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Patch 1.3.3 PTR - Page 14

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
chaopow
Profile Joined March 2011
United States556 Posts
April 26 2011 03:04 GMT
#261
To be honest, I loved 4 gate and micro wars. I didnt have a major problem with PvP. These changes completley change the Protoss matchups, and makes protoss rather strong early game. Especially vs a teching or FE terran. It forces the terran to get a bunk kind of early.
Soowoo AD.
GiantEnemyCrab
Profile Blog Joined April 2010
Canada503 Posts
April 26 2011 03:04 GMT
#262
y do people cry about 2 gate, if you scout it early with ur worker scout, you practically win the game
¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯ ¯\_(ツ)_/¯
Corrosive
Profile Joined August 2010
Canada3741 Posts
April 26 2011 03:06 GMT
#263
On April 26 2011 12:04 GiantEnemyCrab wrote:
y do people cry about 2 gate, if you scout it early with ur worker scout, you practically win the game



but if you dont scout correctly i amove into your base, leave my pc and go prepare a taco.
Maruprime.
PartyBiscuit
Profile Joined September 2010
Canada4525 Posts
April 26 2011 03:06 GMT
#264
I do wish they didn't change the zealot build time, that negates the patch in 1.1 that increased it from 33 to 38.
the farm ends here
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
April 26 2011 03:06 GMT
#265
On April 26 2011 12:04 GiantEnemyCrab wrote:
y do people cry about 2 gate, if you scout it early with ur worker scout, you practically win the game

ok you didnt played the beta you did you ?
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
happyness
Profile Joined June 2010
United States2400 Posts
Last Edited: 2011-04-26 03:07:48
April 26 2011 03:06 GMT
#266
On April 26 2011 12:01 RedDragon571 wrote:
FUCK FUCK FUCK FUCK! Z V P 2 gate zealot pressure, yeah z v p is gonna be so much better now...


Really it will only be bad on small maps like Xel Naga. On the old maps two gate was overpowered(like steppes LOL), but I'm nit too worried about it now.
DarkRise
Profile Joined November 2010
1644 Posts
April 26 2011 03:07 GMT
#267
On April 26 2011 12:02 Karthane wrote:
As a zerg i don't see the ZvP matchup changing that much other than 4 gate, which is not the main problem.

you think? 4 gate will be the least of your concern now and can prepare for it better. Even for pros, 4 gate can still be a problem. Spore change is good, since void ray can kill it before it can borrow.
twiitar
Profile Joined November 2010
Germany372 Posts
April 26 2011 03:07 GMT
#268
Okay, so now Toss has 4 massive units (Colossus, Carrier, Mothership and Archon) while Terran still has.... 0 units that deal bonus damage against massive units. Uh. So one race (Toss) gets double the massive units of Zerg and Terran (the other two races that are still in the game) and only one of those (Zerg) has units that can counter massive units (Corruptor Corruptor lol, well at least now it's viable vs 3/4ths of toss massives).

Anyways, outside of that I like the patch.
dacthehork
Profile Blog Joined February 2008
United States2000 Posts
April 26 2011 03:07 GMT
#269
On April 26 2011 12:03 iNcontroL wrote:
TWO GATE RETURNS HAHA JOKES ON YOU ZERG


yeah this patch went to the heart of the problem of the game

now you lose 25 minerals on bunkers and protoss makes stuff faster early game and doesn't have to warpgate if doing an economic build.
Warturtle - DOTA 2 is KING
rbx270j
Profile Joined November 2010
Canada540 Posts
April 26 2011 03:07 GMT
#270
To be honest, I love the Archon change, but I'm kinda bummed that now ghosts are way cheaper and now EMPs can be cast more rapidly.
jared1259
Profile Joined May 2010
United States63 Posts
April 26 2011 03:07 GMT
#271
On April 26 2011 12:03 iNcontroL wrote:
TWO GATE RETURNS HAHA JOKES ON YOU ZERG


Bring on your two gate! Maps are bigger and zergs are so good we defend against marine bunker with drones!
Do your thing
Ghostpvp
Profile Joined October 2010
United States462 Posts
April 26 2011 03:07 GMT
#272
On April 26 2011 12:03 iNcontroL wrote:
TWO GATE RETURNS HAHA JOKES ON YOU ZERG


Hasn't the map sized practically doubled since 2gate was an effective opener? *cough*steppes*cough*

Also with close positions being eliminated from map pools it should be perfectly manageable if scouted.
Move Zig
drcatellino
Profile Blog Joined April 2010
Canada346 Posts
April 26 2011 03:07 GMT
#273
Something I don't like about longer research time for Warp gate, is that it nullify early usage of Air Upgrades / Hallucinations.

Instead of going for such a long research time, why not make WG requires Twilight Council, or Robo, or whatever ? What about a new 50/50 building called the "Warpgate Den" ?
quote unquote
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
April 26 2011 03:08 GMT
#274
On April 26 2011 12:04 Stiver wrote:
you guys do know some of these changes may not stick? It is a PTR.

Other than that, good stuff. My early game Zerg got a huge buff unintentionally. good stuff =D


I can't imagine ALL of these changes sticking, actually...it's a bit too much change to happen all at once. Really hope the pylon range thing gets scrapped
MegaBUD
Profile Joined September 2010
Canada179 Posts
April 26 2011 03:08 GMT
#275
Well... back to beta proxy 2gates...

Now ill have to wall up against toss...

No colossi nerf... Nothing about terrans late game... oh well... maybe this wont be the final patch.

Good luck mister zerg... ZvP gonna be even worst... soon... very soon...
Al Bundy
Profile Joined April 2010
7257 Posts
Last Edited: 2011-04-26 03:08:46
April 26 2011 03:08 GMT
#276
On April 26 2011 12:03 iNcontroL wrote:
TWO GATE RETURNS HAHA JOKES ON YOU ZERG

On close position Metalopolis, sure...
o choro é livre
sup3rchan
Profile Joined April 2010
Canada127 Posts
April 26 2011 03:09 GMT
#277
Mostly logical changes. Don't understand the pylon power radius change, probably to discourage the pylon on lowground warp ins (allowing ranged units like stalker and marine to hit maybe?). I'm not so sure about the warpgate and gateway changes. Yes it'll delay the warpgate time but that just leads to more 2gate even 3gate aggression builds, which makes people complaining about an early protoss rush QQ even more. Definitely like the archon, spore and bunker changes - all three would directly combat some.. dare i say.. specific imbalances? Specifically terran bio vs archon (now that HT needs time for energy), early sg vs zerg and 2rax bunker aggression vs zerg.
DarkRise
Profile Joined November 2010
1644 Posts
Last Edited: 2011-04-26 03:09:59
April 26 2011 03:09 GMT
#278
On April 26 2011 12:06 PartyBiscuit wrote:
I do wish they didn't change the zealot build time, that negates the patch in 1.1 that increased it from 33 to 38.


The problem before is that all zerg stubbornly go for hatch first and the maps before was rather small. I kinda like it since Toss will go 14 gate now and still being safe against 9 pool. Also since 4 gate is kinda null and void, 2 gate pressure is back.
Two_DoWn
Profile Blog Joined October 2009
United States13684 Posts
Last Edited: 2011-04-26 03:10:15
April 26 2011 03:09 GMT
#279
At least I can see a 2 gate coming...





But FFS let us stack air units. Its part of what makes starcraft what it is.
"What is the air speed velocity of an unladen courier?" "Dire or Radiant?"
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 26 2011 03:09 GMT
#280
On April 26 2011 11:31 Dommk wrote:
Why didn't they reduce the research time of hallucinate? This warpgate change pretty much reverts that buff Scouting shouldn't be nerfed!

Damn, didn't think of that. That is an unfortunate side effect.
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