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Patch 1.3 on PTR - Page 57

Forum Index > SC2 General
Post a Reply
Prev 1 55 56 57 58 59 186 Next
GreEny K
Profile Joined February 2008
Germany7312 Posts
February 26 2011 06:29 GMT
#1121
The league they are talking about, GrandMasters, is that even above masters or was that a previous post?
Why would you ever choose failure, when success is an option.
0mar
Profile Joined February 2010
United States567 Posts
February 26 2011 06:31 GMT
#1122
On February 26 2011 12:31 KonohaFlash wrote:
Show nested quote +
On February 26 2011 12:29 Lucius22 wrote:
On February 26 2011 12:28 FliedLice wrote:
On February 26 2011 12:24 101toss wrote:
On February 26 2011 12:20 Lucius22 wrote:
On February 26 2011 12:15 Ratel wrote:
first they made voidrays useless without flux veins and now hts
looks like blizzards wants to to have only 1 toss build for all matchups..


coming soon: removal of thermal lance

Given blizz's track record, I'm expecting this to happen



EMP was designed to COUNTER storm/fungal/other spellcasters. The crying here is like saying "omg wtf why my roaches die to immortals?" EMP hard counters storm. Deal with it by attempting to minimize it's effect, not by crying for a research nerf


Awesome, a counter that's available before the actual unit it counters.


this


Not really. Zealots are the counter to Marauders, and they're out before Marauders.


in what freaking universe? marauders laugh at zealots.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
February 26 2011 06:32 GMT
#1123
Finally a patch for the spectators. Now a game vs late game protoss will actually be exciting to watch, since it is not certain who will win anymore, but it will be more based on who is the better player.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
February 26 2011 06:32 GMT
#1124
On February 26 2011 15:18 Captain Peabody wrote:
The Mothership change is necessary, but unfortunate. Certainly, the ability to destroy an entire opposing army in a few seconds is too strong, and something needed to be done about it...

I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas.

All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it.

It's no worse than nukes, really. It made for a great dynamic, in my opinion.
GwSC
Profile Joined December 2010
United States1997 Posts
February 26 2011 06:32 GMT
#1125
On February 26 2011 15:27 CellTech wrote:
Goodbye Mothership and Templar.

Screw it, goodbye SC2 if these dumb changes make it past PTR


I feel like I'm reading the WoW forums...
dim2thesum
Profile Joined May 2010
United States65 Posts
February 26 2011 06:34 GMT
#1126
some new icons would be nice too
win some, lose some, dim sum
DoctorClock
Profile Joined September 2010
United States131 Posts
February 26 2011 06:34 GMT
#1127
On February 26 2011 15:32 TedJustice wrote:
Show nested quote +
On February 26 2011 15:18 Captain Peabody wrote:
The Mothership change is necessary, but unfortunate. Certainly, the ability to destroy an entire opposing army in a few seconds is too strong, and something needed to be done about it...

I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas.

All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it.

It's no worse than nukes, really. It made for a great dynamic, in my opinion.


Except you can kill a ghost before a nuke lands or just move your army away from it before it lands. Vortex lands instantly and the only solution is to snipe the mothership somehow (not easy when an entire Toss army is cloaked beneath it) or hope the Toss has bad aim/timing with Vortex.
Mortal
Profile Blog Joined November 2010
2943 Posts
February 26 2011 06:34 GMT
#1128
man the toss changes are a bummer let's hope they don't make it past ptr. <3 archon toilet as rare as it is
The universe created an audience for itself.
Goldfish
Profile Blog Joined August 2010
2230 Posts
Last Edited: 2011-02-26 09:31:16
February 26 2011 06:35 GMT
#1129
On February 26 2011 15:13 Blisse wrote:
Show nested quote +
On February 26 2011 15:07 Gold Fish wrote:
Help post on the battle.net PTR forums to un-remove the patrol stacking (Viking Flower for example).

Honestly it was one of those neat things you can do in the game and it's not necessarily overpowered or anything.

It removes something fun from the game. It removes variety from the game.

While it may be a bug, it was still nice and should be kept in the game.


This is the dumbest comment I've seen all day.

First, un-move?
Second, yes it is overpowered, what are you talking about. It's the ability to stack over 50 units in one spot, and the second an enemy enters that field, it's instantly target fired and killed, without any management at all. You can hold air superiority with it alone since it's impossible to pick off any units.
Last, why on earth would you want to keep something because it's "nice." Are you kidding me? So, making units that nuke a single spot 500 times in half a second is also "nice" to me, but is that going to happen?

I can't believe you even wrote this.

And this has no effect on normal stacking.


1. Your example is a bit situational ("50" units stacked in one spot one shotting everything) and the units that can be used (Vikings are the most common) are usually just used again TvT mirror matches against other Vikings (which means both players can do the same thing)..

I have not seen a situation where any of the 3 races massed one air unit and patrol-stack to become an unstoppable overpowered "flower". Can be annoying but I never seen any situation where it was taken advantage of to such a degree above that.

2. I have never heard of anyone really complaining about it before this patch.

3. By "nice" I mean it was a fun trick to see and do and I've seen a few previous posts say the same thing, I agree with them.

4. One important note is the "Viking Flower" will not stay stacking after the first attack. They will spread out once they start attacking (it won't stay a flower forever).

5. "Viking Flower" is vulnerable to the lack of smart firing (wasting shots). Since Vikings do not smart fire, having them in a flower can potentially lead to a wasted attack if the opponent of the flower times the attack right (a player can send one or two vikings go in to have all the opponents vikings "waste" their shot at just those two then finally send the rest).

The "Viking Flower" or "patrol stacking" is not "overpowered" at all due the fact that all the vikings will attack at once due to reasons #4 and #5.
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
reDicE
Profile Joined November 2010
United States1020 Posts
February 26 2011 06:35 GMT
#1130
On February 26 2011 15:32 GwSC wrote:
Show nested quote +
On February 26 2011 15:27 CellTech wrote:
Goodbye Mothership and Templar.

Screw it, goodbye SC2 if these dumb changes make it past PTR


I feel like I'm reading the WoW forums...


I think people are just frustrated by things constantly being nerfed. Like what the OP stated in the "Lessons to be learned from BW balance" thread, I think Blizzard is looking at balance the wrong way--they should be buffing the weaker races so that they have a way to deal with what's seemingly overpowered from the other races, instead of nerfing everything to poop.
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
February 26 2011 06:35 GMT
#1131
On February 26 2011 15:32 TedJustice wrote:
Show nested quote +
On February 26 2011 15:18 Captain Peabody wrote:
The Mothership change is necessary, but unfortunate. Certainly, the ability to destroy an entire opposing army in a few seconds is too strong, and something needed to be done about it...

I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas.

All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it.

It's no worse than nukes, really. It made for a great dynamic, in my opinion.


Lol no other race has the ability to forge an army that cannot be beaten by putting more money into it. Sure, that army is difficult to get, but in no circumstances should a race ever be able to auto-win by getting an army. Most protoss players seem to disagree with that idea, but coming from the other perspective of the deathball, I don't think it's reasonable at all.
I haven't exploited terran early game too much, but I would much rather have a balanced game throughout than one heavily favored to either race at different phases.
-Coming from a master terran macro style player
ScythedBlade
Profile Joined May 2010
308 Posts
February 26 2011 06:36 GMT
#1132
Protoss is severely getting nerfed when it needs a buff. =/ Zerg is already going to be killer late game, and the mothership archon toilet is one of the best moves that makes it fair in the game.

Would probably switch to Zerg if so. And terrans still have that early game advantage =/
tarath
Profile Joined April 2009
United States377 Posts
Last Edited: 2011-02-26 06:39:07
February 26 2011 06:36 GMT
#1133
On February 26 2011 15:34 DoctorClock wrote:
Show nested quote +
On February 26 2011 15:32 TedJustice wrote:
On February 26 2011 15:18 Captain Peabody wrote:
The Mothership change is necessary, but unfortunate. Certainly, the ability to destroy an entire opposing army in a few seconds is too strong, and something needed to be done about it...

I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas.

All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it.

It's no worse than nukes, really. It made for a great dynamic, in my opinion.


Except you can kill a ghost before a nuke lands or just move your army away from it before it lands. Vortex lands instantly and the only solution is to snipe the mothership somehow (not easy when an entire Toss army is cloaked beneath it) or hope the Toss has bad aim/timing with Vortex.


Uhmm, EMP the mothership, feedback the mothership, fungle the mothership?

Vortex has range 5 and the mothership is pathetically slow and is so enormous you'd actually have to try to miss it with an emp and even then you'd probably hit it by accident. I don't understand how a player could ever fail to EMP/feedback a mothership, and honestly if you are P or T and the archon toilet gets used on you, l2p...

For zerg it is a bit tougher, but for zerg replentishing an army is also a lot easier.
Suerte
Profile Joined July 2010
United States117 Posts
February 26 2011 06:37 GMT
#1134
I don't think they could have released the patch notes for the PTR on a worse day. Terrible patch notes in conjunction with lackluster new maps added to the pool as well as the elimination of Shakuras... makes me sad inside
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
February 26 2011 06:38 GMT
#1135
Finally they removed that freaking amulet which made TvP late game totally one sided.
Rest of changes also make sense, but I wish they did something to Hydralisks
Its grack
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
February 26 2011 06:38 GMT
#1136
On February 26 2011 15:34 DoctorClock wrote:
Show nested quote +
On February 26 2011 15:32 TedJustice wrote:
On February 26 2011 15:18 Captain Peabody wrote:
The Mothership change is necessary, but unfortunate. Certainly, the ability to destroy an entire opposing army in a few seconds is too strong, and something needed to be done about it...

I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas.

All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it.

It's no worse than nukes, really. It made for a great dynamic, in my opinion.


Except you can kill a ghost before a nuke lands or just move your army away from it before it lands. Vortex lands instantly and the only solution is to snipe the mothership somehow (not easy when an entire Toss army is cloaked beneath it) or hope the Toss has bad aim/timing with Vortex.

It's scaled in that nukes can be gotten way earlier than a mothership with archons.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
February 26 2011 06:39 GMT
#1137
On February 26 2011 15:35 TERRANLOL wrote:
Show nested quote +
On February 26 2011 15:32 TedJustice wrote:
On February 26 2011 15:18 Captain Peabody wrote:
The Mothership change is necessary, but unfortunate. Certainly, the ability to destroy an entire opposing army in a few seconds is too strong, and something needed to be done about it...

I don't see it as too strong. I mean, you need to build a stargate, a fleet beacon, then spend 400/400 on a mothership which you can only get one of, then you need to wait for it to get enough energy to cast vortex, then you need a bunch of archons which cost an absurd amount of gas.

All that to kill whatever happens to get caught in the vortex assuming the mothership gets close enough to actually cast it.

It's no worse than nukes, really. It made for a great dynamic, in my opinion.


Lol no other race has the ability to forge an army that cannot be beaten by putting more money into it. Sure, that army is difficult to get, but in no circumstances should a race ever be able to auto-win by getting an army. Most protoss players seem to disagree with that idea, but coming from the other perspective of the deathball, I don't think it's reasonable at all.
I haven't exploited terran early game too much, but I would much rather have a balanced game throughout than one heavily favored to either race at different phases.
-Coming from a master terran macro style player


you just described a 200/200 max upgrade mech army bro...................
wat
Sv1
Profile Joined June 2010
United States204 Posts
February 26 2011 06:40 GMT
#1138
Interesting changes, seems to me that blizzard really wants to see more games going to bigger battles. On paper, I don't think it looks that bad, but this could be the most severe terran nerf. I think some builds and early timing pushes may have to be tweaked. 30 Seconds is pretty big, it basically increased the time by 20%, I think that's pretty drastic, 30 seconds is certainly another wave of units produced by any opponent.

Amulet changes I predicted awhile ago only I figured all 3 would be removed. The amulet isn't quite the problem directly, but rather the amulet+warp in is powerful.

Time will tell! Don't know if it's completely game changing though (early game changing perhaps).
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
February 26 2011 06:43 GMT
#1139
Can someone tell me what chargelot changes actually mean? is it a buff or nerf?
Its grack
Altsa
Profile Blog Joined August 2010
Finland990 Posts
February 26 2011 06:43 GMT
#1140
Damn it, now we cant kite battlecruisers with queens anymore...
AoD
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