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Patch 1.3 on PTR - Page 123

Forum Index > SC2 General
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Fa1nT
Profile Joined September 2010
United States3423 Posts
February 27 2011 20:58 GMT
#2441
One storm is only wide enough to kill like 3 mineral patches, which is 9 workers. (6-7 for zerg)

To kill an entire mineral line takes around 3 storms doesn't it?
NikonTC
Profile Joined September 2010
United Kingdom418 Posts
February 27 2011 21:07 GMT
#2442
On February 28 2011 05:58 Fa1nT wrote:
One storm is only wide enough to kill like 3 mineral patches, which is 9 workers. (6-7 for zerg)

To kill an entire mineral line takes around 3 storms doesn't it?


two storms takes out almost all of a mineral line. aim between the patches and the CC/hatch, not on the mineral patches themselves
"IdrA crushes the marine push, absolutely demolishes this 2 rax play. Would not be suprised to see a GG from IdrA at any moment" Day[9]
uSnAmplified
Profile Joined October 2010
United States1029 Posts
Last Edited: 2011-02-27 21:11:05
February 27 2011 21:10 GMT
#2443
On February 28 2011 05:45 Rawr wrote:
Show nested quote +
On February 28 2011 05:16 uSnAmplified wrote:
On February 28 2011 05:09 CrimsnDragn wrote:
On February 28 2011 02:22 Mentymion wrote:
With each patch Blizzard announce, the "balance" gets even worse. For me it's certain that David Kim and his "Balance Team" have absolutley no clue how to balance the game AND whats more important, they don't know what to do with the units and whats their purpose.

StarCraft II Beta - Patch 6 (version 0.8.0.14593)
Bunker Build time decreased from 40 seconds to 30 seconds.

StarCraft II: Wings of Liberty - Patch 1.1.0
Bunker Build time increased from 30 to 35.

StarCraft II: Wings of Liberty - PTR 1.3
Bunker Build time increased from 35 to 40. <----I swear this will solve anything....oh wait...probably not.
-------------------------------------------------------------------------
StarCraft II Beta - Patch 1 (version 0.3.0.14093)
Fungal Growth: The damage done by this ability has decreased from 48 to 36.
Fungal Growth: This ability now prevents affected units from burrowing.

StarCraft II Beta - Patch 9 (version 0.11.0.15097)
Fungal Growth projectile removed; Units in the target area are now instantly hit.

StarCraft II: Wings of Liberty - Patch 1.1.2
Fungal Growth now prevents Blink.

StarCraft II: Wings of Liberty - PTR 1.3
Fungal Growth
- Stun duration decreased from 8 to 4 seconds.
- Damage increased by +30% vs. armored units.
- Now fires a missile instead of being instant cast. <--- The last change for Fungal growth ?, I guess not
-----------------------------------------------------------------------
StarCraft II Beta - Patch 12 (version 0.14.0.15343)
Mothership:
Vortex now removes Force Fields within its area of effect.

StarCraft II: Wings of Liberty - PTR 1.3
Mothership:
Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.

Took them ashitload of time to notice that this could be done with Archons,too...
-------------------------------------------------------------------------
StarCraft II: Wings of Liberty - PTR 1.3
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

Well if that happens I probably switch my race or wait for the next expansion. Sure Warp-In Storms might be a bit too strong but the only solution they have.....remove here , remove there.

Why not removing the Reaper instead ? Blizzard has nerfed this unit into Oblivion anyway

Build time increased from 40 to 45.
Barracks requirement changed from Command Center to Supply Depot.
Nitro Packs speed upgrade now has a Factory Requirement.
Roach Range increased from 3 to 4.

And now the unit is finally dead and Blizzard doesn't even care about it.

If all the changes comes true....dear god is the game fucked up.

Useless Reapers, restricted usage of already underused Motherships, High/Dark Templar Tech finally turns into complete Garbage, PvT & PvZ turns into "War of the Worlds" where Colossi is a Must-Have, Neural Parasite is still shit, Corruptors have not even changed in the slightest and so on.



I'll bet you my SC2 account that David Kim knows the game and plays the game a thousand times better than you and the balance team doesn't throw out random useless patches so they don't lose their job. Do note that balance changes are top down - they're not implemented for the crying bronze kids but more based on higher level play.
Ill take that account off your hands then.
'

David Kim is a master league player with a rating of around 3500.
http://us.battle.net/sc2/en/profile/715900/1/dayvie/ladder/29749#current-rank



You think i didn't know that? 3500 all in machine, soooo good /sarcasm
~
Whitewing
Profile Joined October 2010
United States7483 Posts
February 27 2011 21:16 GMT
#2444
On February 28 2011 05:55 Thermia wrote:
Show nested quote +
On February 28 2011 04:11 Almin wrote:
On February 28 2011 03:44 orthopod wrote:
were people really complaining about warp-in storms? storms are dodge-able. hts seem pretty easy to kill off or emp. hts are pretty gas heavy that warping them in at a fast rate hurts too and just for one dodge-able storm.

didn't multi storms stack in BW? storms aren't as clutch is it was in BW and it was fine there.

Let me go warp in an HT behind your mineral line and kill 20 workers with one storm.


That's probably one of the reasons why it got nerfed.


Protoss can reinforce with HT's immediately, but infestors/ghosts cannot, so I don't see any logical reason for Protoss QQ.


Frankly, if a HT gets warped in behind your mineral like straight up you probably deserve to lose those workers. Ghosts, at least, are still useful if they can't emp right away (sniping is tolerable for countering casters, as well as cloaking/nukes). Infestors on the other hand are basically completely useless without enough energy to FG/NP, and the FG changes only exacerbate this.


And it's not like high templar are better at killing workers than say.... hellions. Or cloak banshees.

Really, the issue most people seem to have is with the warp gate mechanic, not with the high templar themselves being able to storm the moment they are ready. Frankly, storm isn't even that great: marines/marauders stim kite out of storms all the bloody time while getting medivac healed and laugh, and storm is a great deal weaker than it was in brood war (plus archons are worse too). It's decent and definitely useful, but not worth nerfing like this, especially since the only result will be to force less high templar play and more colossus play.

'cause every player in the game wants MORE colossus, less high templar, right?
Strategy"You know I fucking hate the way you play, right?" ~SC2John
timwac
Profile Joined October 2010
Scotland93 Posts
February 27 2011 21:19 GMT
#2445
OMG like --> "The game cursor now remains visible while loading maps."
It's so annoying spawning into the game with your mouse at some random position on the screen and having to place it in the centre before starting :D makes this patch 1.5x more worth the impending doom of the high templar in my play
DeMusliM | NonY | ThorZaIN
SpinmovE
Profile Joined August 2010
Canada119 Posts
Last Edited: 2011-02-27 21:27:17
February 27 2011 21:25 GMT
#2446
On February 28 2011 06:16 Whitewing wrote:
Show nested quote +
On February 28 2011 05:55 Thermia wrote:
On February 28 2011 04:11 Almin wrote:
On February 28 2011 03:44 orthopod wrote:
were people really complaining about warp-in storms? storms are dodge-able. hts seem pretty easy to kill off or emp. hts are pretty gas heavy that warping them in at a fast rate hurts too and just for one dodge-able storm.

didn't multi storms stack in BW? storms aren't as clutch is it was in BW and it was fine there.

Let me go warp in an HT behind your mineral line and kill 20 workers with one storm.


That's probably one of the reasons why it got nerfed.


Protoss can reinforce with HT's immediately, but infestors/ghosts cannot, so I don't see any logical reason for Protoss QQ.


Frankly, if a HT gets warped in behind your mineral like straight up you probably deserve to lose those workers. Ghosts, at least, are still useful if they can't emp right away (sniping is tolerable for countering casters, as well as cloaking/nukes). Infestors on the other hand are basically completely useless without enough energy to FG/NP, and the FG changes only exacerbate this.

And it's not like high templar are better at killing workers than say.... hellions. Or cloak banshees.

Really, the issue most people seem to have is with the warp gate mechanic, not with the high templar themselves being able to storm the moment they are ready. Frankly, storm isn't even that great: marines/marauders stim kite out of storms all the bloody time while getting medivac healed and laugh, and storm is a great deal weaker than it was in brood war (plus archons are worse too). It's decent and definitely useful, but not worth nerfing like this, especially since the only result will be to force less high templar play and more colossus play.

'cause every player in the game wants MORE colossus, less high templar, right?


I whole heartedly agree with this. I can't help but feel that if the Warp Gate mechanic was never introduced protoss would be a much more enjoyable race to play. At the very least PvP wouldn't be as stupid as it is, and people wouldn't be complaining about HT warp ins. I suppose the idea behind warp gates was interesting, but I really don't see that it adds anything to the game other then more problems.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2011-02-27 21:49:18
February 27 2011 21:48 GMT
#2447
On February 28 2011 06:25 SpinmovE wrote:
Show nested quote +
On February 28 2011 06:16 Whitewing wrote:
On February 28 2011 05:55 Thermia wrote:
On February 28 2011 04:11 Almin wrote:
On February 28 2011 03:44 orthopod wrote:
were people really complaining about warp-in storms? storms are dodge-able. hts seem pretty easy to kill off or emp. hts are pretty gas heavy that warping them in at a fast rate hurts too and just for one dodge-able storm.

didn't multi storms stack in BW? storms aren't as clutch is it was in BW and it was fine there.

Let me go warp in an HT behind your mineral line and kill 20 workers with one storm.


That's probably one of the reasons why it got nerfed.


Protoss can reinforce with HT's immediately, but infestors/ghosts cannot, so I don't see any logical reason for Protoss QQ.


Frankly, if a HT gets warped in behind your mineral like straight up you probably deserve to lose those workers. Ghosts, at least, are still useful if they can't emp right away (sniping is tolerable for countering casters, as well as cloaking/nukes). Infestors on the other hand are basically completely useless without enough energy to FG/NP, and the FG changes only exacerbate this.

And it's not like high templar are better at killing workers than say.... hellions. Or cloak banshees.

Really, the issue most people seem to have is with the warp gate mechanic, not with the high templar themselves being able to storm the moment they are ready. Frankly, storm isn't even that great: marines/marauders stim kite out of storms all the bloody time while getting medivac healed and laugh, and storm is a great deal weaker than it was in brood war (plus archons are worse too). It's decent and definitely useful, but not worth nerfing like this, especially since the only result will be to force less high templar play and more colossus play.

'cause every player in the game wants MORE colossus, less high templar, right?


I whole heartedly agree with this. I can't help but feel that if the Warp Gate mechanic was never introduced protoss would be a much more enjoyable race to play. At the very least PvP wouldn't be as stupid as it is, and people wouldn't be complaining about HT warp ins. I suppose the idea behind warp gates was interesting, but I really don't see that it adds anything to the game other then more problems.

I think it'd be super interesting if warp gates would work in a big range of a nexus instead of pylon power. like nexus would have a 20-25 range bubble, and warp prisms have their current range in which they can warp in units, and not pylons alone, this prevents PVP from becoming an aggressors advantage(unless you proxy nexus i guess), and still allows P to warp in to defend bases as well as somewhat cut down on transit time, and harass via warp prism.
ki11z0ne
Profile Joined January 2011
United States427 Posts
February 27 2011 21:57 GMT
#2448
so HT are now useless... colossi are going to be even MORE of a problem
SC > halo
mholden02
Profile Joined October 2010
387 Posts
February 27 2011 21:58 GMT
#2449
I like the changes.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
February 27 2011 21:58 GMT
#2450
I'm beginning to come to the conclusion that force field and warp gates have caused protoss to get nerfed, over and over. Production isn't that much faster with warp gates rather than regular gates, it's just the power of warping them in anywhere. However, if you compare stalkers zealots and immortals to ling roach hydra or marine maruader tank, they seem very weak IMO. I actually hope they just get rid of the stupid warpgates, and sentries and give toss strong, cost effective tier 1 and 2 units.
FF and warp gates add a lot to protoss multitasking and although they are powerful the trade of is having units that can't win in a straight fight, at cost. Without extremely expensive and easily countered tier 3 units, toss falls apart to tier 1-2 in the mid game, and even the early game at times. I got into top 16 grandmasters on the ptr by cannon rushing and 4 gating. I'm beginning to think that protoss is better off playing cheese, and all ins, rather than a macro game. There are just to many windows to be exploited vs protoss in long games.
:)
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
February 27 2011 22:01 GMT
#2451
On February 28 2011 06:57 ki11z0ne wrote:
so HT are now useless... colossi are going to be even MORE of a problem


Why would you even write such an exhaggerated, useless statement?
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-02-27 22:13:17
February 27 2011 22:04 GMT
#2452
On February 28 2011 04:11 Almin wrote:
Let me go warp in an HT behind your mineral line and kill 20 workers with one storm.



Do it then. Oh and you will never kill 20 workers unless i have 5 + workers per mineral patch, good luck trying to kill 20 workers with a storm. At most you kill 6 or 7 if i'm not looking and don't move them, in which case i lose 0 of them. BF helions on the other hand can wipe out all single probes, and that's 20+, and generally do kill many of them, certainly more scary than any storm drop i've seen. Also, by the time you payed 200 min for a warp prism, sacrificed some colossus, got the templar archives and both upgrades, you'l also get a nice surprise when you see you have no main army since you payed so much for that drop. Even if you do it late late game, where that isn't an issue, what i said at the start still maintains. Besides, i just put one of the vikings i already have that i made to counter the colossus, and no more warp prisms will come.

Still think thats why it is being nerfed? Think again.

On February 28 2011 04:11 Almin wrote:Protoss can reinforce with HT's immediately, but infestors/ghosts cannot, so I don't see any logical reason for Protoss QQ.


No, they can't. There's a thing called cooldown, and unless the protoss guy is just chilling he'll have to w8 for the cooldown of previously made units to finish.

What a bunch of weak arguments floating around here.

Seriously, people arguing aggainst HT, there is only one good reason that i can think of why HT should be nerfed and thats not drop storms, or defense of HT aggainst drops, but mainly how it deals with bio army. But at that case i think Blizzard went the wrong way and instead of buffing mech, or nerfing protoss way of dealing with mech, they go and nerf bio's counter. probably that's the kind of units they want to see, which i find sad since they are so much boring to watch and play than mech. Not to mention how HT is much more fun than colossus, though that's just my personal opinion.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
February 27 2011 22:06 GMT
#2453
Instead of making stim take longer to research why not just decrease how ridiculously good it is? Make them fire less fast and walk less fast. As it is currently, it's insane. This isn't really going to solve peoples problems with stim.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
February 27 2011 22:10 GMT
#2454
maybe they should give colossi bonus damage vs light so they dont rape armored ground units. They trample over the role of the immortal it's a bit lol. How often do you see immortals WITH colossi balls?
"We have unfinished business, I and he."
Techno
Profile Joined June 2010
1900 Posts
Last Edited: 2011-02-27 22:13:55
February 27 2011 22:10 GMT
#2455
On February 27 2011 18:15 RaiZ wrote:
They seriously need to rewrite their engine code


lolwut, they need to take it back and do it again?

Anyone not using HT because of this.... well it's there loss.

I reiterate: It still takes longer to build a ghost than it does to have a HT get storm.
Hell, its awesome to LOSE to nukes!
Zalias
Profile Joined June 2010
Lithuania79 Posts
February 27 2011 22:11 GMT
#2456
On February 28 2011 06:58 Reborn8u wrote:
I'm beginning to come to the conclusion that force field and warp gates have caused protoss to get nerfed, over and over. Production isn't that much faster with warp gates rather than regular gates, it's just the power of warping them in anywhere. However, if you compare stalkers zealots and immortals to ling roach hydra or marine maruader tank, they seem very weak IMO. I actually hope they just get rid of the stupid warpgates, and sentries and give toss strong, cost effective tier 1 and 2 units.
FF and warp gates add a lot to protoss multitasking and although they are powerful the trade of is having units that can't win in a straight fight, at cost. Without extremely expensive and easily countered tier 3 units, toss falls apart to tier 1-2 in the mid game, and even the early game at times. I got into top 16 grandmasters on the ptr by cannon rushing and 4 gating. I'm beginning to think that protoss is better off playing cheese, and all ins, rather than a macro game. There are just to many windows to be exploited vs protoss in long games.

Lol what?
Terrans doesn't have tiers
Protoss doesn't have tiers
Zergas has tiers.
I don't know how you can even try to call those in tiers, since you need "8-9mins" or even less to reach what you call "t3". And you are totally wrong, ZvP after this still, is believed to be favored for toss...
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
Last Edited: 2011-02-27 22:15:04
February 27 2011 22:13 GMT
#2457
On February 28 2011 07:06 Cabinet Sanchez wrote:
Instead of making stim take longer to research why not just decrease how ridiculously good it is? Make them fire less fast and walk less fast. As it is currently, it's insane. This isn't really going to solve peoples problems with stim.


Because this would destroy terran lategame in tvp. Terran CAN'T compete with toss lategame. Tanks suck, thors suck, bc's suck. We have no lategame army so we have to rely on good dropplay, ghostplay, MMM control and vikings.

Please don't come with the argument "terran should use thors and bc's". You don't see it in the GSL and you won't see it anytime soon. Terrans will only win with mech when protoss makes mistakes (for example not expanding like a zerg or 4gate failing, see jinro vs mc). It's not like the best terrans are too lazy to try anything else...
arb
Profile Blog Joined April 2008
Noobville17921 Posts
February 27 2011 22:31 GMT
#2458
On February 28 2011 04:12 LoLAdriankat wrote:
Show nested quote +
On February 28 2011 03:44 orthopod wrote:
didn't multi storms stack in BW? storms aren't as clutch is it was in BW and it was fine there.

Yes and no. Storms didn't stack in terms of damage, but if you had 4 HTs selected and casted storm, all of them would cast at the same time on the same spot.

No they didnt stack, casting them all in one spot was a sign of improper magic boxing or just bad players overall

i believe they work like fungals do now, as in the first one does its damage then the second one(if still going on after the first expires) does its damage also
Artillery spawned from the forges of Hell
PieShopPwner
Profile Joined June 2010
United States75 Posts
February 27 2011 22:34 GMT
#2459
I find it so funny when terrans say, Terrans cant compete late game with Protoss. By that logic Toss cant compete with terrans early to mid game, Between banshee openers and 1 base and 2 base all in timing pushes, Protoss has a lot of things to worry about from terran. What does terran have to worry about? Collo, vikings lol at this, HTs? EMP lol at this, Chargelots stimmed maurders and marines lol at this. I cant tell how many games i played terran where i had to choose which base i wanna lose. Do i wanna lose my natural or my tech? the amulet allowed us a cost effiecent way to deal with drops and thats gone..

Also isnt a little silly that terrans are complaining that there tier 1 units die too quick to tier 3? Toss has nothing cost effective until tier 3. Dont tell me 4 gate is cost effective because its not, it is an all in meant to get more units than you have out and do quick damage before your eco and unit producing can really kick in and really as long as the terran doesn any recon they can see it coming a mile away and make bunkers and repair.

Also as for terran late game, have you seen any of pain users late game vs toss, banshee + thors + marines is SO strong, throw in a couple ghost and scans to take out obs and you got a pretty unstoppable force. Thors are amazing against toss, and please dont say immortals counters thors because any decent terran will get strike cannon or have a ghost and pretty much make immortals useless.
AXygnus
Profile Blog Joined November 2010
Portugal1008 Posts
February 27 2011 22:35 GMT
#2460
On February 28 2011 06:19 timwac wrote:
OMG like --> "The game cursor now remains visible while loading maps."
It's so annoying spawning into the game with your mouse at some random position on the screen and having to place it in the centre before starting :D makes this patch 1.5x more worth the impending doom of the high templar in my play


Oh god, I didn't even notice this, but this helps a lot, since I usually alt-tab during loading screens >_>
"To create, to recreate. To create, to recreate. Down to the last seed, I stand with a dark stare. Still silent. Still frighteningly silent."
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