Patch 1.3.3 PTR - Page 118
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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. | ||
shtdisturbance
Canada613 Posts
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Hoshizake
United States26 Posts
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Pandain
United States12985 Posts
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lambchops
United States63 Posts
On April 28 2011 05:16 Pandain wrote: I just got out of the hospital so I can't really play starcraft. What exactly do they mean by "Flying units can't stack on each other" anymore? Does that mean at all? What extent is it too? If it gets rid of it entirely I'm going to have to write a big TL thread against that! it just means no more viking flowers | ||
L3gendary
Canada1470 Posts
On April 28 2011 05:16 Pandain wrote: I just got out of the hospital so I can't really play starcraft. What exactly do they mean by "Flying units can't stack on each other" anymore? Does that mean at all? What extent is it too? If it gets rid of it entirely I'm going to have to write a big TL thread against that! I think it just concerns patrol stacking not clicking-inside-magic-box stacking. | ||
zarepath
United States1626 Posts
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Darneck
Sweden1394 Posts
On April 28 2011 05:21 zarepath wrote: I like how any time a player uses micro to his advantage Blizzard calls it a "bug." I wouldn't really call patrolling and holding micro though ^^ it's not like it takes the slightest amount of skill or extra time in the game to do it. | ||
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qwertyindeed
151 Posts
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azn_dude1
162 Posts
On April 28 2011 05:21 zarepath wrote: I like how any time a player uses micro to his advantage Blizzard calls it a "bug." You mean every time a player does something that Blizzard didn't intend that defeats the purpose of scouting? Yes, I'd call that a bug. | ||
Dagon
Romania264 Posts
It dosen't destroy it, but it will change the timings a lot.. STILL, I WILL PURSUE IT!! | ||
darmousseh
United States3437 Posts
Other than that, archon changes are awesome for protoss. In PvT if you make a bunch of templar and a cloaked ghost comes and hits all ur templar, they were basically useless. Now they are scary tanks. I wonder if protoss will get fast shield upgrades when going templar tech, imagine +2 shields and guardian shield for archons against bio ![]() | ||
Varpulis
United States2517 Posts
On April 28 2011 05:40 Dagon wrote: Crap.. The WG research time will mess with my ongoing research into NewAge protoss style of floating exact number of resources, making huge nr of gates and only warping in when you HAVE to attack/defend.. It dosen't destroy it, but it will change the timings a lot.. STILL, I WILL PURSUE IT!! More than just the WG research time will mess up that style of yours, if i understand what you're saying. I like the changes that have been proposed. I don't play too much SC2 anymore, but I might dl the PTR to see exactly how the changes affect my beloved Protoss. | ||
The Touch
United Kingdom667 Posts
On April 28 2011 05:28 qwertyindeed wrote: can u still stack overlords? I don't know about what patch 1.3.3 will bring, but currently you could always just stack them and patrol like you used to, but with a larger patrol radius (I think the viking flower fix just set the minimum patrol distance to about '2') | ||
NgrySqrrl
Canada36 Posts
On April 28 2011 04:50 somnabul wrote: I don't know about the Archon Buff. I see people here celebrating the return of an "awesome" unit. I think: worthless then, near worthless now - outside of Archons rush builds. I need 2buildings to produce archons, 1 building for Collossi. I need 2 HTs for an archon (100 min/300 gas) or 2 DTs (250 min/250 gas). 1 Colossus is 300 min/200gas. In case of the HT I 've got 2 near useless units until I research storm and I need 40 Blizzseconds until they have got enough energy to actually use the ability. They are also slow and die instantly if I actually plan to use them and not merge them to Archons asap. Imho: The reason for the Archon buff is not to make Archon an awesome unit but to desperately bring HT back into the game. I would somewhat agree with the changes but at the same time Blizzard randomly buffs the ghost which every competent T is already using against P. Archons, immortals and HTs are denied by a handful of ghosts so I don't know what Blizzard is trying to win here. The real question (before the late late game): Do I rather have Archons or Collossi? As much as I despise Collosi and although Coll. are a bit more expensive on minerals, I think the answer is clear. you need two buildings for colossus, too. plus you've got two separate units with great skill sets before you decide to go archon. | ||
Barnabas
United States74 Posts
Now I'm not the best player but in these test games I could afford to switch direct to double gas and get 2 more gates as the initial attack hit and still keep zealots comin so its gonna create some sick zealot into stalker builds. Not sure if it has been said because again 118 pages is a lot. But it TOTALLY changes PvZ. I don't think you'll need 7 - 11 sentrys to hold off zerg now. They will have to spend time to protect against to the 2 gate proxy. | ||
awesomoecalypse
United States2235 Posts
or would be, anyway, if Colossus production didn't 100% tie up your robo. In effect, going "robo" just means building one unit, apart from maybe observers, as immortals and prisms detract from that all-important colossi production. templar tech isn't like that. Not only can HTs themselves be produced much more easily in conjunction with other units due to the way warp works, its on the same tech path as blink and charge, and DTs are only a building away. "Robo" tech is really just adding one super unit to support your Gateway armies. But "Templar" tech just makes your Gateway armies better, period. Fully researched, the templar path has: Chargelots Blink Stalkers DTs HTs Archons and any one of them except archons can be instantaneously morphed in anywhere on the map as needed. It definitely isn't quite as simple as saying "Archons aren't as good as Colossi, therefore templar tech sucks compared to robo." You're trading a "death ball" mentality for increased flexibility and mobility. That's always been the logic, it just never quite worked because in the lategame marauders with full upgrades wrecked gateway armies and there wasn't much they could do about it, and in PvP, past blink everything else was useless due to forcefields. | ||
sjschmidt93
United States2518 Posts
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Zanno
United States1484 Posts
On April 28 2011 06:15 sjschmidt93 wrote: viking flower still worked just required a few extra clicksViking flower was removed last patch, so this has to be something different. | ||
Moosy
Canada396 Posts
spore crawlers are for dts/cloaked/air units less bunker pressure aswell as defensive bunker usage | ||
Dagon
Romania264 Posts
On April 28 2011 05:53 VarpuliS wrote: More than just the WG research time will mess up that style of yours, if i understand what you're saying. I like the changes that have been proposed. I don't play too much SC2 anymore, but I might dl the PTR to see exactly how the changes affect my beloved Protoss. If you are saying it is fundamently wrong, you just have no vision, man.. think about it.. Having only 40/150 supply during the midgame, and being able to go directly to 140/150 in five seconds! And with the exact composition you want.. And you will have a HIGHER ability to reinforce your army than zerg, late-game.. Is sounds amazing in theory.. I am deffinetly not sure if it actually works, that's why I am testing it.. But the ability to insta-spawn a 130 food army anywhere on the map at once must not be underestimated.. ![]() | ||
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