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Patch 1.3.3 PTR - Page 135

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 133 134 135 136 137 221 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.
Dauntless
Profile Joined May 2010
Norway548 Posts
May 02 2011 00:33 GMT
#2681
On May 02 2011 09:31 dump wrote:
Show nested quote +
On May 02 2011 09:18 Dauntless wrote:
On May 02 2011 09:15 ShadeOfDraG wrote:
On May 02 2011 09:06 Dauntless wrote:
Just wanted to let you guys know.

I've published patch 1.3.3 PTR versions of all the ladder maps (except DQ) on Battle.net EU.
This way, us EU players can test the changes too =)

If you find a bug or something, reply here.

Thanks you, but what are the maps changes ? There are no infos about this in the first post of the thread or in the patch notes.


No map changes. I added the balance changes to the maps, rather.
It'll be just like playing on the PTR.


They did bring back that awful Slag Pits map actually.

Isn't Slag Pits already in the Ladder Pool?
Dauntless.156 EU || Liquid´HerO | Grubby.Grubby
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-05-02 00:53:53
May 02 2011 00:44 GMT
#2682
On May 02 2011 09:25 Amber[LighT] wrote:
Show nested quote +
On May 02 2011 09:07 Zealot Lord wrote:
On May 02 2011 08:50 dump wrote:
You know what would be cool? If they made colossus do full damage only against light armor units, and made phoenix do full damage against all units.


The phoenix idea might be cool, but not the colossus one, I don't think marauders needs to be any stronger against protoss as it is already lol.

I can't remember, but didn't pros say near the end (before the zealot build time nerf) that while the 2gate was strong, it wasn't that big of a problem to deal with anymore? And now you factor in much bigger maps, I doubt this opening will anywhere be as successful as it once was in beta.


I kinda feel like the colossus should only have serious damage vs light units. It kinda stomps on the role of the immortal by letting it massacre all types of units. Who cares if immortals have a strong shield, my colossi have 20 stalkers underneath them ready to eat up whatever attacks it.

When the beta first started I was assuming that the colossus was going to be this replacement reaver unit that would be great for harassing with a warp prism. This of course didn't really happen. Its current role is the same as a mobile siege tank. Post up. Attack. Regroup. Move. Rinse. Repeat.


Yeah, that's the thing. Colossus is boring as hell. I forced myself to stop using colossus and got demoted to plat after the Khaydarin amulet nerf.

You don't get the satisfying sizzle of storms, nor the kabam of reavers. It's like walking on ants.


I can't remember, but didn't pros say near the end (before the zealot build time nerf) that while the 2gate was strong, it wasn't that big of a problem to deal with anymore? And now you factor in much bigger maps, I doubt this opening will anywhere be as successful as it once was in beta.

There's a trick to it:

- Always start with stalkers against toss. This also ensures an effortless win against cannon rush so long as your building placement is good.
- As soon as you see zealots in your base, send all your probes to the enemy base to take out all his probes. You should be able to outnumber him since he's all-inning. You don't want to leave them at home, since then the zealots will take them out.
- If you have two stalkers, you can kite the zealots indefinitely.
- Clear out the zealots, then go to his base and pick off any mining probes. Do both at the same time if possible. Take out the gas probes and assimilator to prevent him from making stalkers.

Here's a game from yesterday against a 4 gate zealot rush. I don't know why this guy never got stalkers, but the idea is the same against 2 gate proxy. Don't have any actual recent 2 gate proxy examples, sorry.

Edit: forgot the link LOL http://www.sc2replayed.com/replays/171627-1v1-protoss-shakuras-plateau
RavenLoud
Profile Joined March 2011
Canada1100 Posts
May 02 2011 01:29 GMT
#2683
On May 02 2011 09:07 Zealot Lord wrote:
Show nested quote +
On May 02 2011 08:50 dump wrote:
You know what would be cool? ...and made phoenix do full damage against all units.


The phoenix idea might be cool



Bad idea, that'll make pheonix ridiculously cost effective in their current state against any air unit not to mention their high mobility. Basically it'll shut down corrupters, BLs, BCs way too hard.
dump
Profile Joined August 2010
Japan514 Posts
May 02 2011 01:44 GMT
#2684
On May 02 2011 10:29 RavenLoud wrote:
Show nested quote +
On May 02 2011 09:07 Zealot Lord wrote:
On May 02 2011 08:50 dump wrote:
You know what would be cool? ...and made phoenix do full damage against all units.


The phoenix idea might be cool



Bad idea, that'll make pheonix ridiculously cost effective in their current state against any air unit not to mention their high mobility. Basically it'll shut down corrupters, BLs, BCs way too hard.


Let's try the math:

Phoenix damage output: 10 x 2

Battlecruiser defense: 550 health, 3 armor
Corruptor defense: 200 health, 2 armor
Brood Lord defense: 225 health, 1 armor

Shots to take down a battlecruiser: 550 / 2(10-3) = 39.28
Shots to take down a corruptor: 200 / 2(10-2) = 12.5
Shots to take down a brood lord: 225 / 2(10-1) = 12.5

I don't think that's too bad. Would you prefer that colossus just continues to rip through everything other than these units?
TheV
Profile Joined August 2010
Brazil107 Posts
May 02 2011 01:49 GMT
#2685
People understand that the reduced cost on Ghosts is a "nerf to (good way to deal with)" Infestors, right?
Storm is coming that cannot be avoided.
Zealot Lord
Profile Joined May 2010
Hong Kong747 Posts
May 02 2011 02:59 GMT
#2686
On May 02 2011 09:44 dump wrote:
Always start with stalkers against toss. This also ensures an effortless win against cannon rush so long as your building placement is good.
- As soon as you see zealots in your base, send all your probes to the enemy base to take out all his probes. You should be able to outnumber him since he's all-inning. You don't want to leave them at home, since then the zealots will take them out.
- If you have two stalkers, you can kite the zealots indefinitely.
- Clear out the zealots, then go to his base and pick off any mining probes. Do both at the same time if possible. Take out the gas probes and assimilator to prevent him from making stalkers.


Does this really work? I'll have to try it out one day~ though it seems like its something that works better in theory only. Not sure though, because I've never seen this being done before.
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-05-02 03:32:46
May 02 2011 03:31 GMT
#2687
On May 02 2011 11:59 Zealot Lord wrote:
Show nested quote +
On May 02 2011 09:44 dump wrote:
Always start with stalkers against toss. This also ensures an effortless win against cannon rush so long as your building placement is good.
- As soon as you see zealots in your base, send all your probes to the enemy base to take out all his probes. You should be able to outnumber him since he's all-inning. You don't want to leave them at home, since then the zealots will take them out.
- If you have two stalkers, you can kite the zealots indefinitely.
- Clear out the zealots, then go to his base and pick off any mining probes. Do both at the same time if possible. Take out the gas probes and assimilator to prevent him from making stalkers.


Does this really work? I'll have to try it out one day~ though it seems like its something that works better in theory only. Not sure though, because I've never seen this being done before.


Yeah it takes some practice but it works. See the replay. Once you get a couple stalkers out, you can win against any kind of zealot-only build.
Cyber_Cheese
Profile Blog Joined July 2010
Australia3615 Posts
May 02 2011 03:36 GMT
#2688
On May 02 2011 11:59 Zealot Lord wrote:
Show nested quote +
On May 02 2011 09:44 dump wrote:
Always start with stalkers against toss. This also ensures an effortless win against cannon rush so long as your building placement is good.
- As soon as you see zealots in your base, send all your probes to the enemy base to take out all his probes. You should be able to outnumber him since he's all-inning. You don't want to leave them at home, since then the zealots will take them out.
- If you have two stalkers, you can kite the zealots indefinitely.
- Clear out the zealots, then go to his base and pick off any mining probes. Do both at the same time if possible. Take out the gas probes and assimilator to prevent him from making stalkers.


Does this really work? I'll have to try it out one day~ though it seems like its something that works better in theory only. Not sure though, because I've never seen this being done before.


your probes arent mining during the transfer to the opponents base, thats the only potential drawback i see
The moment you lose confidence in yourself, is the moment the world loses it's confidence in you.
dump
Profile Joined August 2010
Japan514 Posts
Last Edited: 2011-05-02 03:50:40
May 02 2011 03:48 GMT
#2689
On May 02 2011 12:36 Cyber_Cheese wrote:
Show nested quote +
On May 02 2011 11:59 Zealot Lord wrote:
On May 02 2011 09:44 dump wrote:
Always start with stalkers against toss. This also ensures an effortless win against cannon rush so long as your building placement is good.
- As soon as you see zealots in your base, send all your probes to the enemy base to take out all his probes. You should be able to outnumber him since he's all-inning. You don't want to leave them at home, since then the zealots will take them out.
- If you have two stalkers, you can kite the zealots indefinitely.
- Clear out the zealots, then go to his base and pick off any mining probes. Do both at the same time if possible. Take out the gas probes and assimilator to prevent him from making stalkers.


Does this really work? I'll have to try it out one day~ though it seems like its something that works better in theory only. Not sure though, because I've never seen this being done before.


your probes arent mining during the transfer to the opponents base, thats the only potential drawback i see


It works almost every time for me. All you need is those two stalkers. If you control them properly they're practically invincible against probes and zealots -- which is all they'll ever have if they 2 gate proxy.

The only danger is if you don't get your stalkers out before the zealots halt your production. So you need to be sure to double up your pylons on your gateways.

Once your two stalkers are out, you don't need to mine any more.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
May 03 2011 13:08 GMT
#2690
On May 02 2011 10:44 dump wrote:
Show nested quote +
On May 02 2011 10:29 RavenLoud wrote:
On May 02 2011 09:07 Zealot Lord wrote:
On May 02 2011 08:50 dump wrote:
You know what would be cool? ...and made phoenix do full damage against all units.


The phoenix idea might be cool



Bad idea, that'll make pheonix ridiculously cost effective in their current state against any air unit not to mention their high mobility. Basically it'll shut down corrupters, BLs, BCs way too hard.


Let's try the math:

Phoenix damage output: 10 x 2

Battlecruiser defense: 550 health, 3 armor
Corruptor defense: 200 health, 2 armor
Brood Lord defense: 225 health, 1 armor

Shots to take down a battlecruiser: 550 / 2(10-3) = 39.28
Shots to take down a corruptor: 200 / 2(10-2) = 12.5
Shots to take down a brood lord: 225 / 2(10-1) = 12.5

I don't think that's too bad. Would you prefer that colossus just continues to rip through everything other than these units?


Give it a dmg bonus to Massive then.

Doubling their DPS to everything non-light means Vikings become entirely useless in TvP, Queens would die to only 2-3 Phoenixes and mass phoenix would dominate PvP entirely with the exception of the new massive Archons (which require HT/DT tech compared to just a stargate).
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
BattRoll
Profile Joined August 2010
100 Posts
May 03 2011 13:13 GMT
#2691
I don't want to search through 135 pages - can someone explain:

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.

So Warp Gate unit train times change, yet remain unchanged?
openbox1
Profile Joined March 2011
1393 Posts
May 03 2011 13:15 GMT
#2692
On May 03 2011 22:13 BattRoll wrote:
I don't want to search through 135 pages - can someone explain:

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.

So Warp Gate unit train times change, yet remain unchanged?


Dont have to read 135 pages. Just read the first page carefully...
betaV1.25
Profile Joined April 2010
425 Posts
May 03 2011 13:17 GMT
#2693
On May 03 2011 22:13 BattRoll wrote:
I don't want to search through 135 pages - can someone explain:

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.

So Warp Gate unit train times change, yet remain unchanged?



Gateway training time changes Warpgate remains unchanged.


you dont have to read 135 pages, just the first post
hugman
Profile Joined June 2009
Sweden4644 Posts
May 03 2011 13:18 GMT
#2694
On May 03 2011 22:13 BattRoll wrote:
I don't want to search through 135 pages - can someone explain:

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.

So Warp Gate unit train times change, yet remain unchanged?

It's the gateway unit training times
ChrisXIV
Profile Blog Joined August 2010
Austria3553 Posts
May 03 2011 13:20 GMT
#2695
On May 03 2011 22:13 BattRoll wrote:
I don't want to search through 135 pages - can someone explain:

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.

So Warp Gate unit train times change, yet remain unchanged?


Gateway buld time is decreased for those units, Warp Gate cooldown remains the same.
"Just stay on 1 base, make a lot of shit, keep attacking. It doesn't work? Keep attacking." -Chill
BattRoll
Profile Joined August 2010
100 Posts
May 03 2011 13:26 GMT
#2696
ah ok, that makes sense - thanks (it's late here )
zende
Profile Joined February 2011
Sweden234 Posts
May 03 2011 13:30 GMT
#2697
Quick question, haven't read through everything. Is the map pool the same?
doomed
Profile Joined May 2010
Australia420 Posts
May 03 2011 13:54 GMT
#2698
1v1 map pool seems to be the same yes.
Blasterion
Profile Blog Joined October 2010
China10272 Posts
May 03 2011 13:58 GMT
#2699
On May 03 2011 22:30 zende wrote:
Quick question, haven't read through everything. Is the map pool the same?

I think the map pool will remain the same
[TLNY]Mahjong Club Thread
Simberto
Profile Blog Joined July 2010
Germany11717 Posts
May 03 2011 14:00 GMT
#2700
On May 01 2011 07:29 Amui wrote:
When I do the sentry push, I tend to get a hallu phoenix to scout ahead, and if the zerg has suspiciously few drones or an army or 2+ spines, I will be much more careful. I'm worried about the warpgate research change because now hallucination comes out 30 seconds later and scouting and reacting to the various techs fast enough is going to be somewhat difficult.

What the fast hallucination off 3gate expo allowed
- relative safety from allins because forge goes up with the expo.
- knowing if it's safe to go punish zerg for making 40+ drones off 4 zerglings
- playing reactionary to the zerg tech choices. spire + 4gas = +1 6gate etc.

I feel like even though PvP will be less of a pain, PvZ and PvT early-mid game will both mostly have to be relearned.


Well, if you didn't chronoboost Warpgate and Hallucination constantly before, can't you just basically trade a bit of economy in form of chronoboosting less probes and more WG + Hallu to get hallucination at about the same time as before?

I have not done any testing in this regard, but i don't really think this change makes it impossible to have your scout at that time, if you want to, it just costs you money.
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