I mean, I'm not complaining about the spore crawler root time reduction, but why can't they just make spines that too.
Patch 1.3.3 PTR - Page 103
Forum Index > SC2 General |
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. | ||
synapse
China13814 Posts
I mean, I'm not complaining about the spore crawler root time reduction, but why can't they just make spines that too. | ||
hugman
Sweden4644 Posts
On April 27 2011 08:33 Honeybadger wrote: 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. Terrans explaining why 2-gate Zealot pressure won't be a problem for Zerg. Brilliant! | ||
SilverPotato
United States560 Posts
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polysciguy
United States488 Posts
On April 27 2011 08:44 hugman wrote: Terrans explaining why 2-gate Zealot pressure won't be a problem for Zerg. Brilliant! you get to react the same way toss does, build static defenses and units1, 2 spines.....and don't FE | ||
Rorschach
United States623 Posts
On April 27 2011 08:02 Seide wrote: 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. Wasn't trying to be misleading, I had a hard time placing the pylon in the same location each time. They were taken with screen save so the resolution should be identical.... Its a noticeable difference in game (e.g. A real pain in the ass to wall of on large maps (taldarem alter) while at the same time trying to keep you pylons out of harms way. Late games your pylon spread will need to be much better to make it easier to warp things in... I think its a 25% reduction in size so its significant enough to notice. Hope this change doesn't make it through as the WG nerf and GW unit build time buff should be more than enough for the 4gate problem... So far all my PVP's have been 3 gate robo "war of the worlds" or 3 gate blink games... all one base play and if you expand you die..... | ||
CrackAGrack
11 Posts
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DMKraft
476 Posts
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Amper
2 Posts
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lololol
5198 Posts
On April 27 2011 08:40 KhAlleB wrote: 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 They don't and you can. | ||
Darpa
Canada4413 Posts
On April 27 2011 08:44 hugman wrote: Terrans explaining why 2-gate Zealot pressure won't be a problem for Zerg. Brilliant! He is a little more colorful than I would put it, but he is right. Zergs are just greedy as hell. Terran needs to put up at least 1 bunker (at a minimum, generally 2 on most maps) to hold of a FE against a 4 gate, and they have to build the units to fill them + pull scvs to repair. That is a hell of a lot more cost than 2 spine crawlers, which are pretty cost effective against t1 units and dont eat up supply or extra money. That said, I also dont understand the salvage heartbreak, it really makes no difference. most terrans wont put down more than 2-5 bunkers over the course of an entire game. But for the most part I only build 2-3 bunkers in the early game. which means I'm nerfed 75 Minerals when i salvage them 2 minutes later? That really does not bother me. Even bunker rushes you generally dont put down more than 2-3 bunkers and in the end you rarely got a chance to salvage them unless you abandoned them before the push. | ||
SoBeDragon
United States192 Posts
Balance PROTOSS Archons are now a massive unit. Finally Pylon power radius has been decreased from 7.5 to 6.5. I see this making the pylon more vulnerable when trying to warp in on top of a ramp. It'll now be closer, so it should be easier to target. That was my first instinct. Cybernetics Core Research Warp Gate time increased from 140 to 180. Good. I got reminded of the stim nerf when I read this. This will help zerg a lot with some of that 4 gate pressure 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. I think this is blizzard's way of combating 4 gate in PvP. Make the pylon more vulnerable, and make it so if you're being 4 gated, you can defend it by warping your gateways back. I think that's a good idea, although I think we're going to see more proxy gates with these changes. This is going to teach people to scout a lot more then they do. TERRAN Ghost Cost changed from 150/150 to 200/100. This seems more of a buff then a nerf. I always thought caster units were supposed to be high on gas, and low on minerals. Don't see why they needed to help ghosts. They already come with EMP...why this? Salvage resource return reduced from 100% to 75%. Good. I always wondered why Terrans were able to build bunkers for free. Add this to the laundry list of terran nerfs! ZERG Spore Crawler Root time decreased from 12 to 6. /drool. I'm not the best zerg in the world, but I can't tell you how many times I've had to move my spores to help against pheonix/VR & banshee early harass. I'm glad to see zerg get yet another buff, and one that helps against air. Bug Fixes Fixed a bug where Ghosts could not quickly EMP the same location. Is there a reason why you would want to EMP the same location twice? Seems like a waste. I'm looking at this as kind of a nerf...just in a weird way. Fixed a bug where players were still able to stack flying units on top of each other. My first thought was that this was yet another nerf to terran. As zerg, we had to magic box mutas over thors to minimize damage. Now the game is doing it for us? Sounds good. I like this patch overall. It's good to see that Blizzard wants PvP to evolve beyond the 4 gate, and I like that zerg is getting buffs-a-plenty. There are also some logical things that they addressed here, like bunkers being free, and archons not being massive. This is a step in the right direction and I can't wait to see how the game will change with this. A+ from me =) | ||
DashedHopes
Canada414 Posts
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hitman133
United States1425 Posts
On April 27 2011 08:44 synapse wrote: I don't understand what was wrong with the old spine crawler time of 6. Now spore crawler is 6 and spine is 12??? So stupid... I mean, I'm not complaining about the spore crawler root time reduction, but why can't they just make spines that too. Just fucking happy that you can still move it when Terran and Protoss can't. And it help you to root faster again banshee and VRs, what the fuck else do you want ? You want all the love in the world ? | ||
TheResidentEvil
United States991 Posts
On April 27 2011 08:00 lyrlian wrote: THe difference diffinitely is noticeable. I think this is a great change to discourage 4 gating in pvp! but how does this affect walling off? Pictures please! I already posted this here is xelnaga wall in on PTR. no problems http://img29.imageshack.us/img29/933/screenshot2011042616145.jpg here is wall in on shattered http://img200.imageshack.us/img200/4526/screenshot2011042616201.jpg here is the change to warp in http://img822.imageshack.us/f/screenshot2011042616225.jpg All those stalkers can hit that pylon. you can have 5 hit the other one. Warp in as far away that only allows for a 3 Zealots to warp in.. http://img97.imageshack.us/i/screenshot2011042616224.jpg/ can be hit by 4 stalkers while its going up . http://img688.imageshack.us/i/screenshot2011042616222.jpg I dont like when toss gets changed either cuz I play toss but wall in against zerg should still be ok Last edit: 2011-04-27 07:28:15 | ||
Subversion
South Africa3627 Posts
Archons were pathetic against marauders. Bunkers being free was silly. Blizz just killed the 4gate? :O ...But revived the 2gate. Pylon power thing I don't really get, although I'm sure there's an obvious practical implication (I don't play Protoss) Ghosts being more expensive is interesting, not sure if it was necessary, seems like a weird change. Spore Crawler thing helps a lot vs Banshee/VR rushes, although I would love it if the Spine crawler was also changed, to help vs Bunker rushes! Can't have it all though ![]() | ||
AeroX42
Canada16 Posts
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DetZero
United States5 Posts
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Darpa
Canada4413 Posts
On April 27 2011 09:02 DetZero wrote: I am worried about the power of 2 gate expand builds vs zerg. I can't remember, but the last time zealots had such a low build time did we have the 4 range roaches? No, Roach range is relatively recent I believe. Archons are massive!! So does this mean that archons can crush forcefields? curious how it will work out.. yes they can, and arent affected by concussive shells | ||
ch33psh33p
7650 Posts
On April 27 2011 08:54 AeroX42 wrote: Archons are massive!! So does this mean that archons can crush forcefields? curious how it will work out.. What? They crush FF's like any other massive unit, no curiosity involved. | ||
wideye
United States209 Posts
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