
Canada3485 Posts
August 25 2011 02:41 GMT
#759
This may change PvP again big time. Doesn't matter to me, I still 10gate 4gate every game and win more than I lose. This may help with making 3gate robo crush 4gate though if you can get immortals and a good forcefield out.

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.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
SemperSC
Profile Joined February 2011
Canada117 Posts
August 25 2011 02:41 GMT
#760
What about 3 gate stargate? Even scouted, its so hard to hold, especially if you opened marauders and ESPECIALLY with rax build time + 5 seconds.
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