Like all the changes beside the flying unit stacking, just can't see why they'd remove what's become such a huge part of the game, stupid Terrans and your Vikings. (so to fix a small viking bug they nerf zerg? I'm so confused)
Patch 1.3.3 PTR - Page 105
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. | ||
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Noli
United Kingdom179 Posts
Like all the changes beside the flying unit stacking, just can't see why they'd remove what's become such a huge part of the game, stupid Terrans and your Vikings. (so to fix a small viking bug they nerf zerg? I'm so confused) | ||
Rorschach
United States623 Posts
Going to link a replay from the PTR (so you prob have to open with that client if you want to watch) Please give me opinions on why the game went the way it did (the outcome primarily did not turn out as I felt it should) There is hallucinate, archons, blink and storms. Take note that one player was at 3/3 in the last engagement whereas the other was quite behind in upgrades... Pretty low lvl play but this was the MOST fun I have ever had in a PvP. On a side note I am super excited for when these patch changes go through and maybe we will see more creative and entertaining strategies from the pros.... Now get on the PTR and give the archon some love! replay link: http://www.sc2rep.com/replays/()Dalco_vs_()RorschachINK_shakuras_plateau_sc2rep_com_20110427/7535 | ||
FrostedMiniWeet
United States636 Posts
On April 27 2011 09:56 Noli wrote: Muta stacking.. it's.... gone...? Like all the changes beside the flying unit stacking, just can't see why they'd remove what's become such a huge part of the game, stupid Terrans and your Vikings. (so to fix a small viking bug they nerf zerg? I'm so confused) No, why do people keep thinking that? This fixes a bug that allowed people to still do the viking flower despite Blizzard attempting to remove it. | ||
ShrimpDance
392 Posts
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stokes17
United States1411 Posts
On April 27 2011 09:48 ZeroTalent wrote: You realize that turrets and spine crawlers actually *do* something on their own, and don't require you to leave army supply around for static ground defense, right? Yea and you can't salvage finished turrets??? So... step3 profit? | ||
stlh2opolo
United States189 Posts
Please, anyone tell me their opinions on what I've said, as I'm not the most high level player. (low diamond z) | ||
Trufflez
Australia174 Posts
Says it's not up | ||
XXXSmOke
United States1333 Posts
On April 27 2011 10:03 stlh2opolo wrote: So they nerf terran (AGAIN), do a half nerf, half buff for toss (delaying the warpgates, but making the gateways make units faster, kind of cancels itself out. Plus, now you can build up a much easier defense with regular warpgates). And a... buff? for zerg. Honestly, I'd like to have seen the infestor changed. In the last patch, they tried to make it good vs toss but they really just made it practically OP vs terran, lol. Please, anyone tell me their opinions on what I've said, as I'm not the most high level player. (low diamond z) Go reread the OP look for the word "ghost" | ||
Subversion
South Africa3627 Posts
On April 27 2011 10:03 stlh2opolo wrote: So they nerf terran (AGAIN), do a half nerf, half buff for toss (delaying the warpgates, but making the gateways make units faster, kind of cancels itself out. Plus, now you can build up a much easier defense with regular warpgates). And a... buff? for zerg. Honestly, I'd like to have seen the infestor changed. In the last patch, they tried to make it good vs toss but they really just made it practically OP vs terran, lol. Please, anyone tell me their opinions on what I've said, as I'm not the most high level player. (low diamond z) Ghosts make Infestors not at all OP vs Terran. If Terrans are getting rolled by Infestors, they're just being lazy/stubborn and not adapting to changes in Zerg's composition by changing their own. | ||
sickoota
Canada918 Posts
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stlh2opolo
United States189 Posts
On April 27 2011 10:05 Subversion wrote: Ghosts make Infestors not at all OP vs Terran. If Terrans are getting rolled by Infestors, they're just being lazy/stubborn and not adapting to changes in Zerg's composition by changing their own. True. As I said, I'm not the highest level player so most terrans I play are just like "lol ghosts wut are those" | ||
br0fivE
Canada349 Posts
-i love ghosts so definitely a good buff -Protoss macro will forever be changed -Sporecrawler, well it makes sence. (even if its a lame) | ||
cozzE
Australia357 Posts
Ghost's effectiveness are also reliant on semi-decent control, so that is X supply that can potentially do nothing for you.. unlike Infestors that can IT/FG and NP and do significant 'damage'. | ||
LeBadger
Canada37 Posts
Also torn on the buff to archons... I always try to have a handful of sentries in my army at all times. | ||
FinestHour
United States18466 Posts
On April 27 2011 10:01 Cognizance wrote: In a single word, I would call the new pylon radius "cute" ![]() could you provide any other screenshots for those of us who dont have access to ptr? | ||
LloydRays
United States306 Posts
yay hopefully pvp meta game is completely revamped. after this. | ||
Rorschach
United States623 Posts
On April 27 2011 09:41 zyglrox wrote: dunno if anybody has posted about this...but you can still 4gate pretty fast. 10/10 and cut a chrono of your first stalker can still 4gate around 5:40 with same number of probes/units. and i was eating a bowl of ice cream when i just tried it for the first time...so i'm sure i could refine it more I would like you to post the replay/build if you would. The closest I could get to what you stated is have the 1 lot and 5 stalkers at the 6min mark (pretty unrefined) here is the replay: http://www.sc2rep.com/replays/()RorschachINK_vs_()Player 2_agria_valley_sc2rep_com_20110427/7536 For those to lazy to watch here is the rough BO: 10 pylon 10 gate 1 chrono on probes 12 gas 13 core (as soon as core is done start WG and spend ALL chrono on it) 16 zealot cut probes at 18 21 stalker 21 gate 21gate 21gate when WG is done (it will line up with the gateways finishing) warp in the 4 stalkers note in the replay I could have squeezed out another probe or two but it was my first time trying this.... thoughts people? | ||
Yoshi Kirishima
United States10292 Posts
So they nerf terran (AGAIN), do a half nerf, half buff for toss (delaying the warpgates, but making the gateways make units faster, kind of cancels itself out. Plus, now you can build up a much easier defense with regular warpgates). And a... buff? for zerg. Honestly, I'd like to have seen the infestor changed. In the last patch, they tried to make it good vs toss but they really just made it practically OP vs terran, lol. I agree with that; mech is harder now with Infestors (although not too much harder as Siege Tanks deal with Infestors well), but now the Ghosts are easier to get (less gas heavy!) so it is generally easier to get Ghosts, especially with a gas-heavy-mech-style! So basically, I really like these changes and they all encourage more spellcaster usage :D (Heavy marauder does well against gateway/heavy-colossi, but now the Archons resistant to slow will help HT-play against Marauder. Ghosts I already talked about. And Infestors were changed last patch). Actually, gateway pushes will be even stronger in the early game (talking about PvZ) as you can get a larger force earlier without having to wait for WG... And since it is relatively hard to get multiple tech (Twilight, Star, Robo) early-mid game without losing too many res to tech, being able to save a gateway or two due to the faster build times will help with teching. Also, Protoss may opt to get Hallucination first before WG xD. Seriously though; they could use hallucinated air units to see up a ramp and kill a wall or such, sort of like the 1 zealot 5 stalker 1 voidray build, except much much faster! Didn't think about this much before but I think ZvP will be even harder now, considering the P uses good forcefields. Then again, I think that spanishwa build will be easier to deal with? Maybe the standard for Z will be that spanishwa build now against P. | ||
RemrafGrez
United States180 Posts
On April 27 2011 10:01 Cognizance wrote: In a single word, I would call the new pylon radius "cute" ![]() OMG, this is terrible. How are you supposed to place cannons properly? How can you warp in more than 2 units when you use pylons for buildings? PTR update downloading... I really am sad about this change. | ||
Barbiero
Brazil5259 Posts
On April 27 2011 10:37 RemrafGrez wrote: OMG, this is terrible. How are you supposed to place cannons properly? How can you warp in more than 2 units when you use pylons for buildings? PTR update downloading... I really am sad about this change. You put another pylon for energy. | ||
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