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On April 28 2011 05:16 osand317 wrote: Everything is good, except for the warp gate timing change. I am biased because I play protoss, but 40 seconds? really? I see what they are trying to do, but thats too far. So does this mean that 4gate won't work in bronze anymore? Or do I have to start using 2 gate robo?
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Happy to see they decided to look into the 4gate opening.
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On May 04 2011 03:29 CaptainKirk wrote: I have been playing Zerg since beta, and the one thing that would help Zerg the most would be having overseers not require lair tech. This would balance the game completely, for zerg anyways. Other than this, the recent balance changes are fine - except for the 38 to 33 second gateway production time for zealots. Now we are going to see an incredible amount of 2 gate and 2 gate proxy openings from toss - just like in beta. Forget FE as zerg vs toss any longer or prepare to lose the game in the first 4 minutes.
Yeah ive been seeing more zergs FE against toss. I think people feel they can handle cannon rushes now, but i think it comes down to scouting. If you see the two gate it has to be canceled and you gotta deal with it.
But on the overseer. As a zerg player i higher agree. But then you would have to make it much more of a risk at least.
It would have to cost more. Maybe once you have lair it could cost less
And just like Overlords after Lair have the ability to spew creep, likewise overseers can have the ability to contaminate. Because being able to contaminate before lair would be pretty imbalanced.
In essence i just that zerg should be able to research speed at least from Hatch-tech. Dont know about drop.
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So.. Only sentries are trained faster now. I thought this patch was meant to change the early game of protoss, which it obviously won't do anyway. +20 seconds on warp gate is barely anything. 13 seconds if using chrono. I'd rather have +40 seconds on warp gate and both stalkers, sentries and zealots to 35 seconds train time.
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I like the 4gate nerf, even though I myself am a protoss-player. It was kinda boring to see 4gate in every 2nd PvP...so yeah. The changes are welcome
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On April 28 2011 04:23 Char711 wrote: Not bad but I'm irked by some stuff. Did pylon radius really have to be changed? It's not like anyone was saying, "Man, that power radius on pylons is hella imba!"
I'm interested to see how the gateway/warpgate turns out: I'm just as big a PvP hater as anyone else, but I'm also not sure if this will fully solve the problem. We're really just going to see more colossus wars now (or maybe phoenix play).
I lol'd when I saw the bunker change. It wouldn't be a patch without a bunker change.
A little wary of the ghost change, too. I don't think they're underpowered or too expensive, just underused. I don't expect/want that one to get through.
Spore crawler buff makes total sense since Zerg had way too hard of a time against especially Protoss early air (honestly, Cruncher? Quit it. Mega exploitative.).
I think the power radius has been reduced to reduce the effectiveness of PvP 4 gate. The protoss would build the pylon close to the ramp to warp in units on the high ground of the opponent.
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Some changes make sense but others are really bad so THEY SUCK.
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Don't really understand going back on the gateway build timings? Like someone said earlier I thought this patch was supposed to reshape PvP, a 20 second delay on WG research is really going to do that? Seems like they're basically just nerfing Protoss early game but what do I know.
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Archon changes are really nice and give somewhat of an alternative to colossus...
I am dissapointed they revoked the shorter gateway unit build times, while i do understand that proxy cheese would become more potent, I was looking forward to all the new openings that those times would have made possible...
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It seems Starcraft 2 is still in the Beta phase...I hope Heart of the Swarm brings something out that won't be changes like this. The game constantly has to update because after we fix one problem, we get another one from the Community which grows in popularity, and then we have to fix that so we're constrained to a one-way build which is currently long drawn-out games with microing and macroing everywhere. I miss Cheesing. But seriously, this is really annoying...
I gave it a Good Job because it's something Zerg players like me hate to play against, but simultaneously I think it's just another constriction to what type of games Blizzard wants to see.
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The updated notes seem quite good to me. One of my major concerns as a Zerg player was proxy gating, but thankfully that's been reverted. I don't really see how +20 seconds will change PvP too much, though, but it could give high level players "wiggle room" to play around with. Really, I think the pylon range decrease is one of the more brilliant changes as it affects, in ways both large and small, any sort of proxy play.
Now I think if Blizz just takes another look at the Spine Crawler, the game would be so close to perfect. For example, I would like to see spines build in 40 seconds (instead of 50) with a root time of 6 seconds. I'd rather deal with slightly scarier ZvZ spine rushes than keep the current build/root times in ZvP and ZvT.
Anyway, I'm very happy with where they're going with this patch.
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On May 03 2011 03:10 ZaCloud wrote: ghosts should be more like 150 / 100 ..
and why the bunker change?? dont get that...
protoss wins most of all tournaments, now why is that?... and colossos is to strong.. their range should be 1 shorter
and reapers sux, they should be faster on creep than lings or they should get 1 more range or something..
mothership should be better also, no one uses em.. cheaper or something.. 100 cheaper?
and ultralisks should get 50 more hp or something..
i dunno.. but how many terrans wins tournaments overall? just curious can't tell if trolling, or just very stupid
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With this changes we will see more archons, they are really mighty units now.
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wait y did they give the Thors back their energy? were people abusing the strike cannon when it was free? they were only ever used to snipe Immortals the one unit that kills Thors 1v1 for cheap
o wells guess we'll never see thors used in TVP ever if they bring that back. Really hope they scrap that part of the Patch
Bunker salvage for 75% was long overdue! freakin terrans and their no risk bunker placements!
I do really like the Spore crawler 6 sec burrow and Archons as Massive Units. Saddest sight ever is watching an Archon go down to a single marauder! XD
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judging by the latest version of 1.3.3 notes, im not really a fan of this patch anymore
also,
On May 05 2011 10:20 densha wrote: The updated notes seem quite good to me. One of my major concerns as a Zerg player was proxy gating, but thankfully that's been reverted. I don't really see how +20 seconds will change PvP too much, though, but it could give high level players "wiggle room" to play around with. Really, I think the pylon range decrease is one of the more brilliant changes as it affects, in ways both large and small, any sort of proxy play.
Now I think if Blizz just takes another look at the Spine Crawler, the game would be so close to perfect. For example, I would like to see spines build in 40 seconds (instead of 50) with a root time of 6 seconds. I'd rather deal with slightly scarier ZvZ spine rushes than keep the current build/root times in ZvP and ZvT.
Anyway, I'm very happy with where they're going with this patch.
i agree with this, i would love to see them match spore crawlers in build and burrow times. even if spores took longer to build as a result
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<rage>why can terran just lift off a single building, put it in a corner and still be in the game?</rage>
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On May 06 2011 06:10 prock wrote: <rage>why can terran just lift off a single building, put it in a corner and still be in the game?</rage> this is off topic... wtf..
The changes are okish.. will see. Do you guys know when will come out?(the patch)
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On May 06 2011 06:10 prock wrote: <rage>why can terran just lift off a single building, put it in a corner and still be in the game?</rage> How to recognize a guys who isn't from BW, without checking at his post counter.
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