I think the bunker change will fix everything though.
What do you think of 1.3.3 PTR Patch Notes?
Forum Index > Polls & Liquibet |
FreezerJumps
Canada653 Posts
I think the bunker change will fix everything though. | ||
TheAwesomeAll
Netherlands1609 Posts
too bad i suck against proxy gateways though =/ | ||
JonnyLaw
United States3482 Posts
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MrMotionPicture
United States4327 Posts
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prOxi.Beater
Denmark626 Posts
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TheRhox
Canada868 Posts
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Rinrun
Canada3509 Posts
![]() Okay, Not a bad patch. | ||
endy
Switzerland8970 Posts
Fixed a bug where players were still able to stack flying units on top of each other. Thanks god they never did that in BW. Stacked corsairs vs scourges, stacked muta sniping HTs, etc. <3<3 Bunker that are not free anymore is a really good change though. | ||
terrOne
Italy172 Posts
Yeah it's kinda..... meh.... | ||
Th0R
Canada359 Posts
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McKTenor13
United States1383 Posts
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Kuzmorgo
Hungary1058 Posts
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pred470r
Bulgaria3265 Posts
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FliCe
Netherlands13 Posts
On April 28 2011 03:05 endy wrote: Thanks god they never did that in BW. Stacked corsairs vs scourges, stacked muta sniping HTs, etc. <3<3 Bunker that are not free anymore is a really good change though. haha yeah i loved it when a zerg did that, 1 mealstrom + a storm = gg :D god i miss dark archons ![]() anyways the PTR isnt bad i guess | ||
Cyanocyst
2222 Posts
Though i think all changes are good, just nothing that gets me "excited" as a Zerg. | ||
Char711
United States862 Posts
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.). | ||
Cpadolf
Sweden1199 Posts
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Deleted User 45971
533 Posts
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Lint42
United States17 Posts
On April 28 2011 04:03 Cyanocyst wrote: The Zerg change was pretty underwhelming for a PTR patch so i voted meh. Though i think all changes are good, just nothing that gets me "excited" as a Zerg. agree with this 100% | ||
Nasradime
France83 Posts
Because they obviously watch the problems and listen to solutions proposed, while trying to mix their own ideas (eg pylon decrease) to balance the whole stuff ![]() Go go Bliz' ! | ||
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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Hoodlum
United States350 Posts
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 | ||
ChaseR
Norway1004 Posts
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. | ||
Chronopolis
Canada1484 Posts
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goal 888
167 Posts
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BrahCJ
Australia659 Posts
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. 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. | ||
Slago
Canada726 Posts
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Apoth
England194 Posts
This patch is awesome in everything, i really like giving protoss more early harass options, but will they be too strong? | ||
Flameling
United States413 Posts
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. | ||
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BigFan
TLADT24920 Posts
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TheDominator
New Zealand336 Posts
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. | ||
SKaREO
Canada58 Posts
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MaxField
United States2386 Posts
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icclown
Denmark270 Posts
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aLuLz
Germany175 Posts
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
Denmark270 Posts
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! | ||
BetterSummer
United States3 Posts
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. | ||
AnxiousHippo
Australia1451 Posts
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Madkipz
Norway1643 Posts
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 | ||
MrKn4rz
Germany2153 Posts
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5FDP
Germany44 Posts
But all in all - meh | ||
tyCe
Australia2542 Posts
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FlaminGinjaNinja
United Kingdom879 Posts
Could do with a couple more buffs for zergies early game though, infestor change in the previous patch was all well and good but what about early game? And something to help get out of a tank contain before hive tech would be nice ![]() | ||
TimeTale
Australia1 Post
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ava34
United Kingdom153 Posts
Everything else is great. Blizz should be careful and watch if 2 gate gets rebuffed though. | ||
vol_
Australia1608 Posts
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decaf
Austria1797 Posts
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Mr Showtime
United States1353 Posts
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lurked
Canada918 Posts
![]() Let's see how it changes before to hit live servers though. | ||
Semtext
Germany287 Posts
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!" Everyone who was getting 4gated and had units warped in on his high ground? | ||
Falkner
Philippines9 Posts
go blizzard :3 ps: bring the AMULET back! :/ | ||
iNfeRnaL
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Germany1908 Posts
TAKE OUT THE FUCKING BUG THAT YOU CAN WARP IN A MOTHERFUCKING UNIT INTO A GOD DAMN FORCE FIELD. = NO fucking warpin on top of a ramp that you do N O T have FUCKING VISION OF. /warpgate Is that so hard...?! | ||
LesPhoques
Canada782 Posts
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-orb-
United States5770 Posts
Archon change is absolutely fantastic, should help fix PvP immensely coupled with the warpgate tech nerf. Gateway change is a little too simplistic to just lower all the build times like that... 16 nexus will probably be a lot safer now and proxy gates will be too powerful I imagine. | ||
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intrigue
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Washington, D.C9933 Posts
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Gackt_
335 Posts
and Im still having my hopes for the Queen getting the "beta off-creep speed" back. I never saw anything wrong in Spinecrawler rushes since terran and toss can do cannon and bunker rushes. Cheese vs Cheese. | ||
Geovu
Estonia1344 Posts
On April 29 2011 07:17 Gackt_ wrote: so they'll fix the root for spore crawlers but not spine? I think spine crawlers should have the same root speed? zerg needs it. and Im still having my hopes for the Queen getting the "beta off-creep speed" back. I never saw anything wrong in Spinecrawler rushes since terran and toss can do cannon and bunker rushes. Cheese vs Cheese. Queen rushes were fucking unstoppable lol. U herd of transfuse bro? Also the spore crawler burrow time was kind of ridiculous, the only reason the probably haven't changed it in the past would be because of the sore Zergs being reminded of the spine crawler burrow time and start QQing over that. I mean they had to couple it in with a 4 gate nerf just to take it somewhat off of Zergs' minds. | ||
KovuTalli
United Kingdom325 Posts
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nitdkim
1264 Posts
On April 28 2011 03:05 endy wrote: Thanks god they never did that in BW. Stacked corsairs vs scourges, stacked muta sniping HTs, etc. <3<3 Bunker that are not free anymore is a really good change though. isn't it only referring to the viking flower trick? | ||
Count9
China10928 Posts
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Alethios
New Zealand2765 Posts
As opposed to the gateway change which takes does a hatchet job on all established early game protoss and vs protoss timings. All presumably as a highly questionable nerf to the 'overpowered' and 'unstoppable' 4 warp gate. At the same time, i'm right behind changes to the warpgate mechanic, though i'm not sure this is the right way to go about it. | ||
Kerwinius
United States58 Posts
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jazzbassmatt
United States566 Posts
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Craixs
Denmark170 Posts
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Roflhaxx
Korea (South)1244 Posts
On April 29 2011 16:51 Craixs wrote: disapointed, i want less hardcounters, nerf fungal and storm and no need to change ghost cost. I want tier 1 units to be usefull in the lategame like in bw, now getting 2 fungals and 30 marines dead. or 1 fungel and a baneling. -.- without even being able to move my men, the damage is insane, but the immobility is out of this world. Yeah and they should nerf blue flame hellions 1 shot and 30 lings dead!! On a serious note, I am curious to see how the new zealots timing will change zvp | ||
Mirror0423
United States175 Posts
Protoss is WAYYYY more gas heavy. And it's not like "oh i think i wanna drop i'll make medivacs!" or "oh i think i'll play fortress style i'll make tanks!" but it's more of "I have to make sentries to be able to defend... i have to make obs to scout anything.... i already have a robo bay and the only way i can deal with MMM is colossi...." Being as forced to do things as we are all the units we're FORCED to make are gas heavy... it's not like "oh i think this game i wanna try a ghost timing push" or "oh this game I'm just gonna do standard MMM".... Wish with the HT nerf came a decrease in it's cost at least.... to make it worth taking the rist of getting it EMPed/sniped.... Apart from that, i don't mind most changes. Spore timing never mattered to me much, the pylon change... i guess will change 4 warpgate? i'm not good enough to comment on that i think. The warpgate timing will make almost no difference for a "safe" style player. But it will hurt a early aggressive or cheesy player. With the warpin time increase the unit time decrease was necessary. Change i wish they would make: Nerf colossi, but make HT more viable than they are now... Archon change does not coung -_-;; With the nerf of colossi they'll need to nerf roaches for PvZ, since storm barely tickles a roach... apparently roaches can survive a lightening as well as a nuclear winter. With the nerf of roaches buff hydras. Nerf marauders, since colossi and roaches are weaker marauders can be weaker to balance it out... But make mech more viable. Such as increase health for hellions (though their dmg against workers are a bit high) I guess i want the current "dominating" strategy to be nerfed a bit, and the "alternative" strategy to be buffed a bit, so there's a lot more variety. I can't speak as much for ZvT MU stuff, since i mainly play toss. Banelings seems a bit too... hit or miss. Sometimes reminds me of a reaver scarab. Except maybe a bit more controllable. And i guess thors sometimes makes me completely mis-judge who's going to come out ahead in a fight. o_o super range, super health, super dmg, super repair.. There needs to exist more than one way to effectively/at least even par counter a unit. Countering thors effectively is.... i almost feel impossible? But my opinions on thors and banes are from very very limited experience apart from just obsing/watching games. | ||
TheTurk
United States732 Posts
They buff Protoss. With the new gateway timing protoss can fast expand and hold off a 2rax scv allin. Proxy gates were a problem before and now they'll just be ridiculous. 15 Nexus is disgustingly powerful and not at all risky. Delaying warp gate is NOT worth the gateway buff. I would much rather deal with a 4gate. Also, waiting for more than a spore crawler root time decrease. They need to buff Zerg so badly. Maybe Roach dps increase please? | ||
Thezzy
Netherlands2117 Posts
PvP now revolves less around 4gate vs 4gate, which is good as it got old really fast. As a Terran player, the Ghost change is nice, leaving me with more gas, making a Ghost/Mech play a possibility as well as Ghosts in earlier TvZ. Bunker change seems fair, although I think a better change would be to keep the 100%, but require an SCV to break it down, costing mining time and forcing an SCV to move somewhere more dangerous. Archon change seems fine, will affect Phoenix lift off, Void Ray damage and Forcefields in PvP and Concussive Shells in TvP. Pylon change seems a little random, it'll force the pylon to be close enough to get hit by range 6 units and it may not stretch over certain gaps/abyss anymore. Spore Crawler...I dunno really. Usually the problem with one is getting it built before it gets destroyed by cloaked units, the whole rooting thing doesn't seem to make much of a difference. If Zerg knows cloaked units are out in the field, Zerg will build Spore Crawlers where they are needed, not just build one and move it around. Mobile stealth detection for all races are higher up the tech tree. Still, less 4gating in PvP and Ghosts being changed, looks to be good changes, although I am worried about (proxy) 2 gates. | ||
deanyo
United Kingdom206 Posts
On April 29 2011 19:32 TheTurk wrote: The world is crying "OP" for Protoss, so what do they do? They buff Protoss. With the new gateway timing protoss can fast expand and hold off a 2rax scv allin. Proxy gates were a problem before and now they'll just be ridiculous. 15 Nexus is disgustingly powerful and not at all risky. Delaying warp gate is NOT worth the gateway buff. I would much rather deal with a 4gate. Also, waiting for more than a spore crawler root time decrease. They need to buff Zerg so badly. Maybe Roach dps increase please? I cant handle this much stupid in one post. | ||
Gracksaurusrex
United Kingdom171 Posts
it is now going to be proxy gateways all over the place. | ||
pinkbunny20
Australia26 Posts
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Amnesia
United States3818 Posts
On April 28 2011 03:45 pred470r wrote: I don't play sc2 so I voted meh.... Really cause I voted it sucked! | ||
Duskbane
United States178 Posts
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supersoft
Germany3729 Posts
On April 29 2011 19:32 TheTurk wrote: The world is crying "OP" for Protoss, so what do they do? They buff Protoss. With the new gateway timing protoss can fast expand and hold off a 2rax scv allin. Proxy gates were a problem before and now they'll just be ridiculous. 15 Nexus is disgustingly powerful and not at all risky. Delaying warp gate is NOT worth the gateway buff. I would much rather deal with a 4gate. What? seriously, do you even play the game? Terran was strong earlygame and Protoss was strong lategame. Now Protoss got a buff earlygame and Terran got a buff lategame... 33% gascost decrease for ghosts is a change that is in my oppinion very well thought out. Not only Mech against Protoss will be more viable (because you can afford some ghosts beside Mech) moreover, TvZ won't change at all. As for Proxygates, I am not worried at all. It's a cheesy strategy and if it's scouted it won't succeed, if nor then yes. It'll be more powerfull. But you were also dead before the patch if you didn't prepare... I can't judge the impact of the gateway changes on PvP or PvZ but for PvT I think the patch is good. | ||
pallad
Poland1958 Posts
On April 28 2011 03:45 pred470r wrote: I don't play sc2 so I voted meh.... Then , why you take vote , if you dont play.. no sense I think patch is not bad , pylon change is very interesting and will hit game play hard imo , but we see | ||
Gackt_
335 Posts
On April 29 2011 08:07 Geovu wrote: Queen rushes were fucking unstoppable lol. U herd of transfuse bro? Also the spore crawler burrow time was kind of ridiculous, the only reason the probably haven't changed it in the past would be because of the sore Zergs being reminded of the spine crawler burrow time and start QQing over that. I mean they had to couple it in with a 4 gate nerf just to take it somewhat off of Zergs' minds. wait a lil? U claim they were unstoppable cuz of the transfuse (that costs alot of energy)? thats like me claiming the bunkerrush is unstoppable cuz of the SCV reparing it? and the SCV can repair the bunker as much as he want since u got the minerals. The transfuse is limited til its energy. And it's not like you cant stop a spinecrawler rush the very first mintues when 1 queen doesnt have unlimited transfuse..thats just bs. | ||
Trobot
United States125 Posts
Other than that...back to 2-gates being the bane of my existence. ^_^ | ||
Leetley
1796 Posts
On April 30 2011 03:54 Trobot wrote: Kinda wish they'd shortened the root time for spine crawlers as well as spores. Not as drastically as 6 seconds, but still. :/ Other than that...back to 2-gates being the bane of my existence. ^_^ Yeah, these are pretty my thoughts too. | ||
HEROwithNOlegacy
United States850 Posts
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The Final Boss
United States1839 Posts
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!" It makes it harder to warp units up ledges and stuff, something that allows for very easy to execute and powerful cheeses. Personally I like that change a lot, as it doesn't really hurt a P who decides to go for a more macro oriented game plan but it stops them from winning with something stupid like Proxy Void+warp in elevated Zealots on maps like Backwater Gulch. | ||
The Final Boss
United States1839 Posts
On April 29 2011 17:56 TossNub wrote: I'm sorta confused as to all the terrans saying "the ghost change is good since all my T2 units are so gas heavy, now i can get ALL of my tech choices at T2 off 2 base"... Protoss is WAYYYY more gas heavy. And it's not like "oh i think i wanna drop i'll make medivacs!" or "oh i think i'll play fortress style i'll make tanks!" but it's more of "I have to make sentries to be able to defend... i have to make obs to scout anything.... i already have a robo bay and the only way i can deal with MMM is colossi...." Being as forced to do things as we are all the units we're FORCED to make are gas heavy... it's not like "oh i think this game i wanna try a ghost timing push" or "oh this game I'm just gonna do standard MMM".... Wish with the HT nerf came a decrease in it's cost at least.... to make it worth taking the rist of getting it EMPed/sniped.... Apart from that, i don't mind most changes. Spore timing never mattered to me much, the pylon change... i guess will change 4 warpgate? i'm not good enough to comment on that i think. The warpgate timing will make almost no difference for a "safe" style player. But it will hurt a early aggressive or cheesy player. With the warpin time increase the unit time decrease was necessary. Change i wish they would make: Nerf colossi, but make HT more viable than they are now... Archon change does not coung -_-;; With the nerf of colossi they'll need to nerf roaches for PvZ, since storm barely tickles a roach... apparently roaches can survive a lightening as well as a nuclear winter. With the nerf of roaches buff hydras. Nerf marauders, since colossi and roaches are weaker marauders can be weaker to balance it out... But make mech more viable. Such as increase health for hellions (though their dmg against workers are a bit high) I guess i want the current "dominating" strategy to be nerfed a bit, and the "alternative" strategy to be buffed a bit, so there's a lot more variety. I can't speak as much for ZvT MU stuff, since i mainly play toss. Banelings seems a bit too... hit or miss. Sometimes reminds me of a reaver scarab. Except maybe a bit more controllable. And i guess thors sometimes makes me completely mis-judge who's going to come out ahead in a fight. o_o super range, super health, super dmg, super repair.. There needs to exist more than one way to effectively/at least even par counter a unit. Countering thors effectively is.... i almost feel impossible? But my opinions on thors and banes are from very very limited experience apart from just obsing/watching games. Are you being serious? I mean I guess I like the idea about HTs and Colossi, as one actually requires some micro or at least good storm placement where as the other involves just straight up A-moving (and any P player who says "Colossi require more micro, sometimes, when I macro awfully I have to move them back until i warp in more units" I would just like you to try microing like marines against banelings). I think that amulet was too powerful as being able to create a HT at 2 seconds notice that was ready to storm seems ridiculous; maybe increase the damage storms deal? Banelings don't need to be changed, you have to micro against them or have higher tech, and in all honesty they stop a T from doing straight up bio. Thors are a really powerful unit, but they don't need to be nerfed. They're slow, expensive, die fairly easily against the right composition without proper support, and have a lot of units that they fall exceedingly quickly to. Sure they can be powerful in large numbers, but so are Colossi, Carriers, Battle Cruisers, Broodlords, and Ultralisks; each unit just requires the correct support or else they can get countered by something that your opponent may make (for example: Colossi need Gateway units, Ultras need Infestors ect.). Mass Thors will lose to mass Roach or mass Marauder, but with other mech units they do much better. Similarly, mass Colossi (and I mean only colossi) loses to mass Marauder and mass Roach, but with gateway units it deals with those quite easily. And the Ghost nerf will bring a lot of diversity into the TvP match-up. Heavy, heavy mech (I mean like GoOdy style people) can be very effective, but also very hard to accomplish. EMP is pretty much necessary for it to work, and every bit of gas is vital. I don't know if you've ever tried playing that style, but it requires a ridiculous amount of gas. To say that P is more "gas heavy" is silly. Maybe the way you play is, but I mean AdelScott's mass gateway style doesn't require nearly as much gas as GoOdy's mech style. The nerf to Ghosts will make them easier to afford in a more gas intensive army (meaning higher tech) and less easy to fit into a lower tech army (meaning MMM). P's should be happy if MMM becomes less popular as I have seen numerous people claim that "T is OP because all you do is build Tier 1" (which is stupid because MMM+Viking+Ghost is hardly all tier 1, no more so than gateway+Colossi ball is all tier 1, plus tanks are getting more and more common in the match-up because they're a great unit). Blizzard made a change that may make your dreams come true, more T's will start doing builds that aren't straight MMM+some tech units. Most of your suggestions about "Nerf Marauders, nerf Roaches" all are ridiculous. I literally started playing P for 3 days and by the end of that I was able to play Diamond level ladder matches and the only MU I had trouble with was PvP because it takes time to get used to (I'm a Diamond level T). And Hellions are a very powerful unit vs workers, but so are storm drops or sneaking a Zealot into a T expansion during a fight. P isn't UP, P players just got to higher places in the ladder then they should have gotten by just 4 Gating or DT rushing. Then when they start losing to players with better mechanics, game sense, macro, and overall better understanding and skill at StarCraft they claim that other races are OP. I mean, my problem with TvP is that it's hard to safely get to mech compositions due to P's versatile early game cheeses, but late game bio builds crumble to colossi builds that almost all P's do. I mean look at CrunCher in the TSL3. He played horribly in those two games on Shakuras (vs Idra and vs Mondragon) or at least he didn't play as well as his opponent. Looking at the Mondragon match, he made far more mistakes than Mondi, Mondi harassed, he had more bases, he managed to shut down CrunCher's economy, then CrunCher a-moved across the map with an unstoppable death ball. Your suggestions for nerfs are literally awful ideas that should never be implemented. | ||
SxYSpAz
United States1451 Posts
however blizzard who came up with the idea "HT SUPER NERF!!!! YEAAAAAAH!" (they did need to be nerfed a lil obviously, but amulet completely removed?) and then followed by "BUFF THE GHOSTS!!! PARTY TIME! EXCELLENT! WOO WOO WOO WOOOO" | ||
SKaREO
Canada58 Posts
On April 30 2011 08:46 SxYSpAz wrote: good job, cause 4 gate needed to be handled, in all matchups but mostly pvp, it was getting out of hand... however blizzard who came up with the idea "HT SUPER NERF!!!! YEAAAAAAH!" (they did need to be nerfed a lil obviously, but amulet completely removed?) and then followed by "BUFF THE GHOSTS!!! PARTY TIME! EXCELLENT! WOO WOO WOO WOOOO" It was addressing balancce issues. And for months players have observed how IMBA high templars are against any unit composition. Ghosts don't cost any less, just a different balance of minerals to gas which makes a lot of sense to me as a Terran player. Protoss got buffs in their early game making the need for 3-4 sentries to defend early Terran pressure is less important. I wish people would just use their brains instead of their races to determine what should be balanced. | ||
SxYSpAz
United States1451 Posts
On April 30 2011 08:57 SKaREO wrote: It was addressing balancce issues. And for months players have observed how IMBA high templars are against any unit composition. Ghosts don't cost any less, just a different balance of minerals to gas which makes a lot of sense to me as a Terran player. Protoss got buffs in their early game making the need for 3-4 sentries to defend early Terran pressure is less important. I wish people would just use their brains instead of their races to determine what should be balanced. well i wish u wouldn't assume that i'm being completely unreasonable. lets start off with the fact that 4gates were clearly too strong as i said "in all matchups", and if i was using my race i would have wanted to keep that clearly imbalanced strat in the game. i also am aware that there's early game buff, which is an obvious sacrifice for nerfing 4gate. also, i said hts did need to be nerfed, because i be thinkin with meh noggin! i think its debatable that they needed to completely remove amulet tho. HTs are pretty horrible now, you shouldn't be able to warp in storms, but u shouldn't have to wait (i think it is) 40 seconds to storm, it puts u in super longterm defensive mode. they're really not a viable tech path now, and because of that, the other races are just kind of blindly preparing for collosi, because if u go HTs, you have huge disadvantage. Also, the reason u think the cost change is good as a terran player is because it IS a buff, terran is obviously more min heavy cause of mules think with ur head brah, not ur race | ||
iPlaY.NettleS
Australia4328 Posts
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zerat00l
United States100 Posts
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burster
Canada66 Posts
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The Final Boss
United States1839 Posts
On April 30 2011 09:12 SxYSpAz wrote: well i wish u wouldn't assume that i'm being completely unreasonable. lets start off with the fact that 4gates were clearly too strong as i said "in all matchups", and if i was using my race i would have wanted to keep that clearly imbalanced strat in the game. i also am aware that there's early game buff, which is an obvious sacrifice for nerfing 4gate. also, i said hts did need to be nerfed, because i be thinkin with meh noggin! i think its debatable that they needed to completely remove amulet tho. HTs are pretty horrible now, you shouldn't be able to warp in storms, but u shouldn't have to wait (i think it is) 40 seconds to storm, it puts u in super longterm defensive mode. they're really not a viable tech path now, and because of that, the other races are just kind of blindly preparing for collosi, because if u go HTs, you have huge disadvantage. Also, the reason u think the cost change is good as a terran player is because it IS a buff, terran is obviously more min heavy cause of mules think with ur head brah, not ur race How about this, if I can build my Ghosts any where near a Supply Depot, in 5 seconds, and have it start with enough energy to use my EMP, then you can have your amulet back. The real problem is that combining both a 5 second build time with instant storm is just too powerful. It's downright ridiculous late game how powerful that is because a couple of really good storms can completely change the game the same way that a couple of brilliant EMPs can change the game. The difference is that Ghosts aren't able to be built anywhere on the map. Late game being able to storm practically anywhere in 5 seconds was just too powerful and had too many uses. For example, it could be used to defend bases, instantly rebuild an army WITH massive splash damage (P already has one of the best instant replenish armies with Warpgates, late game when you have a lot of bases you could instantly replenish your HTs which you still can, just they take a little while longer the same way that a T must rebuild their Siege Tanks or Ghosts), it could be used to be offensive, or it could be used for harass (idk if you P's know what that is, but if you put a HT in a Prism you can go and storm the opponent's mineral line and kill their workers). And as far as "but u shouldn't have to wait 40 seconds to storm," it's actually 44 in game seconds or so, and that's still less time than it takes to build an Infestor (50 seconds) and only four seconds more than it takes to build a Ghost (40 seconds). Of course, for the Ghost and Infestor you can only build it where you have production capabilities (plus for Ghost you need a tech lab on a barracks), they can't use their weaker spells like the HT can (because they're building obviously), and personally I would prefer Psionic Storm over EMP any day and possibly over Fungal Growth. EMP has it's uses, but it will never be able to actually kill your opponents army. If a T with a bio army ever falters and misses a HT, they can lose massive portions of their army in a matter of seconds. Plus, Psionic Storm has a lot wider variety of uses as I was saying, as it can be used to both defend expansions, be offensive, cover a retreating army, harass--EMP on the other hand really only has two uses which are to deplete energy and deplete P shields. | ||
Robinsa
Japan1333 Posts
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CellTech
Canada396 Posts
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s.a.y
Croatia3840 Posts
More balance to the game, and building placement is like in SC:BW a huge factor again | ||
Billiboes
Netherlands5 Posts
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s.a.y
Croatia3840 Posts
On April 30 2011 19:56 Billiboes wrote: do people not remember when the game just came out and 2 gate zealot pressure was used by the top tier players to pressure or allin zerg. 4 WG is just a little slower and because of the new protoss earlygame pressure thats possible the whole matchup is going to change. yeah, but maps were shit in the early stage of the game. TalDarim is much larger then steppes of war for example. | ||
Bishamon
Poland1 Post
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ZorroW
Sweden31 Posts
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kimono38
Malaysia23 Posts
With lesser gas, maybe can afford those timing attack. | ||
Lobotomist
United States1541 Posts
archon massive seems good, and pylon power radius seems alright as well. Pretty clever changes to PvP | ||
Rabbitmaster
1357 Posts
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Cabinet Sanchez
Australia1097 Posts
On April 28 2011 09:47 frosecold wrote: Ok most people says the protos are OP colosus Op and stuff like that, but has anyone though about air units as toss? We (im a toss player) dont have anything that can be compared to corruptors or vikings, Please don't whine about things which aren't imbalanced - it makes other things we complain about seem less important. Protoss is fine for air units. All 4 of our air units attack air to air and we have cheap, fast blink stalkers. We also now have massive archons, one of the things I felt was the biggest disservice to the Protoss lineup. There's only one unit I'll rant about and that's the Marauder/Marine combo and the damage it does when stimmed against buildings. It's absoloutely unreasonable. Even WITH knowledge of an incoming drop, you can sometimes still see a building get taken down with focus fire in seconds. | ||
pxL.
Austria6 Posts
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MagnusHyperion
United States288 Posts
this patch is unnecessary and decreases the viability of one of the most skill and time intensive builds in the entire game. additionally, it completely throws all PvP up-side-down for absolutely no reason beyond pandering to people who aren't skilled enough to hold off a simple rush. | ||
Korto Vos
Germany1 Post
I mean ok you also can play blink stalker or thinks like this but now when blink stalker come out ther are alrady a imortal and a collos so they are like useless and youre behind in the collos count... | ||
Uni1987
Netherlands642 Posts
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Warzilla
Czech Republic311 Posts
On April 28 2011 05:06 Optimator wrote: Considering there are TWO expansions on the way I don't get too excited over patch notes. That said, anything that makes Ghosts cooler gets my hearty approval. Very spreaded out mistake around the people.. All of the units are already in the game. Dont expect any brood war-like changes... expansions, as you say, are going to be only a singleplayer camapaigns and new achievements.. If you were hoping for something else better go back to brood war ![]() | ||
Warzilla
Czech Republic311 Posts
On April 30 2011 14:13 The Final Boss wrote: How about this, if I can build my Ghosts any where near a Supply Depot, in 5 seconds, and have it start with enough energy to use my EMP, then you can have your amulet back. The real problem is that combining both a 5 second build time with instant storm is just too powerful. It's downright ridiculous late game how powerful that is because a couple of really good storms can completely change the game the same way that a couple of brilliant EMPs can change the game. The difference is that Ghosts aren't able to be built anywhere on the map. Late game being able to storm practically anywhere in 5 seconds was just too powerful and had too many uses. For example, it could be used to defend bases, instantly rebuild an army WITH massive splash damage (P already has one of the best instant replenish armies with Warpgates, late game when you have a lot of bases you could instantly replenish your HTs which you still can, just they take a little while longer the same way that a T must rebuild their Siege Tanks or Ghosts), it could be used to be offensive, or it could be used for harass (idk if you P's know what that is, but if you put a HT in a Prism you can go and storm the opponent's mineral line and kill their workers). And as far as "but u shouldn't have to wait 40 seconds to storm," it's actually 44 in game seconds or so, and that's still less time than it takes to build an Infestor (50 seconds) and only four seconds more than it takes to build a Ghost (40 seconds). Of course, for the Ghost and Infestor you can only build it where you have production capabilities (plus for Ghost you need a tech lab on a barracks), they can't use their weaker spells like the HT can (because they're building obviously), and personally I would prefer Psionic Storm over EMP any day and possibly over Fungal Growth. EMP has it's uses, but it will never be able to actually kill your opponents army. If a T with a bio army ever falters and misses a HT, they can lose massive portions of their army in a matter of seconds. Plus, Psionic Storm has a lot wider variety of uses as I was saying, as it can be used to both defend expansions, be offensive, cover a retreating army, harass--EMP on the other hand really only has two uses which are to deplete energy and deplete P shields. Could i remind you that ghost still has his nice energy upgrade, so is infestor, and woa ghost has a cloak and can shoot and snipe, not to mention those def/off nukes (your problem you dont use them..). simple go around his army and emp the crap out of them. To your late game status, you can do 4 prompt attack with medivacs and protoss can maybe 4 prompt-like smash his head into the wall.. Protoss is fucking immobile... This is somewhat being balanced out, believe it or not through out warpgate tech and leaving one two templar in each base(and to be quite honest did you ever see templar kill the whole drop by himself??), so we can place some random pylons and at least apply some pressure..(warp prism is a joke, right when first vikings pop-out, with so low health) Protoss has so powerful tech because otherwise it would be an unplayable race... HT's should have +15 energy upgrade (brood war style).. even though this doesnt touch the topic, what sense make buffing infestor after removing of amulet, like seriously you need more energy for feedback, once zerg gets mix of roach festor bling with overlord dropping youre dead meat yeh sure you wall your-self up with FF but then fungal goes down and the banerain comes on your head (As the song goes "sometimes i think feedback is lame, my templar has no energy but that's okay:D).. Anyway with archons being massive now i do believe that HT will become a viable option against it ![]() the same just with nice early units and kick time will be pushed around 8 minute mark | ||
nixis
United States42 Posts
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The Final Boss
United States1839 Posts
On May 01 2011 19:46 YosHGo wrote: Could i remind you that ghost still has his nice energy upgrade, so is infestor, and woa ghost has a cloak and can shoot and snipe, not to mention those def/off nukes (your problem you dont use them..). simple go around his army and emp the crap out of them. To your late game status, you can do 4 prompt attack with medivacs and protoss can maybe 4 prompt-like smash his head into the wall.. Protoss is fucking immobile... This is somewhat being balanced out, believe it or not through out warpgate tech and leaving one two templar in each base(and to be quite honest did you ever see templar kill the whole drop by himself??), so we can place some random pylons and at least apply some pressure..(warp prism is a joke, right when first vikings pop-out, with so low health) Protoss has so powerful tech because otherwise it would be an unplayable race... HT's should have +15 energy upgrade (brood war style).. even though this doesnt touch the topic, what sense make buffing infestor after removing of amulet, like seriously you need more energy for feedback, once zerg gets mix of roach festor bling with overlord dropping youre dead meat yeh sure you wall your-self up with FF but then fungal goes down and the banerain comes on your head (As the song goes "sometimes i think feedback is lame, my templar has no energy but that's okay:D).. Anyway with archons being massive now i do believe that HT will become a viable option against it ![]() the same just with nice early units and kick time will be pushed around 8 minute mark When Ghost/Infestor has the energy upgrade, you build the unit, then 40/50 (respectively) seconds later you can cast the spell as that is how long it takes to train the unit. HT's take about 50 seconds to warp-in and then have their energy build up to be enough to cast Storm. In other words, it takes about the same amount of time for my Ghost to be able to cast EMP from the time I start training him to the time you can cast EMP. And even then you can always cast Feedback while your HT is building up energy. With Ghosts or Infestors, however, they come out where my production buildings are, where as with decent pylon placement along with the fact that HTs can move while their energy stores, they can be practically anywhere on the map when their energy allows them to storm. Nukes are much harder to effectively use then storms. They're also quite easy to counter if you're playing against them by just sniping the Ghost and they cost both 100 Minerals and 100 Gas. Late game, the minerals are not that big of a deal, but if you lose a Ghost while he's trying to drop a nuke, you're out 250 minerals and 250 gas, and unlike HTs, I cannot just warp in a Ghost who instantly is walking around with my army able to Feedback and eventually storm. Storm=Easy to hit/use+free > Nuke=Based a lot upon luck/easy to counter/costs 100/100/ ghosts are very vulnerable while calling down a nuke/not really cost efficient unless you get lucky, as opposed to Storm which will always be the most cost efficient things in the game. And who's to say you can't use Warp Prisms later in the game when the Vikings aren't necessarily in the main base. Perhaps while they're out on the map securing their third or fourth base (course then again with Blizz's maps there's no real reason to ever take a third base as 2 base pushes are so powerful), drop a couple of Zealots or Stalkers into a mineral line. You know there's a speed upgrade for warp prisms that makes them very tricky to catch with T anti air and I believe (I may be wrong) that they can directly fly over a Missile Turret and not die. Protoss has powerful tech, but watch AdelScott play. It's almost exclusively Gateway units, it's very mobile, very powerful, and exceedingly effective versus bio compositions. Protoss Gateway units are ridiculously strong, and they benefit from upgrades so much. Double Forge is so great with Chronoboost as you can get your upgrades faster than anybody else. P has good low tech options just like the other races, it's just that they also have ridiculously strong late game tech units. And as far as fighting Infestor/Bane Rain goes, T's have been doing that since the idea for it ever came up. It's hard, but you just have to spread out your army (as opposed to what most P's do and just clump up all their units with Voids, Colossi, and Stalkers all so that a single fungal growth or an EMP hits all your units. I see it all the time when I use tanks, P's I play against will just happily try to march their Colossi and Stalkers into my tanks without even thinking about spreading out their units. Z also is just a really hard race to play; you need to have great mechanics in order to do anything as them as just their macro is very difficult compared to that of P and T. On May 01 2011 18:16 Korto Vos wrote: I don´t llike this change ok 4 i weaker now but now each game will start with a 2gate wich will be very hard for zerg to defend and PvP will be like TvT just a boring macro game and at the end a fight wich goes like 20 sec... I mean ok you also can play blink stalker or thinks like this but now when blink stalker come out ther are alrady a imortal and a collos so they are like useless and youre behind in the collos count... TvT is a fun match-up, but it can be boring playing a long macro game with huge tank lines. Luckily for you, in your PvP you don't have to worry about Tanks which is what makes the games boring sometimes. Now there will be more diversity in the PvP match-up, maybe we'll see some Archons or Stargates as opposed to just mass gateway rushes and Robo units. Don't complain because Blizzard made your mirror match-up less garbage. | ||
[F_]aths
Germany3947 Posts
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SxYSpAz
United States1451 Posts
On April 30 2011 14:13 The Final Boss wrote: How about this, if I can build my Ghosts any where near a Supply Depot, in 5 seconds, and have it start with enough energy to use my EMP, then you can have your amulet back. The real problem is that combining both a 5 second build time with instant storm is just too powerful. It's downright ridiculous late game how powerful that is because a couple of really good storms can completely change the game the same way that a couple of brilliant EMPs can change the game. The difference is that Ghosts aren't able to be built anywhere on the map. Late game being able to storm practically anywhere in 5 seconds was just too powerful and had too many uses. For example, it could be used to defend bases, instantly rebuild an army WITH massive splash damage (P already has one of the best instant replenish armies with Warpgates, late game when you have a lot of bases you could instantly replenish your HTs which you still can, just they take a little while longer the same way that a T must rebuild their Siege Tanks or Ghosts), it could be used to be offensive, or it could be used for harass (idk if you P's know what that is, but if you put a HT in a Prism you can go and storm the opponent's mineral line and kill their workers). And as far as "but u shouldn't have to wait 40 seconds to storm," it's actually 44 in game seconds or so, and that's still less time than it takes to build an Infestor (50 seconds) and only four seconds more than it takes to build a Ghost (40 seconds). Of course, for the Ghost and Infestor you can only build it where you have production capabilities (plus for Ghost you need a tech lab on a barracks), they can't use their weaker spells like the HT can (because they're building obviously), and personally I would prefer Psionic Storm over EMP any day and possibly over Fungal Growth. EMP has it's uses, but it will never be able to actually kill your opponents army. If a T with a bio army ever falters and misses a HT, they can lose massive portions of their army in a matter of seconds. Plus, Psionic Storm has a lot wider variety of uses as I was saying, as it can be used to both defend expansions, be offensive, cover a retreating army, harass--EMP on the other hand really only has two uses which are to deplete energy and deplete P shields. alright: 1. like i said, amulet was clearly op 2. stop acting like its instant just because its warp, u still have to include the cooldown of the gates, so if it takes 44 seconds, it also takes an additional 45, so now that u have given me the correct time it takes to wait for storm, it is so much more ridiculous 45 sec (cooldown) + 44= 99 in game seconds, more than twice as much as ghosts and almost twice as much as infestors 3. not expecting amulet returned to its former glory, just thinking it needs to start with like +15 energy 4. emp is just as offensive and defensive, you don't emp for fun, you do it to take out a huge portion of the units life and energy, so u kill them faster offensive or defensive 5.as for lesser spells, no it can't, but it can cloak (super good to emp if ur worried about it being feedbacked) and also has the option to nuke. | ||
The KY
United Kingdom6252 Posts
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Brewed Tea
United States124 Posts
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ZaCloud
Sweden9 Posts
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 | ||
Monox1de
United States101 Posts
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dnl-TV
Germany6 Posts
-> still no balance in PvZ ![]() | ||
DD_The_Shmey
United States22 Posts
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() I never used to get ghosts in TvT or TvZ, only in TvP where they were used exclusively for that super devastating EMP, but I always wanted to try them. Now I feel like with this change I will be able to get a whole bunch of them. Mass ghost might even become a viable option. I'm going to try it out. :D :D :D | ||
JAG.war
United States76 Posts
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undyinglight
United States611 Posts
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CaptainKirk
Canada34 Posts
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JusticeUS
36 Posts
Ghosts don't cost any less, just a different balance of minerals to gas which makes a lot of sense to me as a Terran player. Since SCV's carry 5 minerals and only 4 gas per trip, the Ghost cost will be strictly less than it was before. Not to mention we have to dump 75 minerals for the Refinery. Should be obvious, just saying. Early Ghost timing pushes v T will be much easier to execute. And yes, I've already seen them at the pro level, so this is a big change. Consider that snipe one-shots a Marine at full health. And everyone has already picked up correctly on how this will change TvP. | ||
BobbyBern
Canada4 Posts
I miss the good old BW hydras... I think just changing their unit type to just standard biological unit like the banelings would be great. | ||
Sanguinarius
United States3427 Posts
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Lightningbullet
United States507 Posts
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? | ||
neotrix
Canada1 Post
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phrenzy
United Kingdom478 Posts
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. | ||
Rekondo
Denmark14 Posts
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Eclipselol
Germany4 Posts
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Madhofd
Netherlands2 Posts
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. | ||
Nakata
Bulgaria67 Posts
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JLew
Canada353 Posts
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AGIANTSMURF
United States1232 Posts
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... | ||
Angueo
Korea (South)53 Posts
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. | ||
densha
United States797 Posts
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. | ||
SxYSpAz
United States1451 Posts
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 | ||
xaovs
Mexico3 Posts
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DTWolfwood
38 Posts
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 | ||
Cyber_Cheese
Australia3615 Posts
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 | ||
prock
Canada17 Posts
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Linoge
Hungary115 Posts
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cozzE
Australia357 Posts
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jarod
Romania766 Posts
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) | ||
Glioburd
France1911 Posts
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. | ||
DARKdemonMex
Mexico21 Posts
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zZygote
Canada898 Posts
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Crytch
Germany135 Posts
gogo, let ht counter every fucking unit of terran | ||
lewstherin
United States5 Posts
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 | ||
shawnyee
Sweden53 Posts
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theinfamousone
United States103 Posts
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
Germany135 Posts
On May 08 2011 15:16 theinfamousone wrote: 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) | ||
CaptainKirk
Canada34 Posts
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jazzbassmatt
United States566 Posts
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johlar
Sweden165 Posts
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Jaxo
Austria4 Posts
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^^ | ||
worldestroy
United States1 Post
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Drazerk
United Kingdom31255 Posts
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flutsh
Netherlands3 Posts
*cough* something about speedling/zergling rushes? (mostly in 2v2s etc) they hurt =P *cough* cheers | ||
sluggaslamoo
Australia4494 Posts
Blizzard wrote: *fixed a bug where players could still micro their units. Sigh | ||
fr00tcrunch
Australia1 Post
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. | ||
Fuchsteufelswild
Australia2028 Posts
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. | ||
KnightOfNi
United States1508 Posts
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Korred
Poland16 Posts
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the-darkest-templar
United States32 Posts
Saddened by the infestor speed change, but it doesn't seem huge. | ||
CubEdIn
Romania5359 Posts
I'm terran but come on, aren't you sick of watching 4gates? Or do you actually think that smaller pylon range will fix that? No way. | ||
EnderSword
Canada669 Posts
I think it will barely touch PvP play, but hits Protoss pretty badly in the other matches. I think the pylon radius could be quite detrimental when it comes to trying to wall off, arrange cannons and efficiently power buildings. Less radius is good for the offensive capability of it, but on the defensive and Simcity planning side of it, pretty annoying. | ||
Pulimuli
Sweden2766 Posts
also: wasnt the whole idea of this to fix the 4gate in PvP? sure doesnt seem like they did | ||
FlaminGinjaNinja
United Kingdom879 Posts
Countering thors effectively is.... i almost feel impossible? Granted i don't play toss but.... Immortals? Chargelots? HT (feed back, strike cannon now costs energy again, not cooldown) + Show Spoiler + Thor Thor now has 200 max energy, and starts with 50 energy. 250mm Strike Cannons now cost 150 energy to use (cooldown removed). Nerf colossi, but make HT more viable than they are now... Archon change does not coung -_-;; With the nerf of colossi they'll need to nerf roaches for PvZ, since storm barely tickles a roach... apparently roaches can survive a lightening as well as a nuclear winter. With the nerf of roaches buff hydras. Nerf marauders, since colossi and roaches are weaker marauders can be weaker to balance it out... But make mech more viable. Such as increase health for hellions (though their dmg against workers are a bit high) I don't see why you would want colossi nerfed, they are a good unit when controlled well but if you miss micro then they're easily taken out but almost anything. The HT got nefted because they could storm straigh away making PvT and PvZ "imbalanced" so i don't see a buff coming along anytime soon. Nerfing roaches would make early game zerg even weaker then it already is, and you only want to do it because HT can't kill them as quickly as you want? You have to think about the other units in the game and other MUs. So a roach nerf wouldn't help there, and a buff for hydras would be nice, most noticibly their health, but it's not critically nessesary because they do have their place where they are good in the game. As for the hellion health buff...... are you trolling? 150 minerals NO gas for a fast unit that can one shot workers and zerglings. Anyway, concerning the actual patch notes, i think they're all ok. The bunker change has been a long time coming, the zealot change is stupid (flip flop), other then that it looks like blizzard are going in the right direction. Some thoughts for the next patch: 1. Something should be done about early game zerg to make surviving early pressure a little easier 2. Price change for the warp prism, it's hardly ever used! Final note: I know this what im about to say is from an earlier patch but doesn't the battlecruser just look retarded now, it's soo small! | ||
sylverfyre
United States8298 Posts
But what do i know, i don't play PVP, I just watch more of it than i'd like, and listen to people like artosis and tyler's analysis of it. | ||
0neder
United States3733 Posts
On May 11 2011 00:02 FlaminGinjaNinja wrote: I don't see why you would want colossi nerfed, they are a good unit when controlled well but if you miss micro then they're easily taken out but almost anything. The HT got nefted because they could storm straigh away making PvT and PvZ "imbalanced" so i don't see a buff coming along His point was that colossi are a boring unit, but HTs are more interesting. I love the archon buff. I hope they'll re-buff the HT and then nerf the colossus a bit so it's more rare (maybe slow it's movement speed but up it's damage).\ All in all, pretty happy with this patch. It would be nice to see zerglings do more attack damage, or maybe hydras weakened and cheapened in cost and supply so zerg has a greater quantity of units compared to other races. | ||
BazookaBenji
United States19 Posts
On April 28 2011 03:45 pred470r wrote: I don't play sc2 so I voted meh.... ...seriously?...are you lost? | ||
ampson
United States2355 Posts
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