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Patch 1.3.3 PTR - Page 18

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 16 17 18 19 20 221 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.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
Last Edited: 2011-04-26 03:23:38
April 26 2011 03:22 GMT
#341
I'm currently thinking the Archon massive change might make pure 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 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.
I think esports is pretty nice.
Maro01
Profile Joined February 2011
14 Posts
April 26 2011 03:22 GMT
#342
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
Profile Blog Joined December 2008
United States888 Posts
Last Edited: 2011-04-26 03:23:38
April 26 2011 03:22 GMT
#343
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
KwanROLLLLLLLED
zyglrox
Profile Joined August 2010
United States1168 Posts
April 26 2011 03:23 GMT
#344
On April 26 2011 12:22 Maro01 wrote:
Show nested quote +
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....



trollin? if not, what's the point of the ptr......
champagne for my real friends, and real pain for my sham friends.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
April 26 2011 03:23 GMT
#345
I was worried this was a hoax, then I saw the bunker change.
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
Profile Joined April 2010
United States36 Posts
April 26 2011 03:23 GMT
#346
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
Profile Blog Joined July 2010
Canada5941 Posts
April 26 2011 03:23 GMT
#347
Well, crap.

Once this hits the release version imma have to rework my PvP Strategy (although Idk if this will effect the 5z8s too much.)
Survival is winning, everything else is bullshit.
Cofo
Profile Blog Joined June 2010
United States1388 Posts
April 26 2011 03:23 GMT
#348
Good changes, overall.

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.
+ Show Spoiler +
Munk-E
Profile Blog Joined July 2010
United States672 Posts
April 26 2011 03:23 GMT
#349
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


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.
You recognise me because of my signature!
arQ
Profile Joined October 2010
1033 Posts
April 26 2011 03:24 GMT
#350
On April 26 2011 12:22 Maro01 wrote:
Show nested quote +
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....


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.
"The universe is not required to be in perfect harmony with human ambition." -Carl Sagan || Flash || Mvp || Naniwa ||
Jampackedeon
Profile Joined November 2010
United States2053 Posts
April 26 2011 03:25 GMT
#351
Finally they're looking at salvage changes instead of bunker build times. I'm really interested to see how the pylon stuff works out... nerfing 4 gates and canon rushes all at once! Protoss are getting hit hard here (although the new build time changes for warp gates could make for a whole new batch of rushes).
Mommas Boy
Profile Joined December 2010
Canada144 Posts
April 26 2011 03:25 GMT
#352
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.
here to play.
Moragon
Profile Joined October 2010
United States355 Posts
April 26 2011 03:25 GMT
#353
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
Profile Blog Joined June 2009
United States410 Posts
April 26 2011 03:25 GMT
#354
This patch actually looks really nice. That ghost buff in particular is awesome.

But the bunker? Again? Do the 25 minerals really make that much of a difference?
Bird up
Maro01
Profile Joined February 2011
14 Posts
April 26 2011 03:25 GMT
#355
On April 26 2011 12:23 zyglrox wrote:
Show nested quote +
On April 26 2011 12:22 Maro01 wrote:
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....



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
Profile Joined August 2010
953 Posts
April 26 2011 03:25 GMT
#356
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
Profile Joined August 2010
Germany151 Posts
April 26 2011 03:25 GMT
#357
dont get why they want to take out 4gate from the whole game but prob no otherway if they wanted to change pvp
i like sc2 more than wc3 because of its mind games , in wc3 the only mind game you could do is go for a different hero than normal to make your opponent thing you are retarded
SweetAs
Profile Blog Joined April 2011
New Zealand290 Posts
Last Edited: 2011-04-26 03:27:15
April 26 2011 03:26 GMT
#358
I think pvp is just going to be the same thing, but like 30 seconds later lolz...

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.
CJ.sAviOr : oGsjookTo : mTwDIMAGA
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 26 2011 03:26 GMT
#359
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
Profile Joined August 2010
Canada189 Posts
April 26 2011 03:26 GMT
#360
On April 26 2011 12:25 Moragon 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, flip flop much?


Zealots are the new bunker build time.
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