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Patch 1.3 PTR Notes (12/3/2011 update) - Page 7

Forum Index > SC2 General
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Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 12 2011 18:00 GMT
#121
Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"?

Just gonna fuck up early game TvP and TvZ =/
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Jimmeh
Profile Blog Joined January 2010
United Kingdom908 Posts
Last Edited: 2011-03-12 18:02:10
March 12 2011 18:01 GMT
#122
On March 13 2011 03:00 Liquid`Jinro wrote:
Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"?

Just gonna fuck up early game TvP and TvZ =/


A better question is, how many times have you got stim just in time (literally 5seconds) to defend some sort of Protoss all-in? (personally, a million)
noD
Profile Blog Joined August 2010
2230 Posts
March 12 2011 18:04 GMT
#123
emp change makes no sense if the name is still emp, they should change its name if its not gonna take all energy ...
DrGreen
Profile Joined July 2010
Poland708 Posts
March 12 2011 18:04 GMT
#124
On March 13 2011 03:00 Liquid`Jinro wrote:
Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"?
/


I guess when i 1 gate FE vs 3 rax stim timing push ^^
ToyotomiXD
Profile Joined March 2011
Australia40 Posts
March 12 2011 18:10 GMT
#125
On March 13 2011 03:00 Liquid`Jinro wrote:
Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"?

Just gonna fuck up early game TvP and TvZ =/


The nerf sure beats it getting completly removed, are you gonna miss the HTs? GSL, the only place where you got to see the perfect storms.....
I am more upset as a spectator rather then a player.
Get ready for those mc style protoss 4gate all ins!!!!!
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved. "
Kyadytim
Profile Joined March 2009
United States886 Posts
Last Edited: 2011-03-12 18:13:28
March 12 2011 18:11 GMT
#126
I haven't seen anyone mention this yet, but there is no cooldown on EMP. If you queue 2 EMPs on the same spot from a ghost with more than 150 energy, it essentially fires a single EMP round that drains up to 200 energy and shields.
So, if Protoss players are supposed to sit around with Templar until they exceed 175 energy to be able to storm after one EMP, Terrans can just sit around with Ghosts until they can double EMP the same spot.

EDIT:
This nerf still makes it easier to hold ghost all-ins in the early game, which is much more relevant. No more scanning, firing a single EMP, and stimming up the ramp because there's no more forcefields.
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2011-03-12 18:19:35
March 12 2011 18:12 GMT
#127
On March 13 2011 03:00 Liquid`Jinro wrote:
Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"?

Just gonna fuck up early game TvP and TvZ =/



Well, even if there were, this kind of thing is so map dependent to begin with. Changes to core mechanics to address issues in rush distances which are not even issues on certain maps? =(

30 seconds is just over the build time of a marine.

If the change is meant to address timing push X with Y marines, then its a rush distance thing, not a stim research time thing, since the timing would by definition vary depending on rush distance.

*Ahem slag pits close positions*
Salvation a la mode and a cup of tea...
traca
Profile Joined October 2010
146 Posts
March 12 2011 18:16 GMT
#128
1.3 will be remembered
DNA61289
Profile Joined August 2010
United States665 Posts
March 12 2011 18:16 GMT
#129
Yay for more terrible changes....
When is Blizzard going to learn how to balance?
But yeah being a Korean gamer is very imba. If you're a non-korean gamer you have to balance your game playing with earning money and your real life. If you're Korean you just sit around playing games all day eating 2 cent ramyun and becoming gosu.
ilikeLIONZ
Profile Joined November 2010
Germany427 Posts
Last Edited: 2011-03-12 18:20:45
March 12 2011 18:19 GMT
#130
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


the point is, that a single emp can possibly do 1000 damage instantly, whereas a storm can be dodged "easily". means: you need several high templars until you get the SO ESSENTIAL aoe damage to only fight MMM. when you can't warp in the storms anymore, it's pointless to tech to ht because it is gonna be like gambling. will the T be able to dodge your few storms or will he not? will he get emps on your HTs or not.

the conclusion is that you rather go for colossi instead of HT tech, and the T can go for vikings blindly.
without the colossus, MMM just shred through any ball of gateway units.
DarkRise
Profile Joined November 2010
1644 Posts
Last Edited: 2011-03-12 18:23:35
March 12 2011 18:22 GMT
#131
On March 13 2011 03:01 Jimmeh wrote:
Show nested quote +
On March 13 2011 03:00 Liquid`Jinro wrote:
Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"?

Just gonna fuck up early game TvP and TvZ =/


A better question is, how many times have you got stim just in time (literally 5seconds) to defend some sort of Protoss all-in? (personally, a million)


how many times a protoss loss in a timing maruader stim timing, how many times protoss loss to a 2 rax stim timing, how many times a protoss loss to a proxy rax stim timing, how many times protoss loss to a ghost stim timing because toss FE with sentries.
The patch seem to reverse PVT, with T being strongest early game and now Protoss strongest early game
Kyuki
Profile Joined February 2008
Sweden1867 Posts
Last Edited: 2011-03-12 18:23:17
March 12 2011 18:22 GMT
#132
On March 13 2011 03:00 Liquid`Jinro wrote:
Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"?

Just gonna fuck up early game TvP and TvZ =/


Pretty much everytime you face a 3rax stim push on any closeposition .
I don't know how you practice, but just looking at your televised games you don't seem to play builds like that very often, and I can imagine people at your level have sublte enough builds to hold them most of the time.
As toss you can hardly scout it until it moves out, and if you're a sentry or two too low, or miss a FF you're dead.

On March 13 2011 03:01 Jimmeh wrote:
A better question is, how many times have you got stim just in time (literally 5seconds) to defend some sort of Protoss all-in? (personally, a million)

You play alot of games .

--

Seriously though, I can understand it, but at the same time I don't think it was really needed, especially with the new maps coming out. Had this change come out when all we had was Steps, LT, Metal, JB etc it would've felt more warrant. I hope it wont affect gameplay too much at high level.
Mada Mada Dane
ToyotomiXD
Profile Joined March 2011
Australia40 Posts
March 12 2011 18:25 GMT
#133
On March 13 2011 03:22 DarkRise wrote:
Show nested quote +
On March 13 2011 03:01 Jimmeh wrote:
On March 13 2011 03:00 Liquid`Jinro wrote:
Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"?

Just gonna fuck up early game TvP and TvZ =/


A better question is, how many times have you got stim just in time (literally 5seconds) to defend some sort of Protoss all-in? (personally, a million)


how many times a protoss loss in a timing maruader stim timing, how many times protoss loss to a 2 rax stim timing, how many times a protoss loss to a proxy rax stim timing, how many times protoss loss to a ghost stim timing because toss FE with sentries.
The patch seem to reverse PVT, with T being strongest early game and now Protoss strongest early game


Do you mean T being strongest late game and P early game? If you do the I agree and I hate it ;(
"All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved. "
ZeromuS
Profile Blog Joined October 2010
Canada13405 Posts
March 12 2011 18:26 GMT
#134
On March 13 2011 03:19 ilikeLIONZ wrote:
Show nested quote +
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


the point is, that a single emp can possibly do 1000 damage instantly, whereas a storm can be dodged "easily". means: you need several high templars until you get the SO ESSENTIAL aoe damage to only fight MMM. when you can't warp in the storms anymore, it's pointless to tech to ht because it is gonna be like gambling. will the T be able to dodge your few storms or will he not? will he get emps on your HTs or not.

the conclusion is that you rather go for colossi instead of HT tech, and the T can go for vikings blindly.
without the colossus, MMM just shred through any ball of gateway units.


I wouldnt exactly call ht tech a gamble so much as Collossus tech providing a guaranteed amount of damage. In fact, If I have 6 sentries at full energy if they hit an emp on them I can still forcefield which makes my collossus that much better.
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
DarkRise
Profile Joined November 2010
1644 Posts
March 12 2011 18:27 GMT
#135
On March 13 2011 03:25 ToyotomiXD wrote:
Show nested quote +
On March 13 2011 03:22 DarkRise wrote:
On March 13 2011 03:01 Jimmeh wrote:
On March 13 2011 03:00 Liquid`Jinro wrote:
Stim change still sucks, it makes no sense - when was the last time terran did something that mmade you go "Man, if only stim was 30 seconds slower"?

Just gonna fuck up early game TvP and TvZ =/


A better question is, how many times have you got stim just in time (literally 5seconds) to defend some sort of Protoss all-in? (personally, a million)


how many times a protoss loss in a timing maruader stim timing, how many times protoss loss to a 2 rax stim timing, how many times a protoss loss to a proxy rax stim timing, how many times protoss loss to a ghost stim timing because toss FE with sentries.
The patch seem to reverse PVT, with T being strongest early game and now Protoss strongest early game


Do you mean T being strongest late game and P early game? If you do the I agree and I hate it ;(


T is strongest early game as of now but as of patch P will be strongest early
wirllow
Profile Joined November 2009
Venezuela18 Posts
March 12 2011 18:28 GMT
#136
easy way to fix ghost... make it actually up to a 100 energy meaning.. 1 ghost can only remove 100 energy per shot.. that way terran will have to expend half of what the toss player has to expend into the tech to get away with the win
Void Ray teching to your base soon !!!
RandomAccount#49059
Profile Blog Joined June 2009
United States2140 Posts
March 12 2011 18:28 GMT
#137
--- Nuked ---
101toss
Profile Blog Joined April 2010
3232 Posts
March 12 2011 18:29 GMT
#138
On March 13 2011 03:28 stormtemplar wrote:
Show nested quote +
On March 13 2011 03:26 ZeromuS wrote:
On March 13 2011 03:19 ilikeLIONZ wrote:
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


the point is, that a single emp can possibly do 1000 damage instantly, whereas a storm can be dodged "easily". means: you need several high templars until you get the SO ESSENTIAL aoe damage to only fight MMM. when you can't warp in the storms anymore, it's pointless to tech to ht because it is gonna be like gambling. will the T be able to dodge your few storms or will he not? will he get emps on your HTs or not.

the conclusion is that you rather go for colossi instead of HT tech, and the T can go for vikings blindly.
without the colossus, MMM just shred through any ball of gateway units.


I wouldnt exactly call ht tech a gamble so much as Collossus tech providing a guaranteed amount of damage. In fact, If I have 6 sentries at full energy if they hit an emp on them I can still forcefield which makes my collossus that much better.



This is a viable scenario, and I'll be glad of it. Those 6 10-12 FFs will be great for escaping, and letting my HTs recharge

Shift click double emp means that you don't have any energy. In other words, it takes 150 energy for a full EMP now.
Math doesn't kill champions and neither do wards
Mjolnir
Profile Joined January 2009
912 Posts
March 12 2011 18:29 GMT
#139
On March 12 2011 22:13 Alpina wrote:
Very sad about infestor missile reverted

Missile gives nice micro to the game - muta/phoenix/hellion micro would be really cool vs. FG.

And I can't believe they reverted infestors hp - I mean what's the point?


It's not adding "nice micro" or "skill" to the game when you have to completely guess where your opponent is moving to.

People can bait and avoid FG as it is in it's current form. Adding the missile animation makes avoiding FGs easier and casting them goes from being quick on the trigger to basically guessing. That's not skill or micro and it detracts from the game.

Offhand
Profile Joined June 2010
United States1869 Posts
March 12 2011 18:32 GMT
#140
For people who think the EMP changes matters in TvP, the change from all energy to 100 energy only effects sentries.

A high templar needs maxed energy to storm after being hit with an EMP, this doesn't happen outside of bronze league.
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