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Patch 1.3 on PTR - Page 118

Forum Index > SC2 General
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Prev 1 116 117 118 119 120 186 Next
dani`
Profile Joined January 2011
Netherlands2402 Posts
February 27 2011 12:24 GMT
#2341
On February 27 2011 21:23 Apolo wrote:
Show nested quote +
On February 27 2011 20:53 wat454 wrote:
all i can say for protoss
+ Show Spoiler +


Hey, i can't win an argument based on logic so let's just try to promote flame wars. Mature. Go back to drinking kool aid.

It was just a joke by wat454, it's seems you are the one not being mature here. Chill out ^_^
Blasterion
Profile Blog Joined October 2010
China10272 Posts
February 27 2011 12:24 GMT
#2342
On February 27 2011 21:23 Apolo wrote:
Show nested quote +
On February 27 2011 20:53 wat454 wrote:
all i can say for protoss
+ Show Spoiler +
http://www.youtube.com/watch?v=owzhYNcd4OM


Hey, i can't win an argument based on logic so let's just try to promote flame wars. Mature. Go back to drinking kool aid.

The mothership was imbalanced, that nerf is easily agreable, but not the amulet one. Even if it was stronger than it should, removing it is in no way a good solution.

perhaps not +25 so it can't do it right away but pretty soon so like +15?
[TLNY]Mahjong Club Thread
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
February 27 2011 12:42 GMT
#2343
So this warning about spawn larva buff ending, is it useful for keeping up with larva injections?
Can you choose to turn off all other warnings and have only this one appear?
Fa1nT
Profile Joined September 2010
United States3423 Posts
February 27 2011 12:55 GMT
#2344
Don't see why they can't give HT the BW energy buff.

High Templar start with 50 energy, had 200 total.

Make a upgrade that makes them get +12 energy starting, and +50 total.

Start with 62, 250 max.

No more warp-in storms, but can storm 3 times per templar if you bank energy.
dani`
Profile Joined January 2011
Netherlands2402 Posts
February 27 2011 13:03 GMT
#2345
On February 27 2011 21:55 Fa1nT wrote:
Don't see why they can't give HT the BW energy buff.

High Templar start with 50 energy, had 200 total.

Make a upgrade that makes them get +12 energy starting, and +50 total.

Start with 62, 250 max.

No more warp-in storms, but can storm 3 times per templar if you bank energy.

Jinro also mentioned this is another thread. Seems like a good compromise. Now to only make this clear to Blizzard...
WickedBit
Profile Joined August 2010
United States343 Posts
February 27 2011 13:11 GMT
#2346
On February 27 2011 21:55 Fa1nT wrote:
Don't see why they can't give HT the BW energy buff.

High Templar start with 50 energy, had 200 total.

Make a upgrade that makes them get +12 energy starting, and +50 total.

Start with 62, 250 max.

No more warp-in storms, but can storm 3 times per templar if you bank energy.


Seconded!! Removing the amulet is a huge nerf... This is better. Jinro suggested this in the other thread as well. So it seems pros seem to think the same way too. Maybe pros should give this feedback to david kim since it looks like their opinion counts in these matters.
IMO all energy upgrades (ghost , infestor etc) should work the same way... Not sure why this mechanic was changed from BW where it worked fairly well.
The Touch
Profile Joined September 2010
United Kingdom667 Posts
Last Edited: 2011-02-27 13:33:44
February 27 2011 13:18 GMT
#2347
- New league icons have been introduced to indicate division rank. These will indicate the Top 8, 25 and 50 players in each division.


No no no no no

If the ladder points actually meant something, or if they were going to give it to the top X% in a division based on hidden MMR, then fair enough, but why should I be rewarded with a fancy icon just because I used up more of my bonus pool than the players below me in my division?

--edit--

I'm a moron.
You Got The Touch
ALPINA
Profile Joined May 2010
3791 Posts
February 27 2011 13:26 GMT
#2348
On February 27 2011 22:18 The Touch wrote:
Also:

Show nested quote +
- The notification that a player left the game during a paused game is no longer delayed until the game is unpaused.


What? So now somebody can pause/leave and you, as the good mannered player that you are, have no idea that you're patiently waiting for somebody who has just left the game to piss you off? Seriously, Blizz? Seriously?


That's exactly what they fixed in this patch.
You should never underestimate the predictability of stupidity
The Touch
Profile Joined September 2010
United Kingdom667 Posts
Last Edited: 2011-02-27 13:34:25
February 27 2011 13:32 GMT
#2349
Oh crap never mind - I totally read that wrong. But I'm sure I've seen the message displayed during the pause before, so I'm quite confused now.
You Got The Touch
Lucius22
Profile Joined February 2011
172 Posts
February 27 2011 13:35 GMT
#2350
what i would like to know:

Poll: Was there more rage about...?

No Amulet (77)
 
64%

Fungal - No air (44)
 
36%

121 total votes

Your vote: Was there more rage about...?

(Vote): Fungal - No air
(Vote): No Amulet

KenZo-
Profile Joined December 2010
Faroe Islands190 Posts
February 27 2011 13:41 GMT
#2351
Does the BroodLord really cost even more in this PTR patch, than on live patch ? Its like 150-100 corruptor, and 150-150 for morph to BL on live right?.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-02-27 13:51:00
February 27 2011 13:50 GMT
#2352
On February 27 2011 22:41 KenZo- wrote:
Does the BroodLord really cost even more in this PTR patch, than on live patch ? Its like 150-100 corruptor, and 150-150 for morph to BL on live right?.


We kind of went over this the last page

Show nested quote +
On February 27 2011 20:49 Unfeared wrote:
Broodlord morph cost increased to 250/250
Overseer morph increased to 150/100
blizzard why u no tell ??//!?

It's bugged to include the previous unit's cost
[TLNY]Mahjong Club Thread
wiperkill
Profile Joined January 2011
Sweden24 Posts
February 27 2011 13:52 GMT
#2353
On February 27 2011 22:41 KenZo- wrote:
Does the BroodLord really cost even more in this PTR patch, than on live patch ? Its like 150-100 corruptor, and 150-150 for morph to BL on live right?.


It's a known issue with the patch.
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
Last Edited: 2011-02-27 14:07:33
February 27 2011 14:07 GMT
#2354
[image loading]


o.o

Not that many high MMR players on, I suppose. GET ON THE PTR AND TEST THESE CHANGES!
Commentatorhttp://twitter.com/proxywolf
TL+ Member
babysimba
Profile Joined November 2010
10466 Posts
February 27 2011 14:09 GMT
#2355
I feel the change to fungal is directed more towards PvZ, since toss has the slower moving units.
The increase in dps more or less balances out the accuracy of fungal on terran. Players will feel it's a buff when they get better at aiming them. 2 consecutive fungals kill marines regardless of medivacs, or u get just use fungal after your lings have flanked them. Infestors might still not be effective against good tank marine placement, but against small group of bio or pure bio play it is definitely more effective. This change makes it more viable to go infestors as your first lair tech instead of using it only at late game as a support unit.
More importantly, this makes zerg more fun to play with these slightly more challenging usage of infestors.
cilinder007
Profile Joined August 2010
Slovenia7251 Posts
February 27 2011 14:13 GMT
#2356
On February 27 2011 23:09 babysimba wrote:
I feel the change to fungal is directed more towards PvZ, since toss has the slower moving units.
The increase in dps more or less balances out the accuracy of fungal on terran. Players will feel it's a buff when they get better at aiming them. 2 consecutive fungals kill marines regardless of medivacs, or u get just use fungal after your lings have flanked them. Infestors might still not be effective against good tank marine placement, but against small group of bio or pure bio play it is definitely more effective. This change makes it more viable to go infestors as your first lair tech instead of using it only at late game as a support unit.
More importantly, this makes zerg more fun to play with these slightly more challenging usage of infestors.



I think this will just make zerg even more of a beast lategame TvZ using infestor ultra which will rape bio even more now, terran will realy need to incorporate ghost as a standard in tvz I guess
Blasterion
Profile Blog Joined October 2010
China10272 Posts
February 27 2011 14:14 GMT
#2357
On February 27 2011 23:09 babysimba wrote:
I feel the change to fungal is directed more towards PvZ, since toss has the slower moving units.
The increase in dps more or less balances out the accuracy of fungal on terran. Players will feel it's a buff when they get better at aiming them. 2 consecutive fungals kill marines regardless of medivacs, or u get just use fungal after your lings have flanked them. Infestors might still not be effective against good tank marine placement, but against small group of bio or pure bio play it is definitely more effective. This change makes it more viable to go infestors as your first lair tech instead of using it only at late game as a support unit.
More importantly, this makes zerg more fun to play with these slightly more challenging usage of infestors.

While this is true I personally feel this change is mosly directly towards ZvZ in anti Roach Measures, They just die ever so slow to fungal
[TLNY]Mahjong Club Thread
qazqwezxc
Profile Joined July 2009
Canada91 Posts
February 27 2011 14:21 GMT
#2358
I don't get why people want to get the old HT back with 62 and 250 total mana upgrade. That alone is still quite a bit too much since strom in sc2 is nothing like it. Also, warp in units is much faster this time around so it is much faster to bank energy points. Thus, having a BW concept such as this is a not-so-bright one. If they were to change it, it definitely should not involve HT BW concepts. IMO i think this was an awesome change so that now toss doesn't just conjure a 10 food army to eat 60 supply food count of terran bio units.
doomed
Profile Joined May 2010
Australia420 Posts
February 27 2011 14:22 GMT
#2359
i hope all these new changes stick and go through!! its awesome.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-02-27 14:33:29
February 27 2011 14:31 GMT
#2360
On February 27 2011 23:22 doomed wrote:
i hope all these new changes stick and go through!! its awesome.

I have to say most of these changes don't bother me very much a delayed stim while it is abit annoying it's not crippling, bunkering isn't that bad as long as salvage is still in, despite the infestor buffs tanks will offer good shelter vs them. it's not to bad, Though I wonder, how ZvZ roach war with infestor back up is going to go now that it does damage faster, reveals, and deals the anti armor dmg. it would be something fun to look out for in future games.

edit: I been thinking it will deal critical damage to armored units the entire time but 30% of 35 is like ~12 so 47? well i guess it's really good since it's no research and stuns the targets but +12 is not much
[TLNY]Mahjong Club Thread
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