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Patch 1.3 on PTR - Page 180

Forum Index > SC2 General
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Prev 1 178 179 180 181 182 186 Next
Shade_FR
Profile Joined June 2010
France378 Posts
Last Edited: 2011-03-11 02:16:52
March 11 2011 02:06 GMT
#3581


Medivacs are tier 3.

Tier 1 Barracks
Tier 2 Factory
Tier 3 Starport


Are you trolling ? Using your logic, Broodlords are tier 5.5.

Tier 1 Spawning Pool
Tier 2 Lair
Tier 3 Infested Pit + Spire
Tier 4 Hive
Tier 5 Greater Spire
Tier 5.5 Morph to Broodlord
EU Zerg player - Streaming @ http://twitch.tv/shade_cst
Geovu
Profile Blog Joined November 2010
Estonia1344 Posts
March 11 2011 02:22 GMT
#3582
On March 11 2011 11:06 ShadeOfDraG wrote:
Show nested quote +


Medivacs are tier 3.

Tier 1 Barracks
Tier 2 Factory
Tier 3 Starport


Are you trolling ? Using your logic, Broodlords are tier 5.5.

Tier 1 Spawning Pool
Tier 2 Lair
Tier 3 Infested Pit + Spire
Tier 4 Hive
Tier 5 Greater Spire
Tier 5.5 Morph to Broodlord

That's why you should ignore anyone who spouts tier bullshit of any kind.

Also:

Tier 1 Pylon
Tier 2 Gateway
Tier 3 Twilight Council
Tier 4 Templar Archives
Tier 5 Psi Storm
Tier 9001 Khaydarin Amulet.

Is what people seem to think of High Templars :\
bittman
Profile Joined February 2011
Australia8759 Posts
March 11 2011 02:44 GMT
#3583
Tiers are generally in regard to gas costs are they not? Not production facilities? That's always how I figured it, and what seems to make the most sense.

If it was production and Starport was tier 3, then medivacs and vikings are tier 3? Same tier as a Thor? Sounds a bit silly.

(imo HT are tier 2)
Mvp - Leenock - Dongraegu - MC - Gumiho - Keen - Polt - Squirtle - Jjakji - Genius - Seed - Life - sC - Dream || LG-IM - MVP - FXO
emc
Profile Joined September 2010
United States3088 Posts
March 11 2011 02:56 GMT
#3584
technically terran is

tier 1 supply depot
tier 2 rax
tier 3 factory
tier 4 starport

so it's not really that far off.
Killcycle
Profile Joined January 2011
United States170 Posts
Last Edited: 2011-03-11 04:47:39
March 11 2011 04:46 GMT
#3585
The patch notes have changed! (For the Infestor, at least... didn't see anything else changed with the 1.3 PTR being taken down. (temporarily?))

ZERG

Infestor
- Health increased from 90 to 110. -- This change has been revoked.

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. -- This change has been revoked.
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
tarath
Profile Joined April 2009
United States377 Posts
March 11 2011 04:50 GMT
#3586
On March 11 2011 11:22 Geovu wrote:
Show nested quote +
On March 11 2011 11:06 ShadeOfDraG wrote:


Medivacs are tier 3.

Tier 1 Barracks
Tier 2 Factory
Tier 3 Starport


Are you trolling ? Using your logic, Broodlords are tier 5.5.

Tier 1 Spawning Pool
Tier 2 Lair
Tier 3 Infested Pit + Spire
Tier 4 Hive
Tier 5 Greater Spire
Tier 5.5 Morph to Broodlord

That's why you should ignore anyone who spouts tier bullshit of any kind.

Also:

Tier 1 Pylon
Tier 2 Gateway
Tier 3 Twilight Council
Tier 4 Templar Archives
Tier 5 Psi Storm
Tier 9001 Khaydarin Amulet.

Is what people seem to think of High Templars :\


Some protoss are so unreasonable that they even think it requires a Cybernetics Core and is tier 9002!
0neder
Profile Joined July 2009
United States3733 Posts
March 11 2011 04:52 GMT
#3587
Dang, the missle makes things more exciting and dynamic for the viewer (especially those who don't know where it comes from). Missle was the BEST proposed fungal change.
densha
Profile Joined December 2010
United States797 Posts
March 11 2011 04:59 GMT
#3588
On March 11 2011 13:52 0neder wrote:
Dang, the missle makes things more exciting and dynamic for the viewer (especially those who don't know where it comes from). Missle was the BEST proposed fungal change.


That's really strange reasoning. I'm glad it's back to instant cast, though, because whether FG hits units or not shouldn't be a crap shoot every time. Zerg already has enough disadvantages that if I deem infestors necessary in a game, I want them to do their job.
If you wish to make an apple pie from scratch, you must first invent the universe.
densha
Profile Joined December 2010
United States797 Posts
March 11 2011 05:05 GMT
#3589
About tiers -

I'm not the biggest WCIII fan, but I think that's where the "tiers" come from. For example, your first town hall was tier 1, upgrading to the next incarnation was tier 2, and the final incarnation was tier 3. It worked not unlike hatch -> lair -> hive, except I think all four races shared the mechanic.

In SC2, the races have a bit less in common so I think the "tier" idea doesn't work as clear cut. I akin "tier 1, 2, & 3" to "early, mid, and late game" units. So tier 1 for Zerg is lings, blings, and roaches. Tier 2 is mutas, hydras, infestors, and corruptors. Tier 3 of course is ultras and broodlords.

I really don't think the idea of taking every single step into getting a unit as a new tier to be very useful when discussing unit power/roles. Just to show how ridiculous that is, you'd have to say broodlords are tier 8 (pool -> lair -> infestation pit -> hive -> spire -> greater spire -> corruptor -> broodlord).
If you wish to make an apple pie from scratch, you must first invent the universe.
Deleted User 124618
Profile Joined November 2010
1142 Posts
March 11 2011 05:11 GMT
#3590
On March 11 2011 13:46 Killcycle wrote:
The patch notes have changed! (For the Infestor, at least... didn't see anything else changed with the 1.3 PTR being taken down. (temporarily?))

Show nested quote +
ZERG

Infestor
- Health increased from 90 to 110. -- This change has been revoked.

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. -- This change has been revoked.


# Ghost

* EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.


EMP was changed!

I think that is nice.
obsid
Profile Joined November 2008
United States389 Posts
Last Edited: 2011-03-11 05:14:50
March 11 2011 05:13 GMT
#3591
oooo ptr is letting me patch now, is it up?

Edit: PTR IS UP ACCORDING TO THE www.starcraft2.com SITE!
bluestuff
Profile Joined August 2010
Canada893 Posts
Last Edited: 2011-03-11 05:20:27
March 11 2011 05:19 GMT
#3592
ptr is updating

http://us.battle.net/sc2/en/forum/topic/1213111662

new patch notes as far as i could tell from a quick glance

■Health increased from 90 to 110. -- This change has been revoked.

■Now fires a missle instead of being instant cast.
-- This change has been revoked.


ie amulet is still out
zhurai
Profile Blog Joined September 2010
United States5660 Posts
Last Edited: 2011-03-11 05:36:08
March 11 2011 05:35 GMT
#3593
fyi. http://us.battle.net/sc2/en/forum/topic/2228173075

the ptr is back up now
Twitter: @zhurai | Site: http://zhurai.com
Mutarisk
Profile Joined July 2010
United States153 Posts
Last Edited: 2011-03-11 05:52:26
March 11 2011 05:36 GMT
#3594
There are new feats of strength achievements in the PTR.

"Top 8 in Platinum" I'm guessing they might have em for the other leagues too.

"End a season in the Top 8 of a Platinum League Ladder"
dartoo
Profile Joined May 2010
India2889 Posts
Last Edited: 2011-03-11 05:55:22
March 11 2011 05:53 GMT
#3595
It's working right now.


Check this out, I havent seen this myself, but I read on the battle.net ptr forums:


Morphing into BroodLord only cost 50 gas now?? good for Zerg but as a honest zerg player, i do report this...

Also Morphing into Overseer cost -50 minerals and 100 gas

which means we GAIN money for morphing into overseers xD


NICE!!!!! BUFFF!!!


If it is true, this is very very sloppy
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
March 11 2011 05:59 GMT
#3596
On March 11 2011 14:05 densha wrote:
About tiers -

I'm not the biggest WCIII fan, but I think that's where the "tiers" come from. For example, your first town hall was tier 1, upgrading to the next incarnation was tier 2, and the final incarnation was tier 3. It worked not unlike hatch -> lair -> hive, except I think all four races shared the mechanic.

In SC2, the races have a bit less in common so I think the "tier" idea doesn't work as clear cut. I akin "tier 1, 2, & 3" to "early, mid, and late game" units. So tier 1 for Zerg is lings, blings, and roaches. Tier 2 is mutas, hydras, infestors, and corruptors. Tier 3 of course is ultras and broodlords.

I really don't think the idea of taking every single step into getting a unit as a new tier to be very useful when discussing unit power/roles. Just to show how ridiculous that is, you'd have to say broodlords are tier 8 (pool -> lair -> infestation pit -> hive -> spire -> greater spire -> corruptor -> broodlord).


First of all, WC3 doesn't work that way. It does for the Humans, but even that is a carry over from WC2 (where it worked that way for both sides, since they were nearly identical).

Second, there is no consistent metric for the three races as far as Tiers go. The Zerg do have a Tier system, but if you total up the time and money investment necessary to get the tech for a Zerg Tier 3 unit, it is greater than the time and money investment for any unit from any other race. Just do the math: Pool+Lair+Infestation Pit+Hive+Greater Spire build time is longer than any sequence in the game (the spire's build time is hidden by the Infestation Pit+Hive, since they can be built concurrently). Same goes for the Ultralisk Cavern.

Compare that to the build time for Terrans: Barracks+Factory+Starport+Fusion Core. Less time and cost compared to the Zerg.

And of course, for Protoss, their tech tree splits. Carriers, Colossi, and Templar all take approximately the same tech. The difference being that you didn't go down the other route. The tech switching time increases.

In short, you cannot legitimately compare "tiers" from one race to another.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Killcycle
Profile Joined January 2011
United States170 Posts
March 11 2011 06:02 GMT
#3597
On March 11 2011 14:11 Greentellon wrote:
Show nested quote +
On March 11 2011 13:46 Killcycle wrote:
The patch notes have changed! (For the Infestor, at least... didn't see anything else changed with the 1.3 PTR being taken down. (temporarily?))

ZERG

Infestor
- Health increased from 90 to 110. -- This change has been revoked.

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. -- This change has been revoked.


Show nested quote +
# Ghost

* EMP now drains up to 100 energy instead of all available energy. The effect on Protoss shields remains unchanged.


EMP was changed!

I think that is nice.


Oh, whoops! Missed that bit.

I don't think it'll do much to Ghosts' EMP besides make enemy casters retain some potential after the initial charlie-foxtrot EMP. Assuming one... I mean who does a ghost build with just one ghost? haha
I fear not the shadows of glory nor the echoes of eternity; place before me a true rendition of greatness... and then we shall see.
obsid
Profile Joined November 2008
United States389 Posts
March 11 2011 06:15 GMT
#3598
Dont know about the whole "fungal growth as a missile (this change has been reverted)" thing. It looked like a projectile to me when I used it.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
March 11 2011 06:18 GMT
#3599
I just played vs. AI
The fungal growth has not been changed since the last PTR
that's strange
(still fires a missle, infestor still has 110 health)
moo...for DRG
obsid
Profile Joined November 2008
United States389 Posts
March 11 2011 06:33 GMT
#3600
All changes for PTR part 2 seem to not be tunred on yet. I could patch, but FG still a missile, and infesters 110 hp, and ghosts do 100% energy drain not 100 energy drain max.
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