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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. |
On May 03 2011 22:08 Thezzy wrote:Show nested quote +On May 02 2011 10:44 dump wrote: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).
Why massive? Colossi would be nerfed in the process to only be able to deal full damage to light units, so protoss would have a huge gap trying to deal with normal/armored units.
Vikings would be less useful, yes, but marauders could easily replace vikings' role of colossus-sniping with the colossus nerf. I'm pretty sure terrans are tired of playing the bioball->viking->thor merry-go-round too anyway.
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I have a bad feeling PvP will be "warped" into some proxy 2 gate openers. Prior to patches nerfing the zealot build-time, 2 gate zealot would destroy most 1gate cybernetic openers. Even after 5 second nerf, it still had some damage potential. I usually felt most cyber openers relied on warp-gate timing to throw them back into the fight against most 2 gate zealot, but now that thats out of the question, I wonder how the meta will turn out for this MU. Then again, I haven't been in the loop for most PvP's in a while.
I also question the spore crawler buff. It down-plays proper building placement for zerg. The fact that they can even move their defensive structures should be a "benefit", don't know why they need any buffers for this. Guess it goes in line with Terran building lift-offs, but defensive structures should be static, proper placement should be emphasized more-so if anything. Then again, I can see this being used for fighting against voidray collo deathball maybe...
Terran changes seem interesting. Too bad no fungal changes
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On May 04 2011 08:33 Kingqway wrote: I have a bad feeling PvP will be "warped" into some proxy 2 gate openers. Prior to patches nerfing the zealot build-time, 2 gate zealot would destroy most 1gate cybernetic openers. Even after 5 second nerf, it still had some damage potential. I usually felt most cyber openers relied on warp-gate timing to throw them back into the fight against most 2 gate zealot, but now that thats out of the question, I wonder how the meta will turn out for this MU. Then again, I haven't been in the loop for most PvP's in a while.
Not with forcefields on the ramp.
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A few quick notes:
- The warpgate delay should only really affect the all-in fast warpgate rushes, the more economic or delayed 4 gates should just be able to pump another round of units and rework their timings a little.
- The decreased build time for gateways is most likely just to make the unit timings decent with the longer warpgate research.
- Combine the first 2 points and the real difference to the 4 gate is just that the first round of units is at your base not at the pylon.
- Spore crawler change is pretty cool, allows spore crawlers to be used in a slightly more reactionary manner against voids or banshees.
- Bunker salvage makes bunker rushes actually cost something ... sounds fine to me, it always annoyed me that a terran gets more back for salvage than for a cancel.
- Massive archons ... I play Zerg so it makes no difference to me but generally buffs to the archon seem like a good idea. I think the colossus needs some kind of tweaking though especially for PvP as Protoss doesn't seem to have a good solution to it other than more colosi.
- No real opinion on ghosts either but they are also a slightly underused unit and the change seems nice without being game breaking.
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FIRST POST HAS BEEN UPDATED TO REFLECT LAST PTR CHANGES AT 05/03, 6:00 PM!!!
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Archon range buff ^_^
Strike cannon energy cost seems a little high, but should make immortals better against large numbers of thors.
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- Zealot/Stalker build time roll back (Only Sentries train faster) - Warp Gate research 160 secs instead of 170 secs (140 secs in 1.3.2) - Archon buffed more (+1 range along with "Massive" status) - Thor nerf (strike cannon back to energy required spell) - Infestor nerf (move speed reduced from 2.5 to 2.25)
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uuuuh interesting changes.. no faster gateways except sentries, but a less of an upgrade time for warp gate again.
archons buff i see being reasonable.. only issue would be against zerg, they tank so much damage and never die, with more range they will do more damange, with splash specially to lings and what not zerg can scramble together. We'll see.
a bit sad about the infestor speed change, vs collosus it will be even harder to utilize them then due to colossus range being silly.
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Well..infestors were pretty damn fast especially with creep. They're fragile just like ghosts and HTs, but at least they could get away pretty easily whenever they had that purple goo under their toes. Not sure how the nerf will play out.
ARCHON RANGE INCREASE IS GREAT THOUGH!
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I am loving the Archon buff alot more with the range increase... maybe they wont suck as much anymore.
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It really looks like they try buffing Templar tech route (with buffing Archon, and maybe with giving Thors back energy for feedback). Really looks like a (big?) colossus nerf is on the horizon. Looking forward to what they try.
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I do mostly like the changes. Terran has 5 Units that are affected by feedback. Hope to see more Ghost (due to cost improve) vs. High Templar action now, which is much more exciting than Colossusball versus MMM-Viking. Especially if you remember the MC vs. Thorzain series.
Infestor speed reduction, i can live with that. I currently use infestors in every matchup, they are dominating the midgame and even allow you to crush Protossballs.
Archons are just a cool unit, i think the 50% range buff will make them very very useful (Thinking of something like Chargelot Archon armies)
Can also agree with the warp research time and the step back from gateway units production.
Good job Blizzard in my opinion.
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ooohh shit. They are mesisng with my mass thor strategy vs P :D Time to lay down some EMPs on my thors
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On April 26 2011 11:20 Jimbo77 wrote:
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).
WTF is this for? A unit that was good against Protoss except the Marauder and now it's back to being feedback fodder? I really hope this does not make it in the final patch.
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Thor energy really is not a good idea IMO.
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On May 04 2011 10:46 Sapphire.lux wrote:Show nested quote +On April 26 2011 11:20 Jimbo77 wrote:
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).
WTF is this for? A unit that was good against Protoss except the Marauder and now it's back to being feedback fodder? I really hope this does not make it in the final patch. The post above yours has a good solution
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This patch is becoming FUCKEN AMAZING !!!!!!!!!!!!!!! Keep it up blizzard !
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Cool to see that they are pushing Templar tech more. Infestor nerf its not that significant, same speed as unstimmed marine so not that bad and will promote more taking care of your spellcasters, I don't like it though
LOL, am I the only one who feels the Thor nerf was because the Thorazain build? I still think that changing the warpgate timming is bad but whatevs. Its not like Blizzard listens to me.
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Well, actually Archon buff is the good way, as it should be for the SiegeTanks as well. Let's take away these DeathBalls and MMM only play styles from the game.
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On May 04 2011 10:47 MonsieurGrimm wrote:Show nested quote +On May 04 2011 10:46 Sapphire.lux wrote:On April 26 2011 11:20 Jimbo77 wrote:
Thor
Thor now has 200 max energy, and starts with 50 energy.
250mm Strike Cannons now cost 150 energy to use (cooldown removed).
WTF is this for? A unit that was good against Protoss except the Marauder and now it's back to being feedback fodder? I really hope this does not make it in the final patch. The post above yours has a good solution  I know . That was the solution back when it had energy and, most would agree, it's retarded.
The thing is, IMO, this makes the Thors a loooot worse in the late game (when templars are out) and that is the time when you don't actually use the 250mm thing, in big battles and all. Back to EMP my own Thors....Jesus...i thought we were past that lol
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