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Patch 1.3.3 PTR - Page 11

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 9 10 11 12 13 221 Next
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
Profile Joined March 2010
Canada566 Posts
April 26 2011 02:55 GMT
#201
There is also a new "1v1 Test Map" on the PTR called "1v1 TestMap5" if someone wants to take a pic
Azide and SuperNinja - Best Double Protoss 2v2 Team!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
April 26 2011 02:55 GMT
#202
This is an actually interesting patch...
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
stephiso
Profile Joined June 2010
Canada26 Posts
Last Edited: 2011-04-26 02:57:41
April 26 2011 02:55 GMT
#203

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
Profile Joined November 2010
United States119 Posts
April 26 2011 02:55 GMT
#204
The ghost change is good for TvZ. The new infestor is seeing a LOT more use (cause its awesome) so making ghosts viable among tank/medvac production is pretty good imo.

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
Profile Joined September 2010
United States885 Posts
April 26 2011 02:55 GMT
#205
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
Profile Joined October 2010
225 Posts
April 26 2011 02:56 GMT
#206
I like most if not all of the changes. As a terran player, the ghost gas reduction cost is awesome. going to use them more often if the change remains.
SkaPunk
Profile Joined October 2010
United States471 Posts
April 26 2011 02:56 GMT
#207
Im... terrified. Gotta rework all my builds.
Team Fallacy
dvide
Profile Joined March 2010
United Kingdom287 Posts
April 26 2011 02:56 GMT
#208
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
Profile Blog Joined April 2010
Canada503 Posts
April 26 2011 02:56 GMT
#209
hey does any1 kno how long the cooldown time on the warp gates is compared to 33 seconds of the ptr gateways
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50114 Posts
April 26 2011 02:57 GMT
#210
it would be fun to do a full on Ghost Mech in TvZ again...but I don't know.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
ProbeRusher
Profile Joined March 2011
United States86 Posts
April 26 2011 02:57 GMT
#211
GG HT's
jared1259
Profile Joined May 2010
United States63 Posts
Last Edited: 2011-04-26 03:01:06
April 26 2011 02:57 GMT
#212
On April 26 2011 11:42 sermokala wrote:
Show nested quote +
On April 26 2011 11:36 RJGooner wrote:
On April 26 2011 11:34 jared1259 wrote:
Spanishiwa build Buff!!!!!!!!!!!!

Salvage resource return reduced from 100% to 75%

Spore Crawler
Root time decreased from 12 to 6.

Easier to defend against bunker rush, air, DT and Banshee, NO GAS!


Uh not really. Spanishiwa uses spines not spores and he gets queens for anti-air. I don't see how buffing spore crawlers helps his build.



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.
Do your thing
Assirra
Profile Joined August 2010
Belgium4169 Posts
April 26 2011 02:57 GMT
#213
On April 26 2011 11:56 dvide wrote:
Show nested quote +
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.

Fungal still works.
Only the ultra is an exception cause of the frenzy.
Severian
Profile Joined September 2010
Australia2052 Posts
April 26 2011 02:57 GMT
#214
On April 26 2011 11:56 dvide wrote:
Show nested quote +
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.

Fungal will still work. It only doesn't work against the Ultra, which has the Frenzy ability.
shaman6ix
Profile Joined January 2011
Greece212 Posts
April 26 2011 02:57 GMT
#215
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.

when evolution is outlawed, only outlaws will evolve
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES50114 Posts
April 26 2011 02:58 GMT
#216
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.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
TL+ Member
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
April 26 2011 02:58 GMT
#217
On April 26 2011 11:55 stephiso wrote:
Show nested quote +

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

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.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
dvide
Profile Joined March 2010
United Kingdom287 Posts
April 26 2011 02:58 GMT
#218
On April 26 2011 11:57 Severian wrote:
Show nested quote +
On April 26 2011 11:56 dvide wrote:
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.

Fungal will still work. It only doesn't work against the Ultra, which has the Frenzy ability.

Oh right, ok thanks.
Suerte
Profile Joined July 2010
United States117 Posts
April 26 2011 02:58 GMT
#219
I've tried testing the new gateway build time changes, however I don't think the PTR has been updated. Is this just me? It says version 1.3.3 at the log in screen
Mitchlew
Profile Joined September 2010
Australia428 Posts
April 26 2011 02:58 GMT
#220
RIP 4 gate. The memories will last a life time.

*que sad music with famous 4 gates*
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