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Patch 1.3 on PTR - Page 179

Forum Index > SC2 General
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Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2011-03-11 00:58:40
March 11 2011 00:27 GMT
#3561
That's their idea of buffing storm/nerfing EMP? Max 100 energy drain? An incredibly gas and time heavy 3rd tech tier is still not worth it's weight and was toss's only reliable method of stopping drops. But oh dw EMP only drains 100 energy now! Cause so often we have Templar laying around with 175 energy, ready to weather an EMP and still prime for a storming. Out of all the options people have given, such as making EMP a research or making storm no longer a research/start with +15/20 energy, they choose this? A stupid EMP 'nerf' that makes no difference unless we have Templar with at least 175 energy just gathering dust in our base. Cheers blizzard, I guess toss's leaked <50% win rate against Terran really justified a nerf, and one that didn't involve collusi at that.

Edit:spelling
edit2: used wrong less than sign

AntiGrav1ty
Profile Joined April 2010
Germany2310 Posts
March 11 2011 00:40 GMT
#3562
Protoss are doin well in every major tournament right now. Dunno what there is to complain.
They were not going to nerf Ghosts at all, now they nerf EMP and Protoss still complaining?
www.twitch.tv/antigrav1ty
Dommk
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-03-11 00:45:09
March 11 2011 00:44 GMT
#3563
I don't even see the point of this, how many Templars actually make it to 175 energy in a game :X?

Cheers blizzard, I guess toss's leaked >50% win rate against Terran really justified a nerf, and one that didn't involve collusi at that.


Are you talking about the ones from Naniwa? Because IIRC, they were in favor of Terran by 5%~
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
March 11 2011 00:44 GMT
#3564
On the plus side, it's a nerf to emping their own BC's
Vimsey
Profile Joined May 2010
United Kingdom2235 Posts
Last Edited: 2011-03-11 00:48:22
March 11 2011 00:47 GMT
#3565
On March 09 2011 22:08 Markus138 wrote:
Show nested quote +
On March 09 2011 20:54 Rabiator wrote:
Since this patch changes the number from "1.2XXX" to "1.3XXX" it *should* be a major change in the game. I wonder which parts are big enough to justify such a step. Any thoughts?

why? i never understand that logic. When i programm something it does not matter in any way how the version is called. If Blizzard decides to call the next version 1.2.2.1243 or 2.0 it does not make _ANY_ difference. It's just marketing, nothing else

If you use compatibility which Blizzard certainly do then it matters very much what the version number is and its not something an individual programmer has any control over that would be in the control of the project leader and the compatibility software.

Theres no logic to it really other than that its sensible to jump to 1.2 to 1.3 for example for a release with a lot of changes involving a lot of teams because it gives you more numbers to play with every time you compile while you are testing. Usually only bug fixes and small changes go up in smaller steps.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
March 11 2011 00:51 GMT
#3566
This patch has a new observer UI that Blizzard put a lot of work into, I imagine. That should be enough to justify a new version number.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
March 11 2011 00:55 GMT
#3567
On March 11 2011 09:40 AntiGrav1ty wrote:
Protoss are doin well in every major tournament right now. Dunno what there is to complain.
They were not going to nerf Ghosts at all, now they nerf EMP and Protoss still complaining?


we were hoping for a more measured approach to the khaydarin amulet nerf. we were hoping they didnt remove it but made some change so that warp in storm doesn't happen anymore. Thats the issue, as it stands emp still ostensibly removes all energy from templar which replace sentries in the late game as our gas heavy unit. We also have less max energy (than BW with amulet upg) so even at full energy the HT will only have a storm and not a storm and feedback (it takes a few in game minutes to build up this energy), which is an added issue not a major one however that not many ppl care about.

We are also frustrated with the removal of upgrades completely thereby limiting options in game for us SC2 players let alone P players. A more measured response would be +25%/50% starting energy, +25 max energy for amulet. Since this would let us stock up some templar for example at 200 so even after a storm they can retreat and recover energy or use feedback and not be a useless 2 food paperweight. Further, we could warp in templar at our base when we see the T move out and have storm ready when they show up or warp in templar and retreat to their (new templar) position so that we can hold a push that is over powering our army a lot. This pull back however would require us to warp in a templar far enough away that it doesnt die instantly and we would need to hold off the terran long enough to collect energy on the templar as it is. however, saving 25 energy takes to long to make this an option and saving 15 energy is much more reasonable as its a difference of 15-20 seconds.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
March 11 2011 00:58 GMT
#3568
My comment didn't really have anything to do with balance (and I don't play Zerg?). I just think this is a huge design change that's so strange to me, given that EMP has always taken away all energy. It's just silly to me that Blizzard is bending so easily to complaints from people. I'd love to see people just figure the game out as time goes on. All of this patching is really turning me off from StarCraft II. I don't think it'll survive long if we get huge gameplay changes every other month. People can say "Well, the game is still new, patching will eventually slow down"-- But people have been saying that since the beta, then right after release... It's been almost eight months since the game came out. I think it's time to slow wayy down.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Ryder.
Profile Joined January 2011
1117 Posts
March 11 2011 01:01 GMT
#3569
On March 11 2011 09:44 Dommk wrote:
I don't even see the point of this, how many Templars actually make it to 175 energy in a game :X?

Show nested quote +
Cheers blizzard, I guess toss's leaked >50% win rate against Terran really justified a nerf, and one that didn't involve collusi at that.


Are you talking about the ones from Naniwa? Because IIRC, they were in favor of Terran by 5%~


Yep sorry my bad, I'm on an iPhone and suffer from fat finger syndrome :p but yes I do recall that PvZ and PvT were both in favor of Terran and Zerg respectively by a decent margin.
sagefreke
Profile Joined August 2010
United States241 Posts
March 11 2011 01:16 GMT
#3570
I'm definitely going to start experimenting with Infestors in all my matchups now. Infestors vs Protoss deathball will be very interesting to see. Get off 2-3 good fungals and then charge in with roaches against a pretty much shieldless protoss army
yo yo yo
Stiluz
Profile Joined October 2010
Norway688 Posts
March 11 2011 01:38 GMT
#3571
Well if you think about it now, with the EMP nerf the infestor play that f. ex MrBitter has been developing becomes more viable. I don't know how the fungal change will work out, but at least Terran will need to use more ghosts to counter heavy infestor play. For example, the EMP hits the Terran (can't remember the name) got against Zenio in GSL where Zenio went out was crucial.
Garnet
Profile Blog Joined February 2006
Vietnam9016 Posts
March 11 2011 01:40 GMT
#3572
Can any mod update OP with updated patch notes?
Sra
Profile Joined September 2010
Netherlands75 Posts
March 11 2011 01:42 GMT
#3573
i dont get why they try to buff FG which was ok in its current state, while NP is not used at all
dunno
Nemireck
Profile Joined October 2010
Canada1875 Posts
March 11 2011 01:42 GMT
#3574
Can we please get the updated patch notes modified in the OP?
Teamwork is awesome... As long as your team is doing all the work!
Dalavita
Profile Joined August 2010
Sweden1113 Posts
March 11 2011 01:43 GMT
#3575
The EMP change was mainly for sentries and infestors, not in a Ghost/HT battle.

I like how people are moaning that EMP makes HTs useless.

Guess what Feedback does...

That's probably the main reason EMP will still nullify HTs in 9/10 situations.
spacenegroes
Profile Joined December 2010
United States80 Posts
March 11 2011 01:43 GMT
#3576
By the way, fellow brotoss brethren, now EMP won't ruin your all your sentries in your early gateway army. You'll still be able to throw up a GS and a few forcefields.

It's a decent concession.
Hozer
Profile Joined May 2010
United States18 Posts
March 11 2011 01:43 GMT
#3577
On March 11 2011 10:16 sagefreke wrote:
I'm definitely going to start experimenting with Infestors in all my matchups now. Infestors vs Protoss deathball will be very interesting to see. Get off 2-3 good fungals and then charge in with roaches against a pretty much shieldless protoss army


From what I've tried on PTR and in what seems to make more sense, is to be fungaling after you engage. The real time length is so short now, that as you send your army in, you fungal, wait ~1.5 seconds, and fungal again. That 3 seconds, massive damage will be done between fungal + units, and you have a much more lethal attack. Because the movement prohibiter is so short, its not effective to use it as a delay / stand still.
Nemireck
Profile Joined October 2010
Canada1875 Posts
March 11 2011 01:50 GMT
#3578
On March 11 2011 08:21 ffadicted wrote:
lol so blizzard thinks that EMP removing only 100 energy is going to solve anything? When was the last time you had a high templar just chilling around with 175 energy?


Why in the world would any protoss have an HT chilling with 175 energy when they aren't even required to have HTs in the deathball until the moment they are attacking or units have reached their base?

With the requirement to get HTs AHEAD of time, it will become much more common to have HTs with saved-up energy.
Teamwork is awesome... As long as your team is doing all the work!
jaiiiii
Profile Joined December 2010
United States72 Posts
March 11 2011 02:04 GMT
#3579
On March 11 2011 10:50 Nemireck wrote:
Show nested quote +
On March 11 2011 08:21 ffadicted wrote:
lol so blizzard thinks that EMP removing only 100 energy is going to solve anything? When was the last time you had a high templar just chilling around with 175 energy?


Why in the world would any protoss have an HT chilling with 175 energy when they aren't even required to have HTs in the deathball until the moment they are attacking or units have reached their base?

With the requirement to get HTs AHEAD of time, it will become much more common to have HTs with saved-up energy.


Kinda have to bring your ht's near the bulk of our army well before fights just because they travel absurdly slow.

Also, to be brutally honest, if this patch goes through I seriously doubt ht will be brought out much. Their relative uselessness and the time it takes to get to them is just too much of a risk when the much safer (albeit predictable) robo path is available. so I doubt you'll see many ht's with energy saved up

Dunno how to equate the nerf to something that players of another race could relate to, so I'm not going to try. Suffice to say it'll severely limit Protoss strategies by, for all intensive purposes, cutting off an entire tech path, which is never a good thing.
Garalor
Profile Joined March 2010
Germany136 Posts
March 11 2011 02:06 GMT
#3580
anyone tested what this change actually rly does?

# Zealot

* Charging Zealots will now hit fleeing targets at least once.


does it help with chargelots against marauder ball?
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