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Patch 1.3 on PTR - Page 78

Forum Index > SC2 General
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Faraday
Profile Joined April 2009
United States553 Posts
February 26 2011 11:30 GMT
#1541
Remove the kaydarin amulet from ht's? This is totttaall BBSSSS

Why not remove the whole protoss race altogether!!!!! Blizzard ...you have really disappointed me...
what happened, happened...
Dauntless
Profile Joined May 2010
Norway548 Posts
February 26 2011 11:30 GMT
#1542
On February 26 2011 20:20 Appendix wrote:
Show nested quote +
On February 26 2011 20:03 Alpina wrote:
New fungal vs. stalkers:



Patch 1.4
° Infestor
- Infestor no longer has any spells
- Infestors are now shiny yellow
- Infestor can now produce up to 8 scarabs
- Infestor now belongs to Protoss
- Infestor is now called Reaver


+ Show Spoiler +
[image loading]


Would be like the only unit that really counters marines.. =)
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
Squirrel
Profile Blog Joined April 2010
United States1102 Posts
February 26 2011 11:30 GMT
#1543
On February 26 2011 20:27 sqrt wrote:
Show nested quote +
On February 26 2011 20:03 Alpina wrote:
New fungal vs. stalkers:

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


Interesting, didn't think you would be able to just walk away from it, but oh well.



He actually did walk away from the first one.

It's so slow ><
DwmC_Foefen
Profile Blog Joined March 2007
Belgium2186 Posts
February 26 2011 11:32 GMT
#1544
So are the changes to the custom games section good?

Does it resemble BW more? Especially the "by category" looks usefull.

Any thoughts on this?
Pwnographics
Profile Joined January 2011
New Zealand1097 Posts
February 26 2011 11:32 GMT
#1545
On February 26 2011 20:28 Zaros wrote:
if the amulet doesnt come back im switching to terran .


Watch a bit of oGsMC to get yourself back into the protoss mood.
7h30n
Profile Joined March 2010
Croatia120 Posts
February 26 2011 11:32 GMT
#1546
On February 26 2011 20:30 Dauntless wrote:
Show nested quote +
On February 26 2011 20:20 Appendix wrote:
On February 26 2011 20:03 Alpina wrote:
New fungal vs. stalkers:

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


Patch 1.4
° Infestor
- Infestor no longer has any spells
- Infestors are now shiny yellow
- Infestor can now produce up to 8 scarabs
- Infestor now belongs to Protoss
- Infestor is now called Reaver


+ Show Spoiler +
[image loading]


Would be like the only unit that really counters marines.. =)


Just when I thought I need to incorporate Infestors in my play! :D
dump
Profile Joined August 2010
Japan514 Posts
February 26 2011 11:33 GMT
#1547
On February 26 2011 20:01 Somnolence wrote:
Show nested quote +
On February 26 2011 18:52 Cheeselicker wrote:
I'm glad that the game is getting balanced, but I'm also worried that the game will just become boring.


I think it is more important for all races to become equally capable of winning before whining about lack of choices. Diversity can be added latter.

These changes are fine.


If I quit playing SC2 it'll be because it's boring, not because I have a 60% chance of losing against a particular race.
Nayl
Profile Joined March 2010
Canada413 Posts
February 26 2011 11:34 GMT
#1548
On February 26 2011 20:25 Lurk wrote:
Show nested quote +
On February 26 2011 20:17 Nayl wrote:
On February 26 2011 20:12 Lurk wrote:
On February 26 2011 20:06 Cabinet Sanchez wrote:
When are we going to see bunkers get 80% value back on salvage instead of 100%?


Bunkers effectively cast 125 minerals now (lost mining time, .7 minerals per second, 35 seconds), and you only get 100 back. That's 80% for you.

And besides, getting only 80 minerals back on salvage wouldn't change the game at all. It would just reduce jealousy from other races.


This is a dumb argument.

According to this logic, all zerg buildings would cost more and more money as the game goes on.

No the bunker does not cost 125 minerals.


You cannot directly compare terran and zerg econ as both are fundamentally different. For example, i cannot produce 7 scvs simultaneously.

All i'm saying is that if i build a bunker, i'm going to have 125 minerals less than if i didn't build a bunker. I can later salvage the bunker but i'll still have 25 minerals less than if i didn't build a bunker at all. It's the same with mules and scans. People like to argue that scans are "free" since they only cost energy - but i will still have 270 minerals less than if i didn't scan - cause of the lose mule. If that isn't "cost" to you than name it something else. Fact is that it's reducing the resources i would otherwise have.

As the races different econ mechanics are not directly comparable, the only valid method is to compare the if- with the if-not- scenario like i did above.

Edit: And yes, zerg buildings cost not only their minerals + 50 (from the drone) but also an increasing amount of minerals in lost mining time that accumulates over time. That's why you need to be careful as zerg not to suffocate your econ by building too many buildings at the same time. It's not "infinite" though but rather like "building cost" + 50 minerals + ~42 minerals per minute.


what.

Let's completely ignore the benefits you gain from building a bunker. or any zerg buildings. or anything in the game!

You build a bunker, which prevents your workers from getting killed. Suddenly your bunker benefited you tons of more resource than its cost. Terran is opting to build the bunker because of these kind of benefits, and if you are really going to add lost mining time, you have to factor in all these things.

Again, its just dumb to add all these in to each buildings cost, there is no end to it.
Forumite
Profile Joined February 2011
Sweden3280 Posts
February 26 2011 11:35 GMT
#1549
I can accept the terran changes, Infestor hp-buff and Zealot charge-buff and I hope they make it into the game, I can´t however understand the Amulet, Vortex and Fungal changes.

They made the +25e upgrades because they wanted warped-in templars to have 75e for a storm, there´s no point to those if they take it away from the one unit where it makes a difference.

I want to see some build time changes, reduced build time for Carrier and Mothership, so you don´t need 100% chronoboost just to get them to the time a Battlecruiser finishes.
:3
vvJustice
Profile Joined December 2010
30 Posts
February 26 2011 11:35 GMT
#1550
They should just make Khaydarin Amulet the way it was in BW. Increase high templar maximum energy by 50 and increase high templar starting energy from 50 to 62. Seems fair IMO since you still need 75 energy to storm.
sqrt
Profile Blog Joined August 2010
1210 Posts
Last Edited: 2011-02-26 11:39:29
February 26 2011 11:35 GMT
#1551
On February 26 2011 20:30 Seam wrote:
Show nested quote +
On February 26 2011 20:27 sqrt wrote:
On February 26 2011 20:03 Alpina wrote:
New fungal vs. stalkers:

http://www.youtube.com/watch?v=8lSeH0U8H4M&feature=player_embedded


Interesting, didn't think you would be able to just walk away from it, but oh well.



He actually did walk away from the first one.

It's so slow ><


And from several others, the clump of Stalkers didn't have a problem dodging that thing. Fortunetly unstim marines can't dodge it, they are too slow, unfortunetly stim marines can (their speed is 3.37, while the Stalker is 2.9).
@
Conventer
Profile Joined May 2010
Poland72 Posts
February 26 2011 11:36 GMT
#1552
i think toss without khaydarin amulet will be a bit harder now vs mass infantry terran...
Seranetho
Profile Joined July 2010
France91 Posts
February 26 2011 11:38 GMT
#1553
The protoss nerf is huge, but wtf with those alarms ? Allow this only in Bronze league but not further, are we playing a competitive game ?
Ever tried. Ever failed. No matter. Try again. Fail again. Fail better.
fjjotizz
Profile Joined May 2010
Sweden153 Posts
February 26 2011 11:38 GMT
#1554
I have my doubts on some of the new maps, but the balance, I cannot do other than to bow my head.
"I'm a creepy guy. Tasteless, if it would make my units move faster, I would peek in everyones window in Seoul."
Willes
Profile Joined April 2010
Germany199 Posts
February 26 2011 11:39 GMT
#1555
amulet removing was a good move, protoss lategame is really strong enough, now P players can, like Z with infestors, try to defend open attackwindows while waiting for energy on casters...

this whining here is ridicilous, srsly
Marcury
Profile Joined September 2009
Canada141 Posts
February 26 2011 11:40 GMT
#1556
Later stim and no amulet? Time to 4 gate every pvt!
hifriend
Profile Blog Joined June 2009
China7935 Posts
February 26 2011 11:44 GMT
#1557
Soooo the amulet nerf is huge. Protoss will be more forced into robo tech than ever, what a completely one dimensional race that's forced to focus on getting one unit out if they want to deal any meaningful amount of damage. Also removes the only really viable form of mineral line harass protoss had.

Really hope this doesn't go through. The gateway +2/+2 mix with storm and immortals was such an interesting pvt style and even if it does well right now terrans haven't had time to figure it out 100%. It's so fucking rare to see a terran use emp properly vs a unit comp that's largely dependant on energy (as if the fact that 1000's of potential damage on shields wasn't enough to justify getting ghosts out and using them).
vvJustice
Profile Joined December 2010
30 Posts
February 26 2011 11:45 GMT
#1558
Lol a lot of Germans are loving the amulet nerf hahaha. Protoss lategame is suppose to be strong brews.
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
February 26 2011 11:48 GMT
#1559
On February 26 2011 20:39 Willes wrote:
amulet removing was a good move, protoss lategame is really strong enough, now P players can, like Z with infestors, try to defend open attackwindows while waiting for energy on casters...

this whining here is ridicilous, srsly



Its not ridiculous, protoss only has one option now vs bio and that is collosus, now once the terran gets enough vikings the collosus will die very fast and it will be gateway units vs bio, which is such a slaughter the bio will easily clean up. After and while that is happening what can protoss do? Build high templar to have about 2-3 storms ready and have to wait 45 second every time they warp in a templar just to have it EMPed by a ghost?

What else is an option? Transition into carriers? oh wait they have vikings thats not going to work.
How about more collosus? Well just as you lose your entire army of collosus it will take too long to recover them even if you took out the bio ball with your first engagement.

I'm just going to state that it doesnt look good for protoss in the mid-lategame anymore.
shaaw
Profile Joined April 2010
Spain97 Posts
February 26 2011 11:48 GMT
#1560
I hate the HT nerf... now if terran gets a decent EMP u cant warp in more templars and storm And u cant warp in 1 or 2 templar to defend drops...
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