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Active: 5131 users

Patch 1.3.3 PTR

Forum Index > SC2 General
4401 CommentsPost a Reply
1 2 3 4 5 219 220 221 Next
Massive units are not affected by concussive shells. If you think they are, you are wrong.
It's SPORE crawlers that are being changed, not SPINE. Please read carefully.
Jimbo77
Profile Joined March 2011
139 Posts
Last Edited: 2011-05-04 04:05:53
April 26 2011 02:20 GMT
#1
Updated 05/03, 6:00 PM PDT

General
The default hotkey to toggle in-game music on/off has been reverted to its hotkey prior to Patch 1.3.0. The hotkey to display APM in the observer stat panel has been changed as a result.

Balance

PROTOSS


Archon
Now a Massive unit.
Range increased from 2 to 3.

Cybernetics Core
Research Warp Gate time increased from 140 to 180.
*This change was revoked.


Research Warp Gate time increased from 140 to 160.

Gateway
Stalker train time decreased from 42 to 37.
Zealot train time decreased from 38 to 33.
*These changes were revoked.


Sentry train time decreased from 42 to 37.
Warp Gate unit train times remain unchanged.
Pylon power radius has been decreased from 7.5 to 6.5.

TERRAN

Bunker
Salvage resource return reduced from 100% to 75%.

Ghost
Cost changed from 150/150 to 200/100.

Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).


ZERG

Infestor
Speed decreased from 2.5 to 2.25.


Spore Crawler
Root time decreased from 12 to 6.

Bug Fixes

Fixed an issue where Ghosts could not quickly EMP the same location.

Fixed an issue that allowed players to stack air units when issuing a queued stop command before the units reached the end of their patrol point.

Fixed an issue where unplugging your USB headset while another player was talking to you could cause a crash.

Fixed an issue where the APM statistic could be artificially increased.

Fixed an issue where 3D unit portraits were not animating smoothly at slow game speeds.

Fixed an issue where, when viewing a replay, no text message was displayed when a player left a game.

The Taiwanese hotkey to display/hide the game UI while in Observer mode now works correctly.


Here are the previous PTR 1.3.3 changes, which have now been fully replaced with the changes above:
+ Show Spoiler +
Balance

PROTOSS
Archons are now a massive unit.
Pylon power radius has been decreased from 7.5 to 6.5.
Cybernetics Core
Research Warp Gate time increased from 140 to 180.
Gateway
Sentry train time decreased from 42 to 37.
Stalker train time decreased from 42 to 37.
Zealot train time decreased from 38 to 33.
Warp Gate unit train times remain unchanged.

TERRAN
Ghost
Cost changed from 150/150 to 200/100.
Salvage resource return reduced from 100% to 75%.

ZERG
Spore Crawler
Root time decreased from 12 to 6.


Bug Fixes

Fixed a bug where Ghosts could not quickly EMP the same location.
Fixed a bug where players were still able to stack flying units on top of each other.


http://us.battle.net/sc2/en/forum/topic/1213111662

IMO Ghost cost change is a little buff.
Infestor nerf at last, not a big one though.

Green reflects changes from the previous PTR.
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neobowman
Profile Blog Joined March 2008
Canada3324 Posts
Last Edited: 2011-04-27 03:06:21
April 26 2011 02:21 GMT
#2
Spore Crawler change: Holy shit, I love this! Such a brilliant change.

Pylon power radius seems pretty random though.

More bunker changes! Though I admit that I actually like this one.

I have a feeling that 2 gate early game will actually be used now.

Yes, I get it, pylon power radius is for 4 gate.
tsuxiit
Profile Joined July 2010
1305 Posts
Last Edited: 2011-04-26 02:23:28
April 26 2011 02:21 GMT
#3
On April 26 2011 11:20 Blizzard wrote:
Fixed a bug where players were still able to stack flying units on top of each other.


Many Brood War tears were just shed.


edit: Bunkers no longer free! I can only say "lol."
Arcanne
Profile Joined August 2010
United States1519 Posts
April 26 2011 02:21 GMT
#4
wooo! warp gates :D
Professional tech investor, part time DotA scrub | Follow @AllMeasures on Twitter
sAfuRos
Profile Joined March 2009
United States743 Posts
Last Edited: 2011-04-26 02:23:07
April 26 2011 02:22 GMT
#5
Eh...not a fan of the pylon distance change, nor the ghost cost change
Ghosts should be gas intensive, not mineral intensive :/

Edit: i wonder how much the anti-stacking will affect mutas....
sAfuRos // twitch.tv/sAfuRos // contact for coaching
29 fps
Profile Blog Joined March 2008
United States5725 Posts
April 26 2011 02:23 GMT
#6
yes! salvage should be 75%! finally!

and archon being massive is gonna be great. high temps will be more useful again.

are the gateway times gonna be faster than warpgate times for the same units?
4v4 is a battle of who has the better computer.
GoodRamen
Profile Blog Joined December 2009
United States713 Posts
April 26 2011 02:23 GMT
#7
salvage change plus spore crawler is huge....... actually everything is lol
#1 Fantasy Fan!!!!
Jyvblamo
Profile Blog Joined June 2006
Canada13788 Posts
April 26 2011 02:24 GMT
#8
I actually like all of these changes. :D
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
April 26 2011 02:24 GMT
#9
No... This can't be....
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Xapti
Profile Joined April 2010
Canada2473 Posts
April 26 2011 02:24 GMT
#10
ROFL WAFL

Patch 16: Zealot build time increased from 33 to 38.

Patch 17: Zealot build time decreased from 38 to 33.

Patch 1.1.0: Zealot build time increased from 33 to 38.

Patch 1.3.3: Zealot train time decreased from 38 to 33.

WTF M8?
"Then he told me to tell you that he wouldn't piss on you if you were on fire" — "Well, you tell him that I said that I wouldn't piss on him if he was on Jeopardy!"
JosephAM
Profile Joined October 2010
Canada131 Posts
April 26 2011 02:24 GMT
#11
Really seems like Blizzard's been paying attention to player suggestions. I've seen a ton of people asking for the Archon to be massive. Glad to see that they're testing our suggestions :D
Marcury
Profile Joined September 2009
Canada141 Posts
April 26 2011 02:24 GMT
#12
Pylon distance change seems like a very active step to make 4 warp gate less viable in PvP, excited to test how it plays out
Kujawa
Profile Blog Joined November 2010
United States137 Posts
April 26 2011 02:24 GMT
#13
spore crawlers....really......cause i build those.
get the fuck out ball- hot_bid
tsuxiit
Profile Joined July 2010
1305 Posts
Last Edited: 2011-04-26 02:25:16
April 26 2011 02:24 GMT
#14
--
Froadac
Profile Blog Joined July 2009
United States6733 Posts
Last Edited: 2011-04-26 02:41:14
April 26 2011 02:25 GMT
#15
On April 26 2011 11:20 Jimbo77 wrote:
Balance

PROTOSS

Archons are now a massive unit. Has been asked for for a long time. It makes sense

Pylon power radius has been decreased from 7.5 to 6.5. Another way to slow down warpgate rushes, and four gates

Cybernetics Core

Research Warp Gate time increased from 140 to 180. Meh, we'll see. Now there will probably be even more "pre warpgate" timings for toss and terran, although the decreased times will try and compensate. i'm not sure how effective it will be: PTR should determine that though.

Gateway

Sentry train time decreased from 42 to 37.

Stalker train time decreased from 42 to 37.

Zealot train time decreased from 38 to 33.

Warp Gate unit train times remain unchanged.


TERRAN

Ghost

Cost changed from 150/150 to 200/100. Probably to try and balance late game TvP, although this lets you get really fast ghosts on one base. Probably will open up a new build. Nice for late game but now where do you put your gas as terran?

Salvage resource return reduced from 100% to 75%.
No free bunker rushes ;(

ZERG

Spore Crawler

Root time decreased from 12 to 6. Try to help against voids and banshees?


Bug Fixes

Fixed a bug where Ghosts could not quickly EMP the same location.

Fixed a bug where players were still able to stack flying units on top of each other. Let us do it

http://us.battle.net/sc2/en/forum/topic/1213111662


AndAgain
Profile Joined November 2010
United States2621 Posts
April 26 2011 02:25 GMT
#16
Looks like they're seriously trying to change how PvP works. I like it- however, I don't see war of the worlds as a huge improvement (we'll see whether archons become viable.)
All your teeth should fall out and hair should grow in their place!
Looms
Profile Joined May 2010
United States4624 Posts
Last Edited: 2011-04-26 02:27:08
April 26 2011 02:25 GMT
#17
On April 26 2011 11:23 29 fps wrote:

are the gateway times gonna be faster than warpgate times for the same units?


warp gates are still faster

Can't wait until they talk about these balance changes on State of the Game tomorrow.
Esper
Profile Joined May 2010
United States87 Posts
April 26 2011 02:25 GMT
#18
On April 26 2011 11:21 neobowman wrote:
Spore Crawler change: Holy shit, I love this! Such a brilliant change.

Pylon power radius seems pretty random though.

More bunker changes! Though I admit that I actually like this one.

I have a feeling that 2 gate early game will actually be used now.


I'm pretty sure the pylon change is to get rid of putting pylons on the lowground and warping up on the highground. At least this way the pylon needs to be closer and is an easier sniped target.
My life is a chip in your pile. Ante up!
ScythedBlade
Profile Joined May 2010
308 Posts
April 26 2011 02:26 GMT
#19
No more 4 warp gate rushes, and no more valid QQ from zergs on 4 warp gate.

Personally, I like this because throughout my Starcraft 2 life, I have *never* learned how to 4 warp gate properly.
shinyA
Profile Joined November 2008
United States473 Posts
April 26 2011 02:26 GMT
#20
LOL
jokes

User was temp banned for this post.
twitch.tv/ggshinya
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