Patch 1.4 PTR Notes (updated 9/8) - Page 71
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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 | ||
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Xation
Canada147 Posts
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enemy2010
Germany1972 Posts
On August 25 2011 14:17 Horse...falcon wrote: What I want to know is will these changes be made before MLG Raleigh starts? I really hope they implement at least these changes before the tournament but I'm somewhat uneasy about changing the game balance right before an MLG again. A lot of build orders might need revamping. Dude, these are PTR patch changes. I think first they'll be tested on the PTR, which will take a few weeks. Then SOME of them will be implemented into the game, which will take another few days. And Raleigh is tomorrow. So no. | ||
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lxuzyl
Australia4 Posts
HSM speed buff with the aoe could do a lot of dmg to zerg. PDD is good in general Auto-turret is good at kill mineral line or even sniping hat etc. Interesting patch imo. Would like to see more mass raven play from T. | ||
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jimbob615
Uruguay455 Posts
On August 25 2011 10:46 Whitewing wrote: To be fair, the nerf to blue flame hellions isn't that big, they can still clear your mineral line in a matter of seconds, it just takes them another shot to do it. It helps, but it's certainly not the end of blue flame hellions, they're still nasty. yea but there's no point in researching blue flame now if its 3 shot kills on workers either way... =/ | ||
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InvXXVII
Canada242 Posts
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SpiralFractureD
Canada6 Posts
And the user ruins the community one more iota, | ||
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raf3776
United States1904 Posts
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Belisarius
Australia6233 Posts
If it kills marines, zerglings and workers in the same number of hits with or without... why does it even still exist? | ||
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JL_GG
Canada249 Posts
kinda expecting to see more immortals in zvp now love the overseer and ultra change kinda sad abt infestors but meh i mainly use them for NP anyways | ||
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Doc Daneeka
United States577 Posts
good changes though. infestor nerf doesn't look as drastic as i was expecting. looks like it'll mostly affect using fungal to protect broodlords from vikings. if i'm reading that correctly. mothership speed is kind of encouraging, glad they're continuing to tinker with it slowly but surely. also laughed a little that they nerfed APM. | ||
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JL_GG
Canada249 Posts
On August 25 2011 14:23 Belisarius wrote: Surprisingly, I'm not such a fan of the BFH nerf. I hated those things with a passion, but +5 is barely anything at all. Has anyone sat down and worked out exactly what units that will affect? If it kills marines, zerglings and workers in the same number of hits with or without... why does it even still exist? um with blue flame the mainly change is now they 3 shot workers instead of 2 same number of shots for zerglings and marines | ||
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Ghostcom
Denmark4783 Posts
On August 25 2011 14:11 geokilla wrote: Pretty disappointed with the changes as a Terran player. Though the Hellion nerf was expected due to MLG and Hellion drops. As for the Rax nerf... Wow. The effect is going to be huge. Gotta wait 5 seconds more to build an Orbital, which also means I gotta wait 5 more seconds to create another SCV. Infestors needed that nerf big time. They were getting so OP it wasn't even funny. I don't like the Ultralisk buff though. 15 seconds is a lot and it's a big game changer. They already do tons of splash damage. Protoss needed some of the buffs and some of the nerfs. However it still looks like that Zerg is OP. Unless your macro is compareable to that of Nada when back in BW, those 5 seconds are going to mean VERY little for your economy... It's 5 seconds... | ||
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babylon
8765 Posts
On August 25 2011 14:15 castled wrote: So from now on I'll just open reactor hellions instead of bf hellions? I just feel that change would make the bf upgrade boring and turn it into something like an engineering bay upgrade or one of those "extra" ups you get when you have a lot of money lategame. It would stop being interesting strategic decision to pursue. Hellion busts a la Ganzi might be hilarious. | ||
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stormchaser
Canada1009 Posts
Infestor = weak caster unit? NOT liking this change. | ||
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Fenix
Peru112 Posts
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doomed
Australia420 Posts
On August 25 2011 14:25 Ghostcom wrote: Unless your macro is compareable to that of Nada when back in BW, those 5 seconds are going to mean VERY little for your economy... It's 5 seconds... And it's 5 realtime seconds.. which in SC2 on faster relates to what? 3.5 seconds? | ||
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Ghostcom
Denmark4783 Posts
On August 25 2011 14:27 doomed wrote: And it's 5 realtime seconds.. which in SC2 on faster relates to what? 3.5 seconds? I think you meant gametime seconds... But yes... | ||
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synapse
China13814 Posts
I like the fungal damage nerf, the number was so weird before... Hellion nerf yay ^^ | ||
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Petninja
United States159 Posts
On August 25 2011 14:12 _Search_ wrote: All I'm saying is in the marine v hellion conflict marines already have too much going for them. Since when should the all-around unit beat the specialized unit? Most units are "specialized". Why does a Marauder beat a Stalker even though the stalker costs more and also has the armor type damage buff? Is it because it's faster? Hmm, seems we're getting into the same realm as the marine v hellion debate. Maybe this game isn't designed around 1v1 rock, paper, scissor counters like some people believe. In a real battle BF hellions can still dish out tremendous damage to a pack of marines, especially when other things are drawing the marine fire. | ||
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lasermauser
Germany16 Posts
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