Patch 1.3.3 PTR - Page 159
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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. | ||
Hypemeup
Sweden2783 Posts
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Severedevil
United States4830 Posts
Dammit, Blizzard. I was expecting some real change. At least Archons should be good now. And due to the nonsense Strike Cannon reversion, Protoss doesn't have to worry about Thors eating them! | ||
dump
Japan514 Posts
On May 04 2011 18:38 Dalavita wrote: The problem with the scan is that you need to know the HTs and Observers are coming, with the observers on top of your army the HT can walk up and feedback your ghosts way before you even notice. The scan is basically a "I know he has an obs on top of my army, it's time to scan." Correct me if I'm wrong, but aren't you scanning to shoot down the templar, not to prevent the templar from seeing ahead to your ghost? The latter really wouldn't buy you much time at all. Also, in mech TvP storms wouldn't be as big of an issue as either immortals or feedback, so EMP on the Immortals would be a higher priority if your thors were low on energy. Yeah sure, but how often are you going to have more mech than MMM when you've already got ghosts? | ||
Blackk
South Africa226 Posts
edit: can they unnerf the tanks while they're at it? | ||
WarFish
Germany12 Posts
Thors are just the most cost-efficient way to deal with colossi in lategame due to blink stalkers ripping vikings apart. This change will result in a new timing-window for toss to push out knowing theres not enough energy on thors when scouting the thor-transition. The patch all in all is again nerfing terran, not really nerfing toss (the gate-change is not that huge what u will know if u played beta) and doesnt effect zerg (never had trouble with 4gate...). All just a subjective terran/zerg-opinion ![]() Btw: 1st post for me here. Wuuuh! | ||
apoptose
Germany1 Post
i really like AND use archons; now i love them even more and woozaa stalker build time reduced!! my opening is getting even better XD p.s.: excuse me that my first post is just a bunch of "yay" and "woozaa" ![]() | ||
sOvrn
United States678 Posts
On May 04 2011 18:25 Fuzer wrote: Yea, when someone finally found thor helpful at one matchup (tvp), Lets make the unit again totally useless. After this we can only use it on TvZ. My thoughts exactly. I swear... the balancing team of this game just seems retarded. It's like they can't make up their fucking minds on anything. Salvage: Was probably a bad idea from the conception of this game, but they put it in. And now after enough QQ, they change it to give you back.... 75%!!!! A completely pointless change in terms of "balance." All it shows is that blizzard is first dumb for even thinking of the idea and second a pushover because they gave into a pointless nerf. And now the Thor thing, they can't make up their minds. Is it with energy or without energy man??? Should a unit with 1 spell whose research is not even mandatory have energy OR not?? Make up your minds and stick with it!!! Arggghhhhhh. | ||
Dalavita
Sweden1113 Posts
On May 04 2011 18:44 dump wrote: Correct me if I'm wrong, but aren't you scanning to shoot down the templar, not to prevent the templar from seeing ahead to your ghost? The latter really wouldn't buy you much time at all. Obviously, once you're on the offense, you should be saving up scans to find his army and position properly and get good EMPs out. I'm talking about situations where the HT can walk up and feedback your ghosts while you're macroing or not defending with your army actively, which is very easy to do with an observer. Yeah sure, but how often are you going to have more mech than MMM when you've already got ghosts? It's possible in mech TvP game post patch when ghosts get less gas intensive. | ||
Dingobloo
Australia1903 Posts
On May 04 2011 18:46 WarFish wrote: Bringing back the energy on Thors is ridiculous imo. Thors are just the most cost-efficient way to deal with colossi in lategame due to blink stalkers ripping vikings apart. This change will result in a new timing-window for toss to push out knowing theres not enough energy on thors when scouting the thor-transition. The patch all in all is again nerfing terran, not really nerfing toss (the gate-change is not that huge what u will know if u played beta) and doesnt effect zerg (never had trouble with 4gate...). All just a subjective terran/zerg-opinion ![]() Btw: 1st post for me here. Wuuuh! This would be true, if all the match ups were the same, but they're not, they wanted to buff ghosts in TvZ (Slower infestors, better resource distribution) without bringing Thor/Ghost into TvP. It's already gimmicky, noone really uses it currently, so it was a good spot that only changes 1 matchup without effecting the other. | ||
dump
Japan514 Posts
On May 04 2011 18:52 Dalavita wrote: Obviously, once you're on the offense, you should be saving up scans to find his army and position properly and get good EMPs out. I'm talking about situations where the HT can walk up and feedback your ghosts while you're macroing or not defending with your army actively, which is very easy to do with an observer. I don't get it, why the heck would you leave your ghosts in the front? Which by the way is another bizarre blow against templar, when you'd think they'd start doing something about colossus instead... Getting back to my point, I still don't see a single click, even with the addition of a single critical decision (which I'm still not convinced is a very difficult one), as being very fun. | ||
sleepingdog
Austria6145 Posts
This makes especially sense considering the removal of the amulet and buff of ghosts. Now it may be possible to get templar tech a bit faster and not die to certain timings if you morph them in case you see terran move out. Also lategame archons may provide a great way to deal with vikings. As a toss I don't understand the thor-nerf though. The only reason why thor-play is so strong is because nobody has figured out how to transition into carriers properly yet. | ||
Onieh
Netherlands104 Posts
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vende
Russian Federation202 Posts
I don't even know how zerg players are going to defend this. Chargelots own lings, roaches and hydras, archons beat mutas and banelings, if zerg rushes for infestors I'll just warp some HTs and feedback them. | ||
Sixes
Canada1123 Posts
- Archon range is a great idea, somehow I thought they already had 3 ... this should actually make them a fair bit better combined with zealots because it will take more zealots to get in their way (a lot like zergling roach with the roach range buff). - Infestor ... sure, I guess it makes them more vulnerable if caught out of position, does this affect it's burrowed speed or does that remain at 2? - Thor ... I play zerg, no clue what this is about quite frankly, I haven't seen strike cannon used in ages. I guess it's a nerf and a small templar buff (feedback). | ||
Gigaudas
Sweden1213 Posts
On May 04 2011 18:03 Hypemeup wrote: Exactly. The infestor is still incredibly mobile. Its like when zerg whines about Hydras being slow off creep when they are just as fast as marines are. Haha, what. the. fuck? "What is the downside to speed decrease" was a serious question? Are you trolling? It's a disadvantage whenever you want to move your army somewhere, it's a disadvantage when charging enemy lines with great range than you (like siege tanks), it's a BIG nerf when using Infestors to chase down drops and medivacs. Calling it a buff... did I miss out on the sarcasm? If so, my apologies. | ||
rmAmnesiac
United Kingdom185 Posts
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WarFish
Germany12 Posts
On May 04 2011 18:52 Dingobloo wrote: This would be true, if all the match ups were the same, but they're not, they wanted to buff ghosts in TvZ (Slower infestors, better resource distribution) without bringing Thor/Ghost into TvP. It's already gimmicky, noone really uses it currently, so it was a good spot that only changes 1 matchup without effecting the other. Well I play Thor/Ghost in every lategame TvP and with this patch i'm naked against lategame robo-units again. So I think while buffing Ghosts in TvZ they still change TvP with the Thor-Nerf... Thor/Ghost in TvP exists since the energy was removed from Thors and I've been executing this a long time now. 50 Gas less for Ghosts does not equalize Thors being useless now... | ||
Bagi
Germany6799 Posts
Kinda sad how every attempt to develop the MU away from mass bio gets nerfed before it gets to turn into something interesting. | ||
Coeus1
Finland160 Posts
So, while they do react to balance whining and acnowledge "pro gaming scene". I just want to remind there are also other reasons for some of the changes. 1v1 pro level is their priority though. | ||
Wyk
314 Posts
Oh come on they already buffed protoss by nerfing EMP, what the hell. Bye bye mech. Now every single strat you throw at them can be countered by templar tech. Infantry no prob, mech(banshee+bc+thor) damn. | ||
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