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What do you think of 1.3.3 PTR Patch Notes? - Page 3

Forum Index > Polls & Liquibet
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Hoodlum
Profile Blog Joined December 2010
United States350 Posts
April 28 2011 00:57 GMT
#41
Tell me if im wrong cause im way too lazy to actually look in to it but with the new pylon radius change wont that make it possible to snipe any pylons (used to warp units intro your base) with marines from inside your base... If this is true then I think proxy play is gonna be way less effective xD

Also Mellon with gas being such a commodity for terran army, you can def expect to see more ghosts... Even in tvt or tvz with ghosts being more of a mineral dump and as effective as the snipe ability can be I think its gonna be a huge part of terran force... I could be wrong just my opinion X__X
xO gaming owner
ChaseR
Profile Blog Joined July 2009
Norway1004 Posts
Last Edited: 2011-04-28 01:42:10
April 28 2011 01:05 GMT
#42
"Meh" Force Fields are still to cheap, increase energy cost at least.

I need to take a screenshot of the 30 FF's by 5+ full energy sentries spammed across the entire screen In a game I played :<

Double 4g in 2v2 is the most ridiculous OP thing I have ever experienced in SC2...3 times -_-
And I would know I'm World/Region: #48/#11 in R 2v2 and they get an insane amount of gateway units with very little cooldown and easily spending every ounce of resources, it's almost unbeatable.
Life is not Fucking Fair and Society is not Fucking Logical - "Frankly, my dear, I don't give a damn"
Chronopolis
Profile Joined April 2009
Canada1484 Posts
April 28 2011 01:31 GMT
#43
I think the pylon radius is 2 fold, to weaken warp up the ramp zealots, and to weaken the cannon rush. The cannon rush can be held perfectly fine already though, with scouting at key timings and a mistake free reaction. Its just that you pay for any mistake (no matter how small) with the game.
goal 888
Profile Joined April 2011
167 Posts
April 28 2011 01:46 GMT
#44
Is there any way i can see a list of all the changes made?
BrahCJ
Profile Joined January 2011
Australia659 Posts
Last Edited: 2011-04-28 02:18:24
April 28 2011 02:07 GMT
#45
As a (bad) Zerg, I feel "good" about the changes.

Bunker rushes are made less viable in 2 ways: Shorter re-burrow (always been something I've thought needed changes) and 75% returns, again, something where I feel 100% didn't make LOGICAL sense.

That will help early ZvT. It will mean I will hatch first more often. It will help the game reach macro stage.

Where I feel the changes to P do the opposite. I like the intention of dampening 4gate strength, but at a cost of adding to the viability of proxy 2gate? I'm not sure. I didn't play too much zerg back when 2gate proxy was the done thing, so I don't really know the timings. Would a defensive 5roach be done in time? In my head, it doesn't look like it will be. I suppose an option is to 14 gas, 13 pool, and plant a sunken in your sim-city, into a second hatch. COULD be more viable given shorter re-burrow. 1 spine is never too wasteful, but so early in the game?

EDIT IN: Forgot to mention. Changes to Ghosts are good for the game. They turn PvT into "The battle of witts and position" late game, essentially being Ghost vs High Temp. Though, watching the TSL3 + Show Spoiler +
with Boxer vs HasuObs, sometimes the perfect EMPs don't mean insta-victory.
Want to see the ghosts have more of an effect PvT.
As far as ZvT goes, while not GOOD for me, its good for the game. It means ghosts are VERY cost effective if used correctly against Infestor. Yes, infestor are strong, but now there isn't any excuse for not getting ghosts. Terran will be able to afford them, so its forcing them to engage in a micro battle, and lets face it - infestors are kinda big and cumbersome - they're not hard to click on. Post patch, Terran whinging about having to get Ghosts to deal with Infestors will be like Zergs whinging about having to get Mutas to control drops. It should balance the infestor more. I think Ghosts should be made Light, mind you, but thats another discussion


I want to play it out before I formulate any firm opinions, but thus far. Good effort.

Note: As you can probably tell, I didn't try to be subjective at all. Yes, I was biased.


2nd Edit: Just realised that the decrease in burrow time only effects Spores, not Sunkens.
FU, blizzard.
Play the games!
Slago
Profile Joined August 2010
Canada726 Posts
April 28 2011 02:34 GMT
#46
decent, seem like some odd changes guess well wait and see
I came here to kick ass and chew bubble gum and I'm all out of... ah forget it
Apoth
Profile Joined May 2010
England194 Posts
April 28 2011 02:39 GMT
#47
My only worry is that as showed recently in the NASL by Kiwikaki, Zerg has no answer to small groups of zealots in the very early game, and everyone has known since beta that the key yto keeping zerg on the back foot is messing with his natural expansion and keeping that drone count low.

This patch is awesome in everything, i really like giving protoss more early harass options, but will they be too strong?
trombonomophonononononononone
Flameling
Profile Joined July 2010
United States413 Posts
April 28 2011 04:23 GMT
#48
On April 28 2011 10:05 ChaseR wrote:
"Meh" Force Fields are still to cheap, increase energy cost at least.

I need to take a screenshot of the 30 FF's by 5+ full energy sentries spammed across the entire screen In a game I played :<

Double 4g in 2v2 is the most ridiculous OP thing I have ever experienced in SC2...3 times -_-
And I would know I'm World/Region: #48/#11 in R 2v2 and they get an insane amount of gateway units with very little cooldown and easily spending every ounce of resources, it's almost unbeatable.


Well, basically just saying that increasing FF energy would be balancing it is a pretty bad idea. You need to think of the tragedy for all the toss players. I'm not comfortable with talking about balance, but you're too quick to say that FF is imbalanced.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
April 28 2011 04:39 GMT
#49
I went for Good Job. As mentioned they are making notes of issues and working on solutions for them. Hopefully, we start seeing more ghosts and less 4 gates
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
TheDominator
Profile Blog Joined November 2009
New Zealand336 Posts
April 28 2011 04:55 GMT
#50
Good
Really glad about the bunker nerf. I always found it annoying that terran gets free defences.
"Research Warp Gate time increased from 140 to 180." Awesome. 4 warpgates will be less effective now.
Spore crawler buff=Blizzard is awesome.
Not sure
Ghost cost change.
Pylon power radius.
Archon becoming a massive unit. Not exactly sure how much of a change this may be.
Don't like
I don't really like the 5 second decrease for the gateway units (stalker sentry zealot) built from gateways. This means that protoss early game is a lot stronger and rushes will be harder to hold. It also means that if a player can prevent himself from getting supply blocked as well as have their gateways constantly producing units, its more efficient to have gateways than warpgates. I don't know whether this is a good thing or not.
Overall, its not bad.
You can go a long way with a smile. You can go a lot farther with a smile and a gun.
SKaREO
Profile Joined September 2010
Canada58 Posts
April 28 2011 04:59 GMT
#51
Ghost change was needed. Protoss nerfs are good, Early zealot pressure is easier to handle than the 4-gate used to be. I think they did a good job.
행운 게임을 즐길 수
MaxField
Profile Blog Joined May 2010
United States2386 Posts
April 28 2011 05:09 GMT
#52
Meh pretty such sums it up perfectly, i hope they work out well.
"Zerg, so bad it loses to hydras" IdrA.
icclown
Profile Blog Joined July 2009
Denmark270 Posts
April 28 2011 07:45 GMT
#53
what does PTR stand for? .... >.<
He who controls the past commands the future, He who commands the future, conquers the past. BUFFER INTO GG
aLuLz
Profile Joined January 2011
Germany175 Posts
Last Edited: 2011-04-28 07:56:44
April 28 2011 07:55 GMT
#54
On April 28 2011 16:45 icclown wrote:
what does PTR stand for? .... >.<


Public Test Realm.

btw i think that reaper expand is after this patch way more viable because of the risk getting 2 gated
icclown
Profile Blog Joined July 2009
Denmark270 Posts
April 28 2011 08:02 GMT
#55
Ty....


I like the new cost of the ghosts, this will make them way more useable early game. I was sick tired of being almost unable to get ghosts + upgrades early/mid game without destroying my other tech!
He who controls the past commands the future, He who commands the future, conquers the past. BUFFER INTO GG
BetterSummer
Profile Joined April 2011
United States3 Posts
April 28 2011 08:13 GMT
#56
Not bad, not bad at all.

I think people are overplaying exactly how much the Bunker change will effect anything. What people don't realize is that during a 2 Rax rush, minerals can flow in so fast that it might as well be free, the 25% nerf is kinda comforting knowing that at least Terran's sacrificing something for putting it down.

The Ghost cost change is kinda nice. I've felt the gas cost was a bit too heavy considering you might have to use them on 2 bases, on top of your other gas heavy units in Terran's tier 2.

I'm sure 4 Gating will still exist and still be a problem, just like Stim pushes, even with the extended research time.

Pylon range will make it harder to do those high-ground Zealot warp-ins, but might make the Pylons in a base a tiny bit more vulnerable.

Overall I'm not surprised by any of it really.
The Things We Won't Let Settle But Let Set
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
April 28 2011 08:43 GMT
#57
I said meh, worried about proxy 2 gates though, they're already bad enough... :/
An apple a day keeps the Protoss away | TLHF
Madkipz
Profile Blog Joined February 2010
Norway1643 Posts
April 28 2011 08:57 GMT
#58

Bunker rushes are made less viable in 2 ways: Shorter re-burrow (always been something I've thought needed changes) and 75% returns, again, something where I feel 100% didn't make LOGICAL sense.


SPORE NOT SPINE. SPOOOOORE
"Mudkip"
MrKn4rz
Profile Joined November 2010
Germany2153 Posts
April 28 2011 09:14 GMT
#59
Finally no Bunker Banking anymore!
"We don't take kindly to folks who don't take kindly around here..."
5FDP
Profile Joined May 2009
Germany44 Posts
April 28 2011 09:34 GMT
#60
may be interesting for some Nexus first builds because you can chrono units faster out of normal gates.
But all in all - meh
nobody wants to be a loser drone and mine all day (Tasteless)
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