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Patch 1.3 on PTR - Page 101

Forum Index > SC2 General
Post a Reply
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mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
February 26 2011 20:02 GMT
#2001
On February 27 2011 05:00 MeowMeowMeow wrote:
Is PDD going to affect FG now?


Don't think PDD affects spells.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Tiax;mous
Profile Blog Joined July 2010
669 Posts
February 26 2011 20:03 GMT
#2002
On February 27 2011 04:35 Serpico wrote:
Show nested quote +
On February 27 2011 04:32 Logo wrote:
On February 27 2011 04:31 Artimo wrote:
I havent read this entire thread, so excuse me if this has already been answered but.
what could be the reason for:
" Loss counts are no longer displayed in Profile and Ladder pages for players below Master League."

i've been trying to wrap my brain around it but seriously cant find a good reason for it.

can anyone educate me?


It's so the system is more encouraging and doesn't punish you as much. The idea it to help keep lesser skilled players motivated so they keep playing and grow into high level starcraft 2 fans.

If they need to hide from their loss total then they probably dont have what it takes regardless. You have to lose A LOT to get better.


So blizzard supposed to give up on lesser players? its just to prevent ladder shyness , even after months we still have "I cant ladder because of blah" threads in TL. I can't understand how and why someone would dislike such a thing. People keep saying "number doesnt mean shit , leagues doesnt mean shit , just go keep playing and get better , your gameplay is all that matters" then hate on blizzard for some hiding numbers to encourage newbies? uh..
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
February 26 2011 20:05 GMT
#2003
On February 27 2011 04:39 beetlelisk wrote:
Show nested quote +
On February 27 2011 04:28 The KY wrote:
On February 27 2011 03:37 beetlelisk wrote:
On February 27 2011 03:28 The KY wrote:
On February 27 2011 03:15 Mikelius wrote:
On February 27 2011 03:14 Existor wrote:
On February 27 2011 03:07 Zuxo wrote:
Ghost:Spawns with emp and 50 energy and can upgrade moebius reactor(+25 energy when spawns). Emp outrange feedback. Can cloak, snipe and nuke.

Templar: Spawns with feedback and 50 energy. Can get storm(200/200) but not amulet(+25 energy) and therefor has to wait 44 sec to storm.

Ghost>Templar (as before but now even more).

Mass colossi begin!

Ghost - 150/150 cost
Templar - 50/150 cost, so you can drop one zealot with him


EMP = up to half the life of a protoss army
Snipe (2x) = dead Zealot or HT
Ghost = faster than Zealot
Ghost = can shoot and does not depend exclusively on energy.


Storm = up to 100% of the life of a terran army.
Storm outranges EMP.

I'm not saying that this (test region) balance change is good. What I do know though is that when a protoss goes colossi I'm like 'ok cool I can deal with this'. But when I see HT's it's a little more 'oh FUCK I'm so fucking dead'.

Do you try to kill Ghosts with Storms or...? I don't understand O_o


No I mean that unless you have a much better position (and tvp is, after all, a pretty positioning focused match up, 1 good arc can win the game) those storms are going down on your bio and EMP is damage limitation.

But you can send your Ghosts in before your army.
If there are any Colossi left you can send them in with Vikings.


..why? So your ghosts and your vikings can die? Sending vikings doesn't stop the colossi from shooting the ghosts.

Even sans-colossus, I wouldn't send my ghosts in alone unless I had cloak and had scanned and seen no observers. Which I do sometimes do, when I'm on my laptop which lags super hard in big battles (so I have to EMP the ht's before the battle even starts because I can't move out of storms because of horrible lag - fucking laptop). But at that point in the game, his army is going to be big enough to just kill the ghosts before you get off more than 1 EMP, and certainly before you can get to the ht's which should be a) spread out and b) not at the front.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-02-26 20:07:27
February 26 2011 20:07 GMT
#2004
good terrans hide ghosts at the side, obviously frontal ghosts are countered easier due to clossus range.
Same for HTs of course, but Ghosts have superior speed, and cloaking that helps a ton in that situation.
undyinglight
Profile Joined December 2008
United States611 Posts
February 26 2011 20:09 GMT
#2005
First Flux Vanes, now Khaydarin Amulet, Protoss is starting to lack upgrades. This is really going to hurt. This is just PTR though, I am sure the it will swapp back before actual patch time.

I really was not expecting a BC speed buff. Quite a large one at that.
Rise Up!
KayEffCee
Profile Joined February 2011
3 Posts
February 26 2011 20:13 GMT
#2006
awesome patch, can't wait

Anyone can do a compilation video?
Rokk
Profile Joined March 2010
United States425 Posts
February 26 2011 20:15 GMT
#2007
On February 27 2011 04:58 The KY wrote:
Show nested quote +
On February 27 2011 04:54 Wormy wrote:
If these go live and they don't buff zerg in some way only nerf it more I guess its time to race change for me. Zerg needs something to deal with colo/VR. Nerfing FG delay just makes MM rushes that much harder to deal with. Now they can stim and dodge the projectile and you miss and you lose because you can't delay their push and make units.


I'm unsure as to how the projectile thing is going to work; it doesn't say it's dodgeable. Regardless I'd think if you have infestors out then MM is the least of your worries. Plus it now does +30% to armoured, i.e. marauders.

EDIT: ok someone says you can dodge it.

It's definitely dodgeable.


FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 26 2011 20:18 GMT
#2008
On February 26 2011 13:27 jaearess wrote:
Show nested quote +
On February 26 2011 13:23 gakkgakk wrote:
On February 26 2011 13:20 jaearess wrote:
On February 26 2011 13:13 KonohaFlash wrote:
On February 26 2011 13:08 Shooks wrote:
On February 26 2011 13:00 FabledIntegral wrote:
On February 26 2011 12:39 Kratisto wrote:
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


I quit.

Oh right, constructive discussion. What was wrong with Templar before? Protoss, Terran, and Zerg all had good responses to Templar tech (EMP and high health units, roach regen). I guess we'll be seeing even more Colossus-centric Protoss strategy, if that's even possible.


Most people disagree with you. Templars broke TvP lategame into oblivion.


Most of the people that disagree in bronze, just saying, and the ones that aren't, are still not experimenting with mech play, I don't even know why the whole TvP lategame is OP for protoss is still being brought up, ever since we saw IMMvp vs Squirtle we saw the transition into mech is strong, IMMvp just played it wrong.


Then why don't you Show all us Terrans how we're supposed to play Mech? This game has been out for how many months? All you're brought up is Jinro and MVP. What are you trying to say about Mech? That only people at the pro level can utilize it properly?

If the vast majority of Terrans out there excluding MVP and Jinro are having trouble using Mech against toss what does that say?


That they're all shitty players? The game should only be balanced for the highest level of play. Everyone else can improve so much about their play than balance tweaks aren't necessary for them.


Yo dude. I think that Blizzard actually has stated several times, that they try to cater to the top level players when making balance changes. It might be the case with this patch aswell.

Using this logic one could also say that all the shitty tosses should improve their game and use templars effeciently.


He's saying that two of the best Terran's in world can use mech effectively, but no one else can (not really true, but I'll go with it.) What I'm saying is, the game should be balanced around what people can do at the highest levels--what you said has nothing to do with that.

If MC was using Templar effectively, and smashing everyone with the Archon toilet, you might have a point. He's not, so your post is basically a non sequitur.


Hardly, Jinro used mech in very situational plays, and in the engagements in was fragile as hell. MVP had perfect positioning with a maxed out army and got ROLLED by protoss, it was ridiculous. And that's to mention voids or carriers were never used, immortals were gotten extremely late, and there was almost PURE siege tank, meaning almost any small group of air would have forced him to unsiege --> get rolled harder.
beetlelisk
Profile Blog Joined July 2008
Poland2276 Posts
February 26 2011 20:20 GMT
#2009
On February 27 2011 05:05 The KY wrote:
Show nested quote +
On February 27 2011 04:39 beetlelisk wrote:
On February 27 2011 04:28 The KY wrote:
On February 27 2011 03:37 beetlelisk wrote:
On February 27 2011 03:28 The KY wrote:
On February 27 2011 03:15 Mikelius wrote:
On February 27 2011 03:14 Existor wrote:
On February 27 2011 03:07 Zuxo wrote:
Ghost:Spawns with emp and 50 energy and can upgrade moebius reactor(+25 energy when spawns). Emp outrange feedback. Can cloak, snipe and nuke.

Templar: Spawns with feedback and 50 energy. Can get storm(200/200) but not amulet(+25 energy) and therefor has to wait 44 sec to storm.

Ghost>Templar (as before but now even more).

Mass colossi begin!

Ghost - 150/150 cost
Templar - 50/150 cost, so you can drop one zealot with him


EMP = up to half the life of a protoss army
Snipe (2x) = dead Zealot or HT
Ghost = faster than Zealot
Ghost = can shoot and does not depend exclusively on energy.


Storm = up to 100% of the life of a terran army.
Storm outranges EMP.

I'm not saying that this (test region) balance change is good. What I do know though is that when a protoss goes colossi I'm like 'ok cool I can deal with this'. But when I see HT's it's a little more 'oh FUCK I'm so fucking dead'.

Do you try to kill Ghosts with Storms or...? I don't understand O_o


No I mean that unless you have a much better position (and tvp is, after all, a pretty positioning focused match up, 1 good arc can win the game) those storms are going down on your bio and EMP is damage limitation.

But you can send your Ghosts in before your army.
If there are any Colossi left you can send them in with Vikings.


..why? So your ghosts and your vikings can die? Sending vikings doesn't stop the colossi from shooting the ghosts.

Even sans-colossus, I wouldn't send my ghosts in alone unless I had cloak and had scanned and seen no observers. Which I do sometimes do, when I'm on my laptop which lags super hard in big battles (so I have to EMP the ht's before the battle even starts because I can't move out of storms because of horrible lag - fucking laptop). But at that point in the game, his army is going to be big enough to just kill the ghosts before you get off more than 1 EMP, and certainly before you can get to the ht's which should be a) spread out and b) not at the front.

My point is it is a win-win situation because even if you can't pull off EMPs you can just retreat you Ghost(s) and leave Vikings to shoot at Colossi.
You can always abuse something without (or before) engaging in a battle.
wwww
Jayrod
Profile Joined August 2010
1820 Posts
February 26 2011 20:22 GMT
#2010
To be honest, I dont see ghosts as needed anymore at all to stop HTs after this change. Ghosts are good vs all toss units so I think they will still be used, but really just baiting storms with marine groups will be enough. You can replace thost marines quicker and at less cost than another high templar. Marines can nullify the unit.

Anyone happen to catch day's recent daily of that Intotherainbow vs. some protoss where he built only marines except like 3 ghosts in the very late game? He basically crushed the protoss with only marines.

How would you guys feel if they kept Amulet removed but made all casters start at 60 energy instead of 50?
semm
Profile Joined October 2010
United States9 Posts
February 26 2011 20:23 GMT
#2011
I hardly ever see Templar in the GSL matches, and I can count on one hand the number of times I've had Templar used against me in 1v1 at the plat level. What level of play is the crystal nerf aimed at?
Aequos
Profile Joined October 2010
Canada606 Posts
February 26 2011 20:25 GMT
#2012
The one and only reason that Protoss are complaining about the removal of Archon Toilet/Khydarian amulet is simple. You will never find a Protoss player that doesn't secretly hate using Colossi, and wishes that he/she could use a different tech path. Unfortunately, Colossi are simply the best choice in 99% (post patch: 100%) of situations.

I would happily take a nerf to Colossi if I could simply use High Templars more.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
XenoKai
Profile Joined October 2010
Canada53 Posts
Last Edited: 2011-02-26 20:27:07
February 26 2011 20:26 GMT
#2013
LOUD NOISES

EDIT:

User was warned for this post
dani`
Profile Joined January 2011
Netherlands2402 Posts
February 26 2011 20:26 GMT
#2014
Gigantic nerf to Protoss with the Amulet removal, I am really curious if this is too much. On the other hand I can see how an HT with the upgrade is extremely cost effective (read; possibly imbalanced) when used in conjunction with Warp Gates. Getting that much AoE out where ever you please in 5 seconds (not ~2 as someone said; Warp Gate units get warped in 5 seconds) is arguably too strong.

Just when I was accustomed to getting HTs much faster, sometimes even skipping Collosus vs Terran (which can be risky if they do a good Stim timing, you tend to die especially if you have an expo without ramp to defend) this happens. Meh. Not sure if Blizzard understand the insane amount of tech required to enable HTs + Amulet... I'm obviously excluding standard stuff like Gateways & Pylons, assuming you have to choose Robotech or HT tech.

That's 150/100 (Twilight Council) + 150/200 (Templar Archives) + 200/200 (Psi Storm) + 150/150 (Khaydarin Amulet) = 650/650. That's only to enable the use of High Templars. Ghosts only require the Ghost Academy (and Factory I suppose) and are good to go, together with a Tech Lab on a Barracks, granted.
Quantum314
Profile Blog Joined January 2011
England217 Posts
February 26 2011 20:30 GMT
#2015
On February 27 2011 05:25 Aequos wrote:
The one and only reason that Protoss are complaining about the removal of Archon Toilet/Khydarian amulet is simple. You will never find a Protoss player that doesn't secretly hate using Colossi, and wishes that he/she could use a different tech path. Unfortunately, Colossi are simply the best choice in 99% (post patch: 100%) of situations.

I would happily take a nerf to Colossi if I could simply use High Templars more.


I used to be in denial about hating collossi. But now that I am going to be forced... Yeah. I hate collossi.

I have always felt that protoss as a race is inbalanced. I'm not saying overpowered, i mean it is not a balanced race in its literal meaning.
Things like collossi are so so powerful, but gateway units are so very lack luster. It was a similar problem when everyone was complaining about void rays, they were inbalaced in that they did huge damage but died so easily.

So I would gladly take a nerf to collossi for a buff elsewhere.

I also feel the same way with forcefield, that it has too much importance compared to the rest of the army's capability. So I would also take a nerf to forcefield for another buff. But thats a discussion for another thread.
"Physicists are atoms way of thinking about atoms"
.Sic.
Profile Joined February 2011
Korea (South)497 Posts
February 26 2011 20:31 GMT
#2016
Are the leagues locked on the normal server?
Clan MvP Member | http://sc2ranks.com/kr/3273340/SicMvP
mprs
Profile Joined April 2010
Canada2933 Posts
February 26 2011 20:34 GMT
#2017
On February 27 2011 05:09 undyinglight wrote:
First Flux Vanes, now Khaydarin Amulet, Protoss is starting to lack upgrades. This is really going to hurt. This is just PTR though, I am sure the it will swapp back before actual patch time.

I really was not expecting a BC speed buff. Quite a large one at that.


Maybe they can give us some of the 123582085902 terran have. I wish they would make some of those upgrades with a purpose
We talkin about PRACTICE
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
February 26 2011 20:38 GMT
#2018
On February 27 2011 05:34 mprs wrote:
Show nested quote +
On February 27 2011 05:09 undyinglight wrote:
First Flux Vanes, now Khaydarin Amulet, Protoss is starting to lack upgrades. This is really going to hurt. This is just PTR though, I am sure the it will swapp back before actual patch time.

I really was not expecting a BC speed buff. Quite a large one at that.


Maybe they can give us some of the 123582085902 terran have. I wish they would make some of those upgrades with a purpose


Medivac starting energy upgrade wins games, dude. Don't hate.
Lush
Profile Joined May 2010
United States657 Posts
February 26 2011 20:41 GMT
#2019
I play random. So every patch effects me in a negative and positive way. But here's some thoughts.

Am I wrong, or vortex essentially beneficial to the opponent now? I didn't think toilets were all that prevalent, they're difficult to pull off, and if you're in that situation, you've probably already won anyway.

The nerf to HT's is too much. It renders them useless after the first engagement with them. Terran going mass bio can reproduce his army insanely fast off 3 base. Protoss cannot afford to waste the 44 ingame seconds to wait for another storm in late game battles... at least that's my impression. This makes collosus the go to unit now, which I really despise collosus play, it's just boring IMO. I would have preferred a damage nerf, or a range nerf. If this ptr patch is goingto be the final form of the next patch, I will not use HT's

Fungal Growth a missile... so it's useless against blink stalkers in any league higher than gold? Not sure I understand the buff's/nerfs to FG. I thought it was great, but perhaps I wasn't paying attention.

I like all changes to terran. Now I can actually use BCs. Also, two rax is a bit more difficult to pull off... but it's still going to be pretty strong. Salvage is hilarious. I can camp a zerg's ramp, kill his expo... lose nothing if I run home and salvage. Also... spine crawler? I'll just auto repair lol
"you play that nerdy game?"
_Darwin_
Profile Joined August 2010
United States2374 Posts
February 26 2011 20:44 GMT
#2020
lol broodlords are 300 250 in this patch (prolly a mistake)

needs to be added to OP
I cant stop lactating
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