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Patch 1.4 PTR Notes (updated 9/8) - Page 58

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
KimJongChill
Profile Joined January 2011
United States6429 Posts
August 25 2011 04:01 GMT
#1141
On August 25 2011 12:59 pallad wrote:
Show nested quote +
On August 25 2011 10:23 laLAlA[uC] wrote:
How are you supposed to stop proxy gate in base with the barracks build time increased...


Learn to scout , simple


SlayersDragon style. Build stuff around the gate, heh. Block building exit for gateway.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
xDaunt
Profile Joined March 2010
United States17988 Posts
August 25 2011 04:01 GMT
#1142
The immortal range change should have come a year ago. I wouldn't be surprised if the immortal's damage is slightly lowered in a future patch.
BulletCase
Profile Joined June 2011
Uruguay27 Posts
August 25 2011 04:01 GMT
#1143
i like this patch
but i was kinda expecting a bit more for protoss ;_;
oh well
more harass play is gonna take effect!
I Eat Zergs for breakfast.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
August 25 2011 04:01 GMT
#1144
On August 25 2011 12:51 DizzyDrone wrote:
Show nested quote +
On August 25 2011 12:50 BLinD-RawR wrote:
what?did you notice the speed change?Its now faster than every unit other than hellions and speed lings,(0.0001 fasterthan stalkers and ultras on creep)


So instead of running away your entire army, try seperating the targetted unit from the rest of your army. That's how Zerg players dealt with Irradiate in BroodWar.

Exactly.

Irradiate in BW was basically a 1-click, inevitable death for the victim unit, with any collateral damage being reduced by the opposing player's micro. It was a great spell that still rewarded the opponent's micro to limit damage.

I like how HSM is being buffed, as I always saw it as a replacement for Irradiate, but somewhat watered down in comparison. It's one of the cooler spells in the game, and it is a shame that its been underused for this long. Unlike Fungal and, to a degree, FF, HSM promotes active micro from the opponent to greatly limit its damage.

I, for one, will be looking forward to some epic unit splitting with this spell buffed for wider use.

I bet David Kim, Browder, and gang were probably influenced by that epic BoxeR vs Rain game back at MLG Anaheim, where mass HSM was used throughout the game.
ㅇㅅㅌㅅ
ZombiEzerg
Profile Joined January 2011
United States13 Posts
August 25 2011 04:01 GMT
#1145
this patch sounds awesome except i dont like the contaminate nerf. you dont see alot of zergs use it anyway and after this patch your almost never gona see it
EnderSword
Profile Joined September 2010
Canada669 Posts
Last Edited: 2011-08-25 04:02:35
August 25 2011 04:01 GMT
#1146
On August 25 2011 12:58 JoeAWESOME wrote:
"Contaminate energy cost increased from 75 to 125"

??? :D

Overall I can see most of the changes being somewhat understandable.




Because the Overseer will now cost half the amount of Gas, Mass contaminate could become viable. Raising the cost ensures that you could not keep buildings indefinitely locked down.

Essentially, you can now easily have twice as many overseers...so in response, it will cost more.
Bronze/Silver/Gold level Guides - www.youtube.com/user/EnderSword
ETisME
Profile Blog Joined April 2011
12890 Posts
August 25 2011 04:01 GMT
#1147
On August 25 2011 12:56 AimlessAmoeba wrote:
Show nested quote +
On August 25 2011 10:16 Malstriks wrote:
i'm loving this as a zerg who doesn't use infestors TOO often


The damage nerf is negligible at best.. tiny difference really, there's still a bonus to armored

he np damage to armor unit is also decreased by around 6.
so previous is 36 (46.x to armor) to now 30 (40 to armor)

I would say this is quite a nice change, the dps is a lot smaller, marines can get healed up by medivac instead of "instant" death by 2 fungals.
This means that heavy infestor playstyle will suffer a lot more from drops
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
August 25 2011 04:01 GMT
#1148
On August 25 2011 12:56 bokeevboke wrote:
Show nested quote +
On August 25 2011 12:54 Mike15xp wrote:
On August 25 2011 12:53 bokeevboke wrote:
I wish they did something about banelings. So frustrating to play TvZ


make something other than marines


banelings wipe out everything. It feels I have to be so much better than zerg in my league.
besides no marine -> mass muta -> you die.


Yes I would go so far as to say that having no anti-air units against a mass air unit composition is generally bad.

I'm sorry dude, but with greater skill you can manage banelings quite effectively, they can't make balance changes to cater for the low leagues. Make siege tanks and marines - marines deal with muta, siege tanks deal with banelings.
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2011-08-25 04:04:49
August 25 2011 04:02 GMT
#1149
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.

They'll need +2 mech upgrade to twoshot SCVs or 45 hp marines (unupgraded or combatshield+stim) I think we'll see a little less pure mech in TVT, at least not auto-winning against marine tank styles.

On August 25 2011 13:01 Subversion wrote:
Show nested quote +
On August 25 2011 12:56 bokeevboke wrote:
On August 25 2011 12:54 Mike15xp wrote:
On August 25 2011 12:53 bokeevboke wrote:
I wish they did something about banelings. So frustrating to play TvZ


make something other than marines


banelings wipe out everything. It feels I have to be so much better than zerg in my league.
besides no marine -> mass muta -> you die.


Yes I would go so far as to say that having no anti-air units against a mass air unit composition is generally bad.

I'm sorry dude, but with greater skill you can manage banelings quite effectively, they can't make balance changes to cater for the low leagues. Make siege tanks and marines - marines deal with muta, siege tanks deal with banelings.


The frustration may come from this game not being overly simple - the reason he's going muta-bane in the first place is that mutas deal with tanks and banes deal with marines. Be glad that perfectly microed mutas in SC2 don't also pick off marines off from full packs of marines, the way you can in BW with stacking micro (you CAN, but you take many more shots because of the imperfect stacking.)
EpicLord
Profile Joined December 2010
United States18 Posts
August 25 2011 04:02 GMT
#1150
I honestly expected a little more direct drastic changes in this patch, but all the huge changes they did make cannot be questioned all too much, which I like. The biggest shock out of it for me was the change to Pre-Igniter's damage, instead of other factors. Hopefully there are still more changes to come, since this is only the testing notes.

Also, hooray for Warp Prisms and Ultralisks!
For the Swarm!
xxpack09
Profile Blog Joined September 2010
United States2160 Posts
August 25 2011 04:03 GMT
#1151
I like the reduced unit vision up ramps--improves the defenders advantage
Telcontar
Profile Joined May 2010
United Kingdom16710 Posts
Last Edited: 2011-08-25 04:05:05
August 25 2011 04:03 GMT
#1152
So, to my understanding, hellions will now only 2 shot workers if they have the +3 vehicle weapons upgrade AND the infernal pre-ignitor? That sounds a little excessive to me. I would've preferred +2 like banelings. It's still quite an investment to get +2 and a seperate upgrade, and by the time it's active on the field, players should be better prepared for them. Apparently it's +2, so I'm just wrong here.

How does the nerf affect their effectiveness vs marines though? Does this mean going bio (especially a little more marine heavy) against mech isn't an auto-loss as it used to be? Hmmmm, can't wait for the PTR to get up.
Et Eärello Endorenna utúlien. Sinome maruvan ar Hildinyar tenn' Ambar-metta.
Dommk
Profile Joined May 2010
Australia4865 Posts
August 25 2011 04:03 GMT
#1153
On August 25 2011 12:55 icarly wrote:
Show nested quote +
On August 25 2011 12:50 Dommk wrote:
On August 25 2011 12:44 icarly wrote:
On August 25 2011 12:41 Golgotha wrote:
this patch solves 8 things:

1. Helps fight 4 gates due to immortal buff and ramp vision nerf.
2. B-Hellions one shotting workers...
3. Infestor buff against armor units helps against Toss deathball imo.
4. Bunker rushing/proxy rax is heavily nerfed due to increase rax time and scvs cannot repair themselves within.
5. HSM can actually hit stuff now (but it scares the hell out of me).
6. Mothership Recall can now be used more easily.
7. Ultras...yum
8. Overseer!!!!!!!!!!!!! This is probably my favorite thing. Now Z can scout more easily once we hit early to mid game without having to use so much gas. Also contaminate!!!!!!!!!!!!!!!! ITS GONNA B SEXY!!!!!!!!


how the hell does Hunter Seeker scare the hell out of you? it costs 125 energy on a unit that is slow and has low hp. It can't even hit most zerg units and toss units are so beefy it won't even scratch them.

It is now faster than virtually every Zerg unit off creep as well everything other than a speed prism, Stalker and Phoenixes for Protoss.

I guess the scary part is that it is now unavoidable for most units, it does 100damage and has a 33% greater AOE than Psi-Storm


faster than most zerg units off creep? It's slower than zerglings, roaches, mutas. it can hit infestors off creep, and brood lords. infestors are pretty big and if the zerg unclumps them the missle will kill 1. so 100 minerals and 200 gas and 125 energy to kill 1 infestor, when with the same amount of energy with a ghost u can use 5 snipes...

the change is meaningless tbh

Seeker missle is now faster than Roaches off creep.

You are forgetting about banelings, seeker missile now moves almost 0.5movespeed faster than banes, you could easily land a missile and detonate a ton of banes
HellionDrop
Profile Blog Joined June 2011
281 Posts
August 25 2011 04:04 GMT
#1154
more terran nerf??????? don't like

i don't get the rax building time, i don't think it is necessary.

<3 the infestor nerf, although i think further nerfing might be required
jnkw
Profile Joined November 2010
Canada347 Posts
August 25 2011 04:04 GMT
#1155
This patch looks amazing. I just don't know why it took so long.

+ Show Spoiler +
They'd better not revert all these changes when the bnet forums inevitably go insane over this
lSasquatchl
Profile Joined February 2011
United States309 Posts
August 25 2011 04:04 GMT
#1156
When I saw this thread I thought it was another joke 1.4 Patch Notes thread BS that always pops up. After I saw the Mothership change I still wasn't convinced I had to scroll down to find the battle.net link to realize it was legit. Pretty cool PTR overall, excited to see which changes stay and which ones Blizz with modify for the actual patch.
EaryKing
Profile Joined July 2011
Bulgaria158 Posts
August 25 2011 04:04 GMT
#1157
fuck yeah immortal buff
"You shouldn't trust your feeling sometimes. Remember Emperor had a feeling that Luke Skywalker would turn to the darkside.
zJayy962
Profile Blog Joined April 2010
1363 Posts
August 25 2011 04:04 GMT
#1158
On August 25 2011 12:51 DizzyDrone wrote:
Show nested quote +
On August 25 2011 12:50 BLinD-RawR wrote:
what?did you notice the speed change?Its now faster than every unit other than hellions and speed lings,(0.0001 fasterthan stalkers and ultras on creep)


So instead of running away your entire army, try seperating the targetted unit from the rest of your army. That's how Zerg players dealt with Irradiate in BroodWar.


Zergs don't have a unit in the game to deal with ravens.

I don't like this buff to HSM. Obviously the Raven is underused but they must realize that Zerg has no answer at all to the Raven.

Every single Zerg anti-air can be nullified by PDD (hydra, queen, mutalisk, corruptor, spore crawler). Only thing wrong with this PTR is Raven buff IMO.

If they want to implement this buff they should let hydra attack not be affected by PDD IMO.
backtoback
Profile Joined March 2010
Canada1276 Posts
August 25 2011 04:05 GMT
#1159
I am seriously thinking idrA with a smile on his face :D

that racks time by 5 seconds is unnecessary
rfoster
Profile Joined December 2010
United States1005 Posts
August 25 2011 04:05 GMT
#1160
On August 25 2011 13:01 KimJongChill wrote:
Show nested quote +
On August 25 2011 12:59 pallad wrote:
On August 25 2011 10:23 laLAlA[uC] wrote:
How are you supposed to stop proxy gate in base with the barracks build time increased...


Learn to scout , simple


SlayersDragon style. Build stuff around the gate, heh. Block building exit for gateway.


I feel like a proxy 2 gate to terran not even in base will be pretty easy to do vs terran. Most of the time you don't wall off, so you need two marines to micro against it.
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