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Patch 1.4 PTR Notes (updated 9/8) - Page 48

Forum Index > Closed
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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
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
August 25 2011 03:14 GMT
#941
Someone previously brought up a point about warp prisms.

The problem is not that they are fragile. The problem is that there is no compensation for their fragile state. If you have something potent to put in them, being fragile isn't a problem. Simply increasing warp prism hp avoids a course of action that could increase the quality of games.
Jumbled
Profile Joined September 2010
1543 Posts
August 25 2011 03:14 GMT
#942
On August 25 2011 12:04 Devolved wrote:
So what units can now not outrun the seeker missile that could outrun it before?

Probes/SCVs/Drones
Zealots with charge
Warp prism without upgrade
DTs
Archons
Vikings
Medivacs
Banshees
Unupgraded roaches on creep
Unupgraded banelings off creep
Queens on creep
Infestors on creep
Ultras off creep
Overseers
DizzyDrone
Profile Joined August 2010
Netherlands629 Posts
August 25 2011 03:14 GMT
#943
On August 25 2011 12:06 Blacklizard wrote:
Random comments:
-OK change on overseer cost I think since they die pretty often. But yeah, like someone said the spore root buff needs to be reverted. Queens are extremely effective anti-air for minerals only. Spores that can move and shoot like normal units (almost) are kinda insane.


You need to realise that although queens are a good defensive AA unit their offensive use is very limited, which already is Zerg's weak point in the early game.
sixsmith
Profile Joined August 2011
1 Post
August 25 2011 03:14 GMT
#944
Artosis explained it best. The 1/1/1 is the rax, fact, port build, but the issue is the "all-in" that can follow it, which is the tank marine banshee push, sometimes with raven.
Fu[G]u
Profile Joined August 2010
United States187 Posts
Last Edited: 2011-08-25 03:16:32
August 25 2011 03:14 GMT
#945
I would just like to take this opportunity to say.....CALLED IT.....on the immortal +1 range. This I posted this in the designated balance "discussion" and it got buried under an avalanche of infestor op QQ, but maybe someone else saw it =P.

On August 17 2011 02:43 Fu[G]u wrote:
So, I have an idea for a balance change.

It pains me to suggest a buff for protoss, being a zerg player, but it is more for pvt and i dont think it would affect the other matchups too much. Maybe PvP a little, but i dont think it would break the matchup.

My suggestion is the give the immortal +1 range.

Imho this would do a few different things.

First, and most importantly, it would help protoss players hold off the 1-1-1 push that is SO prevalent in high levels of pvt. being able to target the seige tanks without your immortals getting stuck behind ur other units and not firing would help a great deal in holding this push.

Second, as a generality protoss players, as Artosis is often pointing out in the GSL, often do not control their immortals very well, as they have them on the same hotkey as their other units. Giving them +1 range might help the protoss army function more cohesively.

I am certainly open to the possibility that protoss players just havent figured out the proper response to the 1-1-1 build, but as it is pretty easy for the terran to execute, should it really be so hard for the protoss to hold? This might level the playing field a bit.

So what are your thought, TL, would this be too big off a buff? How would it affect pvp and pvz if at all? Necessary or over the top?

[/B]
Chernobyl
Profile Joined March 2011
Brazil143 Posts
August 25 2011 03:15 GMT
#946
* A full refund will now be issued for any training requests that cannot complete because unit placement fails.

That is great, it happens a lot.

Perfect patch, well done!
TA.GaMei
Profile Joined August 2010
Dominican Republic23 Posts
August 25 2011 03:15 GMT
#947
On August 25 2011 12:00 A Wet Shamwow wrote:
Show nested quote +
On August 25 2011 11:58 TA.GaMei wrote:
On August 25 2011 10:56 Flying_Cake wrote:
Rax

5 seconds = 3.5 seconds real time. Won't change anything. The map has a way bigger impact than this change.

Hunter Seeker

Can basically catch up to anything except phoenix and mutas.

Unit vision up ramps reduced

Can't wait to see this change in action. Anything that will help the defender will make better gameplay and give us more entertaining games.

Blink Nerf

This nerf isn't going to change much since you can only get blink past early game. 20 seconds won't change much at this stage since you'll still have the same number of stalkers.


The rax changes will provide other races more time to scout inside the terran base imo. thats very good since Terran have like 10 viable openings.

This doesn't matter, you will just get your worker killed 5 seconds later and not see anything, all this does is change EVERY single Terran timing. I am fine with every terran change (even happy about the hellion change) but this seems unneeded.


Man those 5 second will help a ton at figuring out what will be the opening of the terran since the marine will come out 5 sec later, most of the time u didnt have enough intel to know what was the terran opening choice, 1rax gas doesnt mean anything they can to any opening, now u will know when he builds his second depot which will tell u right away his opening.
.
DeepElemBlues
Profile Blog Joined January 2011
United States5080 Posts
August 25 2011 03:15 GMT
#948
The barracks nerf is an act of idiocy.

Delaying the orbital, and hence the entire Terran economy, not to mention delaying a Terran's ability to pressure opponents early.

Blech.


well tbh it's not like terran was particularly weak in the early game pressure department

terran has by far the best early-game pressure ability in terms of being able to macro cost-effective units early-game
no place i'd rather be than the satellite of love
Vinx
Profile Blog Joined May 2010
Canada259 Posts
August 25 2011 03:15 GMT
#949
well see ya later hellions
Starcraft 2 > RL ¯\_(ツ)_/¯
LookNaph
Profile Joined August 2010
Canada59 Posts
August 25 2011 03:15 GMT
#950
On August 25 2011 12:00 ELA wrote:
The warp prism buff is really really significant - Warpprisms will have 25% more HP (If you count shields) than a medivac - 200hp in total, same as an overlord. Further than that, Warpprisms are really really fast if you get the speed-upgrade: 3.375 - That's 0,6 faster than a viking, with almost instant accelleration.

By far the best "dropship"-type unit in the game now.. Will be really fun to see what a WhiteRa or Puzzle can do with this


IMO a better (and less crazy) change instead would be just add +1 sight (to be on par with medivacs) ,only add 20 shields and a much faster build time.
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
Psychobabas
Profile Blog Joined March 2006
2531 Posts
August 25 2011 03:15 GMT
#951
Why are people saying that hellions wont be as effective vs zerglings any more? It's still 2 shots for 1 ling!

Am I missing something? Oo
SemperSC
Profile Joined February 2011
Canada117 Posts
August 25 2011 03:16 GMT
#952
TvZ late game: make vikings to counter broodlords (hopefully enough).

Zerg remaxes with ultras and pushes your army which has useless vikings in less than a minute. We'll see I guess -_-. Terran really needs a late game buff. HSM buff is good for TvT, but I don't see it working in other matchups.
Alzadar
Profile Blog Joined April 2010
Canada5009 Posts
August 25 2011 03:16 GMT
#953
On August 25 2011 12:11 Devolved wrote:
Does anyone know which units are slower than 2.953?


All workers
Every Terran unit except stimmed infantry, Reapers and Hellions
Queens, slow Roaches, Overlords and Overseers, Hydralisks, Infestors
Every Protoss unit except the Stalker (equal speed), the speed Prism and the Phoenix
I am the Town Medic.
Ribbon
Profile Blog Joined April 2010
United States5278 Posts
August 25 2011 03:16 GMT
#954
Hellions get +1/+1 to light from upgrades.

BF Hellions now do 8+6+ 5 = 19 damage to workers. Drones have 40 HP.

With no upgrades, it takes 3 BF Hellion shots to kill a drone or probe.

With +1, two BF Hellion shots kill a drone or probe again (19 + 1 for attack + another 1 for the bonus against light = 21. 21 * 2 = 42). With +2, two BF Hellion shots kill a drone or probe, regardless of Z/P upgrades, and kill and SCV with no armor upgrade. With +3, two blue flame hellion shots kill a worker and there's nothing you can do neener neener neener. So BF hellions are just as good in a lategame where you've been meching (and thus this nerf is also a buff to mech generally), and nearly as good otherwise.
Shableh
Profile Joined July 2011
Canada40 Posts
August 25 2011 03:16 GMT
#955
I don't know if this has been said yet, but the rax nerf is fkn stupid for team games. An extra five seconds in a barracks building means zerg is infinitely stronger for that right now... I see no reason for it, as I think the 2 rax has been solved already anyway like other people have said.

I don't always herp, but when I herp, I derp
GinDo
Profile Blog Joined September 2010
3327 Posts
August 25 2011 03:16 GMT
#956
On August 25 2011 12:11 Devolved wrote:
Does anyone know which units are slower than 2.953?

Thors. HSM now counters Thors. Yippee. Thank you BLizzard.

On a more serious note. I think its more about making it more difficult to dodge. I personally feel the Raven is the most under estimated unit.

PDD is amazing in all 3 match ups. It blocks Mutas(TvZ),Vikings(TvT), Maruaders(TvT) and Stalkers(Tvp)

And now I think it may serve as a way to deal will Mass Muta. Rather then banking money on thors you can go ravens and never have to stop your tank production. and what you save in minerals means more marines. Time will tell. I still think that for 125 energy its should be faster though.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
Omnipresent
Profile Blog Joined December 2010
United States871 Posts
August 25 2011 03:17 GMT
#957
On August 25 2011 12:12 darthcaesar wrote:
The barracks nerf is an act of idiocy.

Delaying the orbital, and hence the entire Terran economy, not to mention delaying a Terran's ability to pressure opponents early.

Blech.


I literally can't think of a single reason to increase barracks build time. Is there really anyone left who's having problems holding barracks openers?

I know it's only 5 seconds, but still...
kenkaze291
Profile Joined March 2011
United States92 Posts
August 25 2011 03:17 GMT
#958
For the barracks build time, I always wondered why it was 60 when gateway and spawning pool build times were 65...
OminouS
Profile Joined February 2010
Sweden1343 Posts
August 25 2011 03:17 GMT
#959
On August 25 2011 12:11 Alzadar wrote:
Show nested quote +
On August 25 2011 12:09 OminouS wrote:
Why is it that blizzard patch everything that adds the slightest depth to gameplay that isn't a part of their original idea? Imagine BW without stakced mutas. Thats where SC2 is heading =/


What are you referring to?


Right now, zealot charge. But there has been other changes to SC2 that has limited the use of certain units before as well.
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
August 25 2011 03:18 GMT
#960
On August 25 2011 12:14 SiguR wrote:
Someone previously brought up a point about warp prisms.

The problem is not that they are fragile. The problem is that there is no compensation for their fragile state. If you have something potent to put in them, being fragile isn't a problem. Simply increasing warp prism hp avoids a course of action that could increase the quality of games.


Most good protoss players were working templar drops into their play in some fashion (MC, Inka (US one), HerO, Huk, White-ra) the improved health just makes them less punishing to load up the 400 gas into and lets them retreat easier, which was desperately needed.
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