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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. |
On April 26 2011 11:50 Bobster wrote:Show nested quote +On April 26 2011 11:48 Mommas Boy wrote: somebody explain to me the spore crawler burrow time buff. what does this help exactly. i dont remember a situation that would benefit the zerg in. Just makes them a bit better to use defensively against Phoenix/Banshee harass, nothing much to it.
Its just not often I see them getting moved. You plop them in place and forget about them. I suppose there trying to fix zerg's anti-air. If it works than good. Zerg needs it IMO.
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Sooooo that means that wg times and gw times are the same now?
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I don't understand why Archons being massive is such a big deal.
I guess they can crush ff's. immune to concussive shells
but what else is there?
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On April 26 2011 11:51 Sanctimonius wrote:Show nested quote +On April 26 2011 11:45 Cloud9157 wrote:On April 26 2011 11:37 windsupernova wrote: Hmmm, I don't think I like the warpgate change too much. 4Gate was never an issue and I really think that the pylon radius change will help on PvP.
One thing I hate is that Blizzard is just nerfing and nerfing early game. They might as well make a nr 20 mins rule now. Are you kidding me? 4 gate was a huge issue. PvP was a disgraceful matchup that revolved around 4 gate. A proper 4 gate would take down everything pretty much. A few things could stop it (3 gate robo with near-perfect control of units). PvP basically became 4 gate vs 4 gate. It completely discouraged a mid game PvP, not even mentioning a late game PvP. Idk about you or other Protoss, but I became fed up with most of my matches ending within 10 minutes. It was basically the reason I quit playing toss. Just so bloody boring and if you didn't like 4gate you had to pull off a much more difficult strat to deal with it, and if it didn't come (in, like, 3 games out of ten PvP if you were lucky) then you were behind. 4Gate dominated the match up for a reason and made it the most boring mirror by a long way. Anything to make it slightly less viable and open up more plays is a good thing for the community and for esports - who wants every PvP to be about who does the better 4gate? Uh, you act like nothing happens past the 4gate. If you both 4gate or manage to hold it off, then you both continue on with the game, no one is dumb enough to keep trying anymore
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Now switching from T to P will be even easier since macromechanics will be identical except for during the attack set up forward pylon, switch to warpgates, bam.
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On April 26 2011 11:52 Daralii wrote:Show nested quote +On April 26 2011 11:50 Bosu wrote: Will the 7.5 to 6.5 range on pylons have much of an effect on building placement? They pylon will need to be placed closer to the ramp when we wall off. Can't think of a lot of changes otherwise, though.
you can't fit the third building in between the pylon and the other buildings
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On April 26 2011 11:51 HeadDesk wrote: I'm really concerned about the non-stacking of flying units... =/
I feel like the mutalisk is MEANT to be stacked.. want to know exactly how this changes stuff in game, description is rather vague =(
It's most likely fixing the the way people are still able to create 'viking flowers' even though that was patched.
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On April 26 2011 11:49 Reborn8u wrote: I am curious why they lowered the pylon radius instead of just making pylons on low ground not able to warp units it on high ground. I'm thinking their change will make it hard to build (sim city) especially at some of the wide open naturals like xelnaga caverns and make sure you have multiple pylons powering things (like cannons vs muta). O well, time to zealot rush I guess ;O lol. Seriously, though this means no warp gate in time to stop roach all ins. That could be scary, especially since your pylons will have to be packed in closer to prevent a power down of your whole wall in.
Because they still want you to be able to warp in on high ground. For example, if you have an observer spotting a pylon on low ground. They just don't like what it with 4 gate in PvP.
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Salvage resource return reduced from 100% to 75%. Oh my goodness, finally! This is a change I've been hoping for since the salvage ability first came up.
I'm interested to see how/if the pylon radius change will affect the game. Looks like a lot of okay changes to my admittedly uneducated eyes. I'm just interested to see how it plays out.
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Major Implications for PvP. Will be interesting to see how this pans out. Going to have to get used to 2 gate and other various zealot aggression openings though.
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I don't get it. Why is everyone so happy archons are now massive. What does it change apart from some units dealing more to massive?
Edit: As I typed this it message was placed up the top
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I think the ghost change will help mech terrans (especially against immortals).
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Archons are massive? WHOO! Makes more sense than Marauders being massive 
I might switch to Protoss. Heck, I might switch to Random, since I came to realize that I didn't actually like Terran that much >.<
The only thing I don't completely like about this patch is the Pylon change. It's a bit drastic :/
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in some maps, proxy 2 gate rush is unstoppable for pvt
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downloading PTR update so slow!!!
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Huge buffs for Ghosts considering Terrans have Mule.
Wouldn't be a Blizz patch without a buff for Terrans.
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On April 26 2011 11:53 Joedaddy wrote: I don't understand why Archons being massive is such a big deal.
I guess they can crush ff's. immune to concussive shells
but what else is there? Immunity to concussive makes them(finally) useful in PvT, might make templar tech slightly more useful in PvP if it goes beyond 4-gate wars.
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On April 26 2011 11:53 Zlasher wrote: Now switching from T to P will be even easier since macromechanics will be identical except for during the attack set up forward pylon, switch to warpgates, bam.
NesTea: Terran you can be good after only playing a little, protoss you have to work hard but once you do you are unbeatable race, zerg sad.
glgl
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I like all the changes.
Except the ghost buff, gg HT's.
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Am I wrong in thinking that Warpgates will still be faster than Gateways, as they're currently 10 seconds faster and this patch only reduces the Gateway unit build times by 5 seconds?
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