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Patch 1.3.3 PTR - Page 17

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 15 16 17 18 19 221 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.
happyness
Profile Joined June 2010
United States2400 Posts
April 26 2011 03:18 GMT
#321
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.
imareaver3
Profile Joined June 2010
United States906 Posts
Last Edited: 2011-04-26 03:19:29
April 26 2011 03:19 GMT
#322
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.


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
Profile Joined December 2009
233 Posts
April 26 2011 03:19 GMT
#323
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 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.


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 . TvP on the other hand, this is a big buff for mech which is truely effective against protoss when coupled with ghosts.
babyToSS here! Can u go easy on me plzzz?
zyce
Profile Blog Joined March 2011
United States649 Posts
April 26 2011 03:19 GMT
#324
I don't like the Pylon change, it messes with my building placement. Just change the warp-in radius if this makes it live. Ugh.
Beauty is not the goal of competitive sports, but high-level sports are a prime venue for the expression of human beauty. The relation is roughly that of courage to war.
DirtYLOu
Profile Joined May 2010
575 Posts
April 26 2011 03:19 GMT
#325
I don't see what is the big fuss about 2 gate... It's not like we are using Steppes of war or Delta Quadrant anymore... It will be fine.

Actually the best patch incoming.
http://sc2ranks.com/c/9051/slayersteam/ <-- SlayerS players in Grandmaster !
IKenshinI
Profile Joined April 2010
United States132 Posts
April 26 2011 03:20 GMT
#326
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
A cat is fine too
Moonquake
Profile Joined April 2010
United States36 Posts
April 26 2011 03:20 GMT
#327
Anyone else think the ghost change was an attempt to make mech more viable against toss?
FatkiddsLag
Profile Joined May 2010
United States413 Posts
Last Edited: 2011-04-26 03:21:07
April 26 2011 03:20 GMT
#328
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
Profile Blog Joined December 2006
United States5797 Posts
Last Edited: 2011-04-26 03:21:40
April 26 2011 03:20 GMT
#329
finally salvage change jesus christ.

On April 26 2011 12:20 FatkiddsLag wrote:
Show nested quote +
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


one of the patch pairs (i'm guessing it was 16-17) was a mistake
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
April 26 2011 03:20 GMT
#330
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
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
arQ
Profile Joined October 2010
1033 Posts
April 26 2011 03:21 GMT
#331
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.
"The universe is not required to be in perfect harmony with human ambition." -Carl Sagan || Flash || Mvp || Naniwa ||
Tchado
Profile Blog Joined January 2011
Jordan1831 Posts
April 26 2011 03:21 GMT
#332
gateway units training time decrease ??? good bye 4 gate , hello proxy gate cheese .
AndAgain
Profile Joined November 2010
United States2621 Posts
April 26 2011 03:21 GMT
#333
On April 26 2011 12:19 imareaver3 wrote:
Show nested quote +
On April 26 2011 12:16 Zzoram wrote:
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.


Blizz doesn't like T having the ability to completely hide their air units from their opponent regardless of what they do.

Show nested quote +

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


^

I don't get that. You can just box them and count at the UI.
All your teeth should fall out and hair should grow in their place!
SigmaoctanusIV
Profile Blog Joined April 2010
United States3313 Posts
April 26 2011 03:21 GMT
#334
I want them to let units stack... it's a control thing also stacking makes Thors a better counter to mutas/phoenix... Poor Terrans against mass air

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...
I am Godzilla You are Japan
dave333
Profile Joined August 2010
United States915 Posts
April 26 2011 03:21 GMT
#335
Patch looks great to me.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 26 2011 03:21 GMT
#336
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
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Dromar
Profile Blog Joined June 2007
United States2145 Posts
April 26 2011 03:22 GMT
#337
On April 26 2011 12:09 Mastermind wrote:
Show nested quote +
On April 26 2011 11:31 Dommk wrote:
Why didn't they reduce the research time of hallucinate? This warpgate change pretty much reverts that buff Scouting shouldn't be nerfed!

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`
Profile Joined September 2010
714 Posts
April 26 2011 03:22 GMT
#338
On April 26 2011 12:20 FatkiddsLag wrote:
Show nested quote +
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


Pro-tip: the first 3 patches affected Warp-Gate time as well. Note that last one says "train time" only.
griffith.583 (NA)
MiKTeX
Profile Blog Joined October 2010
United States234 Posts
April 26 2011 03:22 GMT
#339
i was thinking about how archons could break forcefields but the pvt change of archons not being slowed by concussive shells is SWEET

also 75% bunker salvage! yay! i still think that you should need an scv to salvage a bunker, though
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
April 26 2011 03:22 GMT
#340
Nice.
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
How devious | http://anartisticanswer.blogspot.com.au/
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