imo bad, its always usefull to have measure on your hand speed, its very usefull when you start gaming, now when some actions won't be calculated its gonna be pain.
Patch 1.4 PTR Notes (updated 9/8) - Page 84
| 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 | ||
|
bgx
Poland6595 Posts
imo bad, its always usefull to have measure on your hand speed, its very usefull when you start gaming, now when some actions won't be calculated its gonna be pain. | ||
|
Ventor
United States336 Posts
On August 25 2011 15:47 Kavas wrote: Highly doubtful. If you cast it on a single stimmed marine/marauder they'll just be focus fired and the missile won't hit anything. If you send it in the guise of a pack you're killing your own units as well. Other units don't run fast enough. Read my post and comprehend what possible scenarios I meant. No shit a stimmed rauder would die to sieged tanks before it exploded. | ||
|
Scarecrow
Korea (South)9172 Posts
On August 25 2011 15:47 Hristiyan wrote: The +5 sec on the barracks is done cuz of the double barracks opening in ZvT. It might look small , but it isnt. I really doubt it was just that, it has far more implications. Longer worker scouts vs T, everything tech, orbital etc is delayed by 5 seconds. 2 rax is slower vsP and Z. Cloak banshees come 5 seconds later. It's basically an admission of T being OP and a general nerf to try and shift them back to parity with the other races.It will effect the 111, 5 seconds extra is big. P can go a slightly later robo and have a little extra time to squeeze out another warp in. | ||
|
BZZ
Canada25 Posts
The most important thing though -> increased bnet privacy settings! | ||
|
ThaTiger
Denmark55 Posts
On August 25 2011 15:55 imBLIND wrote: 14 + 5 = 19. Probes and drones have 40 hp and scvs have 45. The only change is that scvs will get 3 shotted instead of 4 shotted. However, hellions are still anti zerglings and anti-marine(at least in the late game). Gameplay will not change too much, even with teh blue flame nerf because you see hellions en masse anyways. And they can still be good against workers midgame, if you upgrade +1 you'll be able to 2shot workers(probes or drones) | ||
|
Dingobloo
Australia1903 Posts
On August 25 2011 15:55 Severedevil wrote: I love these patch notes. Strengthen ramps, buff Immortals & Prisms & Mothership, gives a little love to Seeker Missile, reduces Ultralisk build time, nerfs the Infestor... Blue Flame will need some tweaking, though. I'd much rather Hellions did 8(+1) damage, with 6(+1) extra versus light, and another 5(+1) from Blue Flame. Vehicles Weapons for the Hellion is pretty irrelevant against light units. Uh...that's what the patch notes say. 8 damage + 6 vs light + 5 vs light from blue flame (down from 10) | ||
|
DARKHYDRA
United States303 Posts
| ||
|
samd
United States77 Posts
| ||
|
rust.oxide
United States94 Posts
On August 25 2011 15:56 bgx wrote: "Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes." imo bad, its always usefull to have measure on your hand speed, its very usefull when you start gaming, now when some actions won't be calculated its gonna be pain. APM is a measure of your actions, not of your hand speed. Selecting the same control group is not an action. | ||
|
Xorphene
United Kingdom492 Posts
On August 25 2011 10:56 Flying_Cake wrote: 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. Could make a huge difference in ZvP, slower 6 gate and with the cost reduction, no reason a Z can't invest in 4 overseers to corrupt your blink research for a long time while they smash your standing army. | ||
|
starbreaker10
United States62 Posts
| ||
|
Ventor
United States336 Posts
On August 25 2011 15:59 samd wrote: Oh man, the hellion nerf is going to make late game TvP even more of a headache. How are heavy chargelot numbers going to be countered now? Not looking forward to that. IMO its just going to make terran rely on timing pushes even more. late game TvP is near unwinnable for the terran. How often do you see pros getting mass hellions to counter charglot archon? Never. If you are not familiar with high level play, there is no need to post such nonsense. | ||
|
-Archangel-
Croatia7457 Posts
On August 25 2011 10:20 malaan wrote: can someone please explain the reasonning behind increasing barracks build time..? 11/11 bunker rushes against Zergs? | ||
|
Mysticesper
United States1183 Posts
On August 25 2011 15:55 Thrombozyt wrote: For one, zerglings already required 2 FG to kill, because they regenerated 2 hp during the time. For your table you make a false assumption: You assume that every fungal growth does its full damage. This is not true as far as I know. If you fungal a unit twice at the same instance, it will take only the damage of one fungal. This means that if you want to lock a unit in place, you have to sacrifice part of the damage of subsequent fungals. As a terran, I usually had my marines eradicated by 2 chain fungals. Marines have 55 hp, the two fungals deal a maximum 72 damage, so 17 overkill. As far as I know fungal deals 4.5 dmg every .5 seconds, it means that the Zerg has to hit a 1.5-2 second timing window before the first fungal hits to ensure kill in 2 fungals. With the new fungal, double fungal deals up to 60 damage, leading to an overkill of 5 which in turn gives only 0.5-1 second acceptable overlap, so the fungals have to be cast much more accurate. This means we will see more suboptimal fungals and the number of fungals needed to kill higher hp units (read toss units) with chain fungal rises even higher! Well, it is theory crafting numbers, which means perfect situations. I included the number of 1 sec of ticks as well (I honestly didn't know if it was calculated every .5 or 1 sec) so if you fungal early, you can take that into account, dividing the differences by four. But the change isn't as significant as may be stated. It really just means 1 extra infestor for most units. Early on -- yes. Later -- not so much. Didn't think about the zergling regeneration rate, so that is my error. | ||
|
aderum
Sweden1459 Posts
| ||
|
Steamboatlol
United States161 Posts
On August 25 2011 10:17 CaptainHaz wrote: I really don't understand the blink change, it is a great ability, but the timing never seemed to be an enormous issue. with the old blink timing they get their first collossus out right before it finishes when transitioning out of 4 gate. Now they may have 2 collossi so they will probably be able to hold my follow up. | ||
|
Jawmare
Canada85 Posts
| ||
|
MilesTeg
France1271 Posts
But I guess Blizzard wants infestors to stay a mid tier unit, and give something to deal with the deathball (different corruptor + siege unit) in HotS. | ||
|
galtdunn
United States977 Posts
| ||
|
SoulWager
United States464 Posts
if someone wants to compare damage/escapability of marauder vs immortal drops, or the risk involved in bfh/bane/storm drops be my guest. | ||
| ||
![[image loading]](http://img.photobucket.com/albums/v477/Darkness_Esper/fungalhellion2.png)