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Patch 1.3.3 PTR - Page 10

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 8 9 10 11 12 221 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.
Mommas Boy
Profile Joined December 2010
Canada144 Posts
April 26 2011 02:53 GMT
#181
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.
here to play.
dekwaz
Profile Joined September 2010
Thailand61 Posts
April 26 2011 02:53 GMT
#182
Sooooo that means that wg times and gw times are the same now?
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
April 26 2011 02:53 GMT
#183
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?
I might be the minority on TL, but TL is the minority everywhere else.
Dommk
Profile Joined May 2010
Australia4865 Posts
April 26 2011 02:53 GMT
#184
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
Zlasher
Profile Blog Joined February 2010
United States9129 Posts
April 26 2011 02:53 GMT
#185
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.
Follow me: www.twitter.com/zlasher
Ricercar
Profile Blog Joined February 2011
United States6 Posts
April 26 2011 02:53 GMT
#186
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
Gentso
Profile Joined July 2010
United States2218 Posts
April 26 2011 02:53 GMT
#187
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.
AndAgain
Profile Joined November 2010
United States2621 Posts
April 26 2011 02:54 GMT
#188
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.
All your teeth should fall out and hair should grow in their place!
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
April 26 2011 02:54 GMT
#189
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.

If the quarter was in your right hand, that would've been micro
ExO_
Profile Blog Joined September 2009
United States2316 Posts
April 26 2011 02:54 GMT
#190
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.
Mitchlew
Profile Joined September 2010
Australia428 Posts
Last Edited: 2011-04-26 02:54:48
April 26 2011 02:54 GMT
#191
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
vdale
Profile Joined June 2010
Germany1173 Posts
April 26 2011 02:54 GMT
#192
I think the ghost change will help mech terrans (especially against immortals).
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 26 2011 02:54 GMT
#193
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 :/
ehalf
Profile Joined September 2010
408 Posts
April 26 2011 02:54 GMT
#194
in some maps, proxy 2 gate rush is unstoppable for pvt
ProbeRusher
Profile Joined March 2011
United States86 Posts
April 26 2011 02:54 GMT
#195
downloading PTR update so slow!!!
BanelingXD
Profile Joined April 2010
130 Posts
April 26 2011 02:54 GMT
#196
Huge buffs for Ghosts considering Terrans have Mule.

Wouldn't be a Blizz patch without a buff for Terrans.
0 harvesters, 2700 minerals per minute. Mules are totally balanced!
Daralii
Profile Joined March 2010
United States16991 Posts
April 26 2011 02:54 GMT
#197
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.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Dommk
Profile Joined May 2010
Australia4865 Posts
April 26 2011 02:55 GMT
#198
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
Highways
Profile Joined July 2005
Australia6120 Posts
April 26 2011 02:55 GMT
#199
I like all the changes.

Except the ghost buff, gg HT's.
#1 Terran hater
Severian
Profile Joined September 2010
Australia2052 Posts
April 26 2011 02:55 GMT
#200
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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