Patch 1.3 on PTR - Page 16
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noddyz
United Kingdom462 Posts
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.Trex
73 Posts
For me, encouraging to split army and to cover the map is the good way to go. On the other hand for now it just make the colossus more interesting, and colossi led to the total opposite with an unstoppable army, so, wait and see. | ||
Zlasher
United States9129 Posts
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red_b
United States1267 Posts
I was having a lot of fun using all the tech paths. Especially double forge with HT. Amulet removal just removed the HT part from that. And wtf happened with the ghost? They still come with emp AND have an energy upgrade. You know what, the person who thought this **** up is a horse. How is this fair? HT against Terran once ghosts come out is now super one sided, I mean sure it's not impossible, but instead of being a cool micro battle with warping in it's now up to the Terran to actually mess up badly. Zerg changes dont fix the problems. Yes infestors got buffed, whoop de fricken do. The problem was NEVER zerg midgame, it's early game, and it's late game, and this does nothing to address either. Well, you guys can keep up the faith, but with Blizzard, personally, I think it's time to say the emporer is naked. | ||
Lucius22
172 Posts
fuck this | ||
Alethios
New Zealand2765 Posts
Some timing changes, and some nerfs across all three races. I like the BC speed buff, but that aside... I can't see these changes creating a more dynamic and diverse game (shouldn't this be the goal?). If anything, as people have been pointing out with the amulet, they'll create a more streamlined uniform game by forcing people along one path. Yawn. | ||
Onioncookie
Germany624 Posts
On February 26 2011 11:02 noddyz wrote: Does this mean a pdd can stop fungal? o.O Can a PDD stop an EMP? | ||
Leopoldshark
United States176 Posts
HT change I don't really get. This will just make protoss steer away from templar tech even more. Protoss would only get templar at the 30 min mark after they forced zerg terran to make 20 Corruptors/Vikings. Templars should be an alternative to going colossus tech, not a backup plan. Now they will be the new reapers. | ||
Gentso
United States2218 Posts
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Stropheum
United States1124 Posts
On February 26 2011 10:59 TyrantPotato wrote: hold on. what bullshit is removing air units stacking???? i assume that counts for mutas as well? omg that is a HUGE change. that would mean we cant bunch them up to make them try fit in gaps of missle turrets. it also essentailly is a hidden thor AA nerf. infestor change is different cant comment till i see it in action. but the extra hp i guess is fair considering the cost of the infestor. the amulet one........ well just wow blizzard just wow. we will see even less hts now then before. essentially making it a 1 time use unit. almost like a hydra. because if you attack with your hts and are wrong. you lose them. and you cant rebuild ones ready for storm right away any more >.> HUGE CHANGE too far imo. stim nerf..... well dont know if i like it. yet again its just blizzard effecting build times as opposed to the skill it self. however that minute extra plus the bigger maps means we wll see more macro games which is good. they buffed battlecruiser...............because naturally the need to balance it is just SO much more important then working on getting gsl maps into ladder. and then the mother ship stuff. does not COM FUCKING PUTE. motherships were pointless already now they just made another reason not to use it..... retarded change sc2 should be balanced on 1v1 not some bullshit muck around archon toilet strat for fun in 2v2. FUCK so annoyed at anyone who whined over it >.> dissapointed. overall with the patch. Read more closely. It's not removing unit stacking. It's removing permanent stacking by close proximity patrol. You can still temporarily stack air units. | ||
Apolo
Portugal1259 Posts
Hopefully this won't be implemented, because this would be a big hit for protoss. The zerg changes seem fair, and i can see infestors being used more specially vs protoss stalkers, colossus and voids, since they're all armored, and all the ball would be affected. As for the battlecruiser, i agree they are a bit slow, but still from 1.3 to 1.8 is just too much. Almost 40% increase in speed will make them too mobile for their power. 20% should be much fair. I'm not really sure what is blizzards idea on some of these extreme changes. I hope they think this through. | ||
Dommk
Australia4865 Posts
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Lucius22
172 Posts
it isnt a projectile, because you know. now emp is offically the strongest spell between storm, fungal and emp. i love the game | ||
Wr3k
Canada2533 Posts
Brood lords now cost 300/250 to morph (450/350 each). | ||
Senx
Sweden5901 Posts
ugh.. :I | ||
Tyree
1508 Posts
And wtf happened with the ghost? They still come with emp AND have an energy upgrade. Whats puzzling is that according to Naniwas "leak" they considered making EMP something that had to be researched And then someone, god knows who, stepped in and said "NO, lets remove amulet instead" Just mind blowing if that goes live | ||
Epic.MoTH
United States28 Posts
On February 26 2011 10:42 Kpyolysis32 wrote: Maybe the Mothership can be used to Vortex your own army now, at least? If you don't have to worry about time, the 1.5 seconds of invincibility could be strong, maybe (still seems bad to me). If they wanted to remove the Archon toilet, couldn't they have just made it so that units didn't fire for a little longer after coming out of the Vortex? I feel like the Mothership really is not in danger of becoming imbalanced from a change like that. This idea is what I thought of when I first saw the patch change, and didn't see anyone talk about this. While not optimal (and not nearly as strong as the archon toilet) I could see the use of vortex on your own army as a way to engage armies with mass air so the collosus can stay alive. Then again, their armies will be able to just retreat for just a moment and then engage later, so the application of this idea is probably not very cost effective. :\ | ||
emc
United States3088 Posts
On February 26 2011 11:01 lim1017 wrote: Fungal did 36 damage over 8 seconds. Now its 36 damage over 4? i think cutting duration in 1/2 was a bit extreme.. 5-6 proabbly would be better now this +30% to armor is only about ~10 damage... but should be very intresting how it effects maruders/stalkers/roaches.. now that I thought about it, I think ZvZ will turn into roach/infestor wars, talk about a one trick pony in ZvZ. I think it's a decent buff but also a nerf. We lose the ability to prepare for assaults with less time but we gain more DPS and also get more damage against colossi/stalkers and there is less reliance on corrupters which is a good thing. Also corrupters removed their +massive and now do +armored, this should make them decent against vikings and void rays, so I guess blizzard was paying attention to the imbalanced show, because there is no other reason for this change. | ||
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ZeromuS
Canada13379 Posts
1) Amulet Removal: This is a bad idea not because I can not insta storm but because the time it takes to build energy coupled with the impact that EMP currently has on Templar based play mkay create an imbalance in Terrans Favour. A good emp will destroy all energy and shields on templar. They are now paperweights waiting to die. Alongside these units are others which have lost 1/3rd of their effective HP. To defend after a good emp or number of emps Warp in storm was key since the rest of the army had lost a large amount of effective HP. Between HT warp in time and the time it takes to build 25 energy to storm there is a BIG vulnerability for Protoss. Why not make the amulet provide 15 or 20 energy instead of 25? Perhaps make storm cost a little more energy? I think that building 25 energy takes too long in the case of a close battle wherein EMP was used. I agree that insta-storm is a little much. Making Storm take 10 more energy to build or making storm cost more energy and retaining Khaydarin amulet is more effective in this case. I wil crunch numbers later and put my full thoughts in a blog as well. 2) VORTEX Wonderful Change I completely agree with it HOWEVER If the units coming out of a vortex can attack right away and your units cant shoot back then I feel that vortex to cut an army may end up being less useful. I just wish that ALL units in and out of vortex can't be hurt for 1.5 seconds. Solution: Units coming out of vortex immune for 1.5 seconds, a modifier of 1.5 seconds will be added to the attack time of all units coming out of a vortex. this will prevent free hits from tanks, marines, hydras, roaches, stalkers, collossus etc etc. when leaving the vortex on units outside of the vortex. hope my reasoning is logical and this doesnt get flamed :/ | ||
Mindcrime
United States6899 Posts
On February 26 2011 11:04 Wr3k wrote: Unlisted change/bug: Brood lords now cost 300/250 to morph (450/350 each). really? lol | ||
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