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Patch 1.3.3 PTR - Page 155

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.
David451
Profile Joined October 2010
United States491 Posts
May 04 2011 07:28 GMT
#3081
On May 04 2011 16:23 sadyque wrote:
Show nested quote +
On May 04 2011 15:58 KevinIX wrote:
On May 04 2011 15:56 Artisan wrote:
Infestor change looks good. Zerg needs more slow unmicroable units.


Idra brought up a good point. The infestor speed change actually makes Infestor micro easier. The infestors naturally stay behind your army now, instead of running forward and becoming vulnerable.

Exactly! The speed nerf is actually a buff. How many times have we seen an infestor not get to a location fast enough and how many times have we seen idiot zergs charging with infestors in front?

I'm not Zerg but I'm not buying this. It's only a buff to bad control.
Shae: I don't want to play. Tyrion: It's fun! Look at the fun we're having!
SolidZeal
Profile Joined October 2010
United States393 Posts
May 04 2011 07:28 GMT
#3082
On May 04 2011 15:34 Blasterion wrote:
at least increase Strike Cannon Range so we can use it on colossus



This, so much this. I can buy into the idea that thors needed a nerf, strike cannons nullified most thors counters and when massed they were extremely good. I like that the protoss counter for thors now are templar in addition to the other solid anti-massive/armored protoss units. But if Blizzard is going to make Strike cannons so counter-able, they should make it something very important to counter. Range 9 on strike cannons would 1) make 150 energy worth waiting for and 2) make an entertaining spectacle in games.
In the clearing stands a boxer and a figher by his trade
syllogism
Profile Joined September 2010
Finland5948 Posts
Last Edited: 2011-05-04 07:41:31
May 04 2011 07:31 GMT
#3083
Is infestor burrowed speed still 2.0?

e: unrelated, but I'm surprised I haven't seen infestor drops, given how amazing they are against probe lines. It's risky, sure, but it's actually even more effective if protoss immediately pulls probes as they then tend to be even more clumped.
exog
Profile Joined April 2010
Norway279 Posts
Last Edited: 2011-05-04 07:33:39
May 04 2011 07:32 GMT
#3084
Range buffs can hardly be overestimated. Look at the roach which doubled or tripled its usability, will the same happen to archons?

Watching GSL its obviously impossible for normal people to control infestors because the pros cant even prevent them from runnning in the front. Decreased move speed might help them survice occasionally.
mahnini
Profile Blog Joined October 2005
United States6862 Posts
May 04 2011 07:34 GMT
#3085
it's pretty sad when people consider a movespeed decrease a buff because they keep everything on one key
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 04 2011 07:38 GMT
#3086
On May 04 2011 15:54 travis wrote:
Show nested quote +
On May 04 2011 15:41 BLinD-RawR wrote:
On May 04 2011 15:35 Proko wrote:
On May 04 2011 15:33 BLinD-RawR wrote:
rofl,I'd rather EMP my own thors than let them die to feedback.


To all the people whining about how strong feedback is, have you ever seen HT's feedback BCs? It's not near as good as you'd think because how much weaker your army becomes when you commit to templar, the gas cost is unbelieveable. expect to see this tradeoff with thors too. HT tech is an expensive tree to pursue.


with the archon buff a Zealot/Archon/HT army is very viable so don't talk to me about gas cost.

a single feedback is not strong but 5-6 can kill,but still I can still go pure ghost mech without much problem.


sure, but there is a fundamental problem with this that a lot of terran players don't acknowledge.

protoss units, the good ones that are useful in the early game, cost lots of gas. the tech, teching up to charge, to psi storm, making templars. it all costs huge amounts of gas.

robo bay. we generally have to make a robo bay and get observers, even more gas.


yes this army is viable but it's a huge risk to try to go straight for it.

zealot/archon/ht already was viable before khaydarin amulet nerf. it was alright but stim marauders could kite it pretty bad. they will still be able to after unless u have lots and lots of archons, and that is a very hard thing to get.

frankly i think after this buff archons will be pretty awesome but, honestly, it was needed

it's not a "huge" risk, I go straight templar tech every of my PvTs and my winrate pvt is really high, if i suspect cloaked banshee I usually get a forge pretty early and just 1 cannon per nexus
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
May 04 2011 07:40 GMT
#3087
On May 04 2011 15:58 KevinIX wrote:
Show nested quote +
On May 04 2011 15:56 Artisan wrote:
Infestor change looks good. Zerg needs more slow unmicroable units.


Idra brought up a good point. The infestor speed change actually makes Infestor micro easier. The infestors naturally stay behind your army now, instead of running forward and becoming vulnerable.

make it as slow as templars and you're gonna cry
FrozenFrog
Profile Joined April 2011
Singapore133 Posts
May 04 2011 07:45 GMT
#3088
On May 04 2011 16:31 syllogism wrote:
Is infestor burrowed speed still 2.0?

e: unrelated, but I'm surprised I haven't seen infestor drops, given how amazing they are against probe lines. It's risky, sure, but it's actually even more effective if protoss immediately pulls probes as they then tend to be even more clumped.

Watch spanishiwa's stream ,he does baneling and/or infestor drops pretty often
d(-.-)b
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
May 04 2011 07:47 GMT
#3089
Again the archon change encourages more templar tech but just forces terran to keep going bio again.


Archons are already plenty decent against Bio with their AoE and damage. I don't see how this helps Bio. Having Thors between your Marines and their Archons would be helpful.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
gulden
Profile Joined July 2010
Germany205 Posts
May 04 2011 07:48 GMT
#3090
I really like those changes!!!
But don't think PvP will change, which is fine for me...
undyinglight
Profile Joined December 2008
United States611 Posts
May 04 2011 07:50 GMT
#3091
Do you guys think that Archons will be a good defensive unit vs Mutalisk like it was in BW?
Rise Up!
Angelbelow
Profile Joined September 2010
United States3728 Posts
May 04 2011 07:50 GMT
#3092
I think the sentry is really going to help team games too. zergling hellion is really brutal to protoss players unless they cannon which leads to them being useless as their ally gets run over.
You may delay, but time will not. Current Music obsession: Opeth
David451
Profile Joined October 2010
United States491 Posts
May 04 2011 07:54 GMT
#3093
On May 04 2011 16:47 NicolBolas wrote:
Show nested quote +
Again the archon change encourages more templar tech but just forces terran to keep going bio again.


Archons are already plenty decent against Bio with their AoE and damage. I don't see how this helps Bio. Having Thors between your Marines and their Archons would be helpful.

Thors aren't just something you can warp into the battlefield when you see an archon pop. You have to make them loooooong in advance. Nevermind that going marine/thor versus templar tech, after this change, is probably the worst possible response you could make.
Shae: I don't want to play. Tyrion: It's fun! Look at the fun we're having!
Jerubaal
Profile Blog Joined June 2010
United States7684 Posts
May 04 2011 07:54 GMT
#3094
On May 04 2011 16:47 NicolBolas wrote:
Show nested quote +
Again the archon change encourages more templar tech but just forces terran to keep going bio again.


Archons are already plenty decent against Bio with their AoE and damage. I don't see how this helps Bio. Having Thors between your Marines and their Archons would be helpful.


I think he means that the thor energy bar makes thors nonviable. Which is probably overreaction.
I'm not stupid, a marauder just shot my brain.
Morphs
Profile Joined July 2010
Netherlands645 Posts
May 04 2011 07:55 GMT
#3095
I can't really see the Infestor speed change as a buff. Actually I see it more as a hint from Blizzard to encourage burrowed Infestors. Now they are only 0.25 faster unburrowed..
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-05-04 07:59:37
May 04 2011 07:58 GMT
#3096
On May 04 2011 16:54 David451 wrote:
Show nested quote +
On May 04 2011 16:47 NicolBolas wrote:
Again the archon change encourages more templar tech but just forces terran to keep going bio again.


Archons are already plenty decent against Bio with their AoE and damage. I don't see how this helps Bio. Having Thors between your Marines and their Archons would be helpful.

Thors aren't just something you can warp into the battlefield when you see an archon pop. You have to make them loooooong in advance. Nevermind that going marine/thor versus templar tech, after this change, is probably the worst possible response you could make.


yeah but this disregards scouting so much.
a smart Terran will have Thors already on the field when P gets the ability to scout Thorstech with Obs. Window for Reaction against such Timings is pretty slim, since there could also be Banshees on the way your first Obs should be at home so your scouting is even more delayed.

And still Terran can change up their timing attacks alot even with thors (PDD, EMP etc.)

Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
May 04 2011 07:58 GMT
#3097
On May 04 2011 16:55 Morphs wrote:
I can't really see the Infestor speed change as a buff. Actually I see it more as a hint from Blizzard to encourage burrowed Infestors. Now they are only 0.25 faster unburrowed..


I think they just needed to bring their speed off creep in line with ghosts for the ghost gas changes to be effective vs infestors.
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
May 04 2011 07:58 GMT
#3098
The increased warp-gate research tech and Sentry time are proportionate to the previous patch.
Meaning, you can only get in about 2-3 sentries (Depending on chronoboost or not) before warpgate is done.

Not much of a change to be honest, zealot/stalker time increase meaning we might see a lot more fast-expanding from Toss.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
May 04 2011 08:00 GMT
#3099
On May 04 2011 16:50 undyinglight wrote:
Do you guys think that Archons will be a good defensive unit vs Mutalisk like it was in BW?


I think it will punish someone who doesn't control their mutas perfectly. Archons aoe splash is really tiny so if you really are clumping your mutas, especially when templar are on the field, then archons will do well. Otherwise if you just move over the archon without clumping, the mutas will still kill it very quickly.
Developer for http://mtgfiddle.com
Amui
Profile Blog Joined August 2010
Canada10567 Posts
May 04 2011 08:02 GMT
#3100
Thor's are still extremely viable. I'm glad though that I don't either have to make # of thor's+1 immortals or cancel nexus against thor rushes now though. Thank god thor's can't instagib an immortal 45 secs after the thor was built, which to be quite honest was pretty stupid.

Also, the new warpgate change is a lot better than the previous one. Previous one was way too drastic.

Hoorah for Archon range though, now they have same range as muta's and can actually punish bad control.
Porouscloud - NA LoL
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