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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. |
Interesting changes. I especially like the "Spore Crawler" and "Warp Gate" changes. With the Spore-Root-Time-Change the spores may be able to completely root down before crushed by DTs or Flying-DTs aka Banshees. Also its easier to defend an early Phoenix harass. Like it 
The change on Warp-Gate/Pylon-Range seems interesting too. Perhaps we'll see fewer 4-Gate-Pushes. Don't get me wrong, the 4-Gate-Push is a very legit strategy but imo a bit too powerful relative for the easiness of execution. Surely we'll see some early gate pushes but with the changes we'll perhaps see them as a "surprise-strategy" instead of "standard".
And it wouldn't be a patch without bunker-changes xD
All in all a very nifty patch. Some little tweaks here and there and some changes in interesting directions (Pylon-Range, Bunker-Salvage). I'm curious which changes will go live.
gj, blizz!
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i dont know if this has been brought up by anybody else or if most people care but if i place a pylon in front of my nexus can i still put a cannon in my mineral line or will the pylon distance be 2 small thnks in advance.
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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 may come as a shock to you but nodody cares about your suggestions.. or mine or the vast majority of all of them spread here on tl.net like a plague. Just let the game designers do their job, or propose something noteworthy after putting some actual thought and research into it. Oh, and learn english, otherwise dont post at all.
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You can uproot Spore Crawlers?? -.-
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this may come as a shock to you but nodody cares about your suggestions.. or mine or the vast majority of all of them spread here on tl.net like a plague. Just let the game designers do their job, or propose something noteworthy after putting some actual thought and research into it. Oh, and learn english, otherwise dont post at all.
hmm m8 i like this game...(also i played wc3 tft and litle sc1 bw) but this game have great potencioal...
but now i can see gameplay is all (in terran case) based around one unite and that is stimed marine...
simply there is a lot of other unites that could be used in some situations and siply they dont have enapyh dps or movment speed ...
in case of sige tanks they are almoust usles agenst toss becous they dont do much dps....and dont kill toss army like they should...but on other hend toss can made whatewr unites they whont to kill sige tanks....(gatewey easy to replace zealots blink stalkers HTs tunder storm),imortals phoenix,void ray, p..... plenty of unites that can easy conter sige tanks....
but simply sige tanks are hard to replace and dont do enaph dps eaven if protoss army isnt spreed around....so you can trow your army to terran sige line and win eaven you should lose as toss...
with dps buff for sige tanks efect would be that toss ectualy need some skill to conter sige tanks....that is what i prefer insted of trownig army in sige line...litle skill and brain usige 
also this cange will made more uslufful sige tanks late game vs zerg... ultras also now charge in to sige line and do enormas dps...sems to me like stimed marine do more dps then sige tanks agenst ultars.. and that shouldnt be the case....
point is whatewer dps sige tanks have they are easy to conter and to hard to replace...sry of my ENG ...but thx if you are read 
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ALLEYCAT BLUES49496 Posts
still no reason to nerf Protoss and Zerg and buff terrans.
Buff terrans without nerfing Protoss and Zerg and they will be fine.by that I mean buff Ravens.
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I really don't like the idea of a power radius change for the pylon as it affects how buildings can be powered. This will obviously affect building placement and may mean more pylons are needed (perhaps meaning that people can't place pylons to spot for incoming drops,nydus worms etc). They should have had 2 areas in the radius, units only being able to be warped in closer to the pylon whilst still allowing building placement to remain unchanged.
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On April 28 2011 22:09 BLinD-RawR wrote: still no reason to nerf Protoss and Zerg and buff terrans.
Buff terrans without nerfing Protoss and Zerg and they will be fine.by that I mean buff Ravens.
Why do you want to buff ravens?
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On April 28 2011 22:09 BLinD-RawR wrote: still no reason to nerf Protoss and Zerg and buff terrans.
Buff terrans without nerfing Protoss and Zerg and they will be fine.by that I mean buff Ravens.
Buff Ravens ?? They are super strong as it is ? Auto Turret, PDD, HSM ?
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My humble views:
Archon changed to Massive - long overdue. I always figured Archons should have been Frenzied like Ultralisks, but this may be enough to make them useful against Concussive Marauders (which was the main problem anyway).
Pylon Power nerf - seems ok. Defensively, in wall-offs, it only moves Pylons within range of the Thor when placed behind buildings, but that's not a problem. I still think, as Final Judicator mentioned in another thread, that Pylon power just shouldn't extend onto the high ground, but at least this will make 4Gating into an opponent's base from low ground require more skillful positioning.
WG/GW unit time changes - I play mostly Toss and I'm fine with this. I actually hated, that WG-tech was a "If you don't get this the second it becomes available, you're an idiot"-research. This will definitely change early- and early-mid-timings/strategies.
Ghost cost change - ummm, don't really care. 
Bunker Salvage - Seems more like a principle change than anything else. I really don't see anyone thinking "Hmmm, may be I shouldn't place that 3rd Bunker, because if it turns out I don't need it, I can only slavage it for 75 minerals rather than 100." But perhaps someone can enlighten me as to why I'm wrong on this?
Spore Crawler - I never really understood why it had such a long burrow time in the first place (raise your hands: How many of you have ever tried to do a SPORE crawler push? )
Also, on a different note: I thought this thread was about the Patch 1.3.3 PTR notes? It would be awesome if people could stick to that, seeing as the thread is long enough as it is without having to sift through 40 pages of why Forcefields and Fungal Growth are imba. Thank you.
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On April 28 2011 22:22 Sqq wrote:Show nested quote +On April 28 2011 22:09 BLinD-RawR wrote: still no reason to nerf Protoss and Zerg and buff terrans.
Buff terrans without nerfing Protoss and Zerg and they will be fine.by that I mean buff Ravens. Buff Ravens ?? They are super strong as it is ? Auto Turret, PDD, HSM ?
I dont agree that we should buff ravens or anything but just wanted to say that the Raven really really sucks. Getting 1 for some timing push or to combat burrowed banelings is fine, but other than that the abilities are just useless.
It costs 200/200, and it can do a shitty turret, pdd (which is good early game, but late game it just kinda sucks, HSM isnt too good either, most units can run away, and you can just split your units aswell.)
Basically the Raven has a lot of cool abilities, but they are too cool and arent really practical.
They should either make the raven a viable spell caster, or just make it a plain old detector, cheaper obviously, or maybe give it an ability that's not so gimmicky like the ones it has now.
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Good changes, mabie the reduced zealot time wasnt totally necessary? i don't know... I play protoss nad i really don't like PvP because of 4 gate, hopefully this changes will make it more fun :D
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Dakota_Fanning
Hungary2335 Posts
Can anyone give me a 1.3.3 replay?
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Perfect....1 month after i find a build to destroy 4gates and win 75% of pvp's total they go and do this. I have to agree with Tyler half of the protoss changes are directed at low lvl players who still think pvp is a coinflip. If you are one of those players, you are not trying hard enough.
We were figuring it out on our own blizzard! The answers just haven't trickled down to the casual players yet....
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On April 28 2011 04:55 Hoshizake wrote: cannons = 150 can shoot air and ground (cheap but die fast) spines can be transfused and move around, bunkers can shoot air and ground but IF YOU HAVE 4 marines thats 250 minerals, about the same amount as spine + spore, end of story go cry about something else, plus everyone complaining about zvp, ever heard of infestors
Cannons: Detect. Target both air and ground units. Cost:150min
Spine: Targets only ground. No detection. Cost: 100min + 25min(drone) minus potential mining time. Burrow takes too long to be viable in battle making it almost useless when it's needed.
Bunker: 100min with 100min return (pre patch) No detection. Requires marine/reaper/marauders. Can be repaired.
As for your z v p comment. People are worrying about the early game now, and incase you're just this ignorant, you can't get out fast infestors without sacrificing both economy and army. If I'm not being clear enough, you'll be dead before your Lair even completes. Yes, Infestors are a giant help in dealing with Protoss. Zerg is probably just upset that they have one unit that can turn a game, while Protoss has several. Also, Zergs late game units are easily countered, unlike the other races.
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this might bring back the zealot proxy gate rushes they got rid of by increasoing the zealot build time... I didn't much care for a bunch of zealots at my door...
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On April 28 2011 21:40 thebole1 wrote:Show nested quote +this may come as a shock to you but nodody cares about your suggestions.. or mine or the vast majority of all of them spread here on tl.net like a plague. Just let the game designers do their job, or propose something noteworthy after putting some actual thought and research into it. Oh, and learn english, otherwise dont post at all. hmm m8 i like this game...(also i played wc3 tft and litle sc1 bw) but this game have great potencioal... but now i can see gameplay is all (in terran case) based around one unite and that is stimed marine... simply there is a lot of other unites that could be used in some situations and siply they dont have enapyh dps or movment speed ... in case of sige tanks they are almoust usles agenst toss becous they dont do much dps....and dont kill toss army like they should...but on other hend toss can made whatewr unites they whont to kill sige tanks....(gatewey easy to replace zealots blink stalkers HTs tunder storm),imortals phoenix,void ray, p..... plenty of unites that can easy conter sige tanks.... but simply sige tanks are hard to replace and dont do enaph dps eaven if protoss army isnt spreed around....so you can trow your army to terran sige line and win eaven you should lose as toss... with dps buff for sige tanks efect would be that toss ectualy need some skill to conter sige tanks....that is what i prefer insted of trownig army in sige line...litle skill and brain usige  also this cange will made more uslufful sige tanks late game vs zerg... ultras also now charge in to sige line and do enormas dps...sems to me like stimed marine do more dps then sige tanks agenst ultars.. and that shouldnt be the case.... point is whatewer dps sige tanks have they are easy to conter and to hard to replace...sry of my ENG ...but thx if you are read  You're doing something very wrong. Siege tanks are incredibly powerful, but they rely on positioning. If siege tank DPS was buffed (which will never ever happen in a million years), they would be so overpowered against Zerg it would be horrifying. All of your changes are completely off. Unless you are high diamond/masters you shouldn't even bother with your opinion.
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On April 28 2011 20:08 shaman6ix wrote:Show nested quote +On April 28 2011 09:20 thebole1 wrote: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 may come as a shock to you but nodody cares about your suggestions.. or mine or the vast majority of all of them spread here on tl.net like a plague. Just let the game designers do their job, or propose something noteworthy after putting some actual thought and research into it. Oh, and learn english, otherwise dont post at all. How can you possibly think it is ok to make fun of someone's English? Stop disgracing other English speakers please. Disagree to what he says, not how he says it.
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On April 28 2011 23:07 pseudocalm wrote:Show nested quote +On April 28 2011 23:02 TRG wrote: Burrow takes too long to be viable in battle making it almost useless when it's needed.
really...thats funny cause the two top zergs in the west right now use it almost every zvp with great success. Sheth and Idra have been crushing toss lately using burrow as a staple of their strategy. PS. they get to lair without dying, they both have a win ratio of 4:1 I watch IdrA's stream everyday, and when he's being pushed with marines with a bad spine out of position, he's forced to rely on pulling drones, lings, and queens to defend, instead of relying on his ACTUAL defense. You can't be attacked and think, hey, I'll just uproot these spines and join them while the battle happens. The nerf to spine burrow speed was way too severe. Especially when you compare it to the fact Protoss can still cannon rush and Terran can bunker rush. Zerg lost its aggressive ability with spines due to speed. I didn't say burrow wasn't viable, I clearly said during battle when it's a necessary defense, trying to unburrow and reburrow is a lost cause 90% of the time. And as for your lair comment, did you even bother reading what I was responding to? No shit you can get a lair fast, but can you get a lair fast with an infestation pit, with the upground for energy, and then get out infestors before dying to a simple push? Absolutely not.
Edit: If you're referring to Roach burrow, you shouldn't have been quoting me to begin with, as this is patch discussion. Obviously burrow is key against Protoss in regards to Roaches for both offensive and defensive battles.
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