when is ptr server up?
Patch 1.4 PTR Notes (updated 9/8) - Page 39
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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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jinorazi
Korea (South)4948 Posts
when is ptr server up? | ||
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EnOmy
Australia183 Posts
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luxAyo
6 Posts
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GinDo
3327 Posts
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. | ||
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RaLakedaimon
United States1564 Posts
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ZeromuS
Canada13391 Posts
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 | ||
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KangaRuthless
United States304 Posts
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A Wet Shamwow
United States1590 Posts
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 | ||
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SetStndbySmn
United States657 Posts
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foxmeep
Australia2337 Posts
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saulus
6 Posts
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Trusty
New Zealand520 Posts
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. | ||
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Dommk
Australia4865 Posts
On August 25 2011 11:41 GinDo wrote: 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 | ||
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JiPrime
Canada688 Posts
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Polarexia
United States383 Posts
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Cloud9157
United States2968 Posts
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. | ||
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Steelo_Rivers
United States1968 Posts
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tQWannaBe
Canada133 Posts
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 | ||
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LuciferSC
Canada535 Posts
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. | ||
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sylverfyre
United States8298 Posts
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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