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Patch 1.3.3 PTR - Page 198

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 196 197 198 199 200 221 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.
Fig
Profile Joined March 2010
United States1324 Posts
May 05 2011 18:17 GMT
#3941
ghost auto attack is actually sweet, especially in TvT in that they can take out rines, hellions, and banshees very effectively because they do 20 damage to light units
Can't elope with my cantaloupe
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 05 2011 18:18 GMT
#3942
On May 06 2011 03:09 Deadlyfish wrote:
Show nested quote +
On May 06 2011 03:06 Plansix wrote:
On May 06 2011 02:58 Deadlyfish wrote:
On May 06 2011 02:52 Plansix wrote:
On May 06 2011 02:29 br0fivE wrote:
On May 06 2011 02:23 ZeromuS wrote:
On May 06 2011 02:20 statikg wrote:
On May 06 2011 01:59 no.1 kissy boy wrote:
It's funny how protoss players didn't really complain about Thors prior to this iteration of the patch and now they're all like yeah Thors are absolutely impossible to deal with, we can't do anything about them.


Yeah IMO you can generally see when there is a problem with a unit when there are a lot of [H] threads about it in the strategy forum - as there has been with colossus in perpetuity. Weird that there have hardly been any protoss [H] threads regarding thors (other then a couple complaining about the early timing pushes, but no more then complaining about any other random strategy).


I think its because they are so rare at lower levels since they aren't popular. Don't forget Bliz does internal testing, and talks to pros and watch all tournies :p

I believe the issue is the thor marine strike all in it is nearly impossible to hold.



You have replays?? I would like to see it


I would check out Thorzain in the TSL. He started using this style and has done well against some pretty impressive Protoss players. LiquidTyler, who lost to it, said he was having a really tough time figuring out how to deal with it efficently and not leaving himself wide open to a counter attack.

Day 9 also says that the change isn't huge and makes some match ups more forgiving. Really, there isn't another "ability/spell" that does damage and doesn't cost mana. Why should the Thor be any different than a BC, templar, infestor or ghost?



Well because unlike the other units you mentioned, a thor actually has an auto attack. All the 250mm cannon does is stun the target while the thor does it's damage. There is about 40 extra damage over 10 secs using the strike cannon, which doesnt really make a difference.

So yea the strike cannon = 40 extra damage + 6 sec stun (takes 10 secs to do).


Ghosts and BCs both have auto attacks and are terran units. Also, that stun that fungle(4 second root) and does more damage, though it is not an AOE. I dont think it having an auto attack makes much differance.


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.

I have the Honor to be your Obedient Servant, P.6
TL+ Member
TimeSpiral
Profile Joined January 2011
United States1010 Posts
May 05 2011 18:24 GMT
#3943
On May 06 2011 03:18 Plansix wrote:
Show nested quote +
On May 06 2011 03:09 Deadlyfish wrote:
On May 06 2011 03:06 Plansix wrote:
On May 06 2011 02:58 Deadlyfish wrote:
On May 06 2011 02:52 Plansix wrote:
On May 06 2011 02:29 br0fivE wrote:
On May 06 2011 02:23 ZeromuS wrote:
On May 06 2011 02:20 statikg wrote:
On May 06 2011 01:59 no.1 kissy boy wrote:
It's funny how protoss players didn't really complain about Thors prior to this iteration of the patch and now they're all like yeah Thors are absolutely impossible to deal with, we can't do anything about them.


Yeah IMO you can generally see when there is a problem with a unit when there are a lot of [H] threads about it in the strategy forum - as there has been with colossus in perpetuity. Weird that there have hardly been any protoss [H] threads regarding thors (other then a couple complaining about the early timing pushes, but no more then complaining about any other random strategy).


I think its because they are so rare at lower levels since they aren't popular. Don't forget Bliz does internal testing, and talks to pros and watch all tournies :p

I believe the issue is the thor marine strike all in it is nearly impossible to hold.



You have replays?? I would like to see it


I would check out Thorzain in the TSL. He started using this style and has done well against some pretty impressive Protoss players. LiquidTyler, who lost to it, said he was having a really tough time figuring out how to deal with it efficently and not leaving himself wide open to a counter attack.

Day 9 also says that the change isn't huge and makes some match ups more forgiving. Really, there isn't another "ability/spell" that does damage and doesn't cost mana. Why should the Thor be any different than a BC, templar, infestor or ghost?



Well because unlike the other units you mentioned, a thor actually has an auto attack. All the 250mm cannon does is stun the target while the thor does it's damage. There is about 40 extra damage over 10 secs using the strike cannon, which doesnt really make a difference.

So yea the strike cannon = 40 extra damage + 6 sec stun (takes 10 secs to do).


Ghosts and BCs both have auto attacks and are terran units. Also, that stun that fungle(4 second root) and does more damage, though it is not an AOE. I dont think it having an auto attack makes much differance.


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.



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
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
May 05 2011 18:26 GMT
#3944
PTR - Patch The Rage! This whole thread is getting ridiculous in my opinion.
Treatin' fools since '87
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
May 05 2011 18:42 GMT
#3945
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.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Arolis
Profile Joined October 2010
United States496 Posts
May 05 2011 19:04 GMT
#3946
On May 06 2011 02:18 Mobius_1 wrote:
Show nested quote +
On May 06 2011 01:59 no.1 kissy boy wrote:
It's funny how protoss players didn't really complain about Thors prior to this iteration of the patch and now they're all like yeah Thors are absolutely impossible to deal with, we can't do anything about them.


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
Profile Joined April 2011
United Kingdom803 Posts
Last Edited: 2011-05-05 19:09:13
May 05 2011 19:08 GMT
#3947
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
Profile Joined May 2010
United States1015 Posts
May 05 2011 19:22 GMT
#3948
Remove 250mm cannons already Blizzard. I'd rather have no energy.
S1 3500+ Master T. S2 1600+ Master T.
MilitisCrudus
Profile Joined January 2011
United States10 Posts
May 05 2011 19:37 GMT
#3949
On May 06 2011 03:09 Deadlyfish wrote:
Show nested quote +
On May 06 2011 03:06 Plansix wrote:
On May 06 2011 02:58 Deadlyfish wrote:
On May 06 2011 02:52 Plansix wrote:
On May 06 2011 02:29 br0fivE wrote:
On May 06 2011 02:23 ZeromuS wrote:
On May 06 2011 02:20 statikg wrote:
On May 06 2011 01:59 no.1 kissy boy wrote:
It's funny how protoss players didn't really complain about Thors prior to this iteration of the patch and now they're all like yeah Thors are absolutely impossible to deal with, we can't do anything about them.


Yeah IMO you can generally see when there is a problem with a unit when there are a lot of [H] threads about it in the strategy forum - as there has been with colossus in perpetuity. Weird that there have hardly been any protoss [H] threads regarding thors (other then a couple complaining about the early timing pushes, but no more then complaining about any other random strategy).


I think its because they are so rare at lower levels since they aren't popular. Don't forget Bliz does internal testing, and talks to pros and watch all tournies :p

I believe the issue is the thor marine strike all in it is nearly impossible to hold.



You have replays?? I would like to see it


I would check out Thorzain in the TSL. He started using this style and has done well against some pretty impressive Protoss players. LiquidTyler, who lost to it, said he was having a really tough time figuring out how to deal with it efficently and not leaving himself wide open to a counter attack.

Day 9 also says that the change isn't huge and makes some match ups more forgiving. Really, there isn't another "ability/spell" that does damage and doesn't cost mana. Why should the Thor be any different than a BC, templar, infestor or ghost?



Well because unlike the other units you mentioned, a thor actually has an auto attack. All the 250mm cannon does is stun the target while the thor does it's damage. There is about 40 extra damage over 10 secs using the strike cannon, which doesnt really make a difference.

So yea the strike cannon = 40 extra damage + 6 sec stun (takes 10 secs to do).


Ghosts and BCs both have auto attacks and are terran units. Also, that stun that fungle(4 second root) and does more damage, though it is not an AOE. I dont think it having an auto attack makes much differance.


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
Profile Joined January 2011
Austria110 Posts
Last Edited: 2011-05-05 19:50:17
May 05 2011 19:47 GMT
#3950
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...
Juanald
Profile Joined February 2011
United States354 Posts
May 05 2011 19:50 GMT
#3951
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

"hey it could happen!" ~ angels n the outfield
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-05-05 19:52:44
May 05 2011 19:50 GMT
#3952
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.

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..
MC for president
Schmexi
Profile Joined February 2011
Sweden341 Posts
May 05 2011 20:08 GMT
#3953
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
Profile Joined October 2010
Finland421 Posts
May 05 2011 20:09 GMT
#3954
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!
C=('. ' Q)
ridonkulous
Profile Joined May 2011
159 Posts
May 05 2011 20:40 GMT
#3955
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
Profile Joined February 2011
United States354 Posts
May 05 2011 20:44 GMT
#3956
On May 06 2011 05:09 Mehukannu wrote:
Show nested quote +
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!


accept for the fact you cant have a detecter everywhere and observers arent exactly cheap
"hey it could happen!" ~ angels n the outfield
Pelopidas
Profile Joined January 2011
Canada225 Posts
May 05 2011 20:56 GMT
#3957
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.
Esports killed Starcraft
Mehukannu
Profile Joined October 2010
Finland421 Posts
May 05 2011 21:31 GMT
#3958
On May 06 2011 05:44 Juanald wrote:
Show nested quote +
On May 06 2011 05:09 Mehukannu wrote:
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!


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.
C=('. ' Q)
Rokk
Profile Joined March 2010
United States425 Posts
May 05 2011 21:51 GMT
#3959
On May 06 2011 05:44 Juanald wrote:
Show nested quote +
On May 06 2011 05:09 Mehukannu wrote:
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!


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.
Profile Joined May 2010
United States389 Posts
May 05 2011 21:54 GMT
#3960
Is PTR down for anyone else?

I first got unable to download authenticate module, now its saying battle.net outage
Do or do not; there is no try.
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