Patch 1.3.3 PTR - Page 170
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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. | ||
Zealot Lord
Hong Kong747 Posts
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I)etox
1240 Posts
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
United States839 Posts
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Mercury-
Great Britain804 Posts
On May 04 2011 23:28 Yaotzin wrote: All of which die to that pesky marine unit that Terrans sometimes build. Make a Colossus or Templar? | ||
Edu
Sweden35 Posts
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aLuLz
Germany175 Posts
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Mr.Pyro
Denmark959 Posts
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Maynarde
Australia1286 Posts
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. | ||
Noocta
France12578 Posts
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. | ||
Striding Strider
United Kingdom787 Posts
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.. | ||
PantsB
United States77 Posts
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
Greece481 Posts
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
United States839 Posts
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
Sweden35 Posts
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Yaotzin
South Africa4280 Posts
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
Canada930 Posts
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
United States991 Posts
Not really helpful on maps with a big ramp... | ||
Maynarde
Australia1286 Posts
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. | ||
RoachyRoach
81 Posts
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
Greece212 Posts
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. | ||
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