Patch 1.4 PTR Notes (updated 9/8) - Page 95
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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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Partypants
Australia50 Posts
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_Search_
Canada180 Posts
On August 25 2011 17:26 Amui wrote: When you drop 360-500 worth of units, if we are out of position, we lose a critical techstructure and a handful of probes, even if we run instantly. When protoss drops 600hp of zealots, you run workers losing maybe 1 because you aren't used to protoss drops, and possibly a techlab or a supply depot before your production kicks in. If protoss can drop 4+6, you'll easily have 5 barracks pumping stuff out, and clean up with ease. You forget how cost efficient your stuff is against gateway in small numbers. Unless you camp the production facilities, unless Terran doesn't have enough army to repel the attack and was defending with bunkers, unless Terran does anything other than an end-the-game-quick bio build. It takes 75 shots for a marine to kill a zealot with guardian shield and +1 armor. We NEED our wall-offs. Hell, with 3 gate robo, you can usually have a warp prism in a Terran base before stim is done. | ||
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PlosionCornu
Italy814 Posts
As Someone previously stated, this nerf will contribute to the continous death of mech terran in tvp and nothing else. | ||
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ApocAlypsE007
Israel1007 Posts
This patch doesn't solve the core issues of Protoss: the 111 build in PvT and the weakness in early game vs Zerg allowing them to take a very quick third without punishment and Protoss have to resort to timing attacks and cute tactics. | ||
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TENTHST
United States204 Posts
I'm glad to see youre listening to the community. I think this is one of the best patches to date. | ||
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blade55555
United States17423 Posts
On August 25 2011 17:36 PlosionCornu wrote: As a zerg player I don't think the BFH nerf is needed at all. It's perfectly counterable like every other unit. As Someone previously stated, this nerf will contribute to the continous death of mech terran in tvp and nothing else. the blue flame change only effects workers (idk bout zealots). It still like 1 shots zerglings I don't get how its the death of mech as it only effects workers takes 3 instead of 2, and hydras it takes like 5 instead of 3 or something. vs everything else its like the same lol (idk vs zealots but doubt its as big as people are making it out to be) | ||
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firehand101
Australia3152 Posts
useless....... i think it still takes the same amount of shots from a hellion to kill workers? | ||
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ApocAlypsE007
Israel1007 Posts
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arbitrageur
Australia1202 Posts
On August 25 2011 17:36 PlosionCornu wrote: As a zerg player I don't think the BFH nerf is needed at all. It's perfectly counterable like every other unit. As Someone previously stated, this nerf will contribute to the continous death of mech terran in tvp and nothing else. Hmm.. Have you played against Korean GM blue flame multitasking? It's fucking gross trust me. | ||
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arbitrageur
Australia1202 Posts
On August 25 2011 17:37 firehand101 wrote: useless....... i think it still takes the same amount of shots from a hellion to kill workers? His assertion was "So BF will be useless for worker harassment vZ and vP." which is completely wrong for ZvT at least because you can't just use lings to defend. | ||
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Brainiac
Poland641 Posts
On August 25 2011 17:36 ApocAlypsE007 wrote: I'm kinda meh with this patch because while I feel it is a step in the right direction. The patch does little to affect the 111 build in PvT, the Immortal range buff is much more significant in PvZ where those crabs will stop dancing like idiots behind the stalkers and actually attack and provide a nice answer to mass roach. While I like the Warp Prism buff it is still very expensive and very risky to harass as Protoss as their units good in large numbers, not small. Fungals are still a pain to deal with as Protoss as it takes the same amount of fungals to kill core units. This patch doesn't solve the core issues of Protoss: the 111 build in PvT and the weakness in early game vs Zerg allowing them to take a very quick third without punishment and resort to timing attacks and cute tactics. Dude, read my earlier post. Immortals will still dance behind stalkers because they both have the same range. Stalker is faster so will still get in a way. | ||
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sk1nex
Finland299 Posts
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Argus92
Netherlands93 Posts
On August 25 2011 17:21 _Search_ wrote: When Terran drops we drop 360-500 hp worth of units. When Protoss drops they drop 600 hp worth of units and immediately warp in more. This Warp Prism buff is far too good. Since when was hp a good indicator of how strong a group of units are? | ||
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Diderick
Netherlands298 Posts
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arbitrageur
Australia1202 Posts
On August 25 2011 17:39 Brainiac wrote: Dude, read my earlier post. Immortals will still dance behind stalkers because they both have the same range. Stalker is faster so will still get in a way. Immortals may still dance behind stalkers even if you give them +5 more range. Derp. | ||
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Amui
Canada10567 Posts
On August 25 2011 17:36 _Search_ wrote: Unless you camp the production facilities, unless Terran doesn't have enough army to repel the attack and was defending with bunkers, unless Terran does anything other than an end-the-game-quick bio build. It takes 75 shots for a marine to kill a zealot with guardian shield and +1 armor. We NEED our wall-offs. Hell, with 3 gate robo, you can usually have a warp prism in a Terran base before stim is done. Your wrong about the 75 shot thing, but I'll let it slide. If I have the ability to get +1 and the ability to warp in enough to shut down your production, you should rightfully die if you were defending with only bunkers. Exact same principle as dropping a weakened protoss who's warping in sentries to defend the nat on shakuras. Not enough units to defend the drop? You die. Since when was making bunkers an excuse for not having an army big enough to deal with 10 gateway units 10 minutes into a game. 3gate robo won't be able to warp enough stuff in to end the game in most cases. An elevator play maybe, but the warp prism buff doesn't change elevator play, and you didn't see that did you? | ||
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sleepingdog
Austria6145 Posts
On August 25 2011 17:37 firehand101 wrote: useless....... i think it still takes the same amount of shots from a hellion to kill workers? Exactly this is, I think, what Blizz wants to achieve. Higher numbers of hellions and GOOD usage of them will still lead to devestating damage. Nevertheless nowadays you don't really need neither of those as even a couple of hellions can together already kill a whole mineral line. On another subject: any intel as to why blizz thinks it's necessary to nerf blink? Reading this I was like....wut | ||
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sztanpet
Hungary44 Posts
Issuing new orders to charging zealots will cause them to lose the charge buff. This might also have a few implications, depending on what "new orders" mean. Does it mean simply a new movement command? That would mean that the usual spam clicking people play with would make charge less good maybe, if a new movement command does not constitute to a "new order" there is no issue really. | ||
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Brainiac
Poland641 Posts
On August 25 2011 17:40 arbitrageur wrote: Immortals may still dance behind stalkers even if you give them +5 more range. Derp. Yeah dude, you are smart. Now, what was the purpose of your post? | ||
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HinagikUx
United States178 Posts
On August 25 2011 17:39 Argus92 wrote: Since when was hp a good indicator of how strong a group of units are? such a good point. srsly sick of this guy saying how overpowered the warp prism is all day on this forum -_-; | ||
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