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Patch 1.3 on PTR - Page 47

Forum Index > SC2 General
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canikizu
Profile Joined September 2010
4860 Posts
February 26 2011 04:30 GMT
#921
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?

Mech is immobile, that's why. Mech is so immobile that even 2-front dark templar harass can be hell to the Terran. With mech you can't expand safely because you can't defend everywhere. The bigger the map, the harder for mech to defend.
Yes, mech has hellions and vikings. Hellions can still harass stuff if the other is careless, although it can be easily denied by 2,3 cannon. Vikings can only deny drops, and even then if Protoss go phoenixes, which he should because pheonix/voidray play is quite good against mech (pheonix lift tanks up, voidrays decimate thors), viking can't really do anything to deny drop.

That being said, I still think mech is a good way to go if you can mix in with bio. The problem is that unlike Protoss, Terran has 3 seperate upgrade tech for mech and bio, and air, while Protoss only has ground and air, zerg has melee and range. That is one of the reason why switching from bio to mech is so hard, because not only you are behind in term of unit counts, you are behind in term of upgrade too.
vindKtiv
Profile Blog Joined June 2009
United States215 Posts
February 26 2011 04:30 GMT
#922
On February 26 2011 13:20 Ezekyle wrote:
As a Terran player, this is the worst patch I've ever seen, for any game. Removal of the viking flower is pointless and detracts from the game, removal of archon toilet cuts out the only truly exciting and awesome trick present in the game, and removing amulet just encourages the stupid, boring mass T1 Terran lategame. Just as people were starting to try out and use mech armies Blizzard decides to make them utterly pointless and let Terrans just 1a through the enemy army with no skill at all. And macro mechanic alerts are just plain dumb. This is freaking Starcraft, stop trying to make it easy to play.

I whole-heartedly agree. Motherships were only marginally useful even with the Archon Toilet, now they are even more useless without it. I'm also not a fan of the Amulet removal. You could maybe justify removing the amulet by giving a slight buff to the Templar's starting energy, but I personally haven't really had any problems with the warp and storm.

I really hope Blizz goes back on this test patch just like how they went back on Fungal Growth not hitting air units or whatnot. This set of balance changes needs some ironing out, and I'm glad Blizzard is taking time to test it on the PTR instead of jamming it into the general Battle.net populace.
Oxb
Profile Joined August 2010
199 Posts
February 26 2011 04:30 GMT
#923
I'd say the high templar nerf is kinda too much, completely removing it is too much. However being able to warp in 3~4 units just out of sight run in and kill all the mining SCV's/Drones/Probes is kinda too much, I can kinda understand they nerf it but completely remove it? They should've given it like 20 or 15 bonus starting energy so they at least hd to wait several in game seconds before they can attack.
All in all I guess the notes are quite all right, P got nerfed quite hard just when they started to show some domination.

I also like they start talking about seasons and master league, hope they release more information regarding season duration, will a new season mean ladder reset, tournaments based on ladder results, being first in ladder end of season gives auto promotion? (guess not haha)
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
Last Edited: 2011-02-26 04:32:19
February 26 2011 04:31 GMT
#924
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


I'd be alright with this, if Psi Storm itself was buffed to its previous levels. It was obviously nerfed due to the amulet energy upgrade, but now we're left with nerfed Psi Storm with no amulet upgrade? Stupid.

Also, I'm not sure why they keep removing upgrades like this. Why not change the upgrade to its BW counterpart of just increasing maximum energy? Meh.
I have a beard. I'm unprofessional.
stormchaser
Profile Joined January 2011
Canada1009 Posts
February 26 2011 04:31 GMT
#925
Terran Drops will definitely become much more effective. It's a shame how this turned out.
Xirdain
Profile Joined October 2010
United States28 Posts
February 26 2011 04:32 GMT
#926
I don't understand why blizzard thought that the high templar and mothership changes were necessary.

The mothership is now pretty much useless. Why would I spend so much resources teching and getting it when it is weak, does little damage, and only has one good ability? The mothership really isn't worth it.

The change to high templars makes them almost useless. If a protoss player does tech to them, he will have to sit around and play defensive while he waits for their energy to build up to a point where they will actually be able to do something. And warping in high templars for defense is pointless, because by the time they do have enough energy, chances are, you are dead.

Now protoss players really only have one choice: robo tech. Stargate tech is useless against terran, and while it is good for a while against zerg, it gets owned by hydras. Templar tech is now severely weakened, so really, in the mid to late game, a protoss player will only have one choice: colossi (which we are already incredibly dependent on).

If this patch is made live, then protoss play will become even more limited.
Seems unlikely.
DNA61289
Profile Joined August 2010
United States665 Posts
February 26 2011 04:32 GMT
#927
Storm awarded the terrans with a brain who didn't clump up there mmm into one ball and spread it out to avoid splash. Or actually used micro to get away instead of standing in it like most of them do. Not to change the fact we have to waste a warp in on getting a unit that cannot attack/call in nukes/go invisible and is incredible weak to any attacks/ archons are not cost effective and get destroyed by the ever so hard kiting ability of concussion shells.

T is a poor excuse for shitty play/tier1/all ins and honestly if you think that mech play is immobile you have never had siege tanks dropped on the back of your natural on lost temple. If you want to see immobile drop on a colossus ball that is up on multiple bases. If im not patrolling phoenixs/voids or have cannons up you kill a a nexus with stim marauders then just fly away. Playing vs T is the most frustrating thing in the world and nerfing amulet is just fucking ridiculous. Like making stim 30 more seconds is going to change anything especially if we transition to macro oriented maps in the future.

4 Gate easy to do T? How many times have you guys won using cloaked banshee,

This man wins the whole internet!
But yeah being a Korean gamer is very imba. If you're a non-korean gamer you have to balance your game playing with earning money and your real life. If you're Korean you just sit around playing games all day eating 2 cent ramyun and becoming gosu.
Azarkon
Profile Joined January 2010
United States21060 Posts
February 26 2011 04:32 GMT
#928
Blizzard should add to the game instead of removing from it. This is what I liked about the old Total Annihilation series. The devs would add units and abilities to the game, instead of removing them. But I guess from Blizzard's POV balance is easier to achieve with less things to worry about. Unfortunate.
On_Slaught
Profile Joined August 2008
United States12190 Posts
February 26 2011 04:34 GMT
#929
I like the changes in general but the HT change worries me. Like many others I don't want to see more colossi usage in game (already so many). I agree with those saying that if they are going to remove the upgrade they should change it rather than replace it (the + regen rate is a nice idea).

Having said that I don't think HTs will go the way of the reaper and almost completely disappear. Protoss will just have to be much much much more careful with them (ala BW).
aogmxctm
Profile Joined September 2010
64 Posts
February 26 2011 04:34 GMT
#930
On February 26 2011 13:27 Swad1000 wrote:
Storm awarded the terrans with a brain who didn't clump up there mmm into one ball and spread it out to avoid splash. Or actually used micro to get away instead of standing in it like most of them do. Not to change the fact we have to waste a warp in on getting a unit that cannot attack/call in nukes/go invisible and is incredible weak to any attacks/ archons are not cost effective and get destroyed by the ever so hard kiting ability of concussion shells.

T is a poor excuse for shitty play/tier1/all ins and honestly if you think that mech play is immobile you have never had siege tanks dropped on the back of your natural on lost temple. If you want to see immobile drop on a colossus ball that is up on multiple bases. If im not patrolling phoenixs/voids or have cannons up you kill a a nexus with stim marauders then just fly away. Playing vs T is the most frustrating thing in the world and nerfing amulet is just fucking ridiculous. Like making stim 30 more seconds is going to change anything especially if we transition to macro oriented maps in the future.

4 Gate easy to do T? How many times have you guys won using cloaked banshee,


yea.. cause all t players are shitty and all in every game.
Fa1nT
Profile Joined September 2010
United States3423 Posts
February 26 2011 04:34 GMT
#931
I am not too pleased with the fungal change... the spell was fine.

I agree with IdrA that it was a spell designed to "hold units" while damaging them, giving you time to get more units/etc.

4 seconds in SC2 time is so short, that marines fungaled can probably get out of it and run away before banelings even reach them :/

It also means fungaling phoenix/vikings is much worse, as they will simply fly away before your muta get there a lot of the time.

Fungal + infested terran combo no longer works unless you have a ton of infestors to spam it.
lowercase
Profile Joined September 2010
Canada1047 Posts
February 26 2011 04:35 GMT
#932
Hey guys I thought of a solution:

Everyone get on the PTR and play games as Protoss and lose. You probably will anyway, this won't be hard.
That is not dead which can eternal lie...
nalgene
Profile Joined October 2010
Canada2153 Posts
February 26 2011 04:35 GMT
#933
On February 26 2011 13:31 Striding Strider wrote:
Show nested quote +
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


I'd be alright with this, if Psi Storm itself was buffed to its previous levels. It was obviously nerfed due to the amulet energy upgrade, but now we're left with nerfed Psi Storm with no amulet upgrade? Stupid.

Also, I'm not sure why they keep removing upgrades like this. Why not change the upgrade to its BW counterpart of just increasing maximum energy? Meh.


They nerfed it due to SmartCast function...
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
Tetryl
Profile Joined March 2010
United States13 Posts
February 26 2011 04:36 GMT
#934
I don't know about the good or bad of why amulet was removed but why did blizzard remove it (an upgrade that was actually bought) and not remove the battlecruiser or raven +25 energy, 2 upgrades that are never bought.
Mega One
Profile Joined November 2010
United States31 Posts
February 26 2011 04:37 GMT
#935
Ugh @ the Amulet removal. Toss just got even more one dimensional.
Neptuneajax
Profile Joined April 2009
Australia206 Posts
February 26 2011 04:37 GMT
#936
Ok Blizzard I have calmed down. You can remove the amulet if all High Templar COME with storm in the first fucking place.
MechaCthulhu
Profile Joined November 2010
United States136 Posts
Last Edited: 2011-02-26 04:40:12
February 26 2011 04:38 GMT
#937
"Everyone is using Collosus too much. It's in every single game against every race."

"I've got a solution: we should nerf Templar!"
That which can be asserted without proof can be dismissed without proof.
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
February 26 2011 04:38 GMT
#938
On February 26 2011 13:35 nalgene wrote:
Show nested quote +
On February 26 2011 13:31 Striding Strider wrote:
High Templar
- Khaydarin Amulet upgrade (+25 starting energy) has been removed.


I'd be alright with this, if Psi Storm itself was buffed to its previous levels. It was obviously nerfed due to the amulet energy upgrade, but now we're left with nerfed Psi Storm with no amulet upgrade? Stupid.

Also, I'm not sure why they keep removing upgrades like this. Why not change the upgrade to its BW counterpart of just increasing maximum energy? Meh.


They nerfed it due to SmartCast function...

He's probably talking about the nerf to storm radius in beta

And wow at nerfing HTs. I mean don't they watch the hit show Imbalanced!
CodECleaR
Profile Joined November 2010
United States395 Posts
February 26 2011 04:38 GMT
#939
God, Khydarian amulet removed. Many protoss, myself included, will probably go back to BW....
How do you beat a terran who's hardcore turtling off 3 base? Flip him on his back and walk away."
Gescom
Profile Joined February 2010
Canada3521 Posts
February 26 2011 04:39 GMT
#940
Would be nice to see Temps spawn with enough energy to storm in 10 - 15s so you have to think about warping in in advance.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
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