SlayersDragon style. Build stuff around the gate, heh. Block building exit for gateway.
Patch 1.4 PTR Notes (updated 9/8) - Page 58
| Forum Index > Closed |
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
United States6429 Posts
SlayersDragon style. Build stuff around the gate, heh. Block building exit for gateway. | ||
|
xDaunt
United States17988 Posts
| ||
|
BulletCase
Uruguay27 Posts
but i was kinda expecting a bit more for protoss ;_; oh well more harass play is gonna take effect! ![]() | ||
|
eviltomahawk
United States11135 Posts
On August 25 2011 12:51 DizzyDrone wrote: 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. | ||
|
ZombiEzerg
United States13 Posts
| ||
|
EnderSword
Canada669 Posts
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. | ||
|
ETisME
12676 Posts
On August 25 2011 12:56 AimlessAmoeba wrote: 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 | ||
|
Subversion
South Africa3627 Posts
On August 25 2011 12:56 bokeevboke wrote: 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
United States8298 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. 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: 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
United States18 Posts
Also, hooray for Warp Prisms and Ultralisks! | ||
|
xxpack09
United States2160 Posts
| ||
|
Telcontar
United Kingdom16710 Posts
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. | ||
|
Dommk
Australia4865 Posts
On August 25 2011 12:55 icarly wrote: 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
281 Posts
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
Canada347 Posts
+ Show Spoiler + They'd better not revert all these changes when the bnet forums inevitably go insane over this | ||
|
lSasquatchl
United States309 Posts
| ||
|
EaryKing
Bulgaria158 Posts
| ||
|
zJayy962
1363 Posts
On August 25 2011 12:51 DizzyDrone wrote: 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
Canada1276 Posts
that racks time by 5 seconds is unnecessary | ||
|
rfoster
United States1005 Posts
On August 25 2011 13:01 KimJongChill wrote: 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. | ||
| ||

