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Patch 1.3 PTR Notes (12/3/2011 update) - Page 12

Forum Index > SC2 General
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Prev 1 10 11 12 13 14 28 Next All
Grummler
Profile Joined May 2010
Germany743 Posts
Last Edited: 2011-03-13 00:37:17
March 13 2011 00:36 GMT
#221
On March 13 2011 09:19 ExoD wrote:
lol EMP nerf doesnt do SHIT. now if a templar SOMEHOW has 175+ energy, the terran has to emp them twice(zomg that takes waaay too much skill)


emp removes 100 energy, not 175. Now use your brain.
Hint:
+ Show Spoiler +
every HT with more then 100 energy will have storm ready faster, if they get emped. So the important energy value for the emp nerf to make a difference is 100, not 175.


Protoss has more then 1 unit with energy.
Hint:
+ Show Spoiler +
they are called sentries and will be very happy protoss units, because they actually have more than 100 energy very often


to emp twice is not much harder than to emp once. But still, its not as easy.
Hint:
+ Show Spoiler +
emp costs 75 energy, so you cant be like "lol, i just emp every single protoss unit twice
workers, supply, money, workers, supply, money, workers, ...
EggYsc2
Profile Blog Joined February 2011
620 Posts
Last Edited: 2011-03-13 00:38:22
March 13 2011 00:37 GMT
#222
If I am correct
while watching SanZenith vs terran in top8(on metapolis)
sanzeniths army value was under by like 50-60
but
with 2-3 warp in storms
he was able to even it out and eventually win the game

but sanzenith had major skill of feedbacking ghosts
dont be QQing about EMP if you cant feedback them
a major reason why san was able to hold into the match
Affluenza
Profile Joined April 2010
United Kingdom214 Posts
March 13 2011 00:39 GMT
#223
They revoked the hp increase to infestors? :/

Damn...
My children, the hour of our victory is at hand. For upon this world of Aiur shall we incorporate the strongest known species into our fold. Then shall we be the greatest of creation's children. We shall be... Perfect.
Yotta
Profile Blog Joined August 2010
United States270 Posts
March 13 2011 00:48 GMT
#224
On March 13 2011 09:36 Grummler wrote:
Show nested quote +
On March 13 2011 09:19 ExoD wrote:
lol EMP nerf doesnt do SHIT. now if a templar SOMEHOW has 175+ energy, the terran has to emp them twice(zomg that takes waaay too much skill)


emp removes 100 energy, not 175. Now use your brain.
Hint:
+ Show Spoiler +
every HT with more then 100 energy will have storm ready faster, if they get emped. So the important energy value for the emp nerf to make a difference is 100, not 175.


psionic storm costs 75 energy. Now use your brain.
Hint:
+ Show Spoiler +
if you emp a HT with 175 energy before this patch they can't cast storm right after it. if you emp a HT with 175 energy after this patch they can cast storm right after. So, to stop HT with 175+ energy from storming your army after this patch, you would have to hit them with 2 emps. That's what ExoD was pointing out.
Jayrod
Profile Joined August 2010
1820 Posts
March 13 2011 01:11 GMT
#225
In patch 1.3 for a high templar to still have energy left over after an EMP it must be on the field for 3:45 game time. For it to be able to storm once with no emp involved it has to be on the field for 44 seconds.
Thrasymachus725
Profile Joined April 2010
Canada527 Posts
March 13 2011 01:13 GMT
#226
Fungal Growth will now be quite brutally effective against Protoss Death Balls
Voids, Stalkers and Cols all stack up and are all armored. Repeated Fungals on a triple stacked set of units will be brutally effective, and do a very good job of softening up the group for the attack.
The meaning of life is to fight.
Sv1
Profile Joined June 2010
United States204 Posts
March 13 2011 01:29 GMT
#227
On March 13 2011 10:11 Jayrod wrote:
In patch 1.3 for a high templar to still have energy left over after an EMP it must be on the field for 3:45 game time. For it to be able to storm once with no emp involved it has to be on the field for 44 seconds.


hey that's the build time of a ghost! thank your warp in for your nerf!
Jayrod
Profile Joined August 2010
1820 Posts
March 13 2011 01:31 GMT
#228
On March 13 2011 10:29 Sv1 wrote:
Show nested quote +
On March 13 2011 10:11 Jayrod wrote:
In patch 1.3 for a high templar to still have energy left over after an EMP it must be on the field for 3:45 game time. For it to be able to storm once with no emp involved it has to be on the field for 44 seconds.


hey that's the build time of a ghost! thank your warp in for your nerf!

I don't even play protoss man I was just posting this up for the sake of the thread
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 13 2011 01:33 GMT
#229
Definitly don't like that ghost change. I use ghosts to bust sentry heavy army compos. Now I can't win with just 2, because any protoss that spreads I won't hit but 1-2 sentries per EMP, for 100 per cast..

Kinda rough IMO.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Existor
Profile Joined July 2010
Russian Federation4295 Posts
March 13 2011 01:38 GMT
#230
OMG, every faction have their weakness and strong things.

Feedback can kill caster, EMP have area-radius, so you can burn 5-10 templar's energy with 2 EMPs.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
March 13 2011 01:42 GMT
#231
On March 13 2011 10:33 iAmJeffReY wrote:
Definitly don't like that ghost change. I use ghosts to bust sentry heavy army compos. Now I can't win with just 2, because any protoss that spreads I won't hit but 1-2 sentries per EMP, for 100 per cast..

Kinda rough IMO.


Do you even know how rough it is being on the receiving end of the emp? Before you could 3gate expo with 5-6 sentries against terran, have ~1000 energy total saved up and have 800 gone in 2 emps, even with decent spread. Not only that, shields are gone too and suddenly the early gateway ball is free for you to stim in and slaughter. The strength of the sentries early game for the most part is to save energy and make it much much harder to die to rushes, and complement the army later on.
Porouscloud - NA LoL
Ftwpker
Profile Joined January 2011
United States165 Posts
March 13 2011 01:47 GMT
#232
mm changes seem interesting. As a terran player I have to agree that emp was op and needed a fix. Will be curious as to the state of the meta game after patch 1.3.

What's with the bunker time increase though...(bunkers arn't very abusive right now considering zerg can just place spine in front of hatch)
¯\_(ツ)_/¯
terranghost
Profile Joined May 2010
United States980 Posts
March 13 2011 01:57 GMT
#233
On March 12 2011 22:23 Alpina wrote:
Show nested quote +
On March 12 2011 22:21 Highways wrote:
Wow infestor back to 90 HP now??


Yes, appears they were extremely hard to kill with 110 hp ^^


This is the one change I was really looking forward to and then they revoke it apparently they were hard to kill. But couldn't they change to say 100 in th tvz matchup that would mean 2 tank shots wouldn't be enough if the tanks had vanilla weapons but once upgrades kicked in its the same as now where they have 90 health. Of course I can't speak for the pvz match up but o well.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
HowSoOnIsNow
Profile Joined December 2010
Canada480 Posts
March 13 2011 02:01 GMT
#234
On March 13 2011 09:29 hitman133 wrote:
still want to remove amulet? sigh i don't want HTs anymore


I used to talk like that when i was 8 years old. Come on man, you`re just gonna have to adjust the timing on your Ht, or sack a collussus to had a few more Ht. It`s that simple.

You got to summon the spirit of Boxer and finda solution instead of crying for injustice...
Real mens play Zerg.. Startale fighting.
Piscean
Profile Joined February 2011
United States40 Posts
March 13 2011 02:01 GMT
#235
Does anyone know when this patch will actually be implemented into the game?
life of lively to live to life of full life thx to shield battery
CreepCrepe
Profile Joined January 2011
37 Posts
March 13 2011 02:02 GMT
#236
On March 13 2011 10:13 Zanez.smarty wrote:
Fungal Growth will now be quite brutally effective against Protoss Death Balls
Voids, Stalkers and Cols all stack up and are all armored. Repeated Fungals on a triple stacked set of units will be brutally effective, and do a very good job of softening up the group for the attack.


Wait, what?

30% increased damage to armoured units, but a 50% reduction in the amount of time it actually stays on units?

Seeing as though everything Protoss have outrange Infestors, I don't understand how this is a buff at all.
gosuMalicE
Profile Joined March 2011
Canada676 Posts
March 13 2011 02:04 GMT
#237
On March 13 2011 09:25 Sv1 wrote:
I have to side with some people that the change to EMP is sort of, non-factor. If anything it looks like a knee-jerk reaction to appease protoss players for saying EMP is too strong as well as thinking that with this nerf to amulet they'll be truly helpless to ever win games beyond divine intervention.

EMP might have seemed strong when amulet was researched and an HT would be warped in only to not fight for another minute or two, THEN did a ghost that was just build with moebius reactor seem strong. Though with amulet being removed maybe numbers won't be as high now. But is it EMPs fault that a player keeps all his templar or an entire army grouped? At higher levels you don't see this but I have a feeling a good number of the "emp is op" crowd at guilty of this charge.

Oddly however, feedback still exists to such a strength where even with the movement change to BCs, I'm still not inclined to say they still will be seldom seen in TvP, especially now since more ghosts will be needed!

People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


Well the simple solution to that is to stop building an army composed 90% of marines when against infester baneling. Are you actually complaining your base t1 unit gets countered by the units that are supposed to counter them?
I play Protoss, because lets face it, who doesn't love hyper-advanced Egyptian ninja-aliens that kill people with lightsabres attached to both arms?
jaiiiii
Profile Joined December 2010
United States72 Posts
March 13 2011 02:09 GMT
#238
On March 13 2011 11:04 gosuMalicE wrote:
Show nested quote +
On March 13 2011 09:25 Sv1 wrote:
I have to side with some people that the change to EMP is sort of, non-factor. If anything it looks like a knee-jerk reaction to appease protoss players for saying EMP is too strong as well as thinking that with this nerf to amulet they'll be truly helpless to ever win games beyond divine intervention.

EMP might have seemed strong when amulet was researched and an HT would be warped in only to not fight for another minute or two, THEN did a ghost that was just build with moebius reactor seem strong. Though with amulet being removed maybe numbers won't be as high now. But is it EMPs fault that a player keeps all his templar or an entire army grouped? At higher levels you don't see this but I have a feeling a good number of the "emp is op" crowd at guilty of this charge.

Oddly however, feedback still exists to such a strength where even with the movement change to BCs, I'm still not inclined to say they still will be seldom seen in TvP, especially now since more ghosts will be needed!

People who say that any changes to the infestor are nerfs in some way or another are bonkers. This completely gives zerg an edge in marine/bio play, almost to a point which terran may have to build ghosts to counter them.

It means that terran will certainly need a Raven to limit creep spread because an instant cast fungal when an opposing army of marines is approaching is going to be dead meat if they don't stay spread out. I'm happy to see the change so dummy zergs can stop going mutaling every game, there's no reason that they shouldn't have been using infestors more and now they will and I'm happy to see it.


Well the simple solution to that is to stop building an army composed 90% of marines when against infester baneling. Are you actually complaining your base t1 unit gets countered by the units that are supposed to counter them?


I don't think he was at all complaining about the changes to infestor, and in fact praising them.
Armsved
Profile Joined May 2010
Denmark642 Posts
Last Edited: 2011-03-13 02:17:42
March 13 2011 02:14 GMT
#239
I cant wait for the the HT change. Its extremely hard for terran to capitalise on winning a fight at the current state vs HTs.

And really, it is basicly like giving HT a building time which is really nessesary once toss hits 3+ bases. Hell collusus have 75 sec buildtime. This will obviously hurt 2 base HTs, but lets be honest, at the current state, we see collusus first not because HTs are that much worse. We see it becaue HTs are a ridiculusly big and long investment that often times lead to death by timing push not to mention the lag of ability to scout. Once you get to 3+ bases the investment into HT tech gets relatively smaller and less risky.

I really think its a good change and I really dont think its going to mean we wont see HTs used the same way it currently is. I think it will be pretty much the same without protoss being too strong lategame.
YOOO
YoureFired
Profile Blog Joined October 2009
United States822 Posts
March 13 2011 02:18 GMT
#240
Finally, an EMP nerf. I think this is a fair trade; sentries and templars don't get (as) owned by an e+click ability, and Protoss is a bit more nerfed late game.

I still think early game needs some work, but oh well...
ted cruz is the zodiac killer
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