And not to complain, but salvage still only takes three seconds and spines still take half the game to root. I like the change and all, but the salvage time is what really pisses me off.
Patch 1.3.3 PTR - Page 17
Forum Index > SC2 General |
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. | ||
happyness
United States2400 Posts
And not to complain, but salvage still only takes three seconds and spines still take half the game to root. I like the change and all, but the salvage time is what really pisses me off. | ||
imareaver3
United States906 Posts
On April 26 2011 12:16 Zzoram wrote: I don't see why the Viking flower needed to be removed. Blizz doesn't like T having the ability to completely hide their air units from their opponent regardless of what they do. 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. http://us.battle.net/sc2/en/blog/2566610#blog | ||
babyToSS
233 Posts
On April 26 2011 12:15 Mailing wrote: You should see TvZ, according to terrans infestors are some god unit that launches fungals left and right ![]() I guess it IS harder though, as high templars are both smaller (compact) and slower. It is harder, just like ghost vs HT, ghost vs. infestor is a vision war. Zerg has creep which is a very big deal in the vision war and infestors can fungal and kill ghosts before the emp gets off. You have only seen 1-2 pros use ghosts because in practise good siege tank positioning is much more effective and way less costly ![]() | ||
zyce
United States649 Posts
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DirtYLOu
575 Posts
Actually the best patch incoming. | ||
IKenshinI
United States132 Posts
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? They should definitely settle with 35.5! Really wish they reduced burrow time of spine crawlers as well ~_~ I miss the beta days of pushing with your creep, it was fun and exciting | ||
Moonquake
United States36 Posts
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FatkiddsLag
United States413 Posts
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? lol the zealot holds the key to SC2 | ||
knyttym
United States5797 Posts
one of the patch pairs (i'm guessing it was 16-17) was a mistake | ||
Khalleb
Canada1909 Posts
On April 26 2011 12:18 happyness wrote: You need like what 2 roaches to kill 5+ zealots? It's not that big of a deal. I'm happy that the 1-gas 4 warpgate won't be as good (hopefully) as well as the fake 4 gate. And not to complain, but salvage still only takes three seconds and spines still take half the game to root. I like the change and all, but the salvage time is what really pisses me off. when it happen i use my zealot to snipe the drone instead of running around with roaches, 5 zealot can do alot of dmg in a mineral lines | ||
arQ
1033 Posts
On April 26 2011 12:20 Moonquake wrote: Anyone else think the ghost change was an attempt to make mech more viable against toss? Yes. Most definitely. And hard to argue against isnt it? Really needed I would say. | ||
Tchado
Jordan1831 Posts
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AndAgain
United States2621 Posts
On April 26 2011 12:19 imareaver3 wrote: Blizz doesn't like T having the ability to completely hide their air units from their opponent regardless of what they do. ^ I don't get that. You can just box them and count at the UI. | ||
SigmaoctanusIV
United States3313 Posts
![]() Also Warpgates should only be able to make zealots so Protoss has to choose what Gateways they make warpgates and you can buff Stalkers/sentries time to make it better... | ||
dave333
United States915 Posts
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Toads
Canada1795 Posts
On April 26 2011 12:18 (Mist) wrote: Patch is not even up yet, Blizzard fail. lol It's up, you have to open you public test realm | ||
Dromar
United States2145 Posts
On April 26 2011 12:09 Mastermind wrote: Damn, didn't think of that. That is an unfortunate side effect. Is it possible that you could research hallucinate first? If you're planning on defending/expanding for the early game, you can just pump out of regular gates in the meantime, with their new reduced build time. Seems like a possibility. | ||
Griffith`
714 Posts
Pro-tip: the first 3 patches affected Warp-Gate time as well. Note that last one says "train time" only. | ||
MiKTeX
United States234 Posts
also 75% bunker salvage! yay! i still think that you should need an scv to salvage a bunker, though | ||
DisaFear
Australia4074 Posts
Good change for bunkers Now I can't 2 port banshee anymore with the spore change Archons massive, what's that meant to do? Ghosts will be used more now | ||
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