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Patch 1.3.3 PTR - Page 138

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 136 137 138 139 140 221 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.
-Aura-
Profile Blog Joined March 2011
United States209 Posts
May 04 2011 01:52 GMT
#2741
Thors nerfed?! What? It seems this patch is favoring the ubiquitous bioball (Thor nerf, Ghost buff, etc) versus protoss. I thought Blizzard wanted to move away from MMM-Viking?
¯\_(ツ)_/¯ Liquid get more Terrans please...
Nevy
Profile Joined September 2010
Canada169 Posts
May 04 2011 01:53 GMT
#2742
Lol. Are they gonna put energy back on corruptors now too?
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 04 2011 01:54 GMT
#2743
The Thor energy is just so you can fight them late--2-base +2 armor (i.e. Thorzain) still works, I think. The P won't have shitloads of time to get HTs out if you're doing that build because they'll still need copious Immortal/Zealot to fight it at all, which means some Robo tech and 200 gas into Charge . . . probably can't do Thors all game anymore though
SyN_FiR3
Profile Joined May 2010
United States85 Posts
May 04 2011 01:55 GMT
#2744
All I can say is YES! Amulet removal was necessary, but left templar route too unrewarding. Now, with archon buffs and the ability to feedback thors again, get ready to see a lot more templar PvT which is much needed! Love every change
"How 'bout changin' a line cause it don't make sense..."
Maximumraver
Profile Joined September 2010
Netherlands124 Posts
May 04 2011 01:55 GMT
#2745
Holy shit Archon Range!!! :D Finally!! :D
(☞/  ̄ヮ ̄) ☞/
Angelbelow
Profile Joined September 2010
United States3728 Posts
May 04 2011 01:55 GMT
#2746
I like the new changes a lot. The zealot changes were getting kind of silly so im glad they didnt revert back to the beta build time.
You may delay, but time will not. Current Music obsession: Opeth
crms
Profile Joined February 2010
United States11933 Posts
Last Edited: 2011-05-04 01:59:23
May 04 2011 01:56 GMT
#2747
i hope archons are baller now, I used to love watching them in BW. POWER OVERWHELMING.

I dont like infestor speed, freaking turds are slow enough as is.


edit; if archons become sweet i may switch back to my BW toss roots.
http://i.imgur.com/fAUOr2c.png | Fighting games are great
drooL
Profile Blog Joined May 2010
United Kingdom2108 Posts
May 04 2011 01:57 GMT
#2748
this patch is going to be so amazing. i cannot wait!
@nowSimon
Mommas Boy
Profile Joined December 2010
Canada144 Posts
May 04 2011 02:00 GMT
#2749
usually i get the new patches, but this ones def a lil beyond my understanding.
here to play.
Executor1
Profile Joined April 2011
1353 Posts
May 04 2011 02:00 GMT
#2750
OMG archon range increase awesome, i dont know if 20 seconds will make much of a difference now though in PVP =/ i think 4 gate may still be completely viable.

also im loving the fact that ht's will be viable against thors again that is awesome, i think ghosts may be used to emp the thors if 250mm cannon isnt being used though, i see people doing it with bc's already so i think that is still totally an option, either way having a way to deal with 250mm cannon is great because its kind of ridiculous that thors counter immortals with 250mm cannon and there isnt really a response to it.

This patch is becoming pretty awesome, finally a good mixture of nerfs and buffs for protoss :D

I was really hoping that gateways would become viable for macroing while your sitting in your base so im kind of dissapointed they changed the times back except for the sentry, although it does make sense as 2 gate proxy was pretty dominant when zealot only took 33 seconds, still blizzard should find some way to make gateways viable so its a choice between convenience while macroing in your base and mobility fromm warping in units from afar =(

archons are gonna be awesome in PVT i can see it now im gonna open dt's way more often just so i can transfer into archon based armies later on, also its really gonna help against muta harass with the extra range an archon in each mineral line and a cannon or 2 and archons are gonna protect my mineral lines realll nice :D
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
May 04 2011 02:01 GMT
#2751
On May 04 2011 10:52 Sapphire.lux wrote:
Show nested quote +
On May 04 2011 10:47 MonsieurGrimm wrote:
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

Yeah, but from my PvT understanding Thors, when they were upgraded, were incredibly hard to deal with... Protoss kind of needed a better answer.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Philip2110
Profile Joined April 2010
Scotland798 Posts
May 04 2011 02:01 GMT
#2752
amazing finally the archons are looking good
Master Sc2 - Diamond LoL - Eu W
-{Cake}-
Profile Joined October 2010
United States217 Posts
May 04 2011 02:01 GMT
#2753
all very good new changes, I'm impressed blizz
ShrimpDance
Profile Joined September 2010
392 Posts
May 04 2011 02:01 GMT
#2754
Archons have 3 range... that means so much. They will be quite the glorious unit. Blizzard, I am impress.
crackcc
Profile Joined April 2011
114 Posts
May 04 2011 02:03 GMT
#2755
Yup everything looks good in this patch ! Im glad they left the zealot train time as is ! They just avoided 99% of Pv? games being proxy ( even far away ) 2gate zealot rush, especially vs zerg !

Other then that the thor change seems a bit overreacting - IMO its because a lot of noise was made over the thorzain game I mean how often do terran leave their MM for mass thors, basicaly it makes HT's just to strong because they just OWN any bioball and now allmost ALL mech - Battlecruisers, Bansees, Raven, Medivac, and now Thors

Oh and a slight decrease in spine rooting, not as low as the spores but still could be a LITTLE faster no ?
Pengtoss
Profile Blog Joined April 2011
207 Posts
May 04 2011 02:03 GMT
#2756
Mmm, I'm very impressed with these changes. Nice.
closey
Profile Joined October 2010
Hong Kong272 Posts
May 04 2011 02:04 GMT
#2757
On May 04 2011 10:56 crms wrote:
i hope archons are baller now, I used to love watching them in BW. POWER OVERWHELMING.

I dont like infestor speed, freaking turds are slow enough as is.


edit; if archons become sweet i may switch back to my BW toss roots.


Archons have always been a ball...

I don't like festor speed decrease too. Maybe they're trying to address the burrow + IT spam---why not remove burrow move or slow it down when it is burrowed? I know it is entirely possible.
Rock, Paper, Scissors
grandmoose
Profile Joined April 2010
United States160 Posts
May 04 2011 02:04 GMT
#2758
We will now see even LESS TvP mech (if that's even possible). Since when was protoss having late game trouble? lol
not really a moose
Executor1
Profile Joined April 2011
1353 Posts
May 04 2011 02:05 GMT
#2759
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.


it was kind of ridiculous that the counter to thors immortals were countered so easily by 250mm cannon now its still possible but if you go templar immortal it is now a good option against thors rather then going immortal and still getting pummeled without any real response, chargelots do okay and so do void rays but vikings and hellions deal with those 2 solutions really easily so if they scout properly voidrays shouldnt be much of a problem against thors.

Finally ill have a response to thor hellion :D
crackcc
Profile Joined April 2011
114 Posts
May 04 2011 02:05 GMT
#2760
On May 04 2011 11:01 MonsieurGrimm wrote:
Show nested quote +
On May 04 2011 10:52 Sapphire.lux wrote:
On May 04 2011 10:47 MonsieurGrimm wrote:
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

Yeah, but from my PvT understanding Thors, when they were upgraded, were incredibly hard to deal with... Protoss kind of needed a better answer.

Well toss have the perfect answer in T2 for thors/siege tanks ..... Immortels ! Why make them vunrable to HT's & make the strike cannon be basicaly a ''one shot'' spell even if the battle goes on for long. Cuz lets say the thor is at its MAX 200 energy - 150 for a shot leaves it with a measly 50 energy and you know it wont be back to 150 till the next battle or maybe the one after !
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