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Patch 1.4 PTR Notes (updated 9/8) - Page 41

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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
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
August 25 2011 02:48 GMT
#801
On August 25 2011 11:45 tQWannaBe wrote:
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....


... not sure if srs.
Cloud9157
Profile Joined December 2010
United States2968 Posts
August 25 2011 02:48 GMT
#802
On August 25 2011 11:46 JiPrime wrote:
Show nested quote +
On August 25 2011 11:45 babylon wrote:
On August 25 2011 11:44 JiPrime wrote:
LOL Leenock just raged about the Immortal Range buff on twitter.

But doesn't Choya approve?


Leenock is ZERG.

He's now complaining how well the Immortals kill Ultralisks 1 on1 already without the range buff.


Thats funny, since nothing else can Really take an Ultra 1v1 other than Immortals/VRs/Carriers, the latter you never see really.
"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
Najda
Profile Joined June 2010
United States3765 Posts
August 25 2011 02:48 GMT
#803
Do blueflame hellions still 2 shot scvs? If not, do they atleast 2 shot drones?
Sporadic44
Profile Blog Joined January 2011
United States533 Posts
August 25 2011 02:48 GMT
#804
looks like good changes all around for the most part. In particular the warp prism shield buff and shorter ultralisk morph duration were both much needed.


One change that's sure to piss me off is, if im reading this right that is.

"Spore Crawlers and Spine Crawlers now disable their Stop button when rooting."
does this mean we cant stop a spine or spore from rooting mid burrow?
"Opportunities multiply as they are seized."
Deltablazy
Profile Joined November 2010
Canada580 Posts
August 25 2011 02:48 GMT
#805
Terrans are doomed.

...

OH WAIT. No bunker change? Thank God! These are fake patch notes.
doomed
Profile Joined May 2010
Australia420 Posts
August 25 2011 02:49 GMT
#806
Just remember people... its on the PTR server for a reason, to TEST! so go and test it! No one knows how many of those changes are currently considered to be a realistic change, but they play with them anyway, just to see what happens.

Just like when they lowered all gateway units build time by 10 secs or so. never made it live.
A Wet Shamwow
Profile Blog Joined September 2010
United States1590 Posts
August 25 2011 02:49 GMT
#807
On August 25 2011 11:47 Ryder. wrote:
I think we can all agree that everyone is a winner with this patch.

Except Destiny.

infestors still kill everything in tvz, and really he used the neurals in pvz right? and they didn't change infested terrans
“Life is a gamble, at terrible odds. If it were a bet you wouldn’t take it.”
_-NoMaN-_
Profile Joined May 2011
Canada250 Posts
Last Edited: 2011-08-25 02:52:51
August 25 2011 02:49 GMT
#808
tbh, i use ITs and neural at least as much as fungal,...fungal cant take out a pf with full saturation...
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-08-25 02:50:11
August 25 2011 02:49 GMT
#809
On August 25 2011 11:42 ZeromuS wrote:
Show nested quote +
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


I feel better now. That seems fair. Early BFH was pretty OP.

On August 25 2011 11:44 Dommk wrote:
Show nested quote +
On August 25 2011 11:41 GinDo wrote:
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


I' hoping your trolling. 10 gate is a rush when Toss gets a GW at 10 food. Its the fastest GW possible.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2011-08-25 02:49:38
August 25 2011 02:49 GMT
#810
On August 25 2011 11:48 Najda wrote:
Do blueflame hellions still 2 shot scvs? If not, do they atleast 2 shot drones?


no, they do 19 dmg with blue flame so that's 38 for 2 shots, drones and probes have 40 hp (
All we have to decide is what to do with the time that is given to us.
Cuiu
Profile Joined March 2011
Germany410 Posts
August 25 2011 02:49 GMT
#811
On August 25 2011 11:24 TA.GaMei wrote:
Show nested quote +
On August 25 2011 10:46 TT1 wrote:

Barracks
Build time increased from 60 to 65
= ?

= ok


This will help other races to scout better, why ppl doesnt realize about this?

As protoss player this will have a ton, about knowing what opening Terran will do.


not rly because of the increase of the buildtime you can start the second depot earlier because the OC is delayed but that would indicate not a 2rax which is a good information to have
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
August 25 2011 02:49 GMT
#812
As a terran player, I actually like the helion nerf a little bit for TvT. Will also be using ravens as a standard now (or try to).
JiPrime
Profile Joined June 2011
Canada688 Posts
August 25 2011 02:49 GMT
#813
On August 25 2011 11:48 Dommk wrote:
Show nested quote +
On August 25 2011 11:46 JiPrime wrote:
On August 25 2011 11:45 babylon wrote:
On August 25 2011 11:44 JiPrime wrote:
LOL Leenock just raged about the Immortal Range buff on twitter.

But doesn't Choya approve?


Leenock is ZERG.

He's now complaining how well the Immortals kill Ultralisks 1 on1 already without the range buff.

I don't get that though lol... Don't you want your Immortals at the front anyway to tank the Ultras?


I guess he wanted to use Ultralisks real bad.

Poor Leenock...
Asmodeusz
Profile Joined August 2011
193 Posts
Last Edited: 2011-08-25 02:50:14
August 25 2011 02:49 GMT
#814
On August 25 2011 10:16 Monocle wrote: Don't really understand the barracks build time nerf though.


11/11 nerf, good change imo. ( i play Terran)
tsuxiit
Profile Joined July 2010
1305 Posts
August 25 2011 02:50 GMT
#815
I don't understand the logic behind the immortal buff at all, nor the blink nerf.
corpsepose
Profile Blog Joined August 2010
1678 Posts
August 25 2011 02:50 GMT
#816
good patch, not a fan of the terran nerfs but everything else is pretty solid. will have to go back to conventional dullard marine/tank now that i cant abuse hellions tvz. ;D
http://www.twitch.tv/corpsep0se
GreYMisT
Profile Blog Joined October 2010
United States6736 Posts
August 25 2011 02:50 GMT
#817
Bunker build time increased.
Who else is not suprised?
"life of lively to live to life of full life thx to shield battery" / Join TL Mafia! http://www.teamliquid.net/forum/index.php?show_part=31
ZeromuS
Profile Blog Joined October 2010
Canada13408 Posts
August 25 2011 02:50 GMT
#818
Im not sure if I like the displayed minerals returned thing when buildings are cancelled. A more subtle change in the way it becomes destroyed is probably better to let you know that it was cancelled or destroyed
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
GinDo
Profile Blog Joined September 2010
3327 Posts
August 25 2011 02:50 GMT
#819
On August 25 2011 11:49 Scila wrote:
Show nested quote +
On August 25 2011 11:48 Najda wrote:
Do blueflame hellions still 2 shot scvs? If not, do they atleast 2 shot drones?


no, they do 19 dmg with blue flame so that's 38 for 2 shots, drones and probes have 40 hp (


They 2 shot them once you get +1 Mech.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
TMmingus
Profile Blog Joined May 2011
Sweden13 Posts
August 25 2011 02:50 GMT
#820
I genuinely have to question Blizzards thought process here. First of all, there are some really weird and not very logical changes at all. The first one I really reacted to is the Overseer Contaminate nerf. It's to 90% (AT LEAST) used only in zvz, which makes it even weirder. If it's the same for both, who cares? They could've changed it to 5 for all I care.

Secondly, making the Immortal better? The Immortal is in my opinion the best unit in the game and can be used to great succes with the help of a Warp Prism. To buff the Immortal's range is just border line crazy. Now, with the fungal nerf, protoss will once again most likley win every game against zerg. This allso means that you need less "skill" with the most valuable spell in the game, the force fields (which you can have 3 minutes into the match). This is not a well thought out buff.

Thirdly, as someone already pointed out. How come nothing is done to the Hydra? It's a unit people sometimes HAVE to rely on and at the same time is completley useless. Make some change to it, increase their health points or the moving speed of the unit or just something. Show us you care!

Having said all this, I see that I come of as very negative. They're some GREAT changes in this patch too as the Ultras now may become actually usefull. And Zergs (sometimes protosses as well) might not lose an entire mineral line 6 minutes into the match due to blue flames. I will come of as very pro-Zerg, which is not the case at all. I play random and have since day one and therefor I feel I can give a good perspective. Now, some of you might not agree with me at all but that's just how it is.

I hope things work out, though.
En negativ man är ingen man
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