Patch 1.3.3 PTR - Page 146
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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. | ||
angra86
United States56 Posts
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Azarkon
United States21060 Posts
With the ghost change, PvT is going to be very, very dependent on ghosts now. It's going to be feedback vs. EMP all the way. Archons need to be EMP'd or they'll demolish your bio. HTs same. Mech styles are a lot less viable. Protoss will still retain all advantages given by warp gates late-game. | ||
MaxField
United States2386 Posts
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TheTenthDoc
United States9561 Posts
I'm also curious what impact this change will have on TvP mech play. They were critical in a lot of compositions, weren't they? Are they still going to be as efficient there? It may be back to the bio drawing board. Or maybe tank/marine. Edit: And that infestor change may be a buff in disguise. + Show Spoiler + Losira | ||
GwSC
United States1997 Posts
Aaaalright then. | ||
link0
United States1071 Posts
It seems that blizz wants to force T v P to be pure bio + vikings. | ||
VanGarde
Sweden755 Posts
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Deleted User 3420
24492 Posts
On May 04 2011 12:55 Blasterion wrote: It's all because of Thorazain, he beat MC with Thors, now Blizzard thinks Thors need a nerf hahahaha. It's gonna be trouble some to same the least. Thors are slow already, This just kills Strike Cannon completely, No reason to use Strike Cannon against toss because of Spell interrupt. Feedback will kick the casting process before a Shot can get off. ghosts can actually emp enemy units too | ||
Antisocialmunky
United States5912 Posts
On May 04 2011 12:57 link0 wrote: Thor change is HORRIBLE. If you think Thorzain's build is easy to pull off in T v P, you are horribly mistaken. Thors are weak against so many things besides just HTs. It seems that blizz wants to force T v P to be pure bio + vikings. No, on the bigger maps, you can do a bio->Thor transition on 3 base and get an unbeatable 200/200 army that is mostly Thors. | ||
Marl
United States692 Posts
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Techno
1900 Posts
"It's taking away a new strategy from Terran before it's developed or really dominated so in that way it's kinda sad" Yea. It is. | ||
Blasterion
China10272 Posts
as much as he can feed back you, Protoss can make templars alot faster than you can make ghosts | ||
Roe
Canada6002 Posts
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Griffith`
714 Posts
On May 04 2011 12:52 travis wrote: lol i love the incredibly ridiculous complaints about thors guys, it was massive bullshit that they didn't have energy in the first place. thors had no protoss counter. no counter. do you understand that? you guys who say that it sucks in tvp don't know anything. just because bio is extremely common doesn't mean it sucks. it was actually insanely powerful, you just had to either be playing mech (which was very rare because it only works on certain maps and everyone already excels at bio style compared to it), or you had to be using a build completely based around it. ppl don't realize how strong mech play actually is on a lot of maps because bio play was already strong enough to get the job done How do thors have no counter? 1) Mass chargelots > thors 2) Immortals > Thors (though nullified by strike cannons/emp) 3) Void rays > Thors 4) Carriers > Thors Archons got a HUGE buff, they are going to absolutely shit over bio now. | ||
Belisarius
Australia6214 Posts
On May 04 2011 12:55 Blasterion wrote: It's all because of Thorazain, he beat MC with Thors, now Blizzard thinks Thors need a nerf hahahaha. It's gonna be trouble some to same the least. Thors are slow already, This just kills Strike Cannon completely, No reason to use Strike Cannon against toss because of Spell interrupt. Feedback will kick the casting process before a Shot can get off. This is due to the Mana cap and mana cost timing, which is after the cast completes. Which eliminates Alll possibility of using Strike Cannon in PvT. Because of the Cast time +Mana Consumption. Like Yamato Cannon, Strike Cannon is casted spell that takes a cast to complete, which can be interrupted via EMP. Now to use thors you must keep their Energy low, thus they will never be able to use Strike Cannons. Thus eliminating an entire spell from the game. This is saddening, Thors can still be used. Strike Cannon though is gone like Khydarian Amulet and Flux Vanes You realise thors used to have energy, right? 250mm was in the game then, it's still going to be now. However, spell interrupt is a viable point. Thors are pretty obvious when they're casting. It could probably be a little quicker to get off. I also still think 150 energy is too much. | ||
VanGarde
Sweden755 Posts
Yeah, there is also a reason why no one, not even pro's made Thors in TvP back when they had energy before. But the bigger issue is not that templars can just lol feedback them it is also the issue of investing in a Thor takes so much times that is is not worth it. It already has a really really long build time, it is extremely slow so it also takes a really long time for it to walk to your rally but on top of this you now also have to expect it to live until it saves up to 150 energy? It is NOT going to be worth the risk of investing in Thors because of the extremely long time it takes before they can pay off. Not saying the early thor pushes were a problem but this solution just removes them from the matchup completely. | ||
Icemind
Germany570 Posts
After they made the thors energyless they became viable and strategies using them were developed. If this patch should go live all it will do is turn back the wheel of time with a little extra nerf (50 energy more for strike cannons) on top and iam pretty shure that will go in terms of strategy as well. There was a reason why that change was made in the first place and in my opinion those havent changed. If now the early thor push is too difficult to handle for protoss (iam not entirely convinced of that but lets assume it for the sake of argument) increase the build time of the armory to make that timing impossible but dont take away one of the few viable non-bio lategame options terran has. There are few enough already and when the first change was made it was generally agreed to be a good one exactly because it gave terran this option. | ||
Irrelevant
United States2364 Posts
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Falcor
Canada894 Posts
On May 04 2011 12:57 GwSC wrote: The expensive, 90 hit point Infestor really needs to be even easier to kill? Aaaalright then. Silly, did you forget ur playing zerg. We dont get buffed without facing a wave of nerfs. | ||
Datum
United States371 Posts
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