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Patch 1.3 on PTR - Page 103

Forum Index > SC2 General
Post a Reply
Prev 1 101 102 103 104 105 186 Next
BigJoe
Profile Joined January 2011
United States210 Posts
February 26 2011 21:31 GMT
#2041
I'm very low diamond on retail and just ranked silver on this PTR. Is this normal because newbies are satisfied with retail version and I am facing higher level players most of the time?
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
February 26 2011 21:32 GMT
#2042
at least now you can use vortex on your own units to delay them for 20 seconds (IE 1 more warp round) and then have them pop out and be invulnerable for a free shot on the enemy.
Arcanne
Profile Joined August 2010
United States1519 Posts
February 26 2011 21:33 GMT
#2043
Damn where's the alert that tells you when you're about to be supply blocked
Professional tech investor, part time DotA scrub | Follow @AllMeasures on Twitter
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 26 2011 21:35 GMT
#2044
On February 27 2011 06:30 hitman133 wrote:
Without khayderian amulet, there's no way protoss can stop 3 dropship full of marauders when the colossi balls are outside the expo. NEVER, unless they remove stim cuz that shit is fucking joke in this game.


Scout it.
ZeraToss
Profile Joined January 2011
Germany1094 Posts
February 26 2011 21:37 GMT
#2045
can somebody tell me how that alert looks?
"Personality should be irrelevant. This is a computer game tournament, not a dating show." EGIdrA on "introduce yourself and say something about your personality" Idra <3
NecroSaint
Profile Joined June 2010
England102 Posts
February 26 2011 21:42 GMT
#2046
On February 27 2011 06:35 Salv wrote:
Show nested quote +
On February 27 2011 06:30 hitman133 wrote:
Without khayderian amulet, there's no way protoss can stop 3 dropship full of marauders when the colossi balls are outside the expo. NEVER, unless they remove stim cuz that shit is fucking joke in this game.


Scout it.


I really can see this being a problem, and not just drop ships, on maps like xelnaga it is easy as hell for terran to just run small groups of marauders around the map to harrass expos etc. And this is hard to deal with if you do have khaydarian amulet, without it, gateway units just arent efficient enough to deal with small bio groups. And without any other fast responses, defending bases after your third is going to be very hard.

I think they should keep the upgrade but make it so it only gives +20 damage, meaning you cant just instantly reinforce an army with storms, there is still a delay, which also makes it harder to deal with drops, but plausible without spreading your entire army around the map.
TwoMagTrav
Profile Joined January 2011
United States195 Posts
February 26 2011 21:44 GMT
#2047
On February 27 2011 06:30 etceteraetcetera wrote:
Show nested quote +
On February 27 2011 06:17 EmilA wrote:
On February 27 2011 06:15 xCyan1de wrote:
On February 27 2011 06:04 _Darwin_ wrote:
On February 27 2011 05:53 etceteraetcetera wrote:
On February 27 2011 05:44 _Darwin_ wrote:
lol broodlords are 300 250 in this patch (prolly a mistake)

needs to be added to OP

uh..? that's how much they cost. always.

I think if infestors could cast fg while burrowed it would make the missile fine since you can get all the way up to your opponent, but I feel like blizz was trying to make infestors better vs p while trying to make them not op at the same time but didn't really think through how it would actually be vs p with both changes.. :/


no they are 150 150 normally

http://starcraft.wikia.com/wiki/Brood_lord

http://wiki.teamliquid.net/starcraft2/Broodlord


No because you have to build a corrupter as well


But people are talking about the morph price obviously.

So you're saying that the full price of a brood lord now is 450 / 350?

Ya.

inorite?

User was warned for this post
When I feed the poor they call me a saint, when I ask why the poor have no food they call me a socialist
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 26 2011 21:44 GMT
#2048
How's it a problem? If you see that they're loading up dropships, or are flying to a base, warp in stalkers, and then snipe his medivacs.
TwoMagTrav
Profile Joined January 2011
United States195 Posts
February 26 2011 21:46 GMT
#2049
On February 27 2011 06:33 Arcanne wrote:
Damn where's the alert that tells you when you're about to be supply blocked


Werd.

User was warned for this post
When I feed the poor they call me a saint, when I ask why the poor have no food they call me a socialist
whoopadeedoo
Profile Joined June 2010
United States427 Posts
February 26 2011 21:50 GMT
#2050
On February 27 2011 06:30 hitman133 wrote:
Without khayderian amulet, there's no way protoss can stop 3 dropship full of marauders when the colossi balls are outside the expo. NEVER, unless they remove stim cuz that shit is fucking joke in this game.


Now, you just have to keep a HT or two around in your base for defensive purposes.
dark fury
Profile Joined September 2010
Sweden426 Posts
February 26 2011 21:52 GMT
#2051
who is gonna tech high templar if this goes live? i dont see myself building a templar archives, ever.
JoeCrow
Profile Joined March 2010
United States167 Posts
February 26 2011 22:01 GMT
#2052
now we can remove the dark shrine and enable DTs with the templar archives plz!
proot
Profile Joined June 2004
United States126 Posts
Last Edited: 2011-02-26 22:05:54
February 26 2011 22:03 GMT
#2053
On February 27 2011 06:42 NecroSaint wrote:
Show nested quote +
On February 27 2011 06:35 Salv wrote:
On February 27 2011 06:30 hitman133 wrote:
Without khayderian amulet, there's no way protoss can stop 3 dropship full of marauders when the colossi balls are outside the expo. NEVER, unless they remove stim cuz that shit is fucking joke in this game.


Scout it.


I really can see this being a problem, and not just drop ships, on maps like xelnaga it is easy as hell for terran to just run small groups of marauders around the map to harrass expos etc. And this is hard to deal with if you do have khaydarian amulet, without it, gateway units just arent efficient enough to deal with small bio groups. And without any other fast responses, defending bases after your third is going to be very hard.

I think they should keep the upgrade but make it so it only gives +20 damage, meaning you cant just instantly reinforce an army with storms, there is still a delay, which also makes it harder to deal with drops, but plausible without spreading your entire army around the map.

If you've been watching how the high level protoss are playing, they are starting to spread their units out and gain map vision with observers/pylons. The high templar nerf is completely exaggerated by the protoss it's really funny to see. "OH MAN HOW DO WE DEAL WITH DROPS NOW?!?!?" The same way as before: scout well by building more than one observer and be careful with them, go phoenix/colossi if you really want to shut down harassment oriented terrans.

The amulet was broken and needed a change, there is simply no way to argue that. HT defense was simply too good and prevented any harass options whatsoever. A 3 dropship drop is HUGE investment, it should require a portion of the protoss army to stop, not a couple of ht/zealot warpins. Top it off with HT/colossi pushes being pretty much unstoppable with storm constantly reinforcing and you can see why blizzard implemented the change. Drastic? Sure, but at least they acknowledged a broken ability and fixed it. I agree, they should have approached it a little differently, maybe buffing storm aoe to compensate, but i'm sure they'll do something to quiet down all the crying.
.
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
February 26 2011 22:03 GMT
#2054
On February 27 2011 07:01 JoeCrow wrote:
now we can remove the dark shrine and enable DTs with the templar archives plz!


That would be so awesome because we would maybe see more HT tech against Zerg. But I doubt this is ever going to happen
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
ccHaZaRd
Profile Joined February 2009
Canada1024 Posts
February 26 2011 22:08 GMT
#2055
On February 27 2011 06:44 Salv wrote:
How's it a problem? If you see that they're loading up dropships, or are flying to a base, warp in stalkers, and then snipe his medivacs.


feedback is usually better then storm anyways
Kindred
Profile Blog Joined May 2010
Canada396 Posts
February 26 2011 22:11 GMT
#2056
On February 27 2011 07:03 proot wrote:
Show nested quote +
On February 27 2011 06:42 NecroSaint wrote:
On February 27 2011 06:35 Salv wrote:
On February 27 2011 06:30 hitman133 wrote:
Without khayderian amulet, there's no way protoss can stop 3 dropship full of marauders when the colossi balls are outside the expo. NEVER, unless they remove stim cuz that shit is fucking joke in this game.


Scout it.


I really can see this being a problem, and not just drop ships, on maps like xelnaga it is easy as hell for terran to just run small groups of marauders around the map to harrass expos etc. And this is hard to deal with if you do have khaydarian amulet, without it, gateway units just arent efficient enough to deal with small bio groups. And without any other fast responses, defending bases after your third is going to be very hard.

I think they should keep the upgrade but make it so it only gives +20 damage, meaning you cant just instantly reinforce an army with storms, there is still a delay, which also makes it harder to deal with drops, but plausible without spreading your entire army around the map.

If you've been watching how the high level protoss are playing, they are starting to spread their units out and gain map vision with observers/pylons. The high templar nerf is completely exaggerated by the protoss it's really funny to see. "OH MAN HOW DO WE DEAL WITH DROPS NOW?!?!?" The same way as before: scout well by building more than one observer and be careful with them, go phoenix/colossi if you really want to shut down harassment oriented terrans.

The amulet was broken and needed a change, there is simply no way to argue that. HT defense was simply too good and prevented any harass options whatsoever. A 3 dropship drop is HUGE investment, it should require a portion of the protoss army to stop, not a couple of ht/zealot warpins. Top it off with HT/colossi pushes being pretty much unstoppable with storm constantly reinforcing and you can see why blizzard implemented the change. Drastic? Sure, but at least they acknowledged a broken ability and fixed it. I agree, they should have approached it a little differently, maybe buffing storm aoe to compensate, but i'm sure they'll do something to quiet down all the crying.


Filling up 3 dropships and dropping in the middle of the P's base was a High Risk-High reward situation. Now, without amulet, it become a lower risk and high reward. Kinda like what salvage does to bunker rushes. That doesnt make sense. If I leave a few units behind (Especially if its a colossus, then my main army suffers. I cant run them back from across the map either. Terran Drops Are VERY effective. And so they can't be easy to pull off. Sure terran doesnt have something like that but how often does a terran get dropped on by a Protoss? Rarely. And if zerg wants to drop, it will rarely be a single Overlord, it will be a nydus or a fleet of full ovies.
Two 2.93GHz 6-Core Intel Xeon “Westmere” (12 cores) + 32GB RAM + Four 512GB Solid-State Drives + Two ATI Radeon HD 5770 1GB + Two Apple LED Cinema Display (27" flat panel) + Quad-channel 4Gb Fibre Channel PCI Express card
Rawr
Profile Blog Joined October 2010
Sweden624 Posts
February 26 2011 22:12 GMT
#2057
Wouldn't it be better if there was a cooldown on storm when the ht just warped in? The ht warps in and has to wait a period of time to storm.
Joo Se-Hyuk
freetgy
Profile Joined November 2010
1720 Posts
February 26 2011 22:12 GMT
#2058
yeah cause Terran knows no way to decrease the energy of his medivacs ~~
Whitewing
Profile Joined October 2010
United States7483 Posts
February 26 2011 22:13 GMT
#2059
On February 27 2011 07:08 ccHaZaRd wrote:
Show nested quote +
On February 27 2011 06:44 Salv wrote:
How's it a problem? If you see that they're loading up dropships, or are flying to a base, warp in stalkers, and then snipe his medivacs.


feedback is usually better then storm anyways


Yeah, unless the medivacs are low on energy, which is often the case. It's fun when you feedback it, it loses half its hitpoints, and still gets the marauders out.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 26 2011 22:17 GMT
#2060
With feedback you can kill enemy casters, and save your caster.
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