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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. |
On April 26 2011 11:24 Xapti wrote: ROFL WAFL
Patch 16: Zealot build time increased from 33 to 38.
Patch 17: Zealot build time decreased from 38 to 33.
Patch 1.1.0: Zealot build time increased from 33 to 38.
Patch 1.3.3: Zealot train time decreased from 38 to 33.
WTF M8?
Didn't even realize that. F'n hilarious. I really hope the changes can make PvP not suck. I wonder what the changes mean for the other match-ups? I think those 2 gate expo pushes might have gotten stronger.
Nice to know Archons won't get slowed anymore. It will be nice to see them actually live long enough to inflict that Bio bonus.
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On April 26 2011 12:11 arQ wrote:Show nested quote +On April 26 2011 12:03 Mastermind wrote: The ghost buff is so fucking random. What made them think ghosts needed to be cheaper?
The slavage nerf is about fucking time. Free return was just retarded.
I am not a fan of how they are trying to "fix" pvp. These changes are not worth it at all. I would prefer them to leave that mu alone if this is their idea of a fix. 4gate isnt so bad because both players do it, then the game can go into the mid game, where it gets interesting. Well, the fact that ghost usage is so scarce that when someone is actually going for a ghost build everyone is like "WHOA what the hell is going on". Of all the major, awesome tournaments ive followed the last month i think i have seen 1 (one) set where ghost usage actually tipped the scale in favor of a terran.
Those who say "what ta hell is going on" are definitely not protoss players. We get to see firsthand how underused are ghosts in TvP when we encounter them.
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I honestly don't know what Blizzard is thinking about salvage. They shouldn't be salvageable in the first place IMO. Also, the pylon power range change is pretty random
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Rereading it a bit, I am worried for 2 gate zealots, this could be fixed by just removing close positions. (so it shouldn't affect pro play too much)
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On April 26 2011 12:03 iNcontroL wrote: TWO GATE RETURNS HAHA JOKES ON YOU ZERG I'll take ANYTHING over forge FE. IF the build time convinces toss's not to FE then I'm happy.. even if that means ill have to run my queen around in circles to dodge zealots for the first 2 minutes...
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On April 26 2011 12:09 GiantEnemyCrab wrote:Show nested quote +On April 26 2011 12:06 KhAlleB wrote: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 ? if you look at the tsl matches ALL the players scout for stuff like this b4 scout their enemy base, so i really wanna see how the pros deal with this before jumping to conclusions we are talking about the 2 gate wall in into pressure with zealot into expand no gaz not the proxy
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On April 26 2011 12:13 AndAgain wrote:Show nested quote +On April 26 2011 12:11 arQ wrote:On April 26 2011 12:03 Mastermind wrote: The ghost buff is so fucking random. What made them think ghosts needed to be cheaper?
The slavage nerf is about fucking time. Free return was just retarded.
I am not a fan of how they are trying to "fix" pvp. These changes are not worth it at all. I would prefer them to leave that mu alone if this is their idea of a fix. 4gate isnt so bad because both players do it, then the game can go into the mid game, where it gets interesting. Well, the fact that ghost usage is so scarce that when someone is actually going for a ghost build everyone is like "WHOA what the hell is going on". Of all the major, awesome tournaments ive followed the last month i think i have seen 1 (one) set where ghost usage actually tipped the scale in favor of a terran. Those who say "what ta hell is going on" are definitely not protoss players. We get to see firsthand how underused are ghosts in TvP when we encounter them.
You should see TvZ, according to terrans infestors are some god unit that launches fungals left and right I have only seen 1-2 pro TvZ where a terran EMPs infestors.
I guess it IS harder though, as high templars are both smaller (compact) and slower.
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some nice balance changes, but ZvP late game is still gonna be a complete joke
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On April 26 2011 11:26 PinkPrincess wrote:Show nested quote +On April 26 2011 11:21 tsuxiit wrote:On April 26 2011 11:20 Blizzard wrote: Fixed a bug where players were still able to stack flying units on top of each other.
Many Brood War tears were just shed.  edit: Bunkers no longer free! I can only say "lol." I think the stack flying units on top of each other was referring to the ability to still do the viking flower, just by a different method. Good to see Archons being massive - at least it won't be so painfullll against Marauders.
I don't see why the Viking flower needed to be removed.
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I'm fine with Protoss players 2 gating as a Zerg with the new build time.
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Mmmmm.... I hate proxy 2 gate zealot rush. Its hard to fend off even when you see it coming halfway through.
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Salvage resource return reduced from 100% to 75%
I love this change. It is -completely- inconsequential, but it's gonna make so many angry nerds happy. Smart move by Blizzard, gotta admit.
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There's been some significant adaptation to forge FE lately as many Zergs have figured out that it's worth it to delay Protoss' fast expo with a hatch cancel evo block. I think ZvP early game is going to be even more volatile than it already is.
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On April 26 2011 12:16 Zzoram wrote:Show nested quote +On April 26 2011 11:26 PinkPrincess wrote:On April 26 2011 11:21 tsuxiit wrote:On April 26 2011 11:20 Blizzard wrote: Fixed a bug where players were still able to stack flying units on top of each other.
Many Brood War tears were just shed.  edit: Bunkers no longer free! I can only say "lol." I think the stack flying units on top of each other was referring to the ability to still do the viking flower, just by a different method. Good to see Archons being massive - at least it won't be so painfullll against Marauders. I don't see why the Viking flower needed to be removed.
According to Blizzard
Balance Changes
•Players can no longer hide units by setting them in a close proximity patrol (ex: Viking flower). There was a core problem with the Viking flower strategy in that there was no way to know how many Vikings were patrolling a specific area. In StarCraft II, scouting armies is already a difficult and important aspect of play, and it was definitely not our intention to make it possible for air units to use this patrol method to disguise their numbers. We consider this case more of a bug fix than a balance change.
Which i quite agree with. If both players does not know how many vikings each other have even if the armies are in close proximity with each other, that means the ensuing battle will be luck dependent ie i hope i have more vikings than him and does not really promote decision making ( ie i scout that i have more vikings than him in the area, i shall engage).
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"And thus the two gate zealot rush returned that day, and many bronze tears were shed."
My only issue is if the smaller radius makes it easier for roaches rushes to snipe pylons when Zergs roach rush because the pylon will be closer (shouldn't be a problem). If it doesn't then cool beans, I have no issue.
Ghost change seems odd, Terrans usually can afford to spend minerals a lot more than gas.
If the spore crawler change also applied to spine crawlers I would be a happy random, as that always bothers me when I play zerg.
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Blizzard actually making an awesome patch ?!
This has to be fake!
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pretty sure any time someone references 2-gate, they don't mean proxy. they mean the 2-gate wallin into surprise zealot timing attack (can be various timings based on what's scouted in zerg's base
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On April 26 2011 12:16 openbox1 wrote:Mmmmm.... I hate proxy 2 gate zealot rush. Its hard to fend off even when you see it coming halfway through. 
You probably never have to fend it off in Brood war. The 2 warp gate proxy is not that hard to stop
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Patch is not even up yet, Blizzard fail. lol
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On April 26 2011 12:16 Zzoram wrote:Show nested quote +On April 26 2011 11:26 PinkPrincess wrote:On April 26 2011 11:21 tsuxiit wrote:On April 26 2011 11:20 Blizzard wrote: Fixed a bug where players were still able to stack flying units on top of each other.
Many Brood War tears were just shed.  edit: Bunkers no longer free! I can only say "lol." I think the stack flying units on top of each other was referring to the ability to still do the viking flower, just by a different method. Good to see Archons being massive - at least it won't be so painfullll against Marauders. I don't see why the Viking flower needed to be removed.
Because it was hard to evaluate the number of units within a Viking flower even when scouted.
On April 26 2011 12:14 Beef Noodles wrote:Show nested quote +On April 26 2011 12:03 iNcontroL wrote: TWO GATE RETURNS HAHA JOKES ON YOU ZERG I'll take ANYTHING over forge FE. IF the build time convinces toss's not to FE then I'm happy.. even if that means ill have to run my queen around in circles to dodge zealots for the first 2 minutes...
Maps are also bigger than they were before (ex. GSL maps).
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