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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. |
+ Show Spoiler + I can barely tell the difference...are people really getting that upset about that small of a change?
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Those pylons are a. Taken at different resolutions b. Are places at different spots on the map
pretty misleading images to be honest. Almost worthless unless I stare at them. Thanks for trying though, I'll have to look at it in person.
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A few patches ago they patched zealot train time because they said that proxy 2 gates were too strong and now it's back to what it was, whatever lol I forsee a lot of stupid ladder games coming up.
I still don't think archons are that good making them massive needed to happen though and was obvious.
Is there some rule that every patch has to tweak bunkers in some way?
Spore crawler root time is a pretty small thing but I think it helps a little, particularly against those ridiculous void ray phoenix attacks.
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Better start working on WhiteRas archon drop now..
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On April 27 2011 08:05 proxY_ wrote: A few patches ago they patched zealot train time because they said that proxy 2 gates were too strong and now it's back to what it was, whatever lol I forsee a lot of stupid ladder games coming up.
I still don't think archons are that good making them massive needed to happen though and was obvious.
Is there some rule that every patch has to tweak bunkers in some way?
Spore crawler root time is a pretty small thing but I think it helps a little, particularly against those ridiculous void ray phoenix attacks.
i believe they also mentioned that nerfing 2gate was largely due to the generally low skilll level, but the skill level is a lot higher now - enough to deal with 2gate i'd hope.
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On April 27 2011 08:07 Roeder wrote: Better start working on WhiteRas archon drop now..
I bet WhiteRa will have a special tactics for that in no-time!
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Has the skill level increased enough to defend the 2 gate opening with the low zealot train time? Because I remember shortly before the time was increased by 5 seconds, even top pro players were complaining about it (not only Idra) saying it was near unbeatable as Zerg.
However, that was with the old map pool, perhaps the new map pool no longer has this issue.
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On April 27 2011 08:01 aquanda wrote:+ Show Spoiler +I can barely tell the difference...are people really getting that upset about that small of a change?
It looks the same. I doubt these changes had made it to the PTR.
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Was the warpgate change just intended for pvp? I didn't feel like super quick warpgate pressure was a problem for other races.
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I'm holding out on my opinions, but why does blizzard keep thinking that the game is going to be balanced if they just tweak bunkers "one more time"
Bunker salvage? REALLY? I've never seen it win terrans a game, where only getting 75% back would have made them lose.
Now I've got even less urge to build them.
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first, im a bit confused on how archons being massive will affect anything(its not like ppl even use warp prisms for dropping lol) ( im a zerg player, i dont use concussive bullets or wutever its called)
secondly, I am a bit angry that theyre about to decide to reverse the change that patch 1.1 brought to the zealot. there was a nerf for a reason you know...
finally, i think they are really spurring on gateway rushes..
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Can't wait for this patch to go live ^.^
Really nice changes.. especially the massive archon.. no more slow archons !
and no more 4 gates but more 2 gate pressure :x
Oh man, Someone notify WhiteRa ! no more 4 gates for PvP ! \\(^w^)//
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On April 27 2011 08:31 Dragom wrote: first, im a bit confused on how archons being massive will affect anything(its not like ppl even use warp prisms for dropping lol) ( im a zerg player, i dont use concussive bullets or wutever its called)
secondly, I am a bit angry that theyre about to decide to reverse the change that patch 1.1 brought to the zealot. there was a nerf for a reason you know...
finally, i think they are really spurring on gateway rushes.. my gawd. do people not fucking read the tag at the top of the page?
For the 12455234th time. Archons becoming massive means: 1. no more concussive shells 2. can break forcefields 3. unaffected by graviton beam
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Zealot un-nerf won't be a big deal. The meta has changed to where it's more easily defendable, and maps are getting bigger and more smartly designed. As a terran, all I have to do is a simple wall-off again (Which wasn't -really- a big risk anyways, and it's even less so now that a 4gate is 40 seconds slower) and zergs just need to do some spanishiwa style "TRY BUILD A SPINE CRAWLER OR TWO" openers.
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On April 27 2011 08:10 Disastorm wrote: Has the skill level increased enough to defend the 2 gate opening with the low zealot train time? Because I remember shortly before the time was increased by 5 seconds, even top pro players were complaining about it (not only Idra) saying it was near unbeatable as Zerg.
However, that was with the old map pool, perhaps the new map pool no longer has this issue.
2 gate isn't a problem, because it delays their tech seriously and they end up pretty far behind unless they do damage. The problem, is Proxy 2 gate, because it's going to do more damage faster and it's also an all-in, you can't recover after proxying 2 gates, that's half or sometimes more than half your production if you are trying to expand.
However, will we really see a rise in proxy 2 gates? I guess it depends on the ladder level, but honestly I don't think it will return except on maps like Scrap Station. However, I can see 2 gate being a HUGE problem on close position shattered temple or metalopolis, those maps are going to be scary in close positions. Also delta quadrant and slag pits are going to suck but I have those maps vetoed so I wouldn't know.
The meta of PvZ will surely change, zergs may be forced into some kind of 9 pool play (which in all honesty isn't that bad) or 6 pool on scrap station (which I've done before and can work pretty well). I dunno tho, it may be that the 2 gate may just be a rock paper scissors that counters the spanishiwa build, where the span build counters the normal gate/cyber.
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wow these are pretty huge changes, i think this will change the game more than the actual 1.3 patch imo
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I have no intention of cheesing with 2gate proxys.. but i love that my oponents are going to think that is what i'm doing! :D
I'm going to start hiding my pylon and gateways in my base
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On April 27 2011 07:47 JustAGame wrote:Show nested quote +On April 27 2011 07:37 KhAlleB wrote: hmmm, why every 1 thinking hallu will be later on? if you think about that, WG = GW in term of production, so why not getting hallu first since you wont miss a production circle since they are egal? so it will result a faster hallu instead of a slower hallu
Without WG you might have a hard time holding off 2 base roach all ins (with 3 gate expand) which will hit right when the expansion is done. I am not sure how much you profit from that early hallucination (remember scouting with hallu costs 100 energy, giving away all your forcefields might be dangerous early on). i dont understand how it will be hard to deal teh roach all in with GW instead of WG, they have teh same production rate. you cant have more unit with WG
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On April 27 2011 08:31 Dragom wrote: first, im a bit confused on how archons being massive will affect anything(its not like ppl even use warp prisms for dropping lol) ( im a zerg player, i dont use concussive bullets or wutever its called)
secondly, I am a bit angry that theyre about to decide to reverse the change that patch 1.1 brought to the zealot. there was a nerf for a reason you know...
finally, i think they are really spurring on gateway rushes..
Would you prefer 4 warp gates?
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