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Patch 1.2.0 on PTR - Page 8

Forum Index > SC2 General
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Befree
Profile Joined April 2010
695 Posts
December 04 2010 02:12 GMT
#141
Chat channels sound great, and so do a few of the changes.

I don't think we should get so worried about the more extreme changes. WoW made use of PTRs and there would often be kind of crazier changes at the start, but over the course of the PTR, people would test them and show they are crazy, and blizzard would remove them.

Just saying for those who weren't familiar with WoW's PTR's, this is not at all final. So just go test it and give some feedback and they will surely change anything that is too imbalanced.

Also, PTR will probably give a lot of people a chance to try out crazy strategies and other races on the ladder which I know is something people ask for a lot on here (a chance to test out things on the ladder without worrying about your rating).

I'm just excited they decided to stick with the PTR model! That's great news!
kvn4444
Profile Joined September 2010
1510 Posts
December 04 2010 02:12 GMT
#142
man nice patch. figured there would be 2 new leagues but apparently jsut the master league, still good though. nice toss buffs as well, probably going to be seen even more air play then we've seen in gsl's.
Blackrobe
Profile Joined August 2010
United States806 Posts
December 04 2010 02:12 GMT
#143
wowowowow Fungal Growth no longer effecting air units... That's huge...
"To make no mistakes is not in the power of man; but from their errors and mistakes the wise and good learn wisdom for the future."
Playguuu
Profile Joined April 2010
United States926 Posts
December 04 2010 02:12 GMT
#144
So basically zerg is boned.

On the bright side, SCV repair is going to be more manageable, 3 minute timer for ties and chat channels.
I used to be just like you, then I took a sweetroll to the knee.
silencesc
Profile Joined July 2010
United States464 Posts
December 04 2010 02:13 GMT
#145
FLUX VANES!?! NOOO.

I'm sorry in advance for this:

Fuck you, Blizzard. There is a huge problem with this. Speed void rays were a wonderful option in late game 1v1. I bet the only reason you motherfuckers got rid of it is because some stupid fucking bronze level 2v2 player whined his little heart out on bnet forums about how viod rays are so imba in 2v2 because he doesn't know what vikings, mutas, or blink stalkers are. Fuck this shit. If it gets implemented, I'm officially changing to Zerg. Suck it blizzard.

User was temp banned for this post.
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
DoubleLariat
Profile Joined October 2010
Canada190 Posts
December 04 2010 02:13 GMT
#146
Anyone understand what they mean when they say that it will "charge the player who attempts to activate autocast repair"?
RoyalCheese
Profile Joined May 2010
Czech Republic745 Posts
December 04 2010 02:13 GMT
#147
I think the fungal nerf is pretty ok, is it really fair that zerg can stop x medivacs with 1 infestor? Besides, you can always research neural parasite and stop the medivac with it, right?
Kennigit: "Chill was once able to retire really young, but decided to donate his entire salary TO SUPPORT ESPORTS"
blade55555
Profile Blog Joined March 2009
United States17423 Posts
December 04 2010 02:13 GMT
#148
On December 04 2010 11:11 leecH wrote:
Show nested quote +
Added combat reveal tinting to help show that combat reveal units cannot be hit. All diagonal ramps are now the same with regards to unbuildable locations at the bottom of the ramps.


uh please someone explain to me if this means you can no longer double pylon (bunker) contain your opponent? pleaaaasssseeee


Oh god please yes I would love it if players can't double pylon/bunker block ramps no more. Please be true!
When I think of something else, something will go here
Nyx
Profile Blog Joined May 2010
Rwanda460 Posts
December 04 2010 02:13 GMT
#149
Brilliant notes, I'm not sure FG needed nurfing as far as TvZ goes, I found that Zs going infestor rather than mutalisk to stop drops and get some map control was bad anyway, now it's suicide.
KneeDeeP
Profile Joined July 2010
United States256 Posts
December 04 2010 02:14 GMT
#150
On December 04 2010 11:11 leecH wrote:
Show nested quote +
Added combat reveal tinting to help show that combat reveal units cannot be hit. All diagonal ramps are now the same with regards to unbuildable locations at the bottom of the ramps.


uh please someone explain to me if this means you can no longer double pylon (bunker) contain your opponent? pleaaaasssseeee




haha I do believe that says you cant build at bottom of ramps anymore....Kinda good though force protoss and terran to do less cheese. Maybe learn some macro =D
"the virtuous man is content to dream what a wicked man really does"
mols0n
Profile Joined May 2010
Canada388 Posts
December 04 2010 02:14 GMT
#151
Zerg fg change is def. going to change the dynamic of PvZ. Will make drop harass slightly more effective but if the zerg has his creep spread well moving from base to base isn't too big of a deal. Plus zerg basically go mutas vs T 90% of the time anyways. I was just talking to my friend the other day on who fungal growth roots air units. Like its suppose to root them down to the ground those are some long ass roots!
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
December 04 2010 02:14 GMT
#152
On December 04 2010 11:13 silencesc wrote:
Fuck this shit. If it gets implemented, I'm officially changing to Zerg. Suck it blizzard.


Bad idea.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
imareaver3
Profile Joined June 2010
United States906 Posts
December 04 2010 02:14 GMT
#153
On December 04 2010 11:13 DoubleLariat wrote:
Anyone understand what they mean when they say that it will "charge the player who attempts to activate autocast repair"?


Team game change only, I think; a player who repairs his ally's units pays for it.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
December 04 2010 02:14 GMT
#154
fungal growth nerf. -_-; I don't understand it. Maybe zerg was the strongest race in the game but fungal was not the problem. Now you can't use them to detect any cloak flying unit.

And I don't talk about ZvZ. it will be like sc/bw now. mass muta fs mass muta
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Mindcrime
Profile Joined July 2004
United States6899 Posts
December 04 2010 02:14 GMT
#155
On December 04 2010 11:13 DoubleLariat wrote:
Anyone understand what they mean when they say that it will "charge the player who attempts to activate autocast repair"?


I was about to ask the same thing. What does this mean.
That wasn't any act of God. That was an act of pure human fuckery.
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
December 04 2010 02:14 GMT
#156
This patch looks so promising

I dont know about you people, but I feel the game will be much more fun after this.
"When the geyser died, a probe came out" - SirJolt
LoLAdriankat
Profile Blog Joined August 2010
United States4307 Posts
December 04 2010 02:15 GMT
#157
On December 04 2010 11:13 silencesc wrote:
FLUX VANES!?! NOOO.

I'm sorry in advance for this:

Fuck you, Blizzard. There is a huge problem with this. Speed void rays were a wonderful option in late game 1v1. I bet the only reason you motherfuckers got rid of it is because some stupid fucking bronze level 2v2 player whined his little heart out on bnet forums about how viod rays are so imba in 2v2 because he doesn't know what vikings, mutas, or blink stalkers are. Fuck this shit. If it gets implemented, I'm officially changing to Zerg. Suck it blizzard.

Quit your bitching. Now you have a real counter to Collosi so your PvP matches won't be Collosi wars.
Nyx
Profile Blog Joined May 2010
Rwanda460 Posts
December 04 2010 02:15 GMT
#158
On December 04 2010 11:14 Mindcrime wrote:
Show nested quote +
On December 04 2010 11:13 DoubleLariat wrote:
Anyone understand what they mean when they say that it will "charge the player who attempts to activate autocast repair"?


I was about to ask the same thing. What does this mean.


I think it's if you have control of an allys units 2v2 and you set them to auto repair.
hellohilo
Profile Joined August 2010
United States68 Posts
December 04 2010 02:15 GMT
#159
On December 04 2010 11:13 DoubleLariat wrote:
Anyone understand what they mean when they say that it will "charge the player who attempts to activate autocast repair"?


I guess that once you hit autocast, it'll start charging you mins? That's what it sounds like at least.
i once had a kitty. Kitty lurved me. Then suddenly kitty turned into a destroyer of worlds. T_____T
Offhand
Profile Joined June 2010
United States1869 Posts
December 04 2010 02:15 GMT
#160
The ob + air changes are great. I can see toss almost using t3 air units next patch. They made fleet beacon even crappier then it was though. At least toss has three tech paths now.
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