Patch 1.3.3 PTR - Page 198
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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. | ||
Fig
United States1324 Posts
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Plansix
United States60190 Posts
On May 06 2011 03:09 Deadlyfish wrote: Well ok the bc maybe, but ghost auto attack? Man that stuff is annoying when you're trying to be sneaky with cloaked ghosts ^^ And it does almost no damage ![]() The Ghost's auto attack is under rated because of its other abilities. 10 damage + 10 vs Light, range 6 with a 1.5 attack rate is pretty good considering all the other things it can do. And all its special abilities costs engery, like every other with abities that cause damage. | ||
TimeSpiral
United States1010 Posts
On May 06 2011 03:18 Plansix wrote: The Ghost's auto attack is under rated because of its other abilities. 10 damage + 10 vs Light, range 6 with a 1.5 attack rate is pretty good considering all the other things it can do. And all its special abilities costs engery, like every other with abities that cause damage. Man ... People are jumping on this "cause damage" bandwagon like crazy. The whole point of the entire game is to cause damage. There are so many abilities that do not "directly cause damage" that are devastating. Some on cooldown, some are passive, some require energy. I big gun cools down after it fires and has to prep before it fires. Turn the Strike Cannon into a line-AOE laser and I can except it costing energy ;P | ||
NastyMarine
United States1252 Posts
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Thezzy
Netherlands2117 Posts
On May 06 2011 03:26 NastyMarine wrote: PTR - Patch The Rage! This whole thread is getting ridiculous in my opinion. No patch will ever please everyone, even if the game were to be truly 100% balanced. There are as many arguments for X as there are counter arguments. We'll just have to see how it plays out once the patch actually goes live. | ||
Arolis
United States496 Posts
On May 06 2011 02:18 Mobius_1 wrote: But... but... MC lost a game to Thors! Tyler lost a game to Thors! Therefore, Thors must be overpowered! /sarcasm Well, the general sentiment for the past few months has been, "Shut up, you play OP Protoss so you have no right to complain." The thor strategy is so new and unexplored that it's really too soon to start complaining about it. But the ptr changes have brought it to the forefront and the general current sentiment is that mass thors are very hard to deal with. Protoss aren't strangers to dealing with "overpowered" units. Previous candidates include the Marauder and Mutalisk. To be honest, I think when they removed thor and corruptor energy it was in the back of the mind of Protoss that mass thors would be really hard to deal with. But back then TvP was so bio-centric that there weren't even any builds that could safely tech to mass thors. Mass thors wasn't even a viable unit composition. Also, maps like Steppes of War were in the map pool that were less macro focused. It's still a niche strategy that hasn't been fully explored on either side and getting into a position to get mass thors is pretty damn hard, but a thor centric deathball is at least as scary to Protoss as a Protoss deathball is to Zerg. That being said, I think the thor change is dumb. Protoss have unexplored tools to use and the solution may be similar to the solution to mutalisks: kill them before it becomes a problem. Phoenix build time helped a lot with that though. Maybe give back Void Ray speed. That'd certainly affect the viability of mass thors but it might affect PvZ too much. | ||
shizna
United Kingdom803 Posts
On May 05 2011 15:15 Yogurt wrote: I hate how feedback is in this game. I hate how almost every spell in this game is a disabling spell rather than a continuation of micro spell. Feedback - stops exciting spellcasters fungal - stops any sort of micro strike cannon - stun graviton - stun and lift - somewhat exciting forcefield - stops micro minus burrowed roach What happened to dark swarm pushes, plague, irridates everywhere. Not to turn this into a BW vs SC2 discussion, but now with thors having energy, it is becoming a bit ridiculous you contradict yourself several times. 1. the spells you suggested were present in broodwar in some form, slightly different, unit/race/strength etc, but the effects are more or less the same. 2. darkswarm and irradiate are 'disabling' spells, and they have counterparts in SC2 which are PDD and hunter seeker respectively. they are somewhat weaker, but all of the spells have been toned down in SC2 - they are more accessible/cheaper. plague is a mix of fungal growth and stasis. 3. thors had energy until one of the more recent patches, as did corruptors. thors will still be super strong against protoss, they just won't have strike cannon... which is dumb - but cannon was stupid anyway as it was only useful against one unit in the entire game. | ||
DooMDash
United States1015 Posts
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MilitisCrudus
United States10 Posts
On May 06 2011 03:09 Deadlyfish wrote: Well ok the bc maybe, but ghost auto attack? Man that stuff is annoying when you're trying to be sneaky with cloaked ghosts ^^ And it does almost no damage ![]() You could press "F" when selecting a ghost to hold fire so your ghosts aren't noticed while shooting at objects while cloaked. | ||
Skawuscha
Austria110 Posts
with that change in mind , it is quite resonable to give thors energy back, aswell as making archon viable against marauders... | ||
Juanald
United States354 Posts
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tdt
United States3179 Posts
Thors could just take out the supposed counter (immortals) instantly with strike cannon then mow through everything else with their massive damage output and heavy defense. Now HT's can weaken them again. I don't really get the infestor nerf. While faster than other casters so are all zerg units that's sorta how Zerg rolls - fast and cheap and many so Infestors should be faster to keep up with their army.. | ||
Schmexi
Sweden341 Posts
On May 06 2011 04:50 Juanald wrote: i cant beleive you guys are complaning about ghost cloak i think cloak should acually drain energy faster so its not posible to cloak EMP my army.. we dont have scans too spot them and it will get out of hand peace You have moving scans, isn't that enough? | ||
Mehukannu
Finland421 Posts
On May 06 2011 04:50 Juanald wrote: i cant beleive you guys are complaning about ghost cloak i think cloak should acually drain energy faster so its not posible to cloak EMP my army.. we dont have scans too spot them and it will get out of hand peace Totally right, we should never be forced to build detectors... dude are you serious? I mean, it is not that hard to build couple of detectors to spot cloaked ghost. You should probably learn to look after your units while doing that insane micro/macro stuff to make sure they won't EMP your army ever again! ![]() | ||
ridonkulous
159 Posts
On May 06 2011 04:47 Skawuscha wrote: I think with those patchnotes its pretty obvious blizz will nerv collosi, probably lower dmg against armored... with that change in mind , it is quite resonable to give thors energy back, aswell as making archon viable against marauders... yea i think the same, its just weird they decided to buff templar tech leaving colo untouched, maybe they just test changes and didnt want to nerf colo yet to delay the shitstorm ... | ||
Juanald
United States354 Posts
On May 06 2011 05:09 Mehukannu wrote: Totally right, we should never be forced to build detectors... dude are you serious? I mean, it is not that hard to build couple of detectors to spot cloaked ghost. You should probably learn to look after your units while doing that insane micro/macro stuff to make sure they won't EMP your army ever again! ![]() accept for the fact you cant have a detecter everywhere and observers arent exactly cheap | ||
Pelopidas
Canada225 Posts
On May 06 2011 04:50 tdt wrote: Good changes. Thor reversion was totally needed since Carriers was only thing that could counter mass thor and his accompany units and we all know how hard carriers are to tech to. I really don't like it when people think like this. It's not necessary to be able to take on any composition head on. The same thing can be said of siege tanks, when you get 25+, ground units, even, zealots, immortals, and archons are useless. This does not mean that Thors and siege tanks are imbalanced however. They are both are horribly immobile and ridiculously expensive. As a result Protoss can abuse their superior mobility to attack a meching Terran's economy, and production in order to prevent the Terran player from quickly reaching a critical mass of Thors or other mech units. The Protoss player can also take more bases than Terran and reinforce their army much quicker with the aid of warp gates' front loaded cool down. The community has adopted a very toxic and selfish attitude toward balance imo. Nobody seems to care about real balance of match ups they just seem to want their race to be the strongest and easiest to play. Many people seem to have the idea that all units must have a hard counter, that is both easy to produce and use. This is a ridiculous idea and terrible for the game. It scares that blizzard seems to be taking many of these individuals complaints seriously, and as a result we are seeing a downward power creep. Unit power is reduced, and races become more homogenized. This results in a much less fun game. It now seems like Blizzard was lying when they said that they would take balance slowly and allow for the metagame to adapt to strong strategy. Its also quite troubling that Blizzard is also balancing for low level play. If Blizzard continues on this path I worry that Starcraft 2 will never evolve into something special, we will never see someone like Flash or Bisu. | ||
Mehukannu
Finland421 Posts
On May 06 2011 05:44 Juanald wrote: accept for the fact you cant have a detecter everywhere and observers arent exactly cheap Why would you need to have detectors everywhere? Last time checked EMP had 10 range, not infinite. If you are really having that much trouble with them I would urge you to change your race to terran, but I don't think you will be doing that, now are you? So, have you ever considered having a observer following those ghosts that seem to give you so much hard time, that you have to make a comment about them in PTR patch thread. :O Also observers are actually really cheap and faster to produce compared to other races mobile detectors, but I guess protoss is quite gas heavy already, but if that is what it takes to not to lose, you should make them. ![]() | ||
Rokk
United States425 Posts
On May 06 2011 05:44 Juanald wrote: accept for the fact you cant have a detecter everywhere and observers arent exactly cheap A single observer is 25/75. That's pretty cheap for a flying, cloaked detector. | ||
J.E.G.
United States389 Posts
I first got unable to download authenticate module, now its saying battle.net outage | ||
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