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Patch 1.3.3 PTR - Page 12

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 10 11 12 13 14 221 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.
VTPerfect
Profile Blog Joined March 2011
United States487 Posts
April 26 2011 02:59 GMT
#221
I'm not sure I want to learn the same race 3 times in 3 months.
ct2299
Profile Joined February 2011
380 Posts
Last Edited: 2011-04-26 03:00:24
April 26 2011 02:59 GMT
#222
I think people are happy for the Archon buff because it mainly makes Archons immune to marauders.

People saying this is a bad change, open your eyes. What other race in the game has a unit that can snare/slow other units without any micro. lol.

Terran bunker still needs more changes. I can't believe Bliz had to make ghosts cheaper as a way to entice lazy Terrans whining about imbalance.

PS: Lol at the header that had to be put up to clarify the truth to the ignorant people.
justiceknight
Profile Blog Joined May 2008
Singapore5741 Posts
Last Edited: 2011-04-26 03:00:41
April 26 2011 02:59 GMT
#223
wats so good about archon being massive?? marauder shell still can kite it right?

I only know ultras have the Frenzy which denies any stuns-like effect,thors and colo doesnt have that frenzy......
Terranium
Profile Joined February 2004
Turkmenistan144 Posts
April 26 2011 02:59 GMT
#224
To me, the ghost change together with warpgate research time increase seems like an attempt to buff mech Terran vs toss.

4 gate is no longer a serious threat to mech, which requires the terran player to FE.
Ghost mech now requires less gas and therefore is more powerful.


Overall excellent changes. Its good that blizzard tries to add variety to the TvP matchup.
RifleCow
Profile Joined February 2008
Canada637 Posts
April 26 2011 02:59 GMT
#225
2 gate, the new 4gate? The dream of the zerg fast expansion dies..
hohoho
Acritter
Profile Joined August 2010
Syria7637 Posts
April 26 2011 03:00 GMT
#226
This is quite the MASSIVE patch.

Haha, get it? I said massive, like the new Archons.

Seriously, I am very pleased with this. I love it as a Protoss player, and I'm very enthusiastic about the buff to Ghosts (PvT imba in favor of P, IMO). I'm not looking forward to Zergs getting used to abusing Fungal, though. Archons should help mitigate that, I guess.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 26 2011 03:00 GMT
#227
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?

Those changes are big. Concussive shells was the reason archons were pretty useless vs terran.
FinestHour
Profile Joined August 2010
United States18466 Posts
April 26 2011 03:00 GMT
#228
Proxy 2gate looks super strong again, think its time to start walling off against protoss again. Not sure why people are crying about ghost resource allocation so badly.
thug life.                                                       MVP/ex-
AndAgain
Profile Joined November 2010
United States2621 Posts
Last Edited: 2011-04-26 03:00:42
April 26 2011 03:00 GMT
#229
On April 26 2011 11:58 Superiorwolf wrote:
Show nested quote +
On April 26 2011 11:55 stephiso wrote:

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.


I think it would be lame. If you see protoss suddenly turning everything into warpgates, prepare for an attack. If they turn everything into gateways, double expand.
All your teeth should fall out and hair should grow in their place!
Alejandrisha
Profile Blog Joined July 2010
United States6566 Posts
April 26 2011 03:00 GMT
#230
OK so archons can get snared by fungal but not slowed by mauraurdorors. I was just getting mixed up with ultras and fungaal but I remembered they have the frenzied passive that makes them immune to fungal. All massive is immune to maurader slow though.
get rich or die mining
TL+ Member
Bobster
Profile Joined January 2011
Germany3075 Posts
April 26 2011 03:00 GMT
#231
Not sure what I think of the Ghost change as well.


On April 26 2011 11:58 Mitchlew wrote:
RIP 4 gate. The memories will last a life time.

Traumatic experiences usually do.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
April 26 2011 03:01 GMT
#232
Alrighty I did not think this would be out so quickly from the previous thread, Toss players hurry up and get this testing and hopefully we can see if this makes a significant difference or not.

Also...200/100 ghosts...
the farm ends here
godemperor
Profile Joined October 2010
Belgium2043 Posts
April 26 2011 03:01 GMT
#233
Archon Massive=Awesome
Salvage 75%=Awesome
Spore root time=Awesome
Best patch yet!
orotoss
Profile Joined September 2010
United States298 Posts
April 26 2011 03:01 GMT
#234
It's interesting to note that protoss now has 4 massive units while zerg and terran have 2. The only units that get bonus to massive are the corruptor and the void ray. So it seems that void rays are now slightly better against archons (don't think I have ever seen these two units fighting though).
BLARRGHGHH
Corrosive
Profile Joined August 2010
Canada3741 Posts
April 26 2011 03:01 GMT
#235
Can anyone confirm that this isnt actually up on PTR yet? It patched but didn't update anything ingame.
Maruprime.
RedDragon571
Profile Joined March 2011
United States633 Posts
April 26 2011 03:01 GMT
#236
FUCK FUCK FUCK FUCK! Z V P 2 gate zealot pressure, yeah z v p is gonna be so much better now...
Headshot
Profile Blog Joined May 2010
United States1656 Posts
April 26 2011 03:01 GMT
#237
I'm very interested to see how this patch plays out.
-
babyToSS
Profile Joined December 2009
233 Posts
April 26 2011 03:01 GMT
#238
As a terran player I am so happy to see these changes. Late 4 gate means siege expands might be more viable and lower gas cost for ghosts is a buff to ghost mech which is the most effective late game TvP army.

Also to all those people thinking that it is easier to use gateways over warpgates, you are not quite correct. Committing to unist about 30+ seconds before you need them and having an attacking disadvantage (units have to traverse length of the map instead of insta reinforcements from warp gates) is a very big deal. Warp gates are still superior to gateways but most people will be just glad to be rid of the 4 gate rush timing.

Bunker salvage giving back 75% is totally cool. The only time Terran really needed to spam bunkers was during 4gate which is being nerfed.
babyToSS here! Can u go easy on me plzzz?
brutality
Profile Joined August 2010
United States167 Posts
April 26 2011 03:02 GMT
#239
PTR is working for me but none of the changes are on it anyone else having this problem?
Karthane
Profile Joined June 2010
United States1183 Posts
April 26 2011 03:02 GMT
#240
As a zerg i don't see the ZvP matchup changing that much other than 4 gate, which is not the main problem.
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