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[D] Patch 1.4 and its implications - Page 3

Forum Index > StarCraft 2 Strategy
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somadbro
Profile Joined June 2011
69 Posts
August 25 2011 11:54 GMT
#41
On August 25 2011 20:13 Teiwaz wrote:
Overall I like the patch notes, still I'm waiting for EMP to require research.


This would be accompanied by something like 125/50 or 150/75 cost to Ghosts. I'd rather have EMP be a spell that doesn't require research and still have Ghosts cost a ton.

The buffs that would come from making EMP a spell that requires research wouldn't be worth it IMO.
Grubbegrabbn
Profile Joined November 2010
Sweden174 Posts
August 25 2011 11:54 GMT
#42
On August 25 2011 20:52 gejfsyd wrote:
When will this patch come?


No one knows. These are just changes that are done on the test server (NA). Its not even certain that these changes will ever make through the balance tests.
robbryjo
Profile Joined April 2010
Germany60 Posts
Last Edited: 2011-08-25 12:01:21
August 25 2011 11:58 GMT
#43
There a a few changes which will change the game completely.
1. The reduced sight on a ramp. No blink over forcefields.
2. In ZvZ Zerglings will need 2 Fungals instead of one to be killed. So the Matchup will change a bit.
3. A proxy rax in ZvT will be less effective now.
4.in ZvP heavy roach play will get punished hard with immortals and their new range.
5. Ultraliks will be used more.
6.Hellions useless against armored units.
7.Contaminate even more senseless then it is.
8.In ZvT fungal against marine+medivac not so effective anymore cause marines have 55 hp with upgrade and 2 fungals do 60 dmg. Medivac will heal very fast.
quote
aaycumi
Profile Joined March 2011
England265 Posts
August 25 2011 12:00 GMT
#44
I really like all the changes, they are still subject to changes, especially Ultralisk spawn times. That feels more experimental than the rest.

Hellions need something to do besides Blue-Flame, nerf the speed and add a speed upgrade?
Something like that, its too easy to add blue-flame and drop them in the opponent's base and cause obseen damage.

Infestors remain the same problem, its not the damage though that is its own problem, should slow the trapped troops not freeze them, that's why its overpowered.

I'll be honest though, I don't like how they have kept on nerfing the Barracks and Reapers, its within tolerable for now but really strikes a sore spot for Terrans. It aint too much of a deal though.
Just wish they would have nerfed the Tech Lab to require supply depot instead, Barracks before supply would make for a nice aggressive play, and to be honest the whole point of all this two rax pressure is to punish Hatchery first builds in the first place they are useless against spine crawlers and queens.
ClueLessx3
Profile Joined April 2011
Australia53 Posts
August 25 2011 12:02 GMT
#45
Woo no bad changes IMO in this patch:
- Ultralisk play means terran players can use their strike cannons again ^^
- Immortal in line with stalkers means in can be microed out of battles easier and have an easier time targeting units such as siege tanks before it gets owned. However do realize that this means for optimal range the arch would be bigger with immortal and stalker together, and thus needs a bigger fighting ground and not to engage in smaller battle fields.


Scheme
Profile Blog Joined April 2011
United Kingdom210 Posts
Last Edited: 2011-08-25 12:18:30
August 25 2011 12:05 GMT
#46
On August 25 2011 19:37 humbre wrote:
Show nested quote +
On August 25 2011 19:26 Scheme wrote:
3 BFH still one shot workers tho, so no difference in harassement!

yes BFH and unupgraded helions are basically equal in harassing



NOT

+ Show Spoiler +
you didnt understand what I said obviously. lets break it down:
Prepatch: 3 bfh one shot workers
Post patch: 3 bfh one shot workers

People tend to drop 4 hellions anyway, so i dont think it i will make a huge difference.
the key here is 3 upgraded blue flame hellions( nothing mentioned about un-upgraded), 1 shot workers either way.


Edit: Sorry, I see what you were saying.
Lurk
Profile Joined December 2010
Germany359 Posts
August 25 2011 12:05 GMT
#47
I wonder how the standard 12 rax 13 gas 15 orbital will change with the patch. Will it still be 15 orbital with ~5s idle time on the CC or change to a 16(17 with marine) orbital timing with an additional scv squeezed in.
userstupidname
Profile Blog Joined July 2010
Sweden272 Posts
August 25 2011 12:08 GMT
#48
Great blue flame splash is what I know percent based so scv's on the sides will be hurt much much less, of course a straight line will still be 3 shooted :3 but will take much longer time to clear out a whole mineral line.
Good luck have fun! - Except if its ZvZ Then you can burn in hell :D
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
August 25 2011 12:10 GMT
#49
On August 25 2011 20:58 robbryjo wrote:
There a a few changes which will change the game completely.
1. The reduced sight on a ramp. No blink over forcefields.
2. In ZvZ Zerglings will need 2 Fungals instead of one to be killed. So the Matchup will change a bit.
3. A proxy rax in ZvT will be less effective now.
4.in ZvP heavy roach play will get punished hard with immortals and their new range.
5. Ultraliks will be used more.
6.Hellions useless against armored units.
7.Contaminate even more senseless then it is.
8.In ZvT fungal against marine+medivac not so effective anymore cause marines have 55 hp with upgrade and 2 fungals do 60 dmg. Medivac will heal very fast.


2. They already do, because of regeneration.
Bora Pain minha porra!
GornWood
Profile Joined June 2011
Germany121 Posts
August 25 2011 12:12 GMT
#50
Don´t you guys understand that 2 BFH can 1 shot a worker now ? After the patch it won´t work anymore that´s the thing. Now you need 3 BFH or 3 none BFH to 1 shot workers BFH upgrade almost useless right now. It´s good against lings and zealots though but in general it isn´t that good anymore.
Doganaws
Profile Joined February 2011
Italy52 Posts
August 25 2011 12:15 GMT
#51
Very strange that T have STILL few possibilities to win a game (non TvT). I was expecting to see no more bunkers at all and no more Hellions at all. Mabye to let us loose every game they should try to delete marines....
Presidenten
Profile Joined December 2010
Sweden777 Posts
August 25 2011 12:20 GMT
#52
no blink whatsoever in PvP, due to the research time and ramp sight range... really boring imo
Micket
Profile Joined April 2011
United Kingdom2163 Posts
August 25 2011 12:23 GMT
#53
The good:

Hellion nerf. Overseer buff. Ultra buff. Mothership buff. Guardian shield buff. Infestor nerf.

Hellion nerf was needed because they were too good full stop. Now, you have to commit a weapons upgrade to make them better. However, I still think they will be too good TvZ. We have seen from players like MMA and MVP that hellions give too much map control and pose such a huge threat to the zerg, that the threat of the hellion alone can contain the Zerg to 2 bases. MVP double expanded and got a 4th at 14 minutes. Boxer did a marine hellion elevator. MMA did a quick tank push whilst dropping the main. Some players massed even more hellions and ran past the spine crawlers and toasted the mineral line anyway. Zerg cannot scout these responses at all and have to prepare to absolutely everything. The timing window needed to exploit a hellion opening is tiny and Terran expansions are hardly an investment because they pay for themselves after 2 mules. The only problem with expansing early as Terran was the threat of the mutalisk. But if you take a third so early that it is imperious to any aggression from zerg when mutas finally arrive, then you are miles ahead. Basically, a Zerg will always be behind against a double expanding Terran unless he knows exactly what the Terran is doing. This isn't bw where any Terran taking a fast third will die to 11 mutalisks any day of the week. Zerg just doesn't have any standard build that can make Terran scared. 1 bunker, a few turrets, a tank, and an ounce of multitasking ability is all that is needed to hold off nearly all Zerg attacks before broodlords.

The infestor nerf barely changes ZvP as nearly every Protoss unit takes the same amount of fungals to kill than before. The main job of fungal was to keep blink stalkers in their place and destroy sentries. It just makes infestors worse vs Terran which is fine.

The bad:

Immortal buff, Blink nerf, Barracks nerf.

Barracks nerf is as useless as the bunker nerf. 2 rax will still exist and all it does is make unneeded complications to the game, which are trivial at best. I would prefer Blizzard spend more time on big radical changes that are going to fix the games problems rather than small useless unimportant problems. The last bw patch had things as radical as changing the spawning pool cost from 150 minerals to 200 minerals.

Immortal buff and blink nerf as well as the ramp sight thing will possibly kill blink and 4 gate openings, leaving you with robo openings. Now, PvP will be decided on who gets the earlier and greedier robo rather than micro. Ok, I may be a bit harsh, but having immortals dominate early game PvP is asking the game to be a turtle fest, and with PvP, it is the worst.
Rigorous
Profile Joined August 2011
74 Posts
August 25 2011 12:24 GMT
#54
What are the implications of the range decrease in PVP? Does this mean no more 4 gate? Does a perfect forcefield at bottom of ramp prevent warp ins even with a pylon right by the ramp?
Rigorous
Profile Joined August 2011
74 Posts
August 25 2011 12:24 GMT
#55
Prior post - meant to say vision decrease of 1 and not range decrease
Psycosquirrel
Profile Joined October 2008
United States161 Posts
August 25 2011 12:35 GMT
#56
On August 25 2011 21:23 Micket wrote:
Immortal buff and blink nerf as well as the ramp sight thing will possibly kill blink and 4 gate openings, leaving you with robo openings. Now, PvP will be decided on who gets the earlier and greedier robo rather than micro. Ok, I may be a bit harsh, but having immortals dominate early game PvP is asking the game to be a turtle fest, and with PvP, it is the worst.


Theres one key difference between an immortal centric early game vs the blink stalker focused game we have now: immortals are slow, and cannot be easily reinforced. They are great defensively, but still are not as good on offense early. That means... someone might actually be able to expand in a PvP without getting timing attacked to death! (GASP!) I don't think anyone can honestly say that they're happy with the current state of PvP. Also, if everyone starts doing robo openers, stargate openers can become viable. Overall, i've got high hopes for the changes to PvP with this patch.
shackes
Profile Joined August 2010
Germany148 Posts
August 25 2011 12:39 GMT
#57
Unit vision up ramps has been reduced by 1.
[...] e.g. a stalker will now be able to shoot a hydralisk standing on the low ground without the hydralisk being able to shoot back via a ramp spotter; only an air unit can provide the vision now.


The vision range got only decreased by 1. How often are you fighting at the edge of vision right now?

Btw. I'm still not sure if that change means
a) How far you see up a ramp when you are on the low ground (affecting warp ins on the ramp)
b) How far you see into a base when you stand on the ramp (affecting scouting)
c) Both
rpgalon
Profile Joined April 2011
Brazil1069 Posts
August 25 2011 12:43 GMT
#58
PvP is going from a micro-rush intensive matchup
to a macro-turtle intensive matchup
badog
Mellon
Profile Joined October 2010
Sweden917 Posts
August 25 2011 12:44 GMT
#59
Infestor nerf seems kind of weak tbh, would've rather see them remove the pathogen glands (spelling) then removing 16% dmg. However i guess rather nerf than buff!
Blizzard_torments_me
Profile Joined February 2010
Romania199 Posts
August 25 2011 12:47 GMT
#60
On August 25 2011 18:54 Thraundil wrote:
Greetings esteemed TL members.

As many may have noticed by now, the patch 1.4.0 PTR notes are out:
http://us.battle.net/sc2/en/forum/topic/1213111662

I present here a small breakdown of the changes and their possible reasonings and what implications they might have. I wish to open a discussion on these, and hopefully get as many thoughts down on text as possible. Disclaimer: I am a Zerg player primarily, so I might understand many of the balance changes from a zerg point of view. I will try to see past this but I am only human.

Specifically, the Balance changes.

General

Unit vision up ramps has been reduced by 1.
Implications and reasoning: I am not entirely sure why this change is being made. It will make it even harder to gain any scouting information in the early game by poking up the ramp with a cheap unit, and the early stages of the game are already by far the most fragile where scouting info is oh so important. In addition, agressive pushes up the ramp of a defender will be severly weakened by this, as e.g. a stalker will now be able to shoot a hydralisk standing on the low ground without the hydralisk being able to shoot back via a ramp spotter; only an air unit can provide the vision now.



PROTOSS

Immortal: Attack range increased from 5 to 6.
Implications and reasoning: In my opinion a change that will make the immortal more useful in a protoss army mix. As it is, the immortal is a powerunit - yet in order to be in range of the enemy, it needs to stand in front of the stalkers to even be in proper range, making it easier to target down. This small range increase should help.

Mothership: Acceleration increased from 0.3 to 1.375.
Implications and reasoning: Special tactics! Motherships are rarely seen, this will make the unit slightly more used without nessecarily making it super overpowered. The road to a dedicated air build is still paved with difficulties for a protoss, so I think this will reward this just a little bit more.

The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.
Implications and reasoning: This one is fairly selfexplanatory.

Stalker: Blink research time increased from 110 to 140.
Implications and reasoning: Recently, we have seen many protosses decimate especially zerg armies with blink stalker micro. While of course good micro should be rewarded, I have seen blinkstalkers be microed in stalker vs roach battles where the stalkers killed an equal amount of roaches without sustaining any casualties at all. This change will not make blinkstalkers any weaker, but it will give the zerg those additional 20 seconds (or 30 seconds w/o chronoboost) to scout and react the twilight council research.

Warp Prism: Shields increased from 40 to 100.
Implications and reasoning: Good change to encourage more drop play by protoss. I have often been surprised at how fast a queen takes out a warp prism.



TERRAN

Barracks: Build time increased from 60 to 65.
Implications and reasoning: Again a change I am slightly puzzled by. I guess the primary implications here are; +5 seconds to orbital command being up. +5 seconds for enemies to keep their worker alive inside the terran base. 2 x +5 seconds added to 2 barracks pressure vs zergs. Personally I have seen far too many proxy 11/11 2-rax pull 7-8 SCV's and put up bunkers all over the place, and on those short maps its so frustratingly hard to stop. I welcome the additional 5 seconds to prep defenses.

Hellion: Infernal Pre-Igniter damage upgrade decreased from 10 to 5.
Implications and reasoning: I want to really throw my hat into the air and sing on this one (again, my zerg bias arises here, and I apologise). BFH is an upgrade that almost cannot NOT pay for itself, if you understand me. Zergs relinquish map control for at least the time until mutalisks come out, and for the very scouting dependant and reactive race this is so crucial. BFH completely hard-hardcounters zerglings, and while they will still be a counter to zerglings after this it will not completely nullify zerglingbased armies the way they do it at the moment.
In addition, I feel there has been too much onesided focus on upgrading blue flame and then dropping them into the main along with some marines. I have experienced games where I saw it coming from miles away, had roaches ready as well as speedzerglings, hade spine crawlers in place, and STILL the terran carried on with the attack and even managed to do significant drone damage simply because hellions are faster than anything except zerglings, and those they completely roast. The hellion will still be a great harassing unit, but hopefully the whole "whoops 2 hellions just cleaned out your mineral line at your 4th base" will stop now. I would've welcomed a reduce in the splash ratio more than this direct damage nerf though, because once hellions are in a mineral line, damage will still happen since you simply cannot retreat your workers...

Raven: Seeker missile movement speed increased from 2.5 to 2.953.
Implications and reasoning: Now this one is interesting. HSM is the most underused spell out of the raven, but I cant help feel like the raven spells serve the same purpose. Turret; do damage. PDD: avoid damage. Seeker: do splash damage. Tanks already serve as splash on the ground, and thors as splash in the air. I am not sure if HSM will see more use after this, to be honest - its a very large investment for a spell that you might have included in your army by other means, anyway.



ZERG

Infestor: Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
Implications and reasoning: I think we had all seen this coming. I was thinking that infestors might get a "HT nerf", by removing pathogen glands. Infestors are so strong because they spawn and can imidiately fungal, so creating 6+ infestors at once is not really a danger. The damage nerf will make big army balls just slightly more durable, and make roach/infestor battles depend just slightly more on the roach upgrades and armycontrol. I think this is good for the zerg playstyle, and infestors are still very powerful for sure.

Overseer: Morph cost decreased from 50/100 to 50/50.
Implications and reasoning: Yay! 1: Detection is cheaper. I have seen SO many protoss try out new styles as of late, one of the more popular being blinkstalker/DT, where the stalkers only job is to snipe the overseer. 2: For zergs to get a fast scout, they must first morph lair, and THEN morph overlord speed. Now, there is the option of delaying ovie speed slightly and morph a nearby overlord to an overseer for a cheaper cost and a faster scout.

Contaminate energy cost increased from 75 to 125.
Implications and reasoning: Contaminate is so strong especially in ZvZ. I think this is completely justified.

Ultralisk: Build time decreased from 70 to 55.
Implications and reasoning: Hooray! Ultralisks are more easily accesable now. The brood lord is so much better in terms of accesability and army compatibility at the current metagame that I actually see terrans start to add vikings blindly past the 16-17 minutes in the ZvT's I play - simply because they know it will be brood lords. Now by making ultralisks a bit more appealing, we might see terrans be more reluctant to do this. What still worries me, however, is that ghosts are fairly strong vs both brood lords and ultralisks alike.



Overall thoughts:

I think this patch looks very promising. Some of the core "imbalances" currently in the game will be adressed: the brute dominance of infestors in zerg armies, the total insanity that is blue flame hellions, and finally blink research time vs 'blink-defense-research-time' is adressed which I like especially in relation to ZvP.

In addition, all 3 races gain easier access to some of the tech that is not seen as often; motherships, raven/HSM and ultralisks. It will provide more interesting games on the daily ladders, and it will surely improve the quality of pro games. Especially terran play seems very rigid to me: once the "fotm" strategy comes up everybody plays it and sticks to that and that alone.


What do the rest of you guys think?


Hooray! You are a biased zerg. Hooray!!!

User was warned for this post
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