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Do not use this thread to beg users for beta access or trade access with others. Thanks.
Lorch
Profile Joined June 2011
Germany3692 Posts
September 03 2012 14:53 GMT
#1221
On September 03 2012 23:48 HDgBober wrote:
Beta for progamers started?


Apparently it does tomorrow.
Fig
Profile Joined March 2010
United States1324 Posts
September 03 2012 14:56 GMT
#1222
On September 03 2012 21:03 Buchan wrote:
From BNET:


http://you.video.sina.com.cn/api/sinawebApi/outplayrefer.php/vid=84845657_1723863654_aE62Gio6Bm/K l1lHz2stqkP7KQNt6nkjmi3s1SnIwtdQ0/XM5GRZtUD5S/TB9kEqDhATJw3cfsg0ho/s.swf

This map was deleted one day after they posted.

I think it's not a personal made map because all models and icons are as same as offical ones. Although some unit names are in Chinese, you still can read and understand.

Important Changes:

Zerg:
Ultralisks' frenzied ability have not been deleted.

Terrian:
Widow mines' damage was decreased to 160 from 200.
BCs' damage to ground was increased to 10 from 8.
Reapers' regeneration ability doesn't need research, the upgrade to their speed is still there.

Protoss:
Oracles' cloak field ability was deleted, instead, they can scan a target area, all cloaked and burrowed units will be visible for 20s.
Tempests' damage decreased to 30 and no longer have additional damage to massive units, attack speed decreased from 6 to 3.3.
The purifier ability of mothership core has been changed to 25 damage, range 7 lasts 45 seconds from 60 damage, range 13 lasts 20 seconds.
Mothership core now have a new ugly model.
Mothership core now can move with a speed of 0.47.
Mothership core's teleport to nexus ability has been deleted.
Mothership core now have 100 shield and 150 Hp, down from 350/350.
Mothership now have cloak field ability.
Mothership's vortex ability now stun the units in target area for 20s and prevent any damage to these units.

I really hope this isn't the case. If so, this is just Blizzard back to their old tricks of removing versatility and micro from the game. Why make Oracles so one-dimensional? At least with cloak they could be used for base defense as well as harass. Now they will be another phoenix that the opponent counters by just killing you because you invested so much gas into it.

And at the same time they drastically lower the micro potential of the Tempest. I see Blizzard hasn't learned anything from their gutting of the void ray. With this mentality, no matter how hard they try, Stargate units will always suck.
Can't elope with my cantaloupe
Hakanfrog
Profile Joined October 2011
Sweden690 Posts
September 03 2012 15:00 GMT
#1223
I like the tempest change, makes it more useful in fights and makes it much faster to put pressure on your opponent. You guys are missing the point with the change, they can just tweak the numbers as they wish to make it do more DPS but having a much faster attack speed makes it more useful.
Kaleidos
Profile Joined October 2010
Italy172 Posts
September 03 2012 15:00 GMT
#1224
I really don't get how some people would keep in the game a crappy designed spell like Vortex to solve the late game PvZs . Gameplay first, then balance. Same goes for Fungal imho (mostly vs air). And i'm zerg.
gedatsu
Profile Joined December 2011
1286 Posts
September 03 2012 15:01 GMT
#1225
On September 03 2012 23:39 DarkLordOlli wrote:
Show nested quote +
On September 03 2012 23:35 gedatsu wrote:
On September 03 2012 23:31 DarkLordOlli wrote:
On September 03 2012 23:25 Grummler wrote:
On September 03 2012 23:05 Tao367 wrote:
On September 03 2012 22:58 Grummler wrote:
On September 03 2012 22:54 Lineridarz wrote:
Mothership's vortex ability now stun the units in target area for 20s and prevent any damage to these units.

This is the biggest and most retarded change ever.. blizzard is so dumb.


No more archon toilet. Why is this dumb? Sounds like a reasonable change. The old vortex made PvZ endgame into "protoss either easily wins or horrible loses". Now there is much more "in between" possible, because units don't clump up anymore after vortex finishes.


"Easily wins." No. Zerg have many ways to counter vortex, which they apparently barely ever use - I rarely see a np on a mothership and it's not hard to spread brood lords out. PvZ endgame is a coin flip at the moment, which is bad game design overall.


Yep. Exactly. And that's why the vortex change is good. And yeah, there are counters to vortex, but they result in the part you didnt quote -> protoss horrible loses. Don't try to make this into a balance discussion, which it isn't.

The vortex change is purely design related andd makes PvZ endgame less "coinflippy".



So basically, you can now never ever ever beat BL/infestor in a battle. It now doesn't even depend on zerg screwing up anymore. Great. Unless they make this new vortex ability have a FAR bigger range than fungal growth and NP, no protoss will ever go to lategame anymore.
I mean, what unit will now counter BL/infestor? The tempest? Well, that thing dies too quickly and doesn't even do enough damage for zerg to really care about it. Also hey, infestors counter observers too so you won't even be able to use the range.

This change is horrible and I hope it won't happen.

Tempests will be amazing at sniping BLs. You have Oracle for vision.


Tempests fire too slowly and do too little damage to kill 15+ brood lords + a ton of infestors before you lose your entire army and half your bases. Plus, it's great that protoss now has to rely on 20 second vision. It'll take about 30 minutes to kill an army this way, and that's only if zerg doesn't make units and doesn't move out.
It's a horrible idea. The only change they need to make is fungal growth revealing cloaked units.

Well, for starters. I think the infestor needs far more work than that. But at least tempests would be viable this way.

BLs are slow as fuck. It takes 8 tempest shots to down a BL, so with 4 tempests (very affordable if the other guy has 15 BLs) it takes on average 6.6 seconds per BL. With 22 range you can kill quite a few before they even reach you. Pull back and repeat.
Incomplet
Profile Blog Joined September 2011
United Kingdom1419 Posts
September 03 2012 15:02 GMT
#1226
Does the tempest attack still hit if the target moves out it its range while its charging up?
Bow down to the sons of Aiur...SKT1_Rain, CreatorPrime, ST_Parting, Liquid_Hero.
Grummler
Profile Joined May 2010
Germany743 Posts
September 03 2012 15:02 GMT
#1227
On September 03 2012 23:32 Lineridarz wrote:
Show nested quote +
On September 03 2012 23:25 Grummler wrote:
On September 03 2012 23:05 Tao367 wrote:
On September 03 2012 22:58 Grummler wrote:
On September 03 2012 22:54 Lineridarz wrote:
Mothership's vortex ability now stun the units in target area for 20s and prevent any damage to these units.

This is the biggest and most retarded change ever.. blizzard is so dumb.


No more archon toilet. Why is this dumb? Sounds like a reasonable change. The old vortex made PvZ endgame into "protoss either easily wins or horrible loses". Now there is much more "in between" possible, because units don't clump up anymore after vortex finishes.


"Easily wins." No. Zerg have many ways to counter vortex, which they apparently barely ever use - I rarely see a np on a mothership and it's not hard to spread brood lords out. PvZ endgame is a coin flip at the moment, which is bad game design overall.


Yep. Exactly. And that's why the vortex change is good. And yeah, there are counters to vortex, but they result in the part you didnt quote -> protoss horrible loses. Don't try to make this into a balance discussion, which it isn't.

The vortex change is purely design related andd makes PvZ endgame less "coinflippy".


No, it makes it impossible for protoss to EVER win in the lategame.. Even with carrier / templar, protoss still needs vortex.


On September 03 2012 23:31 DarkLordOlli wrote:
Show nested quote +
On September 03 2012 23:25 Grummler wrote:
On September 03 2012 23:05 Tao367 wrote:
On September 03 2012 22:58 Grummler wrote:
On September 03 2012 22:54 Lineridarz wrote:
Mothership's vortex ability now stun the units in target area for 20s and prevent any damage to these units.

This is the biggest and most retarded change ever.. blizzard is so dumb.


No more archon toilet. Why is this dumb? Sounds like a reasonable change. The old vortex made PvZ endgame into "protoss either easily wins or horrible loses". Now there is much more "in between" possible, because units don't clump up anymore after vortex finishes.


"Easily wins." No. Zerg have many ways to counter vortex, which they apparently barely ever use - I rarely see a np on a mothership and it's not hard to spread brood lords out. PvZ endgame is a coin flip at the moment, which is bad game design overall.


Yep. Exactly. And that's why the vortex change is good. And yeah, there are counters to vortex, but they result in the part you didnt quote -> protoss horrible loses. Don't try to make this into a balance discussion, which it isn't.

The vortex change is purely design related andd makes PvZ endgame less "coinflippy".



So basically, you can now never ever ever beat BL/infestor in a battle. It now doesn't even depend on zerg screwing up anymore. Great. Unless they make this new vortex ability have a FAR bigger range than fungal growth and NP, no protoss will ever go to lategame anymore.
I mean, what unit will now counter BL/infestor? The tempest? Well, that thing dies too quickly and doesn't even do enough damage for zerg to really care about it. Also hey, infestors counter observers too so you won't even be able to use the range.

This change is horrible and I hope it won't happen.


Seriously guys. Design wise this change is totaly fine. Less coin flipping is good. Balance wise... well, i am always amazed how you can totaly see immediatly how everything will interact and turn out at the end. I don't think the beta is even necessary, as you already figured everything out.
workers, supply, money, workers, supply, money, workers, ...
Cyro
Profile Blog Joined June 2011
United Kingdom20327 Posts
September 03 2012 15:07 GMT
#1228
Hey, sorry if its been said before, but i wanted to point out, with the "potentially leaked" changes and the mothership core becoming "weaker".. Its got a decent move speed, and the duration of Purify was aparantly increased from 20 to 45 game seconds. I dont know about anyone else, but when the main marketing of the mothership core, its defensive ability, Purify, is rooted to the nexus and has a non repeatable duration of 14.4 real time seconds.. Wouldnt anyone with a brain just force its activation and then walk outside of the radius for half of a production cycle before murdering you if you tried to play higher economy or tech earlier than current standards, relying on Purify? On those grounds, the more than doubling of the duration actuly makes it a better "unit" through all the "nerfs" in my opinion. It actuly stands as a solid defense now, bridging the gap before changes in power (a couple warpgate cycles, a colossus/few immortals) where previously T/Z could crush you with a well timed all in if you were not playing to certain defensive standards which could now potentially be lowered within safe bounds
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Tao367
Profile Joined June 2012
United Kingdom324 Posts
September 03 2012 15:08 GMT
#1229
On September 03 2012 23:49 DarQraven wrote:
Show nested quote +
On September 03 2012 23:38 CodeskyE wrote:
On September 03 2012 23:35 MetalPanda wrote:
On September 03 2012 23:29 CodeskyE wrote:
On September 03 2012 22:38 Chr15t wrote:
On September 03 2012 21:03 Buchan wrote:
From BNET:


http://you.video.sina.com.cn/api/sinawebApi/outplayrefer.php/vid=84845657_1723863654_aE62Gio6Bm/K l1lHz2stqkP7KQNt6nkjmi3s1SnIwtdQ0/XM5GRZtUD5S/TB9kEqDhATJw3cfsg0ho/s.swf

This map was deleted one day after they posted.

I think it's not a personal made map because all models and icons are as same as offical ones. Although some unit names are in Chinese, you still can read and understand.

Important Changes:

Zerg:
Ultralisks' frenzied ability have not been deleted.

Terrian:
Widow mines' damage was decreased to 160 from 200.
BCs' damage to ground was increased to 10 from 8.
Reapers' regeneration ability doesn't need research, the upgrade to their speed is still there.

Protoss:
Oracles' cloak field ability was deleted, instead, they can scan a target area, all cloaked and burrowed units will be visible for 20s.
Tempests' damage decreased to 30 and no longer have additional damage to massive units, attack speed decreased from 6 to 3.3.
The purifier ability of mothership core has been changed to 25 damage, range 7 lasts 45 seconds from 60 damage, range 13 lasts 20 seconds.
Mothership core now have a new ugly model.
Mothership core now can move with a speed of 0.47.
Mothership core's teleport to nexus ability has been deleted.
Mothership core now have 100 shield and 150 Hp, down from 350/350.
Mothership now have cloak field ability.
Mothership's vortex ability now stun the units in target area for 20s and prevent any damage to these units.


I assume the oracle scan is not like the terran scan, but a way to grant temporary detection to an area







So they made Tempest from a "meh" late-game unit, to a completely useless unit.

What's the point of getting Tempest now? lol, might as well bring back Carriers.


They can do better than Carriers... but I'm sure Protosses will figure out a use for Tempests



newsflash: protosses have been trying to figure out a use for carriers for 2 years. a little buff to carriers would fix the problem for protoss late game.


also, if the info above the quote holds true, then tempest is pretty much useless.


just in case you missed it, i'll quote it: "Tempests' damage decreased to 30 and no longer have additional damage to massive units, attack speed decreased from 6 to 3.3"


Perhaps I'm misunderstanding this, but doesn't the way Blizzard has used "attack speed" stats in the past mean that 3.3 is *faster* than 6? As in, the Tempest was actually buffed? I've always understood that stat to represent the delay between shots, in which case we're a lot better off with the new Tempest.

Old:
1x 30dmg (60dmg vs massive) every 6 seconds = 5 dps normal, 10 dps vs massive.
New:
1x 30dmg every 3.3 seconds = 9 dps vs all targets, but better ability to kite due to faster attack rate. It would actually do better vs non-massive targets than before.


The Tempest did 45 vs everything and 60 vs massive, so 7.5 and 10dps.
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
September 03 2012 15:09 GMT
#1230
The changes seem odd. Scan on an oracle? Weird .... O.O

I will still wait for official leaks which should happen sometime soon somewhere if the keys are out in the wild.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Kommander
Profile Joined March 2011
Philippines4950 Posts
September 03 2012 15:13 GMT
#1231
Wait, oracle scan just to reveal cloaked and burrowed units for 20 seconds? I can just make observers that will reveal cloaked and burrowed units for an indefinite amount of time! And I was looking forward to the oracle being somewhat of an arbiter like unit that cloaks and supports. Very bad change if it's true.
Aterons_toss
Profile Joined February 2011
Romania1275 Posts
September 03 2012 15:14 GMT
#1232
MORE STUNT abilities yey !!
Studies did show that the less control a player has in a battle over his own units the more enjoyable a game is.
I really wonder if at the end of LotV pvz will basically be like frost mage vs aff lock.
A good strategy means leaving your opponent room to make mistakes
KDrake
Profile Joined March 2011
Canada66 Posts
September 03 2012 15:15 GMT
#1233
Well, Protoss players did complain about the only mobile form of detection coming from the Robo... I suppose this can allow a Protoss committing to Stargate tech to have an Observer-lite
Lorch
Profile Joined June 2011
Germany3692 Posts
September 03 2012 15:16 GMT
#1234
On September 04 2012 00:15 KDrake wrote:
Well, Protoss players did complain about the only mobile form of detection coming from the Robo... I suppose this can allow a Protoss committing to Stargate tech to have an Observer-lite


Thats like a really interesting point, when I go templar or heavy stargate it's always annoying to still being forced to go robo for obs, this actually helps a lot.
Tao367
Profile Joined June 2012
United Kingdom324 Posts
September 03 2012 15:20 GMT
#1235
On September 04 2012 00:15 KDrake wrote:
Well, Protoss players did complain about the only mobile form of detection coming from the Robo... I suppose this can allow a Protoss committing to Stargate tech to have an Observer-lite


That's why there were massive arguments a while back saying that observers should come from the nexus, with the requirement being any t2 tech (twilight council, stargate or Robo).
pycho
Profile Joined January 2011
Paraguay372 Posts
September 03 2012 15:26 GMT
#1236
On September 04 2012 00:20 Tao367 wrote:
Show nested quote +
On September 04 2012 00:15 KDrake wrote:
Well, Protoss players did complain about the only mobile form of detection coming from the Robo... I suppose this can allow a Protoss committing to Stargate tech to have an Observer-lite


That's why there were massive arguments a while back saying that observers should come from the nexus, with the requirement being any t2 tech (twilight council, stargate or Robo).


its not necessarily about observers, when pvt gets to super lategame and terrans have 25 ghosts and use scans to kill the observers things get hard and Protoss needs to camp close to canons, with oracle having scan the problem will be solved
snailz
Profile Joined April 2011
Croatia900 Posts
Last Edited: 2012-09-03 15:33:23
September 03 2012 15:32 GMT
#1237
On September 04 2012 00:13 Kommander wrote:
Wait, oracle scan just to reveal cloaked and burrowed units for 20 seconds? I can just make observers that will reveal cloaked and burrowed units for an indefinite amount of time! And I was looking forward to the oracle being somewhat of an arbiter like unit that cloaks and supports. Very bad change if it's true.


it opens stargate tech in pvp because random dt's don't end any game without robo

also, lategame tvp

edit: nvm
"I am saying that there are 300 current pros and semi-pros that have the potential to come in and dominate SC2 at any moment, with a latency of a few months from the day they switch." - intrigue
ZeromuS
Profile Blog Joined October 2010
Canada13407 Posts
September 03 2012 15:34 GMT
#1238
On September 04 2012 00:32 snailz wrote:
Show nested quote +
On September 04 2012 00:13 Kommander wrote:
Wait, oracle scan just to reveal cloaked and burrowed units for 20 seconds? I can just make observers that will reveal cloaked and burrowed units for an indefinite amount of time! And I was looking forward to the oracle being somewhat of an arbiter like unit that cloaks and supports. Very bad change if it's true.


it opens stargate tech in pvp because random dt's don't end any game without robo


Stargate builds PvP won't have an oracle. Phoenixes are still a more reliable opening since the oracle is a light unit and will die EXTREMELY quickly to pheonixes and aren't THAT much faster than the phoenix as it is.

Currently, only the most greedy stargate openings lose to Dark Templar as it is so it doesn't matter.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Tao367
Profile Joined June 2012
United Kingdom324 Posts
September 03 2012 15:35 GMT
#1239
On September 04 2012 00:32 snailz wrote:
Show nested quote +
On September 04 2012 00:13 Kommander wrote:
Wait, oracle scan just to reveal cloaked and burrowed units for 20 seconds? I can just make observers that will reveal cloaked and burrowed units for an indefinite amount of time! And I was looking forward to the oracle being somewhat of an arbiter like unit that cloaks and supports. Very bad change if it's true.


it opens stargate tech in pvp because random dt's don't end any game without robo

also, lategame tvp

edit: nvm


The weird thing about it is, a lot of things with the pvp meta game are issues exactly like you've described. You can't go stargate without a fast robo for dt's etc. You can't go carriers, because stalkers will destroy them etc. With the mothership core and other early game changes, I think pvp will actually be interesting in hots. As atm it gets my vote for most boring matchup.
snailz
Profile Joined April 2011
Croatia900 Posts
Last Edited: 2012-09-03 15:39:09
September 03 2012 15:38 GMT
#1240
On September 04 2012 00:34 ZeromuS wrote:
Show nested quote +
On September 04 2012 00:32 snailz wrote:
On September 04 2012 00:13 Kommander wrote:
Wait, oracle scan just to reveal cloaked and burrowed units for 20 seconds? I can just make observers that will reveal cloaked and burrowed units for an indefinite amount of time! And I was looking forward to the oracle being somewhat of an arbiter like unit that cloaks and supports. Very bad change if it's true.


it opens stargate tech in pvp because random dt's don't end any game without robo


Stargate builds PvP won't have an oracle. Phoenixes are still a more reliable opening since the oracle is a light unit and will die EXTREMELY quickly to pheonixes and aren't THAT much faster than the phoenix as it is.

Currently, only the most greedy stargate openings lose to Dark Templar as it is so it doesn't matter.


wait what? i said that you will be able to go stargate freely without getting robo and slowing down your tech... let's say you go fast fleetbacon, i don't think current war of the worlds pvp style will work anymore. you just throw in a oracle for detection, to be safe

but it's all theorycrafting, i don't like to do that anymore. i know for a fact pro's complained about stargate tech pvp and problem with detection, though.
"I am saying that there are 300 current pros and semi-pros that have the potential to come in and dominate SC2 at any moment, with a latency of a few months from the day they switch." - intrigue
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