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Patch 1.3.3 PTR - Page 120

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 118 119 120 121 122 221 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.
XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
April 27 2011 23:18 GMT
#2381
On April 28 2011 07:00 zZygote wrote:
Poor zergs will face the wrath of many, many, 2 gate rushes.

Back to the days of SC2:Beta we go!


Yup!

Since everybody still plays on steppes of war...

What maps do you guys plan on two gating??

Tal'Darim????

Shattered Temple???

Backwater???

Good luck on the 4 player maps guys, send your 10 probe out only to find hes cross base.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
Oreo7
Profile Blog Joined December 2010
United States1647 Posts
April 27 2011 23:26 GMT
#2382
Hmm... thinking more, some 2zlots 2stalker rushes or something along those lines could actually make the game really fun. Haven't really been able to do that kind of pressure with protoss before...I'm excited.
Stork HerO and Protoss everywhere - redfive on bnet
Indrium
Profile Joined November 2010
United States2236 Posts
April 27 2011 23:49 GMT
#2383
On April 28 2011 08:18 XXXSmOke wrote:
Show nested quote +
On April 28 2011 07:00 zZygote wrote:
Poor zergs will face the wrath of many, many, 2 gate rushes.

Back to the days of SC2:Beta we go!


Yup!

Since everybody still plays on steppes of war...

What maps do you guys plan on two gating??

Tal'Darim????

Shattered Temple???

Backwater???

Good luck on the 4 player maps guys, send your 10 probe out only to find hes cross base.


If I'm not mistaken, he's talking about the pressure, not the cheese.
Joementum
Profile Blog Joined October 2010
787 Posts
Last Edited: 2011-04-27 23:54:57
April 27 2011 23:51 GMT
#2384
On April 28 2011 07:50 thebole1 wrote:
Show nested quote +
On April 28 2011 07:19 Jonny55 wrote:
Really Blizzard ... not changing anything about colo/void ray or force field? I guess we still got a while of Protoss imba-ness.


hahaha i agree that toss colloss need nerf 12dps +3vs light...and FF range need nerf....

but this is only 1.3.3 its not 1.4... or something...

i expetc in 1.4 colloss nerf

infestor nerf

sige tank buff in dps (I hope) 50/60

thor speed buff simply on big maps are to slow...(also maby)

and i hope stim pack nerf...in speed and dps (simply too much)

banglings speed nerf whould be great 2...

i think all splash dps staf should look wery cerfull and (stim) and staf that do to much dps should be whatched for balancing game..this changis i would like to see... sry for my ENG...

i forgoth to add that : zealots rush now will be too powerfull maby zealots should be 37sec also ? simply becous if you cronobust zealot now at 33sec he will made faster than marine...dont know best somebady who play ptr should speek abouth it ...


LMAO. You are the best troll in this thread so far. You want to nerf Protoss and Zerg, but buff the hell out of Terran? I find some of these so LOL worthy. Baneling speed nerf? Seriously? They are already slower than stimmed Marines on creep and they need to be slower? Isn't it enough that your tanks take out banelings so easily? Siege tanks are so damn cost effective if used right. The smart-targeting system in this game is way too good. It makes Siege Tanks so damn effective.

That video you also posted is stupid. Half of the Terrans in that video didn't have enough marines or other units to support the tanks and the other half had terrible positioning. You don't clump up your tanks so the Colossus can shoot 3 of them all in one shot.
A marine walks into a bar and asks, "Wheres the counter?"
Heavenly
Profile Joined January 2011
2172 Posts
Last Edited: 2011-04-27 23:56:06
April 27 2011 23:55 GMT
#2385
On April 28 2011 08:51 Joementum wrote:
Show nested quote +
On April 28 2011 07:50 thebole1 wrote:
On April 28 2011 07:19 Jonny55 wrote:
Really Blizzard ... not changing anything about colo/void ray or force field? I guess we still got a while of Protoss imba-ness.


hahaha i agree that toss colloss need nerf 12dps +3vs light...and FF range need nerf....

but this is only 1.3.3 its not 1.4... or something...

i expetc in 1.4 colloss nerf

infestor nerf

sige tank buff in dps (I hope) 50/60

thor speed buff simply on big maps are to slow...(also maby)

and i hope stim pack nerf...in speed and dps (simply too much)

banglings speed nerf whould be great 2...

i think all splash dps staf should look wery cerfull and (stim) and staf that do to much dps should be whatched for balancing game..this changis i would like to see... sry for my ENG...

i forgoth to add that : zealots rush now will be too powerfull maby zealots should be 37sec also ? simply becous if you cronobust zealot now at 33sec he will made faster than marine...dont know best somebady who play ptr should speek abouth it ...


LMAO. You are the best troll in this thread so far. You want to nerf Protoss and Zerg, but buff the hell out of Terran? I find some of these so LOL worthy. Baneling speed nerf? Seriously? They are already slower than stimmed Marines on creep and they need to be slower? Isn't it enough that your tanks take out banelings so easily? Siege tanks are so damn cost effective if used right. The smart-targeting system in this game is way too good. It makes Siege Tanks so damn effective.


Lol these threads are 99% about gold league players wanting to nerf what is strong in other races so they can always win without trying. If anything somehow wins the opponent the game it is OP and needs to be nerfed, because the person it beat always plays 20x better but loses due to imbalance.
"thx for all my fans i'm many lost but cheer for me .. i lost but so happy my power is fans i will good play this is promise my fans" - oGsMC
manicshock
Profile Joined November 2010
Canada741 Posts
April 27 2011 23:56 GMT
#2386
Increase in gateway build times = possibly more pressure early game from toss in TvP, not sure how much this could be affected though.
Never argue with an idiot. They will just drag you down to their level and beat you with experience.
DrunkApple
Profile Joined March 2011
34 Posts
April 27 2011 23:58 GMT
#2387
On April 28 2011 08:06 thebole1 wrote:
Show nested quote +
WTF?
Siege tank dps buff? Are you kidding me? Thor speed? Baneling speed nerf?

*facepalm*


i am toss player... i am not terran but simply sige tanks seems not cost efective vs toss...eaven if toss army is not spreed around...

look at this video :


also one more thing i noticed....

i whatched some T v Z and i noticed that zerg almoust made faster and ultralisc then terran replace his sige tanks after sufering defith... simply sige tanks dont do enaph dps...

when you nyudus terran simply ultralisc devestate mecha unites when they are out of positione and sige tanks are so hard to replace...

also i agree that stim pack simply do to much dps when is in game...but this is yust my opinion and we are all hire to shere i hope sry for my ENG...

i would like to add one more thing i noticed : mid game late game PvT simply terran cant (agenst High templars Ts and ball of Colloss ) play only with bio ball protoss destroy them after and i think the solution is to svich to mecha play... and only way is by buffing sige tanks in my opininon..

This video is help ONLY IF it shows upgrades and such things
Otherwise, it is invalid
For all I know, it could be toss 3/3 vs terran 0/0
Blasterion
Profile Blog Joined October 2010
China10272 Posts
April 27 2011 23:59 GMT
#2388
On April 28 2011 08:56 manicshock wrote:
Increase in gateway build times = possibly more pressure early game from toss in TvP, not sure how much this could be affected though.

decrease, it's decrease
[TLNY]Mahjong Club Thread
thebole1
Profile Joined April 2011
Serbia126 Posts
April 28 2011 00:20 GMT
#2389
LMAO. You are the best troll in this thread so far. You want to nerf Protoss and Zerg, but buff the hell out of Terran? I find some of these so LOL worthy. Baneling speed nerf? Seriously? They are already slower than stimmed Marines on creep and they need to be slower? Isn't it enough that your tanks take out banelings so easily? Siege tanks are so damn cost effective if used right. The smart-targeting system in this game is way too good. It makes Siege Tanks so damn effective.

That video you also posted is stupid. Half of the Terrans in that video didn't have enough marines or other units to support the tanks and the other half had terrible positioning. You don't clump up your tanks so the Colossus can shoot 3 of them all in one shot.


i think everybody have wright for opinion...of the game... l am toss player...(and i like this game) but i like more sc1 bw ...becous of strategy positioning and skill....

my acc is on EU bosko (toss) but i didnt play for some time i was close for master....also beet some masters on costum games....

but look at what changes i prupose : i neerf banglings speed !! = nerf stim pack speed and dps

buff sige tanks dps = vs toss simply are joke and agenst zerg late game....(if you dont have eny maraders)

buff thors speed = on big maps simply mutas are toying with em....

terran = race who only oriented around one unite and that is stimed marine...is that strategy ?

Prottoss

simply colloss dps is wery powerfull agenst everything =rouchs hydras sige tanks=agenst everything.... so = nerf 12dps +3 agenst light...

1.3.3 changes i heard that toss now have proxy 2gate = zerg 6pool and 4 gate are nerfed like it should be....so blizzard is made it with this change

Force fealds are simply oweryoused they can surve for difense offense whatever... ( i ) think they should be only difensive spell ....difensiv tank) and zealots are offensive tanks...
simply less range will do the job...

zerg : infestors with spedlings banglings are spaming only fungel and destroying whatewer...

look that is only my opinion i yust trying to put it out i dont think i am 100% right but some staff in it we can expect in future...sry of my ENG ..thx
IPA
Profile Joined August 2010
United States3206 Posts
April 28 2011 00:24 GMT
#2390
On April 28 2011 09:20 thebole1 wrote:
Show nested quote +
LMAO. You are the best troll in this thread so far. You want to nerf Protoss and Zerg, but buff the hell out of Terran? I find some of these so LOL worthy. Baneling speed nerf? Seriously? They are already slower than stimmed Marines on creep and they need to be slower? Isn't it enough that your tanks take out banelings so easily? Siege tanks are so damn cost effective if used right. The smart-targeting system in this game is way too good. It makes Siege Tanks so damn effective.

That video you also posted is stupid. Half of the Terrans in that video didn't have enough marines or other units to support the tanks and the other half had terrible positioning. You don't clump up your tanks so the Colossus can shoot 3 of them all in one shot.


i think everybody have wright for opinion...of the game... l am toss player...(and i like this game) but i like more sc1 bw ...becous of strategy positioning and skill....

my acc is on EU bosko (toss) but i didnt play for some time i was close for master....also beet some masters on costum games....

but look at what changes i prupose : i neerf banglings speed !! = nerf stim pack speed and dps

buff sige tanks dps = vs toss simply are joke and agenst zerg late game....(if you dont have eny maraders)

buff thors speed = on big maps simply mutas are toying with em....

terran = race who only oriented around one unite and that is stimed marine...is that strategy ?

Prottoss

simply colloss dps is wery powerfull agenst everything =rouchs hydras sige tanks=agenst everything.... so = nerf 12dps +3 agenst light...

1.3.3 changes i heard that toss now have proxy 2gate = zerg 6pool and 4 gate are nerfed like it should be....so blizzard is made it with this change

Force fealds are simply oweryoused they can surve for difense offense whatever... ( i ) think they should be only difensive spell ....difensiv tank) and zealots are offensive tanks...
simply less range will do the job...

zerg : infestors with spedlings banglings are spaming only fungel and destroying whatewer...

look that is only my opinion i yust trying to put it out i dont think i am 100% right but some staff in it we can expect in future...sry of my ENG ..thx


This is a nearly incoherent post with a lot of poor arguments. I am glad Blizzard's balancing is internal.
Time held me green and dying though I sang in my chains like the sea.
goal 888
Profile Joined April 2011
167 Posts
April 28 2011 01:51 GMT
#2391
I don't understand why the ghost cost was changed

Any one no why?
Ex_Matt
Profile Joined January 2011
Canada84 Posts
April 28 2011 01:54 GMT
#2392
Honestly, they need to nerf fungal. Games are lost that should not be losses just because u can kill 40 marines with 2 fungal growths. Its so ridiculous.
Fear the reaper man
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
April 28 2011 01:56 GMT
#2393
Just curious.

How do you deal with a 2-gate as zerg? I've never encountered one. Just throw up a spine and run your drones?
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
Sathiroth
Profile Joined December 2010
Australia93 Posts
April 28 2011 01:56 GMT
#2394
How long after they release the new patch on PTR before it hits the rest of the public?
■ Win7 Pro 64bit ■ Intel i5-2400 @ 3.9Ghz ■ Gigabyte GA-Z68XP-UD3 ■ ASUS EAH6850 ■ G.Skill Ripjaw-X 8GB DDR3 1333MHz 1.5V ■ 1*WD Blue 320GB + 500GB, 1*500GB Seagate, 1*WD Green 1TB ■ Corsair HX 750W ■ Razer Deathadder & Blackwidow
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
April 28 2011 01:58 GMT
#2395
On April 28 2011 10:56 Sathiroth wrote:
How long after they release the new patch on PTR before it hits the rest of the public?


It seems like it's generally been 3-4 weeks, if I recall correctly.
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
Qikz
Profile Blog Joined November 2009
United Kingdom12023 Posts
April 28 2011 01:58 GMT
#2396
On April 28 2011 10:51 goal 888 wrote:
I don't understand why the ghost cost was changed

Any one no why?


It's probably due to mech TvP needing so much gas that you can't afford ghosts, but you need ghosts or you die to immortals. So maybe it's to help Mech TvP? Also for Bio TvP it opens up maybe adding in more ravens as you'll have more gas.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 28 2011 01:59 GMT
#2397
On April 28 2011 10:56 Dalguno wrote:
Just curious.

How do you deal with a 2-gate as zerg? I've never encountered one. Just throw up a spine and run your drones?


Yeah you can do that, or roaches. I personally go roaches but I know other zergs like spine crawlers.
When I think of something else, something will go here
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
April 28 2011 02:05 GMT
#2398
On April 28 2011 10:54 Ex_Matt wrote:
Honestly, they need to nerf fungal. Games are lost that should not be losses just because u can kill 40 marines with 2 fungal growths. Its so ridiculous.


The only nerf that should be bestowed upon fungal is it should be a missile again, as a zerg player myself, its just stupid that i fungal, and there is nothing the opponent can do, no matter how gosu he is about the fact his army is sitting there.

Dodge fungals pls
ayababa
Profile Joined May 2010
Australia347 Posts
April 28 2011 02:36 GMT
#2399
i wanna swear really loudly .. i mean.. caps lock loudly.
I'll spoiler tag my frustrations.

+ Show Spoiler +

FFFFFFFFFFFFFUUUUUUUUUUUUUUUUCCCCCCCCCCCKKKKKK what the dick man bro man?


As a terran we don't use enough gas as it is ... why increase the cost of ghost to 200 minerals and lower its gas? if anything it should be 175/100 or something. I guess they want us to use our gas heavy units.. like the raven.. OH WAIT... the raven is practically useless (besides the fact its a detector).. its AOE spell isn't instant.. has poor range.. and can't hit a lot of the faster units in the game. pfft. its turret is good... in numbers that is... and its pdd is good... in numbers that is.

any way.. thats enough outa me.
Well done is better than well said - Benjamin Franklin
Belisarius
Profile Joined November 2010
Australia6233 Posts
April 28 2011 02:40 GMT
#2400
On April 28 2011 10:58 Qikz wrote:
Show nested quote +
On April 28 2011 10:51 goal 888 wrote:
I don't understand why the ghost cost was changed

Any one no why?


It's probably due to mech TvP needing so much gas that you can't afford ghosts, but you need ghosts or you die to immortals. So maybe it's to help Mech TvP? Also for Bio TvP it opens up maybe adding in more ravens as you'll have more gas.


I said this before, but I think it's mostly a knock-on from the KA removal-wars. Terran needs more ghosts now EMP only strips 100 energy. I suspect the intended target is TvZ infestor play, since fungal was made super super strong at the same time as the EMP nerf.
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