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Patch 1.4 PTR Notes (updated 9/8) - Page 49

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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
SemperSC
Profile Joined February 2011
Canada117 Posts
August 25 2011 03:18 GMT
#961
On August 25 2011 12:17 kenkaze291 wrote:
For the barracks build time, I always wondered why it was 60 when gateway and spawning pool build times were 65...


So we don't die to chrono boosted units? And to actually somehow be able to pressure a hatch first?
TA.GaMei
Profile Joined August 2010
Dominican Republic23 Posts
August 25 2011 03:18 GMT
#962
On August 25 2011 12:00 dartoo wrote:
I wonder..is the +5 to barracks to enable more scouting for the other races..your ovie can stay in longer, and the probe can stay alive for longer in the base before the first marine pops out...


exactly!! terran could scout for a longer time in their opponents base, now they will suffer the same.
we will have more time to see if they will do a depot after the barrack or other barrack or whatever they want. we will know it.
LookNaph
Profile Joined August 2010
Canada59 Posts
August 25 2011 03:18 GMT
#963
The HSM change does take away cool micro avoidance
Green Tea AI 2.0 Development Blog: http://gtai2.blogspot.hk
SwitchAUS
Profile Joined June 2011
Australia106 Posts
August 25 2011 03:18 GMT
#964
I almost jizzed when I saw that hellion nerf. Now I wont be scrambling just to ensure that i dont lose ALL of my workers. Plus it won't feel like I'm watching the last MLG when I'm laddering.

Infestor nerf was expected, I don't use them too much anyways, not even mad.

Barracks nerf seems a little weird, maybe it reduces the effect of the 6rax? lol
I'm awesome, and I f--k dolphins.
Midgetman101
Profile Joined February 2011
United States825 Posts
August 25 2011 03:18 GMT
#965
This patch isnt good for mech play :'(
~Terran For Life~
tsuxiit
Profile Joined July 2010
1305 Posts
August 25 2011 03:19 GMT
#966
On August 25 2011 12:17 Omnipresent wrote:
Show nested quote +
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...


I want you to go on the ladder, 14 hatch, and then play against an 11/11 2 rax build on any map in the Blizzard ladder.
Whitewing
Profile Joined October 2010
United States7483 Posts
August 25 2011 03:19 GMT
#967
That's a big buff to the seeker missile actually, it is faster than a number of units now.

Does anyone know if the buff to mothership acceleration only effects the acceleration? Or does it also increase the movement speed?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
A Wet Shamwow
Profile Blog Joined September 2010
United States1590 Posts
August 25 2011 03:19 GMT
#968
On August 25 2011 12:15 TA.GaMei wrote:
Show nested quote +
On August 25 2011 12:00 A Wet Shamwow wrote:
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.
.

You think terrans are going to throw stuff down in front of you instead of waiting 5 secs? It does nothing
“Life is a gamble, at terrible odds. If it were a bet you wouldn’t take it.”
esaul17
Profile Joined May 2010
Canada547 Posts
August 25 2011 03:19 GMT
#969
Protoss player here, sharing my thoughts:

Immortals: Great change. Immortals often feel far too clunky on anything outside the super early game. They also die quickly to marines, so this lets you keep them a little further behind your zealots to keep them safe. Will still have to micro them in front of stalkers, but that is fair enough. You WANT your immortals taking fire over your stalkers often enough anyway.

Mothership: Cloaking change is good as you no longer have to announce you made a mothership. The acceleration seems cool, but ultimately I don't see much use for the mothership. Especially when carriers have no place in the metagame, it is a massive investment for just one unit. This is a tough one though, as any real buff could very quickly make it overpowered. Imagine something like we saw in the alpha coming out? Kind of sucks that Protoss' ultimate weapon is kind of a dud now though, even if it is a slightly faster dud.

Stalker: Can help with blink all ins, especially combined with the immortal change for PvP. Seems fine to push the match up toward a macrogame. Will slow blink rushes against Z and T, which were already on a knife's edge for success anyway. Assuming P can compete in a normal game I don't mind this change, but it is unfortunate to see Toss get a nerf on one of the few ways they can harass or pressure right now.

Warp Prism: Should help with MC templar micro situations. For regular drops I do worry that the issue is that Protoss doesn't have much worth dropping as much as it is that their dropship is fragile. If they increase the cargo to 6 or something I would be happy, but it is probably best to see how this plays out first. Templar drops or Immortal drops maybe more popular since they have a hope of making it home?

Barracks: Subtle T nerf slowing down everything they do. With T's current dominance, this seems okay, but I would have preferred a more focused nerf on 1/1/1 and EMP.

Hellion: I have been thinking for a while that blue flame hellions were way too strong. You can lose so much with a blue flame drop, compared to the investment the T has to put into it. So I think this will give players a bit more of a chance to prevent such volatile moments from losing them the game

Raven: Seeker missile currently seemed pretty useless so it would be nice to bring it back in. Ravens are damn strong, but this ability currently was underutilized.

Infestor: Fungal is so good, hope this evens it out a little without returning Zerg to their pre-fungal buff state entirely

Overseer: Whatever I guess? Contaminate is cool, may help making overseers more expendable.

Ultralisk: Seems I see Z die vs T waiting for BLs to morph or Ultras to hatch too often. This might help Z remax and such easier.
devPLEASE
Profile Joined March 2011
Kenya605 Posts
August 25 2011 03:19 GMT
#970
On August 25 2011 12:12 xAPOCALYPSEx wrote:
Show nested quote +
On August 25 2011 12:11 devPLEASE wrote:
would anyone care to explain to me what 1/1/1 is? is it the 1 rax, 1 fact, 1 star thing? or is it something else?


The all in (mainly used in TvP) that revolves around getting a shit ton of marines with tanks and banshees (and maybe a raven) (or even a few hellions) that has been pretty difficult to stop as P for the past 2 months or so


Thanks a lot man. I really appreciate it.
(ノ `Д´)ノ︵┻━┻
KiF1rE
Profile Blog Joined November 2009
United States964 Posts
August 25 2011 03:20 GMT
#971
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.


agreed... one of my other complaints is that, warp prisms have their speed upgrade on the robotics bay... and the robo bay gives nothing to put into the warp prism. which requires a ton of tech to get that upgrade and every Warp prism build lately, drops HT or DT... which is a completely different tech tree.
MrSweetNess
Profile Joined May 2011
Australia312 Posts
August 25 2011 03:20 GMT
#972
Like the Seeker upgrade! Finally an incentive to use them and not have them completely wasted cause the enemy just runs away, hopefully seeker will be used more.

Don't really get the racks build time though..
White-Ra - Special Barbeque Tactics
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
August 25 2011 03:20 GMT
#973
On August 25 2011 12:19 tsuxiit wrote:
Show nested quote +
On August 25 2011 12:17 Omnipresent wrote:
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...


I want you to go on the ladder, 14 hatch, and then play against an 11/11 2 rax build on any map in the Blizzard ladder.

haha, 11/11 will still be pretty damn strong.
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
SiguR
Profile Blog Joined July 2010
Canada2039 Posts
August 25 2011 03:20 GMT
#974
So do two fungals no longer kill an enemy infestor?
fraktoasters
Profile Joined January 2011
United States617 Posts
August 25 2011 03:20 GMT
#975
On August 25 2011 12:17 Omnipresent wrote:
Show nested quote +
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...


Do people not watch the GSL? Zergs still lose to 2 rax bunkers all the time. Nestea.. Losira.. Leenock all within this GSL season.


On August 25 2011 12:09 ma70 wrote:
Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.
I like the Morph cost buff, but the contaminate nerf seems random?


It's not random at all. They almost decreased the cost of overseer by half, but they didn't want that to mean Zergs can have double the contaminates so they increased the cost.
Mike15xp
Profile Joined December 2010
United States595 Posts
August 25 2011 03:20 GMT
#976
On August 25 2011 10:29 windsupernova wrote:
NOOOOOOOOOOOOOOOOOOOOOOOO

Hellions

But I guess they did do too much damage.

I like the Immortal Buff. MC must be like FFFFFFFFFFFFFFFFUUUUUUUUUUUUUUU.

Edit: Overall I think its a good patch and I am glad that HSM has been made more usable. I wonder if Marine Raven will become viable now


his sacrifice was was not in vain
_Search_
Profile Joined February 2011
Canada180 Posts
August 25 2011 03:21 GMT
#977
Great patch!!

The only thing that totally puzzles me is the rax nerf. Since when was anyone complaining about rax build time? Besides Terran NEEDS that first rax to hold off early pressure. Terran has the hardest time building army in the early game. There's no reason to make it even more difficult.


But my favourite change is that APM spammers can no longer hold their fake APM over me as some indication of superiority.
Trozz
Profile Blog Joined November 2008
Canada3456 Posts
August 25 2011 03:21 GMT
#978
Fixed an issue where workers would not path around Force Field while harvesting.

What the hell is this?
This is a really sad change.
Seems like a great patch.
A build is not a guess, an estimation or a hunch, a feeling, or a foolish intuition. A build is a dependable, unwavering, unarguably accurate, portrayer of your ambition.
RavenLoud
Profile Joined March 2011
Canada1100 Posts
August 25 2011 03:21 GMT
#979
I can't find anything I dislike in this patch.

Maybe someone from BW will complain about how easy SC2 is, especially now that they can auto-tune banelings instead of having to micro them vs buildings....
Cloud9157
Profile Joined December 2010
United States2968 Posts
Last Edited: 2011-08-25 03:23:47
August 25 2011 03:22 GMT
#980
On August 25 2011 11:50 TMmingus wrote:
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.


I have to lol at your first 2 paragraphs. I've had a few Zergs use contaminate on me in PvZ.

Second, Immortal was shit. Anti armor unit? Yeah, if you're not fighting a shit ton of Marauders/Roaches/Stalkers. Otherwise they get focused down so fast that they get 2 shots off, not even enough to kill any of the 3. I seriously can't even tell you how pathetic it is to make an Immortal only to have it killed in seconds. You can't even micro it back since it gets stuck in front of Stalkers, since 6>5 range, and its slow as ass.

Terran has the hardest time building army in the early game. There's no reason to make it even more difficult.


Play Protoss. You absolutely will not find that true ever again.
"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
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