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Patch 1.3 PTR Notes (12/3/2011 update) - Page 22

Forum Index > SC2 General
Post a Reply
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Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
March 17 2011 17:56 GMT
#421
On March 16 2011 15:09 Rabiator wrote:
Show nested quote +
On March 14 2011 15:38 Noli wrote:
Looks good with most recent update. Insta cast just because I don't have to relearn how to FG properly.

Ghost EMP taking off 100 seems smart since most units either won't have 100 or are like BCs and require more than 100 energy so just a nice polish to EMP not really a nerf since it's pretty much just as effective without completely taking yamato ect out of play.

To me it seems like a one-sided view on the whole thing. Lets look at two scenarios:

1. Ghost EMPs a few High Templars: "Shit! We cant psi storm anymore, lets merge into Archons."
2. High Templar Feedbacks a Ghost: "Urgh ... me dead ..."

Does this seem fair if EMP only removes 100 energy while Feedback still has the power to kill units? Personally I would love to have one thing added to Feedback as well:
"Feedback can not kill a unit, only reduce it to 1 hp at most."


lol. why even bother having this discussion when people like this are involved.
get rich or die mining
TL+ Member
Dalavita
Profile Joined August 2010
Sweden1113 Posts
March 17 2011 18:02 GMT
#422
On March 18 2011 02:56 Alejandrisha wrote:
Show nested quote +
On March 16 2011 15:09 Rabiator wrote:
On March 14 2011 15:38 Noli wrote:
Looks good with most recent update. Insta cast just because I don't have to relearn how to FG properly.

Ghost EMP taking off 100 seems smart since most units either won't have 100 or are like BCs and require more than 100 energy so just a nice polish to EMP not really a nerf since it's pretty much just as effective without completely taking yamato ect out of play.

To me it seems like a one-sided view on the whole thing. Lets look at two scenarios:

1. Ghost EMPs a few High Templars: "Shit! We cant psi storm anymore, lets merge into Archons."
2. High Templar Feedbacks a Ghost: "Urgh ... me dead ..."

Does this seem fair if EMP only removes 100 energy while Feedback still has the power to kill units? Personally I would love to have one thing added to Feedback as well:
"Feedback can not kill a unit, only reduce it to 1 hp at most."


lol. why even bother having this discussion when people like this are involved.


If you're not going to have a discussion you might as well not post.
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
March 17 2011 18:10 GMT
#423
Stinks that every thread about this patch on TL is about the KA nerf. My only gripe is that I love to see spell casters used at the highest levels of play. One example I can think of that was legendary was when (I think it was SlayerSBoxer) was in a tight position getting owned by carriers with like 5 obs to detect his cloaked wraiths. SlayerSBoxer went around the carriers with a drop ship, dropped off medics, scanned and blinded every single observer of the Protoss and came in with cloaked wraiths for the win. Spellcasters make epic micro battles and should actually be able to turn the tide of a game with perfect Micro.


The whole Viking flower is only different when using patrol now? I'm guessing this isn't going to effect stacking air units by spam clicking 1 spot like with a muta-ball. Just wanted to see a picture of how things fly now when you try to patrol a viking flower.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Phoobie
Profile Joined December 2010
Canada120 Posts
March 17 2011 18:15 GMT
#424
We may still see HT play in PvZ for feedback because of how powerful FG is going to be against an armored Colossus/Anything ball. They will surely become more rare in PvT which is sad because the back and forth between getting snipes/EMP off VS getting storms/feedback off made for some interesting back and forth games.

I like the idea of amulet increasing HT energy generation, it will delay the time HT can get storms off following a warp in (intention of the nerf) but it won't be nearly as severe and will reward players who are able to keep their HTs alive for more storms/feedback.

For Colossus, it SHOULD be a powerful tech path, but it should not completely outshine everthing else the protoss has late game. I would love to see HTs and carriers brought up to snuff so that hey, protoss can go for his Colossus death ball play, OR HT play OR carrier play... would make XvP SO much more dynamic.
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
SugarBear
Profile Blog Joined June 2010
United States842 Posts
Last Edited: 2011-03-17 18:58:03
March 17 2011 18:53 GMT
#425
So now ghosts are countered even harder by feedback, but it doesn't matter because HT are practically worthless?

Makes sense...

Edit: I don't understand why blizzard is fucking with the casters so much. As far as I'm concerned the casters had a great dynamic before patch 1.3, with each having a technique of dealing with the other (except infestors who were basically at the mercy of EMP/feedback).

On the other hand, colossi and tanks (more colossi than tanks) allow players waaaaay overpowered strategies that can be abused very easily on a lot of the terrain in the map pool. But they don't get touched?

I'll be honest, I don't even see Ghosts/Infestors used at a high level, and HT only situationally. Why NERF them if they are already underused? Seems pointless IMO.
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
March 17 2011 18:59 GMT
#426
On March 18 2011 03:10 Demonace34 wrote:
Stinks that every thread about this patch on TL is about the KA nerf. My only gripe is that I love to see spell casters used at the highest levels of play. One example I can think of that was legendary was when (I think it was SlayerSBoxer) was in a tight position getting owned by carriers with like 5 obs to detect his cloaked wraiths. SlayerSBoxer went around the carriers with a drop ship, dropped off medics, scanned and blinded every single observer of the Protoss and came in with cloaked wraiths for the win. Spellcasters make epic micro battles and should actually be able to turn the tide of a game with perfect Micro.


The whole Viking flower is only different when using patrol now? I'm guessing this isn't going to effect stacking air units by spam clicking 1 spot like with a muta-ball. Just wanted to see a picture of how things fly now when you try to patrol a viking flower.

you can still set them to patrol, you just can't set units to patrol directly where they are already standing. sadly this also means no more dancing probes
Thats "Grand-Master" SMURF to you.....
JitnikoVi
Profile Joined May 2010
Russian Federation396 Posts
March 17 2011 19:02 GMT
#427
so the archon toilet is just completely gone now...

that was probably the best use of the mothership in the first place
In theory yes, but theoretically, no.
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
March 17 2011 19:04 GMT
#428
So is the PTR down? (Can people stop arguing already? Does the winner of a forum argument ever win anything?)
malaan
Profile Joined September 2010
365 Posts
March 17 2011 19:04 GMT
#429
I've said since the start the problem with this game is the multiplyers.. The WG tech, the larva inject and the reactors.. It makes units worth far less than the resources they cost because they can be recovered and massed up again so quickly. Imagine how little 4 gates would be used if you had to rally? it would eliminate the ridiculous build's effectiveness completely. (I'm a toss player btw).

If units where not so easily replaced it would make for more careful use during battles.
Offhand
Profile Joined June 2010
United States1869 Posts
March 17 2011 19:07 GMT
#430
On March 18 2011 04:02 JitnikoVi wrote:
so the archon toilet is just completely gone now...

that was probably the best use of the mothership in the first place


"Guys, there's more then one mothership build"

"Kill the better one"
Raiznhell
Profile Joined January 2010
Canada786 Posts
March 17 2011 19:15 GMT
#431
Wouldn't it be a better fix to make Ghost EMP a late game upgrade and make the toss shields count as both Light and Armored so their shields take maximum punch like in starcraft brood war?

Maybe even nerf the marauder a little bit? Basically i just think it's dumb how many shots it takes a Siege Tank to kill a Zlot in SC2. Mechs not impossible vs Toss but the onus is still on the Terran to be the better player compared to toss Zlot immortal+random support 1a.
Cake or Death?
roflcopter420
Profile Joined July 2009
Sweden168 Posts
March 17 2011 19:15 GMT
#432
Changes summarized:

HT possible tech-path instead of Colossus? Nerf it, only colossus should be allowed!

Ghosts effective? NERF! We only allow marines and marauders from terran!

Infestor effective as zerg? NO! Only roach/ling/muta is allowed!

They seem to be trying to only make one tech-path viable ;_;
Its much the same as milking a cow
SilverJohnny
Profile Blog Joined October 2010
United States885 Posts
March 17 2011 19:17 GMT
#433
On March 18 2011 04:02 JitnikoVi wrote:
so the archon toilet is just completely gone now...

that was probably the best use of the mothership in the first place


you can still use it as an "oh shit" recall if you're doing something with blink stalkers and a counterattack comes.

But other than that yeah it now seems quite useless. I guess you can use still split armies with vortex + FF or get part of an army and then retreat. but its much less effective.
also i think you should be able to combine like 5 archons to make a really really shitty oliver stone film - Keanu_Reaver, bw balance genius
hifriend
Profile Blog Joined June 2009
China7935 Posts
March 17 2011 19:24 GMT
#434
If I'm going to be forced into robo tech every single game from now on, I really hope they just rework protoss from scratch in the expansion and scrap the colossus. Such an uninteresting unit..
Aequos
Profile Joined October 2010
Canada606 Posts
March 17 2011 19:54 GMT
#435
On March 18 2011 04:15 roflcopter420 wrote:
Changes summarized:

HT possible tech-path instead of Colossus? Nerf it, only colossus should be allowed!

Ghosts effective? NERF! We only allow marines and marauders from terran!

Infestor effective as zerg? NO! Only roach/ling/muta is allowed!

They seem to be trying to only make one tech-path viable ;_;


I'd disagree that the Infestor change is a nerf - they essentially gave it DPS in exchange for stun time. To be fair, killing all micro for 8 seconds is a bit overkill. Now, it can be used against the Protoss deathball.

Likewise, I don't think that the Ghost nerf is going to make them useless against Protoss. I think even dealing the shield damage is a worthy use of EMP.

I'd comment on the HT change, but I think it's far more overkill than the others. I'm also biased, though, as I play Protoss.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
March 17 2011 19:55 GMT
#436
On March 18 2011 03:02 Dalavita wrote:
Show nested quote +
On March 18 2011 02:56 Alejandrisha wrote:
On March 16 2011 15:09 Rabiator wrote:
On March 14 2011 15:38 Noli wrote:
Looks good with most recent update. Insta cast just because I don't have to relearn how to FG properly.

Ghost EMP taking off 100 seems smart since most units either won't have 100 or are like BCs and require more than 100 energy so just a nice polish to EMP not really a nerf since it's pretty much just as effective without completely taking yamato ect out of play.

To me it seems like a one-sided view on the whole thing. Lets look at two scenarios:

1. Ghost EMPs a few High Templars: "Shit! We cant psi storm anymore, lets merge into Archons."
2. High Templar Feedbacks a Ghost: "Urgh ... me dead ..."

Does this seem fair if EMP only removes 100 energy while Feedback still has the power to kill units? Personally I would love to have one thing added to Feedback as well:
"Feedback can not kill a unit, only reduce it to 1 hp at most."


lol. why even bother having this discussion when people like this are involved.


If you're not going to have a discussion you might as well not post.


That is his point.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
KevinIX
Profile Joined October 2009
United States2472 Posts
Last Edited: 2011-03-17 20:00:42
March 17 2011 19:57 GMT
#437
I don't think this change will get rid of the HT. Instead, HTs will supplement colossi in the late game. Getting 8 colossi isn't that much better than getting 5 colossi, since they start bumping into each other, and they can't all fire at the same time. Might as well build HTs for storm and feedback. HTs are actually very useful at killing vikings as well, because vikings are slow and tend to stack.
Liquid FIGHTING!!!
ColonelSeitan
Profile Joined September 2010
United States78 Posts
March 17 2011 20:03 GMT
#438
Has Blizzard commented at all lately on what they've found by having the KA nerf on PTR?
Frijoles pintos
blindsniper
Profile Joined July 2010
United States143 Posts
March 17 2011 20:28 GMT
#439
On March 18 2011 05:03 ColonelSeitan wrote:
Has Blizzard commented at all lately on what they've found by having the KA nerf on PTR?

You'll find out what Blizzard thinks of it when you wake up one morning and find the famous KA nerf patch downloading on your computer.
"Video games are bad for you? That's what they said about rock and roll." - Shigeru Miyamoto
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
March 17 2011 20:31 GMT
#440
On March 18 2011 04:04 RogerChillingworth wrote:
So is the PTR down? (Can people stop arguing already? Does the winner of a forum argument ever win anything?)


Yes. It's a shame everyone in here wants to argue about things they could (but decide not to) test.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
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