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Patch 1.3 on PTR - Page 32

Forum Index > SC2 General
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Prev 1 30 31 32 33 34 186 Next
Cyanocyst
Profile Joined October 2010
2222 Posts
February 26 2011 03:02 GMT
#621
As a Zerg player, don't really like the Zerg or Protoss changes. However fine with the Terran changes

HT play will pretty much be nonexistent now.

Taking away the ability to do dmg right when vortex subsides and units are stacked basically takes away its usefulness. If it ever happens to me ill just move my whole army in to the vortex.

Sounds like Charge got a buff tho and i'm fine with that.

FG change is weird. They up-ed the dps, but took away the duration of the stun hence what made it useful vs marines. The vs Armored buff is negligible.



|| Fruit Dealer | Leenock | Yughio | Coca | Sniper | True | Solar | Dark |
Philip2110
Profile Joined April 2010
Scotland798 Posts
February 26 2011 03:02 GMT
#622
So vortexing an enemy army actually helps them as their units are invulnerable for 1.5 seconds and can attack you during this time when they come out? Makes sense. Why not just make it that the mothership has to have an escort of 4+ void rays otherwise it gets bored and starts shooting allied units.
Master Sc2 - Diamond LoL - Eu W
Lipski
Profile Joined October 2010
Poland373 Posts
Last Edited: 2011-02-26 03:03:06
February 26 2011 03:02 GMT
#623
On February 26 2011 11:59 BLinD-RawR wrote:
Show nested quote +
On February 26 2011 11:55 Dommk wrote:
So energy regens at a rate of 0.5625 per ingame second, thus you have to wait 44.44sec before a Templar can Storm now

That is so dumb, 44.44seconds is an abusrd amount of time to have to wait in very late game, especially when there are ghosts, EMP is now even more powerful--if you manage to EMP the Toss's stocked up Templar, then he is fucked


Just make templars much earlier then you should.but still making Protoss have one skill unit is not fair for Terran and Zerg.

EMP needs to be an upgrade.


you are aware that ghost produce 40 game seonds, right? it's not like they appear on battlefield instantly, everywhere on power field, like ht. so now, ghosts ned 40 sec to emp if you got energy researched. ht needs about 44 seconds + warp-in time to storm. i say it's pretty damn close, considering ghosts are more expensive.
"i'll just train hard and win the next one"
Kyuki
Profile Joined February 2008
Sweden1867 Posts
February 26 2011 03:02 GMT
#624
I don't know about the templar nerf. It feels really off considering nothing else happend with ghosts and colossus and gateway units.

This just skews players to go more colossus which is pretty sad imho :/ .

Rest seems ok.
Mada Mada Dane
Shooks
Profile Joined January 2011
Australia256 Posts
February 26 2011 03:02 GMT
#625
On February 26 2011 11:59 Lipski wrote:
Show nested quote +
On February 26 2011 11:51 Dark-Storm wrote:
My biggest problem with the Amulet Removal is they dont bother thinking about the ghost upgrade to start with 75 energy so they can EMP our shit but we no longer have our best spell for HT on warp in


lol, do you really dont see a difference here?

let me clarify. i see protoss army attacking me. i produce ghost, BOOM, ghost is here 40 seconds later. it can instant EMP if you researched energy upgrade, but you still need to make them BEFORE the engagement.

now with protoss:

you see terran army attacking you. you warp-in HT, and BOOM it's here instantly. you can storm right away if you upgraded energy and researched storm. you dont necessarily start production of ht before battle, or to defend drops itp. as long as you got power field there.

+ ghost is more expensive.


Please don't post again, ever.
Barca
Profile Blog Joined October 2010
United States418 Posts
February 26 2011 03:02 GMT
#626
Someone give me a wall so I can throw my head through it.

User was warned for this post
- I hate threads that end with "Thoughts?" -
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
February 26 2011 03:03 GMT
#627
On February 26 2011 11:59 DrBoo wrote:
"Units can now be revived multiple times."
Uhh.... does this mean medics can now revive dead marines and marauders!?


Thats for custom maps, MMM would be an invincible death blob of zombies on drugs otherwise.
"When the geyser died, a probe came out" - SirJolt
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-02-26 03:03:53
February 26 2011 03:03 GMT
#628
It's just ridiculous. It's not like storm is even really that good vs. anything but light terran/zerg units like hydras, lings or bio. Now you need your high templar out for a while before storm.

Can anybody say cloak + snipe?

I honestly cannot for the life of me think that ANYBODY honestly thinks this is a good change for the game.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 03:03 GMT
#629
The mothership has died the same way the reaper died.
Math doesn't kill champions and neither do wards
LostBLuE
Profile Joined January 2011
Canada188 Posts
February 26 2011 03:03 GMT
#630
Ouch, no more amulet and I guess we can say goodbye to the archon toilette but at least zerg got a buff. What the hell is up with the battle cruiser I never see those anyway maybe if they move as fast as a phoenix we'd see them a little more.
TLO " Well Sjow, it's almost the same prize for 2nd place " Sjow " I know, but it's more about the honor... -_- " TLO " All I care about is the honor "
Lipski
Profile Joined October 2010
Poland373 Posts
February 26 2011 03:04 GMT
#631
On February 26 2011 12:01 FliedLice wrote:
Show nested quote +
On February 26 2011 11:59 Lipski wrote:
On February 26 2011 11:51 Dark-Storm wrote:
My biggest problem with the Amulet Removal is they dont bother thinking about the ghost upgrade to start with 75 energy so they can EMP our shit but we no longer have our best spell for HT on warp in


lol, do you really dont see a difference here?

let me clarify. i see protoss army attacking me. i produce ghost, BOOM, ghost is here 40 seconds later. it can instant EMP if you researched energy upgrade, but you still need to make them BEFORE the engagement.

now with protoss:

you see terran army attacking you. you warp-in HT, and BOOM it's here instantly. you can storm right away if you upgraded energy and researched storm. you dont necessarily start production of ht before battle, or to defend drops itp. as long as you got power field there.

+ ghost is more expensive.


Thats why you can scan the enemy base with your main building, produce the Ghosts beforehand (building a Templars Archive and getting 2(!) upgrades took its time) and walk them to you army at a proper movement speed.


hmm, so why cant you make hts beforehand?
"i'll just train hard and win the next one"
Seam
Profile Blog Joined April 2010
United States1093 Posts
Last Edited: 2011-02-26 03:05:52
February 26 2011 03:04 GMT
#632
On February 26 2011 12:03 LostBLuE wrote:
but at least zerg got a buff. .


Define buff?

Fungal now does more damage to armored, but doesn't stop them for as long and can be dodged.
I only needed one probe to take down idra. I had to upgrade to a zealot for strelok. - Liquid`Tyler
raser
Profile Joined May 2010
Norway301 Posts
February 26 2011 03:04 GMT
#633
On February 26 2011 12:02 Lipski wrote:
Show nested quote +
On February 26 2011 11:59 BLinD-RawR wrote:
On February 26 2011 11:55 Dommk wrote:
So energy regens at a rate of 0.5625 per ingame second, thus you have to wait 44.44sec before a Templar can Storm now

That is so dumb, 44.44seconds is an abusrd amount of time to have to wait in very late game, especially when there are ghosts, EMP is now even more powerful--if you manage to EMP the Toss's stocked up Templar, then he is fucked


Just make templars much earlier then you should.but still making Protoss have one skill unit is not fair for Terran and Zerg.

EMP needs to be an upgrade.


you are aware that ghost produce 40 game seonds, right? it's not like they appear on battlefield instantly, everywhere on power field, like ht. so now, ghosts ned 40 sec to emp if you got energy researched. ht needs about 44 seconds + warp-in time to storm. i say it's pretty damn close, considering ghosts are more expensive.


think you are forgetting aswell that HT is a tier 3 unit, ghost is at most a tier2. tier3 should by nature be strong
Chicane
Profile Joined November 2010
United States7875 Posts
February 26 2011 03:05 GMT
#634
On February 26 2011 12:02 Philip2110 wrote:
So vortexing an enemy army actually helps them as their units are invulnerable for 1.5 seconds and can attack you during this time when they come out? Makes sense. Why not just make it that the mothership has to have an escort of 4+ void rays otherwise it gets bored and starts shooting allied units.


I lol'd.
Spekulatius
Profile Joined January 2011
Germany2413 Posts
February 26 2011 03:05 GMT
#635
On February 26 2011 11:58 Shooks wrote:
Show nested quote +
On February 26 2011 11:54 Whitewing wrote:
Protoss players will now go colossus 100% of the time in every matchup, never even considering high templar.

That upgrade was the only thing that made high templars viable, and let protoss have any sort of late game mobility. Nope, mobility is gone, high templars are slow as everything and have to sit in the field for a while before doing ANYTHING.


Yes, this is what blows my mind, if Blizzard were going to nerf HTs this bad, why wouldn't they at least make HTs faster or buff archons, HTs were already a hard unit to use since there hard to spread and against a good Terran they will just save EMPs for the warp ins.


Exchanging the Khaydarin Amulet for Archon immunity vs any disable (concussive/fungal) wouldn't lower the incentive to get HTs and we would see more archons.
But I'm just theorycrafting. I'm happy with the patch, it definitely did more good than bad.
Always smile~
gakkgakk
Profile Blog Joined November 2005
Norway902 Posts
February 26 2011 03:05 GMT
#636
On February 26 2011 12:02 Shooks wrote:
Show nested quote +
On February 26 2011 11:59 Lipski wrote:
On February 26 2011 11:51 Dark-Storm wrote:
My biggest problem with the Amulet Removal is they dont bother thinking about the ghost upgrade to start with 75 energy so they can EMP our shit but we no longer have our best spell for HT on warp in


lol, do you really dont see a difference here?

let me clarify. i see protoss army attacking me. i produce ghost, BOOM, ghost is here 40 seconds later. it can instant EMP if you researched energy upgrade, but you still need to make them BEFORE the engagement.

now with protoss:

you see terran army attacking you. you warp-in HT, and BOOM it's here instantly. you can storm right away if you upgraded energy and researched storm. you dont necessarily start production of ht before battle, or to defend drops itp. as long as you got power field there.

+ ghost is more expensive.


Please don't post again, ever.

He should not post here again because his facts are incorrect?
A timing is a build done by a player you like. An allin is a build done by one you dont. -sOda~
loving it
Profile Joined May 2010
Canada271 Posts
February 26 2011 03:05 GMT
#637
On February 26 2011 11:51 101toss wrote:
Show nested quote +
On February 26 2011 11:50 loving it wrote:
Blizzard needs to step up their explanation of these patch notes.

Didn't Blizzard use to explain the patch notes for the beta everytime a new one came out?

If Blizzard could just make sense and explain all of their decisions behind ALL these changes, then I think they'd get more understanding from us. But they don't, which isn't fair. And now there's hidden patch notes behind everything too? I don't get it. Why must you be like this Blizzard?!

Blizzard lacks transparency after merging with activision


That should really have nothing to do with why they don't explain the patch notes anymore. =/ Blizzard merged with Activision 2 years before Starcraft 2 got released They were explaining the patch notes in the beta, what was the reason behind not doing it anymore?
Stay gold.
Coramoor
Profile Blog Joined November 2010
Canada455 Posts
February 26 2011 03:05 GMT
#638
now i never played bw competitively or at all really aside from UMS, but it seems like the rally time, ie from gateway to army would be long enough to charge it up enough, versus the immediate warp in effect that we have now, idk
aquanda
Profile Joined January 2003
United States477 Posts
February 26 2011 03:05 GMT
#639
On February 26 2011 10:19 LazyScout wrote:
fungal growth does 30% more damage vs armored

it's not as much of a buff as you'd think. it still does laughable damage against terran and toss mech.
TehForce
Profile Joined July 2010
1072 Posts
February 26 2011 03:05 GMT
#640
you all behave like its the end of the world -.- the only thing which will really change with the high templar nerf is, that a pylon next to your expansion is no longer sufficent to defend it from a bigger harrass -.-

protoss still has by far the best defense mechanic (warp in right where the unit is needed). so keep cool people
NesTea <3
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