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Patch 1.3 on PTR - Page 44

Forum Index > SC2 General
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101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 04:09 GMT
#861
On February 26 2011 13:07 Crushgroove wrote:
I really don't understand why Air unit flower had to be fixed..... um... any ideas?

Cuz some bronze leaguer lost 100 supply in vikings due to thor splash.

More probable is because it wasn't what blizzard had intended.
Math doesn't kill champions and neither do wards
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
February 26 2011 04:09 GMT
#862
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

My world has just ended.
Lucius22
Profile Joined February 2011
172 Posts
February 26 2011 04:09 GMT
#863
On February 26 2011 13:05 101toss wrote:
Show nested quote +
On February 26 2011 13:03 Lucius22 wrote:
On February 26 2011 13:00 canikizu wrote:
On February 26 2011 12:56 Uhnno wrote:
On February 26 2011 12:51 101toss wrote:
On February 26 2011 12:47 Shooks wrote:
On February 26 2011 12:45 101toss wrote:
On February 26 2011 12:39 TheDemigod wrote:
On February 26 2011 12:35 101toss wrote:
On February 26 2011 12:32 FliedLice wrote:
[quote]

I start to think you're trolling...

Marines can hit air.
A Ghost renders a HT useless with a single ranged AoE spell.

A HT kills an entire bio army with a single ranged AoE spell. That's why its 200/200.

Ghosts also cost 100 min extra


Maybe you should stop building bio armies against T3 units designed to destroy them?


That's not what blizzard likes. That's probably why they nerfed the tank from 50 to 35 damage against marines, to prevent siege from absolutely denying bio.


Actually every Terran player should transition into Mech in the lategame vs Protoss, and a lot of Terran have been doing it, you probably just don't know how to play.

I don't play terran, that's probably why.

Mech play also DIES to immortals (absent ghosts), carriers/voids. Mech is also pretty bad against colossi.



Mech obliterates MANY toss compositions so hard it's not funny. I still have no idea how to counter a well mixed Thor/Hellion/Tanks/Viking+ mineraldump at marine mix except to not let them get there.

2 robo mass immortals to critical mass.
And use your warp prism and proxy pylon to harass Terran, his army should be quite immobile.


mix 3 ghosts into the army and all your immotrals and chargelots will get 1 shotted by the tankball. while 3 templar on the other hand wouldnt do that much to a mech ball.

You ignored his key element of advice: drops/abuse mobility. Mech is the slowest shit ever. Your mineral line will get raped and you can do nothing about it.



mech builds sensor towers, mech has vikings, mech has blue flame hellions.

so, why again is it so easy to drop mech?
Shooks
Profile Joined January 2011
Australia256 Posts
February 26 2011 04:11 GMT
#864
On February 26 2011 13:05 101toss wrote:
Show nested quote +
On February 26 2011 13:03 Lucius22 wrote:
On February 26 2011 13:00 canikizu wrote:
On February 26 2011 12:56 Uhnno wrote:
On February 26 2011 12:51 101toss wrote:
On February 26 2011 12:47 Shooks wrote:
On February 26 2011 12:45 101toss wrote:
On February 26 2011 12:39 TheDemigod wrote:
On February 26 2011 12:35 101toss wrote:
On February 26 2011 12:32 FliedLice wrote:
[quote]

I start to think you're trolling...

Marines can hit air.
A Ghost renders a HT useless with a single ranged AoE spell.

A HT kills an entire bio army with a single ranged AoE spell. That's why its 200/200.

Ghosts also cost 100 min extra


Maybe you should stop building bio armies against T3 units designed to destroy them?


That's not what blizzard likes. That's probably why they nerfed the tank from 50 to 35 damage against marines, to prevent siege from absolutely denying bio.


Actually every Terran player should transition into Mech in the lategame vs Protoss, and a lot of Terran have been doing it, you probably just don't know how to play.

I don't play terran, that's probably why.

Mech play also DIES to immortals (absent ghosts), carriers/voids. Mech is also pretty bad against colossi.



Mech obliterates MANY toss compositions so hard it's not funny. I still have no idea how to counter a well mixed Thor/Hellion/Tanks/Viking+ mineraldump at marine mix except to not let them get there.

2 robo mass immortals to critical mass.
And use your warp prism and proxy pylon to harass Terran, his army should be quite immobile.


mix 3 ghosts into the army and all your immotrals and chargelots will get 1 shotted by the tankball. while 3 templar on the other hand wouldnt do that much to a mech ball.

You ignored his key element of advice: drops/abuse mobility. Mech is the slowest shit ever. Your mineral line will get raped and you can do nothing about it.


Actually most good Terran players will just leave a tank in there base, and use Hellions to move around the map, believe it or not a lot of them actually melt stalkers as well. Don't get me wrong I always do drops against Terran whether there going mech or not, it's just not as effective as you say it is.
fadestep
Profile Blog Joined October 2008
United States605 Posts
February 26 2011 04:11 GMT
#865
On February 26 2011 13:00 palookieblue wrote:
Show nested quote +
On February 26 2011 12:51 fadestep wrote:
A whole bunch of 1aing Terrans and Zergs acting like the changes to Protoss were fair.

First off the Vertex change was retarded. Hurp durp, I vertex my enemy and now he just walks his whole army in there and then pops out and gets to fight me while invulnerable!

But whatever. Mothership was fucking useless already.

Now we have the HT change. Hey look we have this really slow unit that is super gas intensive and takes a ton of tech to get too. It is completely countered by a faster, stealthed unit that has an AoE making all HTs in the area useless. That AoE comes standard with the counter. But! Saving grace of HT, you can warp them in with Amulet both to have a cost effective answer to drops and to have a cost effective unit against 1a Terran bio balls. But now you have to wait 40 seconds for it to be able to Storm. Later. Back to Colossus.

It is completely obvious that Blizzard only wants Protoss to do two things: 4gate and make Colossus. Anything else you do is being routinely nerfed and made more difficult to carry out.

I don't think Protoss is underpowered. Just increasingly 1 dimensional on one hand or ridiculously convoluted and inefficient on the other.
I like how you just assumed all the Terran and Zerg players were rubbish. Nicely done. To be fair the race which encourages the most 'let's make a deathball and 1a' is actually Toss, not that it's relevant at all.

Secondly it's 'Vortex', and the whole archon thing was pretty ridiculous. Mothership isn't useless - I'd say mass recall is excellent for versatile movement. Most protoss players go colossus because it's a very easy unit to use, not because it is inherently better. Just get 5+ and the splash will annihilate most ground armies. HTs were actually too powerful and it's nothing new - this has been mentioned months ago.

4gating and Colossus play will always be popular because they're easy to execute. :3


You're right. Mothership is such a piece of shit I forgot what the spell was even called. Reading your post and it looks like... Well... My gosh! It is exactly what I said! Anything useful besides the numbingly easy Colossus and 4gate play is being made prohibitively difficult and inefficient. I'm glad that you agree. And yeah, HT is way too powerful. I mean 80 damage in a small AoE cast by a slow moving, extremely fragile unit that every race has a counter too is too good. I mean, you only need 3 bases to get them safely (if you even try to argue 2base HT, then I know you are even more Bronze than your last post made you look).

How the fuck do you picture Protoss defending Terran drops now? It is going to be fucking impossible. Unless you sit a Colossus in every base and keep 3/4 stalkers ready with a platoon of Zealots ready to be warped in then you simply can't (that would be a good use of your army, splitting it into a million tiny chunks when it is based on AoE damage and spell casting!). Anytime, anyplace - Terran can now snipe the shit out of whatever they want.

I'm a Zerg on a billion bases vs. a Protoss on a billion bases. I suicide my Corruptors on his Colossus then walk in with a Hydra ball and roll his Gateway units as I remax off a billion larvae. Maybe I even lose my whole fucking Zerg army and he only loses his Colossus. So when I remax on Hydras and attack he has had time to get 2 colossus back and the rest is his Gateway army. Which is completely cost inefficient and awful against Hydra because his HTs still need another 40 fucking seconds before they can do anything.
not a hero
lowercase
Profile Joined September 2010
Canada1047 Posts
February 26 2011 04:11 GMT
#866
On February 26 2011 13:05 gakkgakk wrote:

Maybe its just me, but i find it kinda hard to emp templars, especially in vicinity of a xel'naga tower or they have an obs to see it coming. The thing is, if you click feedback on a ghost, your templar will move into range and feedback.

A ghost on the other hand you need to watch the outline that shows your range, and get the emp off right before the templar is in range.

EMP on templars is dead easy, plus ghosts can cloak while doing it, plus it's AOE and can hit more units, plus it does 100 damage to everything as well, which is more than an entire psi-storm. EMP is the most powerful, game-changing spell in the entire game, with the possible exception of vortex, which just got nerfed, and mass recall, which is useless because the mothership is too slow for a drop.

Anyway, these patch notes are on the PTR and I don't expect them all to get through to a final patch, especially Khydarin Amulet.
That is not dead which can eternal lie...
farseerdk
Profile Joined May 2010
Canada504 Posts
February 26 2011 04:11 GMT
#867
No more amulet? I quit.

User was warned for this post
Perspective is merely an angle.
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 04:11 GMT
#868
On February 26 2011 13:09 Lucius22 wrote:
Show nested quote +
On February 26 2011 13:05 101toss wrote:
On February 26 2011 13:03 Lucius22 wrote:
On February 26 2011 13:00 canikizu wrote:
On February 26 2011 12:56 Uhnno wrote:
On February 26 2011 12:51 101toss wrote:
On February 26 2011 12:47 Shooks wrote:
On February 26 2011 12:45 101toss wrote:
On February 26 2011 12:39 TheDemigod wrote:
On February 26 2011 12:35 101toss wrote:
[quote]
A HT kills an entire bio army with a single ranged AoE spell. That's why its 200/200.

Ghosts also cost 100 min extra


Maybe you should stop building bio armies against T3 units designed to destroy them?


That's not what blizzard likes. That's probably why they nerfed the tank from 50 to 35 damage against marines, to prevent siege from absolutely denying bio.


Actually every Terran player should transition into Mech in the lategame vs Protoss, and a lot of Terran have been doing it, you probably just don't know how to play.

I don't play terran, that's probably why.

Mech play also DIES to immortals (absent ghosts), carriers/voids. Mech is also pretty bad against colossi.



Mech obliterates MANY toss compositions so hard it's not funny. I still have no idea how to counter a well mixed Thor/Hellion/Tanks/Viking+ mineraldump at marine mix except to not let them get there.

2 robo mass immortals to critical mass.
And use your warp prism and proxy pylon to harass Terran, his army should be quite immobile.


mix 3 ghosts into the army and all your immotrals and chargelots will get 1 shotted by the tankball. while 3 templar on the other hand wouldnt do that much to a mech ball.

You ignored his key element of advice: drops/abuse mobility. Mech is the slowest shit ever. Your mineral line will get raped and you can do nothing about it.



mech builds sensor towers, mech has vikings, mech has blue flame hellions.

so, why again is it so easy to drop mech?

So, how does mech have enough gas for towers, vikings, thors, tanks, production facilities/add-ons, and upgrades?
Math doesn't kill champions and neither do wards
BanelingXD
Profile Joined April 2010
130 Posts
February 26 2011 04:11 GMT
#869
Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.



I guess the Archon toilet makes the mothership too playable? Seriously, fuck you Blizzard.

Just take the unit out of the game and bring back Arbiters.
0 harvesters, 2700 minerals per minute. Mules are totally balanced!
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 04:12 GMT
#870
On February 26 2011 13:11 BanelingXD wrote:
Show nested quote +
Mothership
- Units leaving the Mothership's Vortex are now un-targetable and immune to damage for 1.5 seconds.



I guess the Archon toilet makes the mothership too playable? Seriously, fuck you Blizzard.

Just take the unit out of the game and bring back Arbiters.

It was blizzard's attempt to counterbalance the reaper nerfs. Take a T unit out of the game, gotta take a P unit out of the game.
Math doesn't kill champions and neither do wards
Enzyme
Profile Blog Joined August 2010
Australia183 Posts
February 26 2011 04:12 GMT
#871
On February 26 2011 13:07 Crushgroove wrote:
I really don't understand why Air unit flower had to be fixed..... um... any ideas?


Well it did kind of mean that once you got a Viking lead in TvT, it was quite hard to lose that lead if you just kept them in a flower. The opponent needs MORE vikings than you to compensate for the fact all of his vikings won't perfectly fire at once. Good players found a way, but it was kind of silly in my opinion. Will be interesting to see how this changes things.
ZeroTalent
Profile Joined December 2010
United States297 Posts
February 26 2011 04:12 GMT
#872
On February 26 2011 12:55 Basileus wrote:
First, the fact that stim will come a bit later really wont affect the game that much, 3 racks timing attacks will be delayed, but I think most players can stop that at this point if they know its coming. Stim needs a small nerf in its effectiveness, not the timing.


This, mostly.

The research time nerf mucks up the 2rax+stim FE timing slightly. Now you can only afford to build 1 marine before adding the tech lab instead of 2 to have a hope of it finishing during a 4gate engagement. But yeah the real issue is the sick DPS terran can get for 50 minerals w/ stim, not how long it takes to research.

re: HT ... having the amulet give 20 energy instead of 25 and increasing the energy regen rate would be fine. You can still warp-in to stop medivac drops ... you just have to run the probes away for a few seconds.
Can we get an official definition of "all-in"? Please?
SageFantasma
Profile Blog Joined April 2010
United States383 Posts
February 26 2011 04:12 GMT
#873
On February 26 2011 11:07 norlock wrote:
they want to have a killing instand warp in units that just in one battle can swing over the favour completely.


Have you ever heard of the EMP? Have you at least ever heard of the Ghost? Terran has this exactly, except EMP is so, so, so much stronger.

I love how Blizzard went from wanting to nerf EMP, to nerfing Storm. Infestors still have Pathogen Glands and therefore insta-Fungal, Ghosts still have Moebius Reactor and therefore insta-EMP, but High Templars can't have Khaydarin Amulet and therefore insta-Storms... Fungals have a pretty close to equivalent area-of-effect radius to Storm, and does about 40 less damage per unit. Yet, EMPs have a larger area-of-effect radius,does anywhere from 1-100 damage, and entirely drains units with energy.

Not only that, but EMPs are already researched, where Storm costs 200/200. To make things even BETTER Khaydarin Amulet costs 150/150 with a build time of 110 where Moebius Reactor costs 100/100 with a build time of 80. Let's not forget to mention that Pathogen Glands also cost 150/150 for the "weakest" ability of the three of them. The "strongest" of the three of them, costs the absolute least.

C'mon Blizzard. This is your own damn game and you can't even see the flaws in the NUMBERS. I'm not even gonna bother to show you the actual in-game effects, because that's just overkill.

T_T;;
LetoAtreides82
Profile Joined January 2011
United States1188 Posts
February 26 2011 04:13 GMT
#874
Removing loss counts from the profile and ladder pages makes absolutely no sense and the ladder page looks retarded now because of it. It simply lists your points and your wins, also your profile page doesn't say how many games you've played so there's no way to figure out how many losses you have. I hope that doesn't make it to the live servers.
The spice must flow
Essentia
Profile Joined July 2010
1150 Posts
February 26 2011 04:13 GMT
#875
Thanks for the Infestor nerf Blizz. Definitely good for Zerg.........
KonohaFlash
Profile Joined July 2010
Canada1590 Posts
February 26 2011 04:13 GMT
#876
On February 26 2011 13:08 Shooks wrote:
Show nested quote +
On February 26 2011 13:00 FabledIntegral wrote:
On February 26 2011 12:39 Kratisto wrote:
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


I quit.

Oh right, constructive discussion. What was wrong with Templar before? Protoss, Terran, and Zerg all had good responses to Templar tech (EMP and high health units, roach regen). I guess we'll be seeing even more Colossus-centric Protoss strategy, if that's even possible.


Most people disagree with you. Templars broke TvP lategame into oblivion.


Most of the people that disagree in bronze, just saying, and the ones that aren't, are still not experimenting with mech play, I don't even know why the whole TvP lategame is OP for protoss is still being brought up, ever since we saw IMMvp vs Squirtle we saw the transition into mech is strong, IMMvp just played it wrong.


Then why don't you Show all us Terrans how we're supposed to play Mech? This game has been out for how many months? All you're brought up is Jinro and MVP. What are you trying to say about Mech? That only people at the pro level can utilize it properly?

If the vast majority of Terrans out there excluding MVP and Jinro are having trouble using Mech against toss what does that say?
BanelingXD
Profile Joined April 2010
130 Posts
February 26 2011 04:13 GMT
#877
On February 26 2011 13:09 Mastermind wrote:
Show nested quote +
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

My world has just ended.


Yeah, if there was any doubt that Blizzard is a bunch of Terran fanboys this removes it.

Next thing on their list: ban any non-Blizz maps for ladder play. This is disgusting.


User was warned for this post
0 harvesters, 2700 minerals per minute. Mules are totally balanced!
101toss
Profile Blog Joined April 2010
3232 Posts
February 26 2011 04:14 GMT
#878
On February 26 2011 13:13 BanelingXD wrote:
Show nested quote +
On February 26 2011 13:09 Mastermind wrote:
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.

My world has just ended.


Yeah, if there was any doubt that Blizzard is a bunch of Terran fanboys this removes it.

Next thing on their list: ban any non-Blizz maps for ladder play. This is disgusting.

They already de facto banned non-bliz maps
Math doesn't kill champions and neither do wards
Dfgj
Profile Joined May 2008
Singapore5922 Posts
February 26 2011 04:15 GMT
#879
On February 26 2011 13:13 KonohaFlash wrote:
Show nested quote +
On February 26 2011 13:08 Shooks wrote:
On February 26 2011 13:00 FabledIntegral wrote:
On February 26 2011 12:39 Kratisto wrote:
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


I quit.

Oh right, constructive discussion. What was wrong with Templar before? Protoss, Terran, and Zerg all had good responses to Templar tech (EMP and high health units, roach regen). I guess we'll be seeing even more Colossus-centric Protoss strategy, if that's even possible.


Most people disagree with you. Templars broke TvP lategame into oblivion.


Most of the people that disagree in bronze, just saying, and the ones that aren't, are still not experimenting with mech play, I don't even know why the whole TvP lategame is OP for protoss is still being brought up, ever since we saw IMMvp vs Squirtle we saw the transition into mech is strong, IMMvp just played it wrong.


Then why don't you Show all us Terrans how we're supposed to play Mech? This game has been out for how many months? All you're brought up is Jinro and MVP. What are you trying to say about Mech? That only people at the pro level can utilize it properly?

If the vast majority of Terrans out there excluding MVP and Jinro are having trouble using Mech against toss what does that say?

Lot of master T on SEA are using mech with great effectiveness vP. It hasn't been that heavily explored but it's certainly viable.
Buddhist
Profile Joined April 2010
United States658 Posts
Last Edited: 2011-02-26 04:16:00
February 26 2011 04:15 GMT
#880
I laughed when I saw these changes to P.

Edit: Also the fungal stun reduction change rofl
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