Patch 1.3.3 PTR - Page 173
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. | ||
Zato-1
Chile4253 Posts
| ||
Jimmy Raynor
902 Posts
| ||
freetgy
1720 Posts
and also Thors kill Colossus easily as Thorzain has proved. Even Immortals are bad against them as long as Strike Canons are used properly. a Terran opening Thors can easily expand and also threaten the FE of the opposing Protoss. that imho is quite from useless, but it is shown again and again that People are to lazy to explore new styles, i mean 1-2 days after Thorzains demonstration. thors where used quite a bit and with success as far as i could see. But right now mostly everyone has fallen back into heavy bio play. | ||
Qwantz
Spain44 Posts
| ||
TheRabidDeer
United States3806 Posts
On May 05 2011 01:07 RedMosquito wrote: Ive done the mass thor death ball before and i can tell you for certain that its actually easy to beat as protoss. You build.....void rays and masses of gateway units. Yes zealots can die pretty quickly to blue flame hellions but once you get a ton of zealots and stalkers the blue flame hellions dont even matter. Ive engaged the protoss death ball with a max 200 army consisting of mostly thors, hellions, and a few vikigns against zealots stalkers void rays and colllosus... and i got steam rolled. Lost all my army and only killed about a 1/5 of his. With that being said im extremely upset with this patch. Thors were supposed to be a viable counter to templar, and now they are not. Thors were supposed to be a counter to templar? What? When did you see that? Also, when colossus comes into play (particularly if there are a few of them) you need to control your units well so they dont get eaten, especially the hellions because they are fragile. I would need to see the replay but I am guessing you lost because of unit control and not because thors didnt work. | ||
no.1 kissy boy
Slovenia19 Posts
On May 05 2011 01:08 Zato-1 wrote: About time they patched Thors, having them roll over Immortals when Immortals were supposed to be their counter unit was just silly. Will also be nice to see Archons not being such a pushover. I don't know, aside from owning tanks, Immortals pretty much counter every mech now, and now HTs do too, so yay for more boring bio+ghost play I guess. Can you honestly say that you think Thors were a big problem in PvT and that Protoss were having just too much trouble dealing with the "Terran deathball"? | ||
s3rp
Germany3192 Posts
| ||
kickinhead
Switzerland2069 Posts
On May 05 2011 01:08 Zato-1 wrote: About time they patched Thors, having them roll over Immortals when Immortals were supposed to be their counter unit was just silly. Will also be nice to see Archons not being such a pushover. I was a bit taken aback by Tylers argumentation about Thors being OP in PvT though, cuz he said that it's kinda hard for the Terran to get to this composition, yet if he does, it's almost unbeatable. When talking about Zerg Lategame-Balance about the Protoss Deathball though, he argued that it's not necessary for a Race to beat any composition in the Game and that Zerg just has to react sooner to not let the Protoss get to that composition. What is different in those two Examples other than Protoss having a much easier time to play defensively and get to the Deathball against Zerg than Terran does against Protoss, making it even more powerful? | ||
ForayeR
Brazil34 Posts
Thor Ghost Medivac Battlecruiser Banshee Raven Templars inutilyzes everything, and kill the other half with psy storm (marine, marauders) | ||
RemrafGrez
United States180 Posts
On May 05 2011 01:11 Qwantz wrote: Thor+Tank+Marine 2 base timing push was a joke. I'm glad Blizzard reconsidered energy on thors as it was before. Agreed. The energy change on Thors was a big deal that needed to be done. Thors countering colossus and immortals was ridiculous. And Voidrays aren't a viable option past 1 base vs 1 base play. | ||
TheRabidDeer
United States3806 Posts
On May 05 2011 01:15 ForayeR wrote: More than half of the **** Terran army has energy Thor Ghost Medivac Battlecruiser Banshee Raven Templars inutilyzes everything, and kill the other half with psy storm (marine, marauders) And a couple of ghosts can nullify templars. I dont know if I agree with thor's having energy again (giving them energy might not solve anything depending on the timing of the push) but something had to be changed with strike cannons. | ||
freetgy
1720 Posts
On May 05 2011 01:14 kickinhead wrote: What is different in those two Examples other than Protoss having a much easier time to play defensively and get to the Deathball against Zerg than Terran does against Protoss, making it even more powerful? Terran has Bunkers and PF and Tanks and Repair. For a Protoss attacking a Meching Terran directly is suicide. | ||
XenOmega
Canada2822 Posts
Perhaps they could remove the BCs energy! That will make them harder to kill vs Protoss. | ||
ForayeR
Brazil34 Posts
On May 05 2011 01:17 TheRabidDeer wrote: And a couple of ghosts can nullify templars. I dont know if I agree with thor's having energy again (giving them energy might not solve anything depending on the timing of the push) but something had to be changed with strike cannons. Except if the templars nulify ghost earlier... If terran lose his emp, terran is so screwed... But if templars lost their energy, the battle just turn to be fair | ||
s3rp
Germany3192 Posts
On May 05 2011 01:18 freetgy wrote: Terran has Bunkers and PF and Tanks thats why For a Protoss attacking a Meching Terran is quite suicide Well you don't need to .Take the freaking Map , it's not like that Mech army is mobile enough to do anything about it. | ||
Binabik
Germany686 Posts
I really enjoyed the games I had to play against mech, it gave PvT more variety. | ||
Mercury-
Great Britain804 Posts
On May 05 2011 00:21 Yaotzin wrote: What kind of timing attack do you mean? 1 base Thor rushes only beat extremely greedy sentry expands, and against 8-10 Thor pushes you should have either Colos or Temps to take care of the marines and your choice of anti Thor unit.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. | ||
Mercury-
Great Britain804 Posts
On May 05 2011 00:25 theqat wrote: Tyler has been addressing your Thor point consistently by saying that he's "not seeing a solution," so the +2 armor Thor build in particular may have been getting out of hand. On the other hand, I think he'd agree with you about 4gate Yeah so the Toss player agrees on the Terran nerf but not the Protoss one. Who would have thought. | ||
no.1 kissy boy
Slovenia19 Posts
And even if it did, you can't just look at it in isolation and be all like hey wow one unit counters two units, this is obviously imba. I don't know, the Protoss deathball just seems strong enough, and it's good that Protoss had to worry about their lategame composition just maybe not demolishing everything in its path. | ||
TheRabidDeer
United States3806 Posts
On May 05 2011 01:20 ForayeR wrote: Except if the templars nulify ghost earlier... If terran lose his emp, terran is so screwed... But if templars lost their energy, the battle just turn to be fair Actually, if the templars lose their energy the battle turns to be HUGELY in favor of terran because protoss rarely is able to get many (if any) sentries AND high templar, which means the bio army wrecks the rest of the protoss army. Also, ghosts have the advantage in energy removal thanks to EMP having a radius of 2 which gives it an effective range of 11, 2 longer than feedback, then there is also cloak if you manage to remove any observers in the area. If the terran is as good as the protoss then the EMP will have the advantage in an EMP/feedback war. | ||
| ||