Patch 1.3.3 PTR - Page 136
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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. | ||
kurse3
Australia19 Posts
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friendo
46 Posts
the change in gateway vs warpgate is not just a delay in tech, but a nerf to the warpgate itself, correct? Before the warpgate production cycle (build & cooldown) was 10 seconds faster than a gateway. Now it will be 5 seconds faster? | ||
mousepad
United States136 Posts
On May 04 2011 00:18 friendo wrote: to clarify: the change in gateway vs warpgate is not just a delay in tech, but a nerf to the warpgate itself, correct? Before the warpgate production cycle (build & cooldown) was 10 seconds faster than a gateway. Now it will be 5 seconds faster? For Stalkers, Zealots and Sentries. High Templar, Dark Templars remain the same. | ||
Holyspider
United States3 Posts
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Blasterion
China10272 Posts
On May 04 2011 00:56 Holyspider wrote: The Terran Salvage upsets me Indeed they should put an interest rate on bunkers. Salvagable for 75 minerals +1 mineral for every 20 second passed =P So instead of expanding I'll build a bunker bank then salvage then go 19 Rax marines INcontrol you're so good | ||
Holyspider
United States3 Posts
On May 04 2011 01:03 Blasterion wrote: Indeed they should put an interest rate on bunkers. Salvagable for 75 minerals +1 mineral for every 20 second passed =P So instead of expanding I'll build a bunker bank then salvage then go 19 Rax marines INcontrol you're so good is that was so i this would be my build order supply/racks/bunker/bunker/bunker/bunker/bunker/bunker/bunker/bunker/bunker/bunker/bunker/gas | ||
4of8
Germany256 Posts
On May 04 2011 00:18 friendo wrote: to clarify: the change in gateway vs warpgate is not just a delay in tech, but a nerf to the warpgate itself, correct? Before the warpgate production cycle (build & cooldown) was 10 seconds faster than a gateway. Now it will be 5 seconds faster? the cooldown is 10 seconds faster than the building time in a gateway. But warp-in (5 sec) +cooldown was only 5 seconds faster. This means now the production cycle needs the same amount of time, for stalkers/sentries/zealots. | ||
avilo
United States4100 Posts
On May 02 2011 06:04 thebole1 wrote: one more thing to add i whatch some of spanishua vs tLo simply zerg own eaven more terran late game then toss does..... as for sige tanks buff i think that sige tanks have to meny weeknes that buff in dps is joke compare how easy is to kill em.... infestor infested marines brodlords zerglings banglings ...almoust everything...(exemple if you made plenty of sige tanks agenst zerglings banglings he easy svich to broodlors...or ultralisc....+infestor with infested marines....simply sige tanks are bone of teran army but simply they are two week now ...agesnt toss eaven worst unite... also i noticed tanks chose to atc infested marines insted of ultralisc i think that should be changed two to sige tanks be more efective.... sige tanks buff that can be insert i game is 60 dps agenst armored or faster siging from 4 sec to 3 sec or something... In beta, it was possible to play a late game macro game on completely even terms with both protoss and zerg because siege tanks did damage like brood war. They made a mistake nerfing tanks not realizing that the symptoms of possible imbalance in mech was due to their map pool+map sizes being way too small. Mech in beta was completely do-able and kill-able on the big maps, and difficult to execute well into lategame (just like brood war). They acted too fast on such a momumental terran change and terrans are suffering for it now vs P and Z because almost any unit can 1a into a tankline if you have enough of it. On the small maps in beta though, such as steppes, mech was completely unstoppable, or for the effort required to stop it it was way too much compared to the effort required to execute it. But that was on horrible maps like steppes... now they finally implemented a proper map pool...which is why terran is starting to have more and more trouble and why mech is way too difficult to execute compared to the effort required to kill it, which is very little compared to brood war tanks. You can set up a beautiful position in SC2, or what not, that you would normally think is unassailable and then Z or P literally 1a's into it and comes out ahead...and when that happens on the big maps you cannot immediately replace tank numbers compared to the myriad of fast mass producing cost efficient units like marines, zerglings, zealots, blink stalker... anyways, sorry to drag off topic lol. hopefully mech play will be more do-able with more accessible ghosts next patch. | ||
Bean54
United States85 Posts
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arto
United States59 Posts
On May 04 2011 06:32 Bean54 wrote: Is the PTR closed because my client autocloses out when I start PTR, is that just on my end I had the same issue while not having a properly patched version of SC2. | ||
Bobster
Germany3075 Posts
On May 04 2011 00:56 Holyspider wrote: The Terran Salvage upsets me Yep, return should've been decreased more, to 50% or 25% or so. Oh well, what can you do. | ||
lololol
5198 Posts
On May 04 2011 01:15 4of8 wrote: the cooldown is 10 seconds faster than the building time in a gateway. But warp-in (5 sec) +cooldown was only 5 seconds faster. This means now the production cycle needs the same amount of time, for stalkers/sentries/zealots. This is simply wrong. The warp in time is completely irrelevant and doesn't affect the cooldown, which starts right away. And the comment that (specifically) the gateway buff is a warpgate nerf is facepalm worthy. Blizz should totally nerf marines by doubling marauder hp, imagine the terran tears after such a huge nerf! | ||
Lumber1000jack
United States10 Posts
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-Archangel-
Croatia7457 Posts
On May 04 2011 01:15 avilo wrote: In beta, it was possible to play a late game macro game on completely even terms with both protoss and zerg because siege tanks did damage like brood war. They made a mistake nerfing tanks not realizing that the symptoms of possible imbalance in mech was due to their map pool+map sizes being way too small. Emm, no they didn't. Tanks in beta (and bit later) did 50 damage to all. In BW there were 3 types or damage and armor. Their full damage was not done to zerglings and zealots (light in SC2) so there is no difference between bw and sc2. | ||
shizna
United Kingdom803 Posts
On May 04 2011 01:15 avilo wrote: In beta, it was possible to play a late game macro game on completely even terms with both protoss and zerg because siege tanks did damage like brood war. They made a mistake nerfing tanks not realizing that the symptoms of possible imbalance in mech was due to their map pool+map sizes being way too small. Mech in beta was completely do-able and kill-able on the big maps, and difficult to execute well into lategame (just like brood war). They acted too fast on such a momumental terran change and terrans are suffering for it now vs P and Z because almost any unit can 1a into a tankline if you have enough of it. On the small maps in beta though, such as steppes, mech was completely unstoppable, or for the effort required to stop it it was way too much compared to the effort required to execute it. But that was on horrible maps like steppes... now they finally implemented a proper map pool...which is why terran is starting to have more and more trouble and why mech is way too difficult to execute compared to the effort required to kill it, which is very little compared to brood war tanks. You can set up a beautiful position in SC2, or what not, that you would normally think is unassailable and then Z or P literally 1a's into it and comes out ahead...and when that happens on the big maps you cannot immediately replace tank numbers compared to the myriad of fast mass producing cost efficient units like marines, zerglings, zealots, blink stalker... anyways, sorry to drag off topic lol. hopefully mech play will be more do-able with more accessible ghosts next patch. are you aware that tanks had a similar vulnerability to zealots/zerglings in broodwar? i believe they dealt 50% damage to small units. tanks are insanely good in SC2, you just need to make use of the smart fire by manually targetting - banelings, or the clumped stalkers behind a wave of zealots etc as opposed to letting the tanks shell your own units and deal 30% lower damage ... manual targetting increases your efficiency tenfold. the only pro player i've seen manually aiming with tanks is boxer. people are too comfortable with just building the counter-unit and then a-moving. it's really astonishing that hardly anyone manually aims their tanks at PRO LEVEL... why? with zero overkill there is absolutely no reason not to spam click the 'clumped' units and deal far more damage... this is the future of terran. | ||
thebole1
Serbia126 Posts
also on choke points sige tanks dont do much agenst toss at all... i am toss player.. i dont need to spreed my army and i can kill terrans easy if they go sige tanks .. one more thing i noticed i am able to kill plenty of sige tanks and if i lose my army to them i can easy replace em....gatewey unites.. but sige tanks are to hard to replace to much time you need to build em...and that is also a problem.. simply they arnt cost efective...agenst toss ...also zerg late game ultralics are easyer replaced then sige tanks... new patch goust buff will maby help agenst toss (but a litle ) but agenst zerg it will not for sure..and zerg have ultralisc (unstopible ground unite agenst terran mecha)... now strategy that zerg do becous of (banglings to good maby op unite) what they do zerg w8 to terran made sige tanks vs banglings (lol) and if terran mass up sige tanks zerg go on broodlords.. and win easy ... or he go nidus ultralisc.... or yust trow ultralisc agenst terran sige lines... i think (i am toss ) terran sige tanks need buff from 50 to 60 dps agnest armored...in next patchis.. ![]() but i hope stim nerf bangling colloss nerfs FF...sry for my eng... | ||
ch33psh33p
7650 Posts
On May 04 2011 07:20 thebole1 wrote: point is sige tanks are now to easy to kill from all directions... banglings zerglings combo ... rouchs... ultralisc.... and all toss unites blink stalkers drop stalkers zealots, charged zealots,collosis imortals,void ray , phoenix... everything conter em... also on choke points sige tanks dont do much agenst toss at all... i am toss player.. i dont need to spreed my army and i can kill terrans easy if they go sige tanks .. one more thing i noticed i am able to kill plenty of sige tanks and if i lose my army to them i can easy replace em....gatewey unites.. but sige tanks are to hard to replace to much time you need to build em...and that is also a problem.. simply they arnt cost efective...agenst toss ...also zerg late game ultralics are easyer replaced then sige tanks... new patch goust buff will maby help agenst toss (but a litle ) but agenst zerg it will not for sure..and zerg have ultralisc (unstopible ground unite agenst terran mecha)... now strategy that zerg do becous of (banglings to good maby op unite) what they do zerg w8 to terran made sige tanks vs banglings (lol) and if terran mass up sige tanks zerg go on broodlords.. and win easy ... or he go nidus ultralisc.... or yust trow ultralisc agenst terran sige lines... i think (i am toss ) terran sige tanks need buff from 50 to 60 dps agnest armored...in next patchis.. ![]() but i hope stim nerf bangling colloss nerfs FF...sry for my eng... Its hurts my head you think that its easier to replace an Utralisk than a Seige Tank. | ||
thebole1
Serbia126 Posts
ts hurts my head you think that its easier to replace an Utralisk than a Seige Tank i talka abouth what i saw in neer time games... terran exemply have 3, 4 factory... but zerg spawn 8 ultralisc...in one weave in secund also 6 or 8 ... and he go like that... in that first vawe he menage (if terran and ofc not have maraders) is able to kill plenty of sige tanks... and if it nydust terran base he can do eaven more dmg... and after that simply terran two hard to replace their loses and zerg ultras overun planetery fortres and all other sige tanks ... also if infestor is there simply thors marines hellions are joke what infestor ultra do to them... fungel maind contro..eaven on some sige tanks... | ||
Malpractice.248
United States734 Posts
On May 04 2011 07:21 ch33psh33p wrote: Its hurts my head you think that its easier to replace an Utralisk than a Seige Tank. It hurts my head trying to read the grammar :/ There are ways to protect thy siege tanks, young one. Or u could, maybe not 100% rely on them :p | ||
ridonkulous
159 Posts
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