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What do you think of 1.3.3 PTR Patch Notes? - Page 9

Forum Index > Polls & Liquibet
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DARKdemonMex
Profile Joined February 2011
Mexico21 Posts
May 06 2011 23:18 GMT
#161
i like REALLY LOTS :D
KBOOOM BABY
zZygote
Profile Blog Joined January 2007
Canada898 Posts
May 07 2011 07:19 GMT
#162
The bunker change was a well needed nerf for Terrans. I've been complaining since beta! :D
Crytch
Profile Joined March 2011
Germany135 Posts
May 07 2011 12:12 GMT
#163
thor energy is a fucking joke, why they removed it some ptaches before?

gogo, let ht counter every fucking unit of terran
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
lewstherin
Profile Joined December 2010
United States5 Posts
May 07 2011 18:36 GMT
#164
On April 28 2011 02:36 FreezerJumps wrote:
Pylon change is something I never would have thought of, but lol zealot build time flip-flop.

I think the bunker change will fix everything though.



LOL
Only a Sith deals in absolutes.
shawnyee
Profile Joined February 2011
Sweden53 Posts
May 07 2011 20:28 GMT
#165
"meh" zerg need more love.
Sverige fajting!
theinfamousone
Profile Joined February 2011
United States103 Posts
Last Edited: 2011-05-08 06:16:54
May 08 2011 06:16 GMT
#166
On May 07 2011 21:12 Crytch wrote:
thor energy is a fucking joke, why they removed it some ptaches before?

gogo, let ht counter every fucking unit of terran


Do you realize ghosts counter everything protoss? EMP is like a giant feedback and psionic storm all in one AOE attack that has a huge cast distance and can't be run away from like storm. Don't worry, no one will use HTs even still. Even damage done feedbacking thors is not worth the cost of an HT if you were 100% positive it wouldn't die trying to get there. Go check out how much it costs to tech to HT. Watch Thorzain rip LiquidTyler apart in the TSL with thors. As it stands now, thors are basically the hard counter to immortals and colossus as one strike cannon rips through them before they can even get a shot off and the cool down is faster than the immortal/colossus build time. Herp derp.

Other than that, I'm happy they are attempting to fix PvP, at low levels it's fine, but watching high level PvP is so boring and coin flippy.
Crytch
Profile Joined March 2011
Germany135 Posts
May 08 2011 11:50 GMT
#167
On May 08 2011 15:16 theinfamousone wrote:
Show nested quote +
On May 07 2011 21:12 Crytch wrote:
thor energy is a fucking joke, why they removed it some ptaches before?

gogo, let ht counter every fucking unit of terran


Do you realize ghosts counter everything protoss? EMP is like a giant feedback and psionic storm all in one AOE attack that has a huge cast distance and can't be run away from like storm. Don't worry, no one will use HTs even still. Even damage done feedbacking thors is not worth the cost of an HT if you were 100% positive it wouldn't die trying to get there. Go check out how much it costs to tech to HT. Watch Thorzain rip LiquidTyler apart in the TSL with thors. As it stands now, thors are basically the hard counter to immortals and colossus as one strike cannon rips through them before they can even get a shot off and the cool down is faster than the immortal/colossus build time. Herp derp.

Other than that, I'm happy they are attempting to fix PvP, at low levels it's fine, but watching high level PvP is so boring and coin flippy.



Ofc, noone will feedback Thors in a "normal" TvP, but if the Terran is going mouz.Thorzain's build Protoss can counter it easily, without strike cannons this build is a epic fail.

And Thors are the hardcounter to colossus? Roflkartoffel, for sure not...
Whats the range of strike cannons...hm, im not sure, but 6? maybe 7....?
Range of Colossus? 9.
imo a bronze player is skilled enough to kite the thors with the colossus, plus the gatewayunitball who are blocking the Thors its just a joke to say that Thors counter Colossus, or as you said, they "hardcounter". If you realy think so you sh ould start to play with 2 hands... ;p

And i wouldnt compare HTs with Ghosts...
(Ghosts-Sentry; Raven-HT)
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
CaptainKirk
Profile Joined February 2011
Canada34 Posts
May 08 2011 14:54 GMT
#168
Blizzard please.... please do not encourage the 2 gate proxy.... zealot build time was just fine at 38 seconds...
jazzbassmatt
Profile Joined August 2010
United States566 Posts
May 08 2011 17:58 GMT
#169
MEH
johlar
Profile Joined September 2010
Sweden165 Posts
May 08 2011 19:08 GMT
#170
I like most of it, but I feel that the thor change is not needed YET.
Jaxo
Profile Joined May 2011
Austria4 Posts
May 08 2011 19:23 GMT
#171
As a zerg player im delightet :D
i had some major problems against fast warpgate tech and now that problem is fixed.
especially bunker rushing my expo or blocking my ramp isnt for free at all now for my opponent.
the only thing which needs zo be changed now is the phenix. its sooo hard so counter as a zerg....
they are soo fast and snipe my queens and overlords. but still a very good patch. only better one was 1.1^^
I must say, HuK... Stargate unit so imbaaaaaa - oGsMC
worldestroy
Profile Joined May 2011
United States1 Post
May 08 2011 20:59 GMT
#172
the one thing i dont like at all is the food count its different for each race they should make a standard food count ie maybe the zerg count (coming from a zerg point of view )
Everybodys weird just some people aren't as weird as others
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
May 08 2011 21:22 GMT
#173
Voted Meh - Zerg needs some loving
flutsh
Profile Joined April 2011
Netherlands3 Posts
May 09 2011 02:03 GMT
#174
Really nice stuff, infestor speed nerf, pylon range seem really good to me!

*cough* something about speedling/zergling rushes? (mostly in 2v2s etc) they hurt =P *cough*

cheers
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
May 09 2011 06:02 GMT
#175
Blizzard wrote:
*fixed a bug where players could still micro their units.


Sigh
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
fr00tcrunch
Profile Joined May 2011
Australia1 Post
May 09 2011 15:04 GMT
#176
On May 09 2011 04:23 Jaxo wrote:
As a zerg player im delightet :D
i had some major problems against fast warpgate tech and now that problem is fixed.
especially bunker rushing my expo or blocking my ramp isnt for free at all now for my opponent.
the only thing which needs zo be changed now is the phenix. its sooo hard so counter as a zerg....
they are soo fast and snipe my queens and overlords. but still a very good patch. only better one was 1.1^^


Hydralisks...?

Its a good patch. Archon buff was needed.
The bravest Probe is the Probe that scouts.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2011-05-10 01:51:22
May 10 2011 01:49 GMT
#177
I love the radius change to pylons' psi field.
The speed change to the infestor will probably turn out to be a good change, but now it is 2.25, isn't it?
That's the same as unstimmed marines and marauders, so I just fear the possibility of marauders now being able to concuss and then just waddle over to kill infestors when your (zerg) army is weaker than theirs and you know you cannot take on the army in a straight fight. It may be too easy to lose them (but for different reasons to the previous single one - infestors wanting to take the front row).

I do wish infestors were a little more keen to push through roach ranks to get to the front ONCE the army had stopped though, as trying to use neural parasite vs long range units like colossi, for me at least, usually ends up with one wandering about stupidly just out of range of the colossus it's attempting to control while the other infestors are stuck just behind the first and ALL of them are in range of a different colossus (that is meant to be controlled by an infestor trying to get through). NP = infestor suicide in my experience, but I know it can work. A little higher pathing priority would be good though, I think.

Good archon buff.
I don't like the idea of energy for thors, rather than cooldown, but you know the cost is now 150 energy, which does make the 250mm strike cannons strategy less powerful. It used to have a 50 second cooldown and 150 energy takes 266.66 game seconds to regenerate, so they can only use it about 18.75% as often and, given the starting energy of 50, they can only use the first round from a new Thor 177.77 game seconds later than previously, seeing as the thors used to start WITHOUT having to wait for cooldown, unlike corruptors.

Also, I haven't read all of the posts in this thread, but from what I saw, zergs seem to be overlooking the fact that ultralisks are now a smidgeon more viable (huge damage from tanks, marines and Thor's Hammer though). Both Thor's Hammer and 250mm Strike Cannons do have 7 range, by the way.
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
KnightOfNi
Profile Joined December 2007
United States1508 Posts
May 10 2011 03:03 GMT
#178
Meh... I see no reason for having thor energy. Aside from that time to go try out some ghost play in all matchups :D
RIP eSTRO :(
Korred
Profile Joined August 2010
Poland16 Posts
May 10 2011 07:47 GMT
#179
Yeah...meh. Disregarding the thor change, I'm okay with this patch.
the-darkest-templar
Profile Joined February 2009
United States32 Posts
May 10 2011 12:16 GMT
#180
The 4-gate nerf and pylon nerfs make me a happy camper as non-toss, and I'm contemplating how viable ghosts will be now that they're functionally cheaper than before. You'll be able to get more of them out faster, we may see earlier ghosts in games.

Saddened by the infestor speed change, but it doesn't seem huge.
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