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Patch 1.3.3 PTR - Page 159

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 157 158 159 160 161 221 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.
Hypemeup
Profile Joined February 2011
Sweden2783 Posts
May 04 2011 09:43 GMT
#3161
We'll have to see how this plays out I suppose.
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
May 04 2011 09:44 GMT
#3162
So... Protoss are still required to play defensive until Warp Tech finishes?

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!
My strategy is to fork people.
dump
Profile Joined August 2010
Japan514 Posts
May 04 2011 09:44 GMT
#3163
On May 04 2011 18:38 Dalavita wrote:
Show nested quote +
On May 04 2011 18:35 dump wrote:
Even if you're on the defensive, you almost always have some time to scan after the army arrives given even really good players like HuK will still let their templars lag behind slightly.

No scan? Really? Not even for a possible DT? Your opponent's going citadel tech after all.

I honestly almost never see someone storm an immortal when there's templar around. There are way fewer situations in which immortals are higher priority than immortals.

Marine splitting isn't as binary. You do a half-assed job and you lose half of your marines. You do a good job and you keep a good number of marines.


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
Profile Joined November 2010
South Africa226 Posts
Last Edited: 2011-05-04 09:48:24
May 04 2011 09:46 GMT
#3164
So far this is just a bad patch. Four gate is removed to an extent in pvp and then a bunch of other silly changes happened that nobody wanted anyways.

edit: can they unnerf the tanks while they're at it?
hah.
WarFish
Profile Joined December 2010
Germany12 Posts
May 04 2011 09:46 GMT
#3165
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!
"When you win... it is your fault that you got that good at something that hard." Sean Day[9] Plott
apoptose
Profile Joined May 2011
Germany1 Post
Last Edited: 2011-05-04 09:58:03
May 04 2011 09:49 GMT
#3166
Archons massive?? HOLY SHIT!! that is so huge for me!!
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"
still thinking of something good...
sOvrn
Profile Joined April 2010
United States678 Posts
May 04 2011 09:49 GMT
#3167
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.
My favorites: Terran - Maru // Protoss - SoS // Zerg - soO ~~~ fighting!
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-05-04 09:52:54
May 04 2011 09:52 GMT
#3168
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
Profile Blog Joined September 2010
Australia1903 Posts
May 04 2011 09:52 GMT
#3169
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
Profile Joined August 2010
Japan514 Posts
May 04 2011 09:57 GMT
#3170
On May 04 2011 18:52 Dalavita wrote:
Show nested quote +
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.

I don't get it, why the heck would you leave your ghosts in the front?


Show nested quote +

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.

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
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-05-04 09:58:23
May 04 2011 09:57 GMT
#3171
I'm so glad that Archons finally get a long overdue buff - they may be useful as a "stand alone" unit now once again.

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.
"You see....YOU SEE..." © 2010 Sen
Onieh
Profile Joined March 2011
Netherlands104 Posts
May 04 2011 09:58 GMT
#3172
I never whine on proposed changed but bringing thor energy back makes me angry. The strike cannon is such a very limited ability without energy cost, now its back to being a waste of money to research in 99% of cases.
vende
Profile Joined April 2011
Russian Federation202 Posts
Last Edited: 2011-05-04 10:06:16
May 04 2011 10:01 GMT
#3173
I'm soooo looking forward to do forge-expand into 6-8 gate chargelot/archon pushes vs zerg. with fast 4 gases you can get charge and high templars really fast, and with the patch archons will be able to attack with zealots in front of them.

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
Profile Joined July 2010
Canada1123 Posts
May 04 2011 10:04 GMT
#3174
On the new changes:

- 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
Profile Blog Joined December 2008
Sweden1213 Posts
May 04 2011 10:05 GMT
#3175
On May 04 2011 18:03 Hypemeup wrote:
Show nested quote +
On May 04 2011 17:58 Sfydjklm wrote:
On May 04 2011 16:34 mahnini wrote:
it's pretty sad when people consider a movespeed decrease a buff because they keep everything on one key

what is the downside to speed decrease.


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.
I
rmAmnesiac
Profile Joined January 2011
United Kingdom185 Posts
May 04 2011 10:06 GMT
#3176
so once again it seems we have a case of balance changes seemingly being thought up on the spot looking at one or two pro matches. can remember it before with infestors vs air, leenock having caught out about 8 phoenixes with fungal in a gsl match and proceeding to role his protoss opponent who was playing incredibly greedy due to map control his phoenixes allowed him, right before this suggested change. now with thor energy. they watched thorzain execute a build that protoss are simply unused to, do it incredibly well and beat two top protoss and therefore warrants a massive nerf? i really do not think terran needs any more nerfs in this match up, and now thors are no longer an option.
WarFish
Profile Joined December 2010
Germany12 Posts
May 04 2011 10:06 GMT
#3177
On May 04 2011 18:52 Dingobloo wrote:
Show nested quote +
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.


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...
"When you win... it is your fault that you got that good at something that hard." Sean Day[9] Plott
Bagi
Profile Joined August 2010
Germany6799 Posts
May 04 2011 10:07 GMT
#3178
What the hell is this, a huge nerf to thors in TvP? Since when are they such a huge problem in the matchup, I've only seen them get used a couple of times in a pro environment. Strike cannons is already a nigh worthless skill, worth using on exactly one unit - the immortal.

Kinda sad how every attempt to develop the MU away from mass bio gets nerfed before it gets to turn into something interesting.
Coeus1
Profile Joined May 2010
Finland160 Posts
Last Edited: 2011-05-04 10:08:26
May 04 2011 10:07 GMT
#3179
Remember that pro games are only ONE variable Blizzard uses to make balance changes. They also take statistics from ladder, mathematics, low skill players and team games into consideration. Plus their in-house testing.

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.
xxx
Wyk
Profile Joined March 2011
314 Posts
Last Edited: 2011-05-04 10:10:01
May 04 2011 10:08 GMT
#3180
Thor energy?
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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