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Patch 1.3.3 PTR - Page 170

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 168 169 170 171 172 221 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.
Zealot Lord
Profile Joined May 2010
Hong Kong748 Posts
Last Edited: 2011-05-04 15:16:54
May 04 2011 15:13 GMT
#3381
I loved the initial patch - but I'm not so sure about this revised one.. reverting back the zealot build time is understandable for a lot of reasons, the archon buff is awesome as well, however smaller pylon radius and slower warp gate tech is quite a big hit to protoss early game, which I'm not sure just a 5 second reduction in sentry build time and nothing else compensates for it. I haven't played the PTR, but was the 5 second faster stalker build time causing a lot of problems or something? In theory it seems it'll give Toss a better chance to put some early pressure to make up for the later/weaker 4 gate (which is fair I think).
I)etox
Profile Joined April 2011
1240 Posts
May 04 2011 15:14 GMT
#3382
On May 04 2011 23:55 RoachyRoach wrote:
YES goliaths should come back.

Buff the SHIT out of the thor and make it like the mothership. Where u can only have 1.


What are you even saying?
Add the goliath back in the game AND make the thor a mothership-like unit? Nothanks.jpg Dealing with thor + scv rushes is annoying enough, having to deal with a mega thor + scvs would just be silly.

I think a lot of people are underestimating terran mech in tvp atm. Hellion/Siege tank/Thor is a pretty serious threat to have to deal with. Protoss's best mineral sink, the zealot, absolutely evaporates to BF Hellions. With no more meat shield, the siege tanks and thors easily trash stalker/collosus. Not to mention the fact that thors can 1shot all collosus with 250mm cannons. 7 range is nothing to laugh about, considering collosus have a max range of 9.

The backbone of mech is, and always has been, the siege tank. Thors having energy does not affect this fact and thus will not remove mech from tvp play.
Nizzy
Profile Blog Joined November 2010
United States839 Posts
May 04 2011 15:14 GMT
#3383
Why change the Thors again? Were they really too strong against Toss? Also Thor's MM upgrade has saved me late game vs Ultras. I'm not sure how long its going to take now to get the upgrade and wait for energy.. They are just going to make it worthless again.
Mercury-
Profile Joined December 2010
Great Britain804 Posts
May 04 2011 15:14 GMT
#3384
On May 04 2011 23:28 Yaotzin wrote:
Show nested quote +
On May 04 2011 23:19 Mercury- wrote:
On May 04 2011 23:17 clownzim wrote:
On May 04 2011 23:15 R3N wrote:
Strange thors aren't widely used against P but still gets nerfed :o really hope blizzard know what they're doing here.

atm p has no "counter" to thors... if terran get like 10-12 thors gg toss :D

Carriers, magic boxed voids, chargelots work too if your economy is much better (which it should be because Thors can't really punish you from taking lots of expos) since you can instantly rebuild with WGates.

All of which die to that pesky marine unit that Terrans sometimes build.

Make a Colossus or Templar?
Edu
Profile Joined September 2010
Sweden35 Posts
May 04 2011 15:15 GMT
#3385
Thor energy? Are they kidding us, that's the worst thing ever... Hello to EMPing your own thors so they dont get fedback.
http://www.sc2ranks.com/eu/822621/Edu
aLuLz
Profile Joined January 2011
Germany175 Posts
May 04 2011 15:16 GMT
#3386
Wow srsly, Thor nerf and no infestor nerf? wow..
Mr.Pyro
Profile Blog Joined July 2008
Denmark959 Posts
May 04 2011 15:16 GMT
#3387
Why would you ever make thors against protoss anyway? :p
P⊧[1]<a>[2]<a>[3]<a>tt | P ≝ 1.a.2.a.3.a.P
Maynarde
Profile Joined September 2010
Australia1286 Posts
May 04 2011 15:18 GMT
#3388
On May 05 2011 00:16 Mr.Pyro wrote:
Why would you ever make thors against protoss anyway? :p


I second this. I mean, saw Jinro beat MC in that one game with strike cannons on the immortals but yeah. Hellion + siege seems like a better thing to make against Protoss if you really wanna go mech against em.

Anyway, I love the changes so far. GJ Blizz.
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
Noocta
Profile Joined June 2010
France12578 Posts
May 04 2011 15:19 GMT
#3389
On May 05 2011 00:16 aLuLz wrote:
Wow srsly, Thor nerf and no infestor nerf? wow..


There is an infestor nerf. :/
Not a huge one, but it can be important as Infestor need to come close to fungal, if they take more time to do so, and to flee, they're even more fragile.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
Last Edited: 2011-05-04 15:19:55
May 04 2011 15:19 GMT
#3390
On May 05 2011 00:01 dartoo wrote:
Anyway, the new archon attack animation looks cool


There's a new attack animation? It would be nice if I could check it out myself..
I have a beard. I'm unprofessional.
PantsB
Profile Joined January 2011
United States77 Posts
May 04 2011 15:19 GMT
#3391
As a Protoss player, I'd prefer the natural evolution of the game have a chance to figure out how to deal with mass Thors rather than get it patched away. That's how the game matures.

In the same vein, I don't think 4 gate is a problem. Zergs learned how to deal with it. Protoss are learning how to deal with it without 4 gating themselves. And Ts can deal with it. The natural flow of the metagame is addressing the narrowness of PvP.

The archon changes make sense but feel like they are unnecessary. I'm not sure how serious people are when they say the infestor changes are actually a buff but doesn't bother me one way or another.

I know I'd much rather they work on things like cross-region play or more community/clan features than tinkering with balance.

nvrs
Profile Joined October 2010
Greece481 Posts
May 04 2011 15:20 GMT
#3392
It's David Kims fault!

On a more serious note, original patch 1.3.3 and now this make it seem like Bliz is lost when it comes to how they want to move forward with the game.
Nizzy
Profile Blog Joined November 2010
United States839 Posts
May 04 2011 15:20 GMT
#3393
On May 05 2011 00:16 Mr.Pyro wrote:
Why would you ever make thors against protoss anyway? :p


I like to throw in 1-2 Thors max into my army. You'd be surprised how many kills they can rack up just auto attacking in the back throughout a fight. With that being said they are idle a lot, I never use MM cannons vs Toss. So they're going to get to 200 energy then feedback, and probably be useless.
Edu
Profile Joined September 2010
Sweden35 Posts
May 04 2011 15:20 GMT
#3394
Thor + Ghost fast expand against toss is really good. You'll get many minerals accumulated which you can spend on blueflame hellions. Thors are so powerful it's insane, especially when you have EMP.
http://www.sc2ranks.com/eu/822621/Edu
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
May 04 2011 15:21 GMT
#3395
On May 05 2011 00:14 Mercury- wrote:
Show nested quote +
On May 04 2011 23:28 Yaotzin wrote:
On May 04 2011 23:19 Mercury- wrote:
On May 04 2011 23:17 clownzim wrote:
On May 04 2011 23:15 R3N wrote:
Strange thors aren't widely used against P but still gets nerfed :o really hope blizzard know what they're doing here.

atm p has no "counter" to thors... if terran get like 10-12 thors gg toss :D

Carriers, magic boxed voids, chargelots work too if your economy is much better (which it should be because Thors can't really punish you from taking lots of expos) since you can instantly rebuild with WGates.

All of which die to that pesky marine unit that Terrans sometimes build.

Make a Colossus or Templar?

We're meant to go carrier/void AND collossus or templar to stop thor/marine? How is that supposed to work? Do you have any idea how much that shit costs?

Yeah in lategame it's not a problem because you can do that. With a timing push it is a problem. All that expensive stuff you need just can't be got in time.
statikg
Profile Joined May 2010
Canada930 Posts
May 04 2011 15:21 GMT
#3396
On May 05 2011 00:11 JonnyLaw wrote:
In the same time frame that protoss can get HTs to feedback thors/banshees/BCs without their respective upgrades, Terran can most certainly get the now cheaper ghost to feedback their own units before a battle if that's really your concern.

Ghosts are good by themselves.


Wow so in your biased protoss logic, terran should need to get a 100gas unit and then waste 75 energy just to make a only decent unit, effective at all.

For me the biggest issue is how long it take to get 150 energy. Strike cannon is already only situationally useful, (generally only at the end of big battles or in small early battles), and now it won't be useful in early battles and only if the earliest thors live will it ever be useful at all. Strike cannon is fairly expensive, doesn't increase dps, it only stuns and if killed before completion it actually decreases dps, and has significant pathing problems. How is it reasonable for it to require similar energy buildup to yamoto cannon a MUCH more powerful ability.
TheResidentEvil
Profile Joined September 2010
United States991 Posts
Last Edited: 2011-05-04 15:22:20
May 04 2011 15:21 GMT
#3397
Pretty much blizz is saying they want protoss to sit on their ramp and defend with sentry for a certain amount of time...ie until warp gate finishes.

Not really helpful on maps with a big ramp...
Maynarde
Profile Joined September 2010
Australia1286 Posts
May 04 2011 15:22 GMT
#3398
Well said PantsB.

I like the patch changes but the gap between patches doesn't seem long enough to TRULY test them. Must be getting a lot of pressure from the community.
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
RoachyRoach
Profile Joined February 2011
81 Posts
Last Edited: 2011-05-04 15:25:18
May 04 2011 15:23 GMT
#3399
On May 05 2011 00:11 JonnyLaw wrote:
In the same time frame that protoss can get HTs to feedback thors/banshees/BCs without their respective upgrades, Terran can most certainly get the now cheaper ghost to feedback their own units before a battle if that's really your concern.

Ghosts are good by themselves.


What is this "emp your own stuff to protect urself from feedback" shit.
That is the most rediculous crap I've ever heard.

How bout you just emp the toss ball and HT. Cause if you emp ur own stuff you A use ur ghost energy and B dont use your spellcasters to gain an advantage in a battle.

I will laugh out loud if I see people EMPing thier own shit to save thier stuff from feedback, thus forcing a storm. When they have a way to shutdown feedback and storm at the same time ~_~.

Not to mention the redic "damage" emp does to the entire race.
shaman6ix
Profile Joined January 2011
Greece212 Posts
Last Edited: 2011-05-04 15:24:52
May 04 2011 15:24 GMT
#3400
I read so many people saying "Well Thors werent used much, so why nerf them anyways??"

Emm.. sorry to break the news for you but 'not being used much' does not mean 'not good'. In SC2, players are just not willing to explore the possibilities of their race, so they whine and whine instead of using the right units. Thors are very strong in TvP, with their massive armour, attack rate and especially their ability which essentially insta-kills their "counter" immortal. Having said that, i think giving Thors energy is the right choice but at the same time i would also suggest removing the 150/150 upgrade since they have to gain 100 energy anyways since they spawn in order to use strike-cannons.

Not using Thors in TvP mid to late game is like Zerg players not making enough queens. You have nothing to lose but a whole lot to gain as a Z player with 4 early game queens, but because 'pros' dont do it often, no one does it (players like spanishiwa are bright examples of people using their race to their full potential). And dont tell me Thors dont have mobility in order to use them in TvP cause thats not what youre looking for in a late game army composition.
when evolution is outlawed, only outlaws will evolve
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