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Patch 1.3 PTR Notes (12/3/2011 update) - Page 6

Forum Index > SC2 General
Post a Reply
Prev 1 4 5 6 7 8 28 Next All
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2011-03-12 17:22:52
March 12 2011 17:22 GMT
#101
So the Protoss manage to whine enough to get EMP nerfed to near uselessness while Feedback still has the potential to kill units? I think I see more Ghosts being feedbacked than High Templars getting EMPed already ...
If you cant say what you're meaning, you can never mean what you're saying.
Mowr
Profile Joined November 2010
Sweden791 Posts
March 12 2011 17:25 GMT
#102
On March 13 2011 01:43 Cosmos wrote:
Nerf EMP is very huge against sentrys, not that much against HT I think.

I'm not sure if the nerf was huge but I too think that they primarily did with the sentry in mind. I think it's reasonable.
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
dc302
Profile Joined December 2010
Australia576 Posts
March 12 2011 17:25 GMT
#103
hmm interesting to see how the new infestor change will work
...
ampson
Profile Blog Joined January 2011
United States2355 Posts
March 12 2011 17:27 GMT
#104
I think that the EMP nerf was to help protoss with the 1 base MM+ghost push that was so powerful. Now we can still have some forcefields. With HT, it is pretty much the same thing. That late into the game, T should have more than one ghost for 2X emp, and that's still pretty unnecessary as HT's rarely live long enough to have 175 energy.

By the way people, P can't quite warp in templar while storm is researching, because we need that gas to stay alive before amulet researches. So if we get attacked during that time, we have a few useless templar that we will need to archon warp, and then we have no storms later anyway. However, I think we should see how this nerf plays out. After it all, you can all still whine about my colossus later.
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
March 12 2011 17:28 GMT
#105
While I don't mind the ghost change as a Terran player, it feels completely unwarranted. Was there a serious problem with ghosts depleting energy being too problematic? Besides for perhaps EMPing a full energy mothership, this feels like something so out of the blue it wasn't given any thought. By the time sentries at peaking at 200 energy, the Protoss death ball is powerful enough without forcefields to crush a Terran army. I don't know, it just feels so random.

Something I think people aren't considering is the new fungal growth, even against non-armored units like the marine. The old fungal could catch a group of marines, but with enough medivacs it was possible to keep many marines alive even through 2 fungals. With the duration cut from 8 to 4, but the damage remaining the same, the damage output on non-armored units has now doubled. I'm skeptical if there's a chance that fungaled marines even have a chance of making it out of 2 fungals.
Sup.
GagnarTheUnruly
Profile Joined July 2010
United States655 Posts
March 12 2011 17:29 GMT
#106
Don't like the EMP nerf -- it's a step backwards because it lessens unit tension. Blizzard should keep EMP as-is and leave KA upgrade in. If they absolutely feel the need to nerf KA they should change it to +15 starting instead of +25. Nerfing EMP is NOT a good solution.
skrzmark
Profile Joined November 2010
United States1528 Posts
March 12 2011 17:30 GMT
#107
When do we even keep HT pass 100 energy anyways we morph them into archons so the EMP nerf isn't a bad change at all. You don't even have to fricken research EMP, theres no way to dodge an EMP either.
We got them GOM TvT's and them mlGG's
JiYan
Profile Blog Joined February 2009
United States3668 Posts
March 12 2011 17:40 GMT
#108
yea nerfing EMP is just going to make the game less dynamic
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
Last Edited: 2011-03-12 17:45:14
March 12 2011 17:44 GMT
#109
On March 12 2011 22:17 Alpina wrote:
Show nested quote +
On March 12 2011 22:16 GiantEnemyCrab wrote:
they nerfs the ghost emp so the protoss players who were complaining about HT should not cry now lol


That change only helps if your HTs have 150-200 energy. How often do you see HTs with that much energy?

Pretty frequently... This means you can still sort of turtle up with spread hts and not worry about 1 micro mistake losing you the game on the spot. I like this change.

On March 13 2011 02:22 Rabiator wrote:
So the Protoss manage to whine enough to get EMP nerfed to near uselessness while Feedback still has the potential to kill units? I think I see more Ghosts being feedbacked than High Templars getting EMPed already ...

Then you're watching some real tardos play, as it both outranges feedback and has an AOE.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
March 12 2011 17:47 GMT
#110
I am sad about the reverted infestor buffs.

WHYYYYYYYYYYYYY?
sAfuRos
Profile Joined March 2009
United States743 Posts
March 12 2011 17:48 GMT
#111
Any idea when this patch will be implemented?
sAfuRos // twitch.tv/sAfuRos // contact for coaching
ToyotomiXD
Profile Joined March 2011
Australia40 Posts
March 12 2011 17:49 GMT
#112
On March 13 2011 02:48 sAfuRos wrote:
Any idea when this patch will be implemented?


After GSL I would imagine.
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved. "
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
March 12 2011 17:51 GMT
#113
On March 13 2011 02:44 Drowsy wrote:
Show nested quote +
On March 13 2011 02:22 Rabiator wrote:
So the Protoss manage to whine enough to get EMP nerfed to near uselessness while Feedback still has the potential to kill units? I think I see more Ghosts being feedbacked than High Templars getting EMPed already ...

Then you're watching some real tardos play, as it both outranges feedback and has an AOE.


sc vs sanzenith. Yes, "real tardos".
Rabiator
Profile Joined March 2010
Germany3948 Posts
March 12 2011 17:51 GMT
#114
On March 13 2011 02:44 Drowsy wrote:
Show nested quote +
On March 12 2011 22:17 Alpina wrote:
On March 12 2011 22:16 GiantEnemyCrab wrote:
they nerfs the ghost emp so the protoss players who were complaining about HT should not cry now lol


That change only helps if your HTs have 150-200 energy. How often do you see HTs with that much energy?

Pretty frequently... This means you can still sort of turtle up with spread hts and not worry about 1 micro mistake losing you the game on the spot. I like this change.

Show nested quote +
On March 13 2011 02:22 Rabiator wrote:
So the Protoss manage to whine enough to get EMP nerfed to near uselessness while Feedback still has the potential to kill units? I think I see more Ghosts being feedbacked than High Templars getting EMPed already ...

Then you're watching some real tardos play, as it both outranges feedback and has an AOE.

Really? The key part is scouting and in the pro games Terrans dont usually have cloaked Ghosts and Protoss armies usually have Observers spotting for incoming enemies anyways. If EMP is limited to "draining" only a max 100 energy I would think the same change should be applied to Feedback.

Btw. smart Protoss spread their caster units so "its an area effect" is not a valid argument IMO. Smart Terrans have learned to spread their Marines when facing Banelings so why should it be "easy mode" for Protoss?
If you cant say what you're meaning, you can never mean what you're saying.
JohnQPublic
Profile Joined April 2010
United States123 Posts
Last Edited: 2011-03-12 17:53:44
March 12 2011 17:52 GMT
#115
On March 13 2011 02:51 Jimmeh wrote:
Show nested quote +
On March 13 2011 02:44 Drowsy wrote:
On March 13 2011 02:22 Rabiator wrote:
So the Protoss manage to whine enough to get EMP nerfed to near uselessness while Feedback still has the potential to kill units? I think I see more Ghosts being feedbacked than High Templars getting EMPed already ...

Then you're watching some real tardos play, as it both outranges feedback and has an AOE.


sc vs sanzenith. Yes, "real tardos".

Actually, SC's ghost control was pretty bad I suggest you rewatch the games.
non sum qualis eram
goswser
Profile Blog Joined May 2009
United States3546 Posts
March 12 2011 17:53 GMT
#116
Interested in how this:
Fixed an issue to prevent Force Fields from pushing units during construction
will impact gameplay
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
Gigaudas
Profile Blog Joined December 2008
Sweden1213 Posts
March 12 2011 17:56 GMT
#117
On March 13 2011 02:52 JohnQPublic wrote:
Show nested quote +
On March 13 2011 02:51 Jimmeh wrote:
On March 13 2011 02:44 Drowsy wrote:
On March 13 2011 02:22 Rabiator wrote:
So the Protoss manage to whine enough to get EMP nerfed to near uselessness while Feedback still has the potential to kill units? I think I see more Ghosts being feedbacked than High Templars getting EMPed already ...

Then you're watching some real tardos play, as it both outranges feedback and has an AOE.


sc vs sanzenith. Yes, "real tardos".

Actually, SC's ghost control was pretty bad I suggest you rewatch the games.


Well, people's ghost control is pretty bad most of the time - which should be evident when it's "pretty bad" in a GSL quarterfinal. The game can't be balanced around everyone playing perfectly.
I
sAfuRos
Profile Joined March 2009
United States743 Posts
March 12 2011 17:56 GMT
#118

Btw. smart Protoss spread their caster units so "its an area effect" is not a valid argument IMO. Smart Terrans have learned to spread their Marines when facing Banelings so why should it be "easy mode" for Protoss?


Not the same. You have a window to move and spread your marines when you know/see banelings coming; with ht, not only is their movement speed less than that of marines, if you dont have an observer or even if you do, your opportunity window to spread your ht's is much smaller and more difficult, in no small part due to the fact that you know, EMP's are instant.

sAfuRos // twitch.tv/sAfuRos // contact for coaching
goswser
Profile Blog Joined May 2009
United States3546 Posts
March 12 2011 17:58 GMT
#119
emp nerf doesn't really impact much, terrans can just spam more emps
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
ToyotomiXD
Profile Joined March 2011
Australia40 Posts
March 12 2011 17:58 GMT
#120
On March 13 2011 02:51 Rabiator wrote:
Show nested quote +
On March 13 2011 02:44 Drowsy wrote:
On March 12 2011 22:17 Alpina wrote:
On March 12 2011 22:16 GiantEnemyCrab wrote:
they nerfs the ghost emp so the protoss players who were complaining about HT should not cry now lol


That change only helps if your HTs have 150-200 energy. How often do you see HTs with that much energy?

Pretty frequently... This means you can still sort of turtle up with spread hts and not worry about 1 micro mistake losing you the game on the spot. I like this change.

On March 13 2011 02:22 Rabiator wrote:
So the Protoss manage to whine enough to get EMP nerfed to near uselessness while Feedback still has the potential to kill units? I think I see more Ghosts being feedbacked than High Templars getting EMPed already ...

Then you're watching some real tardos play, as it both outranges feedback and has an AOE.

Really? The key part is scouting and in the pro games Terrans dont usually have cloaked Ghosts and Protoss armies usually have Observers spotting for incoming enemies anyways. If EMP is limited to "draining" only a max 100 energy I would think the same change should be applied to Feedback.

Btw. smart Protoss spread their caster units so "its an area effect" is not a valid argument IMO. Smart Terrans have learned to spread their Marines when facing Banelings so why should it be "easy mode" for Protoss?


Lets have a race, me as a marine and you as a HT on caverns. Afterwards we can practise spreading our units, I will EMP your HTs and you try to storm/baneling my marines. What fun we shall have.
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved. "
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