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Patch 1.4 PTR Notes (updated 9/8) - Page 39

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
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
August 25 2011 02:41 GMT
#761
nice patch, i like.

when is ptr server up?
age: 84 | location: california | sex: 잘함
EnOmy
Profile Joined October 2010
Australia183 Posts
August 25 2011 02:41 GMT
#762
Wow man. At least this is only PTR and they are not actually releasing this patch 2(?) days before Raleigh. I'm probably most excited about the bnet changes and I can't wait to see how this all turns out and what goes live.
GG WP //// 24yo.M
luxAyo
Profile Joined June 2011
6 Posts
August 25 2011 02:41 GMT
#763
Maybe with infestor nerfs I'll be able to play Terran again without QQing about how ridiculous it is to lose a 30 supply advantage in seconds to someone who can hardly press the F key.
GinDo
Profile Blog Joined September 2010
3327 Posts
August 25 2011 02:41 GMT
#764
On August 25 2011 11:40 eloist wrote:
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.


What I'm worried about is 10gate in PvT which was stupid hard to stop originally.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
RaLakedaimon
Profile Joined August 2010
United States1564 Posts
August 25 2011 02:42 GMT
#765
I'm amazed at how long it took Blizzard to make some of those super common sense patches but since they finally did it I can't bitch, long time or not they still got some important things done. I love seeing some units nerfed as well, it looks like they have done a good job on this one if it makes it through PTR.
ZeromuS
Profile Blog Joined October 2010
Canada13427 Posts
August 25 2011 02:42 GMT
#766
On August 25 2011 11:40 movac wrote:
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.


I think some faith has been restored in the SC2 balance team now :O
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
KangaRuthless
Profile Blog Joined August 2010
United States304 Posts
August 25 2011 02:42 GMT
#767
50 gas for Overseers and BFH nerf? I am a very happy Zerg
www.youtube.com/KangaRuthless
A Wet Shamwow
Profile Blog Joined September 2010
United States1590 Posts
August 25 2011 02:42 GMT
#768
On August 25 2011 11:41 luxAyo wrote:
Maybe with infestor nerfs I'll be able to play Terran again without QQing about how ridiculous it is to lose a 30 supply advantage in seconds to someone who can hardly press the F key.

the nerf didnt really do anything, they still have enough damage to easily kill marines in two fungals
“Life is a gamble, at terrible odds. If it were a bet you wouldn’t take it.”
SetStndbySmn
Profile Joined August 2010
United States657 Posts
August 25 2011 02:42 GMT
#769
Keep in mind that to totally push pvp in the right direction, they can't keep using maps without ramps (=4gate or lose) *cough* taldarim *cough*
"He doesn't operate under some divine shroud that lets him determine what is or is not valid culture. He cannot rob you, retroactively, of wholly valid experiences; he cannot transform them into worthless things." - Tycho
foxmeep
Profile Joined July 2009
Australia2337 Posts
August 25 2011 02:43 GMT
#770
don't know why it's under non balance changes, because the drone attack is the biggest balance change there (even though it's non-stat based)

saulus
Profile Joined July 2011
6 Posts
August 25 2011 02:43 GMT
#771
I almost cry when i think about the barracks nerf... i found the game perfectly balanced in the eyes of terran!
Trusty
Profile Joined July 2010
New Zealand520 Posts
August 25 2011 02:43 GMT
#772
On August 25 2011 11:41 Secret. wrote:
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.


It's an all-in.

Scan @ 6:00.

Needs 2 guyser.
Dommk
Profile Joined May 2010
Australia4865 Posts
August 25 2011 02:44 GMT
#773
On August 25 2011 11:41 GinDo wrote:
Show nested quote +
On August 25 2011 11:40 eloist wrote:
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.


What I'm worried about is 10gate in PvT which was stupid hard to stop originally.

What the hell is that build :S? Sounds so stupid, you need a good 50 probes to support that many gates off two base... by the time that hits Terran should have like 3/4 Medivacs and nullify the push
JiPrime
Profile Joined June 2011
Canada688 Posts
August 25 2011 02:44 GMT
#774
LOL Leenock just raged about the Immortal Range buff on twitter.
Polarexia
Profile Joined November 2010
United States383 Posts
August 25 2011 02:44 GMT
#775
Holy shit this is amazing
Cloud9157
Profile Joined December 2010
United States2968 Posts
August 25 2011 02:44 GMT
#776
..............................

I am about to cry with joy. Warp Prism buff AND Immortal range increase?

...........

Thank you so much Blizzard. Haven't even checked out the other 2.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
Steelo_Rivers
Profile Blog Joined January 2011
United States1968 Posts
August 25 2011 02:44 GMT
#777
this is awesome. Now people wont be afraid to use the fleet beacon
ok
tQWannaBe
Profile Joined November 2010
Canada133 Posts
August 25 2011 02:45 GMT
#778
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA

Someone please this is a troll thread.

no nerf on banelings and "seems" like infestor nerf, but actually there's no nerf in TvZ since they will hold marines till banelings swipe them all.

Z is a joke race. Nerf banelings, not rax build time, we need 2 rax dumbdumbs....

User was warned for this post
NO MERCY IN ENGINEERING
LuciferSC
Profile Joined August 2010
Canada535 Posts
August 25 2011 02:45 GMT
#779
On August 25 2011 11:40 movac wrote:
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.



Good insight pointing out the effect of doing mech +1 attack upgrade.

That puts the nurf into a very different light for me.
I for one ain't minding the nurf that much now.

Hellion vs. workers were rather op.
Come get some
sylverfyre
Profile Joined May 2010
United States8298 Posts
August 25 2011 02:45 GMT
#780
On August 25 2011 11:36 TedJustice wrote:
I think the reason they nerfed contaminate was a ZvZ all-in where you roach rush and make 3 overseers and infinitely contaminate the enemy hatch.

With cheaper overseers, that might have broken it.

Pretty much - the cost for overseers to scout with (and changelings) are significantly cheaper, but the "cost" of using contaminate ends up being relatively unchanged - you make more overseers at about the same total money spent for however much contamination that you want to get done.
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