Patch 1.3.3 PTR - Page 11
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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. | ||
Azide
Canada566 Posts
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Antisocialmunky
United States5912 Posts
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stephiso
Canada26 Posts
To answer this question, it is always faster to go Warp Gates. Observe: 1 Zealot takes 33 seconds in a Gateway. 1 Zealot takes 28 seconds in a Warp Gate, + 5 seconds to warp in. However, the cooldown begins disappearing before the unit finishes warping in, such that it is only 23 seconds left on cooldown before another Zealot warpin can be started. Warp Gates will produce approximately 1 extra Zealot per 6 warpin cycles. Blizzard is not going to make gateways in any way better than Warp Gates, as Warp Gates are what Blizzard intends to be Protoss's equivalent of a barracks. Gateways simply exist for balance reasons to prevent rushes that are too early with no risk to the rusher (imagine a 2 gate proxy, but the Protoss doesn't place his gates in your base). I would actually really like it that Blizzard makes Gateway production faster than warpgates, thus leaving the choice for the Protoss player to decide whether he prefers faster production, or the ability to reinforce immediately at whatever position. That would fix the fact that Protoss is supposedly very weak early game, and would add more strategies/tactics for the race | ||
PGriff
United States119 Posts
For TvP though I feel liek this could be tough. I play zerg, so idk but I feel like a slightly delayed stim push with a money emp could be pretty sick against slower gates. | ||
SKtheAnathema
United States885 Posts
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? don't think it's supposed to be a big deal. it's more like alright, my big bad archon can actually do something vs mass marauder kiting instead of looking like jackasses getting kited all day | ||
jabberjaw
225 Posts
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SkaPunk
United States471 Posts
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dvide
United Kingdom287 Posts
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? Fungal won't root them and phoenix won't lift them. | ||
GiantEnemyCrab
Canada503 Posts
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BLinD-RawR
ALLEYCAT BLUES49496 Posts
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ProbeRusher
United States86 Posts
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jared1259
United States63 Posts
On April 26 2011 11:42 sermokala wrote: he doesn't want the spores for AA he wants them for detection. Try watching the replay from his thread where he uses spores to defend from protoss air. It is titled "Cannon rush into proxy stargate (AinReNZz)" http://www.teamliquid.net/forum/viewmessage.php?topic_id=207017 The real point is with the patch change one spore at the front could be better than before the patch. | ||
Assirra
Belgium4169 Posts
On April 26 2011 11:56 dvide wrote: Fungal won't root them and phoenix won't lift them. Fungal still works. Only the ultra is an exception cause of the frenzy. | ||
Severian
Australia2052 Posts
On April 26 2011 11:56 dvide wrote: Fungal won't root them and phoenix won't lift them. Fungal will still work. It only doesn't work against the Ultra, which has the Frenzy ability. | ||
shaman6ix
Greece212 Posts
On April 26 2011 11:20 Jimbo77 wrote: Balance PROTOSS Archons are now a massive unit. Pylon power radius has been decreased from 7.5 to 6.5. Cybernetics Core Research Warp Gate time increased from 140 to 180. 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. TERRAN Ghost Cost changed from 150/150 to 200/100. Salvage resource return reduced from 100% to 75%. ZERG Spore Crawler Root time decreased from 12 to 6. Bug Fixes Fixed a bug where Ghosts could not quickly EMP the same location. Fixed a bug where players were still able to stack flying units on top of each other. http://us.battle.net/sc2/en/forum/topic/1213111662 IMO Ghost cost change is a little buff. And zerg buff once again. Nothing concerning expected infestors nerf, sadly. As a protoss I gotta say i really like this patch except from the ghost change, they will be too strong against P now. On another note does this mean that archons destroy FFs now? 4gate nerfed, im on board with that. On April 26 2011 11:35 covetousrat wrote: 140s to 180s warpgate. Wouldn't this affects PvZ too much for a Forge Nexus opening? Protoss will be very vulnerable to rushes such as Nydus and drops. no, you can get out the same amount of units as before because gateway build times have been reduced. On April 26 2011 11:31 Alou wrote: Just gotta watch out for 2 gate on Xel Naga. I'm excited. If you scout on 9, i think youll be fine (im talking about PvP) [QUOTE]On April 26 2011 11:32 Xapti wrote: [QUOTE]On April 26 2011 11:23 jaiBing wrote: Zergs never had too much of an issue dealing with air, although it was a bit of an issue some games, but only cause zerg has their queens die somehow. [QUOTE]On April 26 2011 11:32 sermokala wrote: those are the real PTR patch notes I think a lot of people got trolled hard[/QUOTE] Wat?[/QUOTE] You are wrong. Zerg had a lot of problems vs P stargate openings with void rays and phoenixes, this is a direct buff for them that was absolutely needed. | ||
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BLinD-RawR
ALLEYCAT BLUES49496 Posts
On April 26 2011 11:57 ProbeRusher wrote: GG HT's uhhhh???what? HTs might actually have some use now.save up storm....storm and then morph archon.BW style. | ||
Superiorwolf
United States5509 Posts
On April 26 2011 11:55 stephiso wrote: I would actually really like it that Blizzard makes Gateway production faster than warpgates, thus leaving the choice for the Protoss player to decide whether he prefers faster production, or the ability to reinforce immediately at whatever position. That would fix the fact that Protoss is supposedly very weak early game, and would add more strategies/tactics for the race So agree with this - that idea would be sick and I think would have a really cool effect on the game, forcing Protoss players to decide rather than mindlessly being required to go warp gate. | ||
dvide
United Kingdom287 Posts
On April 26 2011 11:57 Severian wrote: Fungal will still work. It only doesn't work against the Ultra, which has the Frenzy ability. Oh right, ok thanks. | ||
Suerte
United States117 Posts
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Mitchlew
Australia428 Posts
*que sad music with famous 4 gates* | ||
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