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Patch 1.3.3 PTR - Page 19

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 17 18 19 20 21 221 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.
zyglrox
Profile Joined August 2010
United States1168 Posts
April 26 2011 03:26 GMT
#361
On April 26 2011 12:25 Maro01 wrote:
Show nested quote +
On April 26 2011 12:23 zyglrox wrote:
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



maybe i'm not understanding you, but yes the ptr is to test the patch. the patch isn't on the ptr though =x. pretty fresh thread though, maybe it's just not on there yet or they are making last minute changes before they patch the ptr. (maybe that's what you are saying)
champagne for my real friends, and real pain for my sham friends.
Mommas Boy
Profile Joined December 2010
Canada144 Posts
April 26 2011 03:26 GMT
#362
On April 26 2011 12:25 Esel wrote:
dont get why they want to take out 4gate from the whole game but prob no otherway if they wanted to change pvp



Because 4 gate was hurting the game play.Its pretty simple.
here to play.
happyness
Profile Joined June 2010
United States2400 Posts
April 26 2011 03:27 GMT
#363
On April 26 2011 12:20 KhAlleB wrote:
Show nested quote +
On April 26 2011 12:18 happyness wrote:
You need like what 2 roaches to kill 5+ zealots? It's not that big of a deal. I'm happy that the 1-gas 4 warpgate won't be as good (hopefully) as well as the fake 4 gate.


And not to complain, but salvage still only takes three seconds and spines still take half the game to root. I like the change and all, but the salvage time is what really pisses me off.

when it happen i use my zealot to snipe the drone instead of running around with roaches, 5 zealot can do alot of dmg in a mineral lines


If the zerg doesn't micro his workers at all. Gathering time will be lost, but once the zealots are dead zerg will have the advantage.

And yes maybe if zerg had only two roaches the zealots could do some good damage, but make 3-4 roaches can kill zealots pretty dang fast.
Tandinel
Profile Joined October 2010
66 Posts
April 26 2011 03:27 GMT
#364
Im not sure what it is...but are they giving you multiple profiles with your account in the PTR?
pedduck
Profile Blog Joined August 2004
Thailand468 Posts
April 26 2011 03:27 GMT
#365
Seems like a good patch, can't wait!!
May be terran can start using ghost from a midgame or early game now.
dave333
Profile Joined August 2010
United States915 Posts
April 26 2011 03:27 GMT
#366
On April 26 2011 11:55 stephiso wrote:
Show nested quote +

To answer this question, it is always faster to go Warp Gates. Observe:
1 Zealot takes 33 seconds in a Gateway.
1 Zealot takes 28 seconds in a Warp Gate, + 5 seconds to warp in. However, the cooldown begins disappearing before the unit finishes warping in, such that it is only 23 seconds left on cooldown before another Zealot warpin can be started. Warp Gates will produce approximately 1 extra Zealot per 6 warpin cycles.

Blizzard is not going to make gateways in any way better than Warp Gates, as Warp Gates are what Blizzard intends to be Protoss's equivalent of a barracks. Gateways simply exist for balance reasons to prevent rushes that are too early with no risk to the rusher (imagine a 2 gate proxy, but the Protoss doesn't place his gates in your base).



I would actually really like it that Blizzard makes Gateway production faster than warpgates, thus leaving the choice for the Protoss player to decide whether he prefers faster production, or the ability to reinforce immediately at whatever position.

That would fix the fact that Protoss is supposedly very weak early game, and would add more strategies/tactics for the race


Wait really? I guess this patch sort of helps the problem, but I'd prefer if Blizz gave toss a distinctive advantage for gateways. Warpgates totally break RTS ideas on defender's advantage and having a distinction between gateways/warpgates allows for more creative play and decisions.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
April 26 2011 03:27 GMT
#367
On April 26 2011 12:23 Moonquake wrote:
Show nested quote +
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.


It takes 4 EMP's to take down an Archon's shields and they're pretty large units too, I don't think EMP's are more of a problem for them than for other Protoss units. Maybe I'm wrong but I'm curious to see Zealot Archon Templar in TvP instead of Colossi.
I think esports is pretty nice.
K3Nyy
Profile Joined February 2010
United States1961 Posts
April 26 2011 03:27 GMT
#368
Niceeeeee! 4gate is finally gonna be slighty nerfed. I don't think zealot timings needed to change though.
Zeri
Profile Joined March 2010
United States773 Posts
April 26 2011 03:27 GMT
#369
I'm actually really starting to like this patch... Definitely gonna proxy 2 gate a few times though =P
You can think I'm wrong, but that's no reason to quit thinking.
Esel
Profile Joined August 2010
Germany151 Posts
April 26 2011 03:27 GMT
#370
hope pylon decrease gets removed this will just be annoying to adapt to
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
Mailing
Profile Joined March 2011
United States3087 Posts
April 26 2011 03:27 GMT
#371
I am not a protoss, but would it be possible to use those extra 40 seconds to bank resources and do a FIVE gateway timing attack?
Are you hurting ESPORTS? Find out today - http://www.teamliquid.net/blogs/viewblog.php?topic_id=232866
DooMDash
Profile Joined May 2010
United States1015 Posts
April 26 2011 03:28 GMT
#372
I can't wait to see the reasoning Blizzard has behind the ghosts.
S1 3500+ Master T. S2 1600+ Master T.
-{Cake}-
Profile Joined October 2010
United States217 Posts
Last Edited: 2011-04-26 03:28:53
April 26 2011 03:28 GMT
#373
patch 3.9.5:

Zealot build time decreased from 38 to 33
Bunker build time increased from 30 to 40

Fixed a bug where zerg players had nothing to complain about


kidding
Belegurth
Profile Joined November 2010
165 Posts
April 26 2011 03:28 GMT
#374
so 4 gate is nerfed, ghost gas reduced.

beta gretorp build and go attack anyone?
On March 02 2011 11:23 awu25 wrote: i don't think it's a marketing thing most koreans wouldn't be able to pronounce flash, jaedong, or mvp, i think that's why their korean names are used
DeltaForce
Profile Joined November 2010
New Zealand43 Posts
April 26 2011 03:28 GMT
#375
ahh nice one, didnt think of that, smaller pylon radius will make up ramp warp ins harder to do, yet not really affecting building placement, GJ, finally this looks to be a epic game, esp the archon buff
Brotoss FTW
Nik0
Profile Joined April 2010
Uruguay460 Posts
April 26 2011 03:28 GMT
#376
Great, so every toss is gonna proxy 2 gate me, cool.
Softboing
Profile Joined October 2010
United States68 Posts
April 26 2011 03:28 GMT
#377
On April 26 2011 12:21 AndAgain wrote:
^

I don't get that. You can just box them and count at the UI.


Can't box select enemy units while playing
Logo
Profile Blog Joined April 2010
United States7542 Posts
April 26 2011 03:28 GMT
#378
The 4 warp gate should be a good change for all 3 match-ups really.

ZvP: No more canceled expo warp-gate builds that are impossible to scout or respond to.
TvP: I think it will help P hold off early aggression and give the P more early map position allowing them to have better expo builds. However the Terran can also expand safer with the reduced warp-gate risk. This should hopefully allow for a better flow into the mid-game for both sides.
Logo
Scarmath
Profile Joined August 2010
United States60 Posts
April 26 2011 03:29 GMT
#379
On April 26 2011 12:25 SiegeFlank wrote:
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?



Probably not later in the game, but if you are bunker rushing at the very start of the game, it makes a bigger difference.
"I wish I had a quote to put here." -me, while filling out this information
Panzamelano
Profile Joined September 2010
Colombia248 Posts
April 26 2011 03:29 GMT
#380
oh god not the pvp 2 gate every fucking game on xel naga again Y_Y
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