Patch 1.3 PTR Notes (12/3/2011 update) - Page 6
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Rabiator
Germany3948 Posts
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Mowr
Sweden791 Posts
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. | ||
dc302
Australia576 Posts
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ampson
United States2355 Posts
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
United States2412 Posts
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. | ||
GagnarTheUnruly
United States655 Posts
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skrzmark
United States1528 Posts
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JiYan
United States3668 Posts
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Drowsy
United States4876 Posts
On March 12 2011 22:17 Alpina wrote: 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. | ||
Kinetik_Inferno
United States1431 Posts
WHYYYYYYYYYYYYY? | ||
sAfuRos
United States743 Posts
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ToyotomiXD
Australia40 Posts
On March 13 2011 02:48 sAfuRos wrote: Any idea when this patch will be implemented? After GSL I would imagine. | ||
Jimmeh
United Kingdom908 Posts
On March 13 2011 02:44 Drowsy wrote: Then you're watching some real tardos play, as it both outranges feedback and has an AOE. sc vs sanzenith. Yes, "real tardos". | ||
Rabiator
Germany3948 Posts
On March 13 2011 02:44 Drowsy wrote: 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. 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? | ||
JohnQPublic
United States123 Posts
Actually, SC's ghost control was pretty bad I suggest you rewatch the games. | ||
goswser
United States3546 Posts
Fixed an issue to prevent Force Fields from pushing units during construction will impact gameplay | ||
Gigaudas
Sweden1213 Posts
On March 13 2011 02:52 JohnQPublic wrote: 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. | ||
sAfuRos
United States743 Posts
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. | ||
goswser
United States3546 Posts
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ToyotomiXD
Australia40 Posts
On March 13 2011 02:51 Rabiator wrote: 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. | ||
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