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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. |
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)
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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.
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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.
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Im not sure what it is...but are they giving you multiple profiles with your account in the PTR?
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Seems like a good patch, can't wait!! May be terran can start using ghost from a midgame or early game now.
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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.
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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.
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Niceeeeee! 4gate is finally gonna be slighty nerfed. I don't think zealot timings needed to change though.
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I'm actually really starting to like this patch... Definitely gonna proxy 2 gate a few times though =P
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hope pylon decrease gets removed this will just be annoying to adapt to
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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?
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I can't wait to see the reasoning Blizzard has behind the ghosts.
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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
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so 4 gate is nerfed, ghost gas reduced.
beta gretorp build and go attack anyone?
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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
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Great, so every toss is gonna proxy 2 gate me, cool.
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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
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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.
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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.
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oh god not the pvp 2 gate every fucking game on xel naga again Y_Y
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