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Patch 1.3.3 PTR - Page 105

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
Noli
Profile Joined January 2011
United Kingdom179 Posts
April 27 2011 00:56 GMT
#2081
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)
Rorschach
Profile Joined May 2010
United States623 Posts
April 27 2011 00:58 GMT
#2082
This should probably be blogged but what the heck.
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
En Taro Adun, Executor!
FrostedMiniWeet
Profile Joined July 2009
United States636 Posts
April 27 2011 00:59 GMT
#2083
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
Profile Joined September 2010
392 Posts
April 27 2011 01:01 GMT
#2084
In a single word, I would call the new pylon radius "cute"

[image loading]
stokes17
Profile Joined January 2011
United States1411 Posts
April 27 2011 01:02 GMT
#2085
On April 27 2011 09:48 ZeroTalent wrote:
Show nested quote +
On April 27 2011 05:40 travis wrote:
On April 27 2011 05:37 ZeroTalent wrote:
On April 26 2011 11:20 Jimbo77 wrote:Salvage resource return reduced from 100% to 75%.


So, salvaging is the same as cancelling? Boo. I sort of get the QQing about bunkers being free, but how about 90%? C'mon blizzard, let's make a deal here...


You realize that salvaging happens when the structure has been completely built, right?


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
Profile Joined January 2011
United States189 Posts
April 27 2011 01:03 GMT
#2086
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)
"If you don't get pissed off when you lose, then you don't care enough" - IdrA
Trufflez
Profile Blog Joined January 2011
Australia174 Posts
April 27 2011 01:04 GMT
#2087
My PTR isn't working?

Says it's not up
The winnings in life go to the people who show up.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
April 27 2011 01:05 GMT
#2088
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"
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
April 27 2011 01:05 GMT
#2089
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
Profile Blog Joined April 2010
Canada918 Posts
April 27 2011 01:06 GMT
#2090
Anyone tested if you can hold a hatch first vs a twogate on the bigger maps?
I could spend a while with that smile
stlh2opolo
Profile Joined January 2011
United States189 Posts
April 27 2011 01:08 GMT
#2091
On April 27 2011 10:05 Subversion wrote:
Show nested quote +
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.


True. As I said, I'm not the highest level player so most terrans I play are just like "lol ghosts wut are those"
"If you don't get pissed off when you lose, then you don't care enough" - IdrA
br0fivE
Profile Joined January 2011
Canada349 Posts
April 27 2011 01:10 GMT
#2092
very very good changes!
-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
Profile Joined September 2010
Australia357 Posts
Last Edited: 2011-04-27 01:13:37
April 27 2011 01:12 GMT
#2093
Subversion, Ghosts are inherently a defensive unit (bar the TvP matchup). You pump 150 gas into them in order to STOP your opponent casting a spell and that's it (will be 100 gas post-patch). Snipe is somewhat useful but still overall it soaks alot of energy you'd rather have for emp.
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
Profile Joined November 2010
Canada37 Posts
April 27 2011 01:14 GMT
#2094
Does a late warpgate tech now make sense? Time it with your 1st push?
Also torn on the buff to archons... I always try to have a handful of sentries in my army at all times.
FinestHour
Profile Joined August 2010
United States18466 Posts
April 27 2011 01:15 GMT
#2095
On April 27 2011 10:01 Cognizance wrote:
In a single word, I would call the new pylon radius "cute"

[image loading]


could you provide any other screenshots for those of us who dont have access to ptr?
thug life.                                                       MVP/ex-
LloydRays
Profile Joined October 2010
United States306 Posts
April 27 2011 01:16 GMT
#2096
hmm i played a match earlier really hard for me to notice the difference in pylon power radius. I am assuming the change is made so it is easier to pick off they proxy to warp in over the ramp.

yay hopefully pvp meta game is completely revamped. after this.
Rorschach
Profile Joined May 2010
United States623 Posts
April 27 2011 01:20 GMT
#2097
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?


En Taro Adun, Executor!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2011-04-27 01:32:44
April 27 2011 01:24 GMT
#2098
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.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
RemrafGrez
Profile Joined November 2010
United States180 Posts
April 27 2011 01:37 GMT
#2099
On April 27 2011 10:01 Cognizance wrote:
In a single word, I would call the new pylon radius "cute"

[image loading]


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
Profile Blog Joined September 2010
Brazil5259 Posts
April 27 2011 01:47 GMT
#2100
On April 27 2011 10:37 RemrafGrez wrote:
Show nested quote +
On April 27 2011 10:01 Cognizance wrote:
In a single word, I would call the new pylon radius "cute"

[image loading]


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.
♥ The world needs more hearts! ♥
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