Upgraded chargelots have always been amazing versus bio and so are High Templar, Storm just always took a bit too long to research making the faster tech to Colossi a lot safer and solid. Now that Archons can actually do their massive damage though, it will be much easier to survive the "waiting for storm" timing window.
Patch 1.3.3 PTR - Page 18
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. | ||
Saechiis
Netherlands4989 Posts
Upgraded chargelots have always been amazing versus bio and so are High Templar, Storm just always took a bit too long to research making the faster tech to Colossi a lot safer and solid. Now that Archons can actually do their massive damage though, it will be much easier to survive the "waiting for storm" timing window. | ||
Maro01
14 Posts
On April 26 2011 12:18 (Mist) wrote: Patch is not even up yet, Blizzard fail. lol You fail, its called a PTR, they are testing it before release.... | ||
Drium
United States888 Posts
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zyglrox
United States1168 Posts
On April 26 2011 12:22 Maro01 wrote: You fail, its called a PTR, they are testing it before release.... trollin? if not, what's the point of the ptr...... | ||
Reborn8u
United States1761 Posts
Sucks that this warp gate change undoes the hallucinate buff though. Am very happy about archons, now I can open DT, expo and have a follow up to deal with bio. Going HT instead of colossus might actually work in every match up now. | ||
Moonquake
United States36 Posts
On April 26 2011 12:22 Saechiis wrote: I'm currently thinking the Archon massive change will make bio obsolete in TvP. Upgraded chargelots have always been amazing versus bio and so are High Templar, Storm just always took a bit too long to research making the faster tech to Colossi a lot more solid. Now that Archons can actually do their massive damage it will be much easier to survive the "waiting for storm" timing window. Terran still has EMP so I don't know if bio becomes obsolete. Archons sure die fast without shield whether their slowed by concussive or not. | ||
57 Corvette
Canada5941 Posts
Once this hits the release version imma have to rework my PvP Strategy (although Idk if this will effect the 5z8s too much.) | ||
Cofo
United States1388 Posts
Ideally, I would like gateway production to be slower than warpgates, thus creating a choice between unit production speed and mobility. I suppose these changes are better than nothing though. And archon/spore/bunker changes are all very good. | ||
Munk-E
United States672 Posts
No, the bunker does. Patch 6 (version 0.8.0.14593) Build time decreased from 40 seconds to 30 seconds. [hide]Patch 16 (version 0.19.0.15976) Undocumented Changes [1] Bunker build time increased from 30 to 40. [hide]Patch 17 (version 0.20.0.16036) [2] Bunker build time decreased from 40 seconds to 30 seconds. [hide]Patch 1.1.0 Build time increased from 30 to 35. [hide]Patch 1.3.0 Build time increased from 35 to 40. | ||
arQ
1033 Posts
On April 26 2011 12:22 Maro01 wrote: You fail, its called a PTR, they are testing it before release.... No Sir, you fail. PTR = Public Test Realm, which means that WE test stuff before release. He is saying that Blizzard fails because they announced the patch but its not up on the PTR yet. | ||
Jampackedeon
United States2053 Posts
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Mommas Boy
Canada144 Posts
On April 26 2011 12:22 Drium wrote: People who said they expected a colossus nerf don't understand the full implications of the spore crawler root time change. The new hard counter to colossi is obviously building 50 spore crawlers and rooting them right next to the protoss army ![]() It isnt a build time. Its a root time. I just cant figure out how a quicker root time is going to balance this game. Theres bigger fish to fry. | ||
Moragon
United States355 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, flip flop much? | ||
SiegeFlank
United States410 Posts
But the bunker? Again? Do the 25 minerals really make that much of a difference? | ||
Maro01
14 Posts
On April 26 2011 12:23 zyglrox wrote: trollin? if not, what's the point of the ptr...... To test the patch?? This not the definite patch, they might change some thing for sure. PTR : Public TEST realm | ||
Elwar
953 Posts
On April 26 2011 12:22 Saechiis wrote: I'm currently thinking the Archon massive change will make bio obsolete in TvP. Upgraded chargelots have always been amazing versus bio and so are High Templar. Ehhhh there has been so many games where chargelot/high templar has lost to almost pure marauder/medivac. If anything all this change does is make marauders not so ridiculously good against what is supposed to be a fairly damn good counter to them. | ||
Esel
Germany151 Posts
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SweetAs
New Zealand290 Posts
I wish they'd buff hydras, just give them a slight speed increase! They're to iconic, they need to be good. Also: The spore buff.. is fucking sweet. | ||
Mastermind
Canada7096 Posts
On April 26 2011 12:19 zyce wrote: 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. Ya, I will have to come up with new building placements, especially in pvp where I always do a really nice sim city to stop cheese. This buff may just mean pvp has a lot more cheeses instead of 4gate. Tier 1 units come faster and warp gate takes longer, and sim city is harder, but I guess this also means a minor nerf to cannon rushing. It is so tough to figure out how this will actually change the game, gonna have to play a lot of PTR to find out. | ||
Jerax
Canada189 Posts
Zealots are the new bunker build time. | ||
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