What do you think of 1.3.3 PTR Patch Notes? - Page 2
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LittLeD
Sweden7973 Posts
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Eatme
Switzerland3919 Posts
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Optimator
United States53 Posts
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Iamyournoob
Germany595 Posts
Yes, it is a buff, since you are shorter on gas most of the time than short on minerals, especially late game. So with HTs having been nerfed in the last patch and a lot of terrans lately showing how 4 ghosts can totally own entire protoss armies, the decrease on gas cost might be a too much - but again: we will see. Overall: Good job. | ||
osand317
1 Post
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MethodSC
United States928 Posts
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TR
2320 Posts
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Polygamy
Austria1114 Posts
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teekesselchen
Germany886 Posts
Delaying the gate is very good, but I think it would be even better if there would be some kind of use for normal gateways. Such as: increasing warpgate-cooldown by 5 seconds, while lowering all gateway production times even further to make it faster than warpgate production. Then there would have to be some kind of counter to proxygatestyle, which could be for example to make gateways beeing built slower by 15-20 seconds. Obviously it would be rather complex at this point to balance out everything (cybernetics would be later, too, then for example, so that would have to be equaled out and... so on), but it would be a very cool change to give (and: demand! it's not just a buff!) this mode of decision to Protoss. I think the actual reason for Ghost change is: 1) Making Mech more viable against Protoss (Goody style). It is good, because it is very positional (like SC:BW was positional) and demands both players to struggle for map control. EMP is a tremendously great addition to mech, better than to Bio imo (makes Immortals dying to tanks for example) 2) Because Terran armies in general are much more gas heavy than in BW, and for that reason we see WAY less Ravens than Science Vessels. Thus we see a step-by-step gas cost reduction for terran (Stim, Combat Shield, Ghosts, Vikings all cost less gas than they did in the beginning). I went more in-depth on this here: http://www.teamliquid.net/blogs/viewblog.php?topic_id=217185 | ||
Gaxton
Sweden2328 Posts
I agree with all the changes. Only thing missing is tweaking the Colossi, no more besty 4wg rushes will give even higher ratio of P-endgame deathball. | ||
Ouga
Finland645 Posts
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Froadac
United States6733 Posts
Meh in regards to all the actual implications that they described on SoTG. | ||
Klive5ive
United Kingdom6056 Posts
We already experimented with faster gateway units and it wasn't really very good. Do we really want a return to proxy gates and 2gate rushes? The pylon and archon change is enough for now to bring more variety to PvP. Would've been fine to leave it at that. Little unit tweeks would have been much better than changing the whole dynamic of PvP and all the builds. Reduce the immortal build time for instance. Just little tweaks to slightly increase the power of other builds. | ||
Ioannis
Greece62 Posts
so "meh" for me although i think some more interesting gateway starts and not warpgate might be able to be implemented. | ||
Belano
Sweden657 Posts
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Zim23
United States1681 Posts
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Mellon
Sweden917 Posts
Archons massive, it's cool but only really affecting marauder shells and forcefield removal, that i got colossus for. Will definately be better vs Terran, but a stimmed ball can outrun either way. Liked that they didn't change too much, think it was wise. Voted not bad. EDIT: Ghosts cheaper, im not sure. So extremely underrated in TvP with current price, gonna see them so much more (since people think it's a huge differance) and it will be annoying | ||
SacredSoul
United States76 Posts
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Wrong
Mexico10 Posts
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frosecold
Venezuela76 Posts
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