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Patch 1.3.3 PTR - Page 2

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
Aequos
Profile Joined October 2010
Canada606 Posts
April 26 2011 02:26 GMT
#21
The Archon thing might actually change how PvP works - and it makes them immune to Concussive, this is exciting.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
April 26 2011 02:26 GMT
#22
Time to proxy 2 gate every single PvZ and PvP =)
quentel
Profile Joined March 2011
349 Posts
April 26 2011 02:26 GMT
#23
\0/

User was banned for this post.
PsykoMantis
Profile Joined June 2010
United States203 Posts
April 26 2011 02:26 GMT
#24
OMG YES I've been wanting massive archons for sooo long, PvP is about to get really interesting..HT + Chargelot time ^^
Juvant
Profile Joined April 2011
United States723 Posts
April 26 2011 02:26 GMT
#25
Kind of surprised colossus wasn't touched at all, after they'd previously mentioned messing with it.
PinkPrincess
Profile Joined July 2010
United States149 Posts
April 26 2011 02:26 GMT
#26
On April 26 2011 11:21 tsuxiit wrote:
Show nested quote +
On April 26 2011 11:20 Blizzard wrote:
Fixed a bug where players were still able to stack flying units on top of each other.


Many Brood War tears were just shed.


edit: Bunkers no longer free! I can only say "lol."

I think the stack flying units on top of each other was referring to the ability to still do the viking flower, just by a different method.

Good to see Archons being massive - at least it won't be so painfullll against Marauders.
Grumpity grump
Dommk
Profile Joined May 2010
Australia4865 Posts
April 26 2011 02:26 GMT
#27
On April 26 2011 11:24 tsuxiit wrote:
--

For those Pylons that are out of range of Stalkers but can still warp on the ramp to get vision, it was the tiniest of edges where you could warpin, don't think that is possible anymore.

Also reduces the amount of units that can be warped in around a single pylon
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
April 26 2011 02:27 GMT
#28
I'm going to do a long writeup about this. I'll post it tomorrow.
Commentatorhttp://twitter.com/proxywolf
TL+ Member
Marcury
Profile Joined September 2009
Canada141 Posts
April 26 2011 02:27 GMT
#29
On April 26 2011 11:25 AndAgain wrote:
Looks like they're seriously trying to change how PvP works. I like it- however, I don't see war of the worlds as a huge improvement (we'll see whether archons become viable.)


Longer warp gate research might open up new timings, who knows we may not have to see as much war of the world type games
Froadac
Profile Blog Joined July 2009
United States6733 Posts
April 26 2011 02:27 GMT
#30
On April 26 2011 11:25 jhsu98 wrote:
Show nested quote +
On April 26 2011 11:21 neobowman wrote:
Spore Crawler change: Holy shit, I love this! Such a brilliant change.

Pylon power radius seems pretty random though.

More bunker changes! Though I admit that I actually like this one.

I have a feeling that 2 gate early game will actually be used now.


I'm pretty sure the pylon change is to get rid of putting pylons on the lowground and warping up on the highground. At least this way the pylon needs to be closer and is an easier sniped target.

Zealots are either 1 unit or 1/2 unit wide, and stalkers are at least 1 unit wide. Makes the pylons vulnerable when warping in on high ground to either marauders or stalkers.
Gao Xi
Profile Blog Joined June 2009
Hong Kong5178 Posts
April 26 2011 02:27 GMT
#31
Yes more zerg buffs.
龔智禮 _________________________________________________________________________________________________ CJ NATION
Froadac
Profile Blog Joined July 2009
United States6733 Posts
April 26 2011 02:28 GMT
#32
On April 26 2011 11:27 Wolf wrote:
I'm going to do a long writeup about this. I'll post it tomorrow.

Are your thoughts primarily positive or negative?
Adonisto
Profile Joined May 2010
Canada191 Posts
April 26 2011 02:28 GMT
#33
I play Protoss and I can't wait for this patch. I never really 4 gated in any match up anyway and I like the decrease time for gateway unit. Return of 2 gateway Zealot pressure against Zerg? I remember they nerfed the Zealot build time at first because it was quite a problem in ZvP. Let's see.
Diamond
Profile Blog Joined May 2009
United States10796 Posts
April 26 2011 02:29 GMT
#34
O god Massive Archons, this is going to be cool when I bust out my new strat involving Archons.
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
MrSnibbles
Profile Blog Joined December 2010
United Kingdom267 Posts
April 26 2011 02:29 GMT
#35
Yes.......YES.....YESSSSSSS

I'm loving the spinecrawler change.

And, i have a theory about the pylon change, i think it may be because of the whole 4gate+put a pylon just outside of your base, they get a unit just up the ramp so they've got vision then warp shit into your base.

As I said, it's only a theory that they've fixed it.
Thank you, based god.
imareaver3
Profile Joined June 2010
United States906 Posts
April 26 2011 02:29 GMT
#36
On April 26 2011 11:26 ScythedBlade wrote:
No more 4 warp gate rushes, and no more valid QQ from zergs on 4 warp gate.

Personally, I like this because throughout my Starcraft 2 life, I have *never* learned how to 4 warp gate properly.



MC 4-gate isn't changed at all....and that was the strongest PvZ 4-gate anyways.
Gescom
Profile Joined February 2010
Canada3513 Posts
April 26 2011 02:29 GMT
#37
Very, very solid for a tiny patch. Love it! ^^
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
jaiiiii
Profile Joined December 2010
United States72 Posts
April 26 2011 02:29 GMT
#38
pylon power radius is gonna be annoying for wall-ins but i think its to combat the warp-in on highground in PvP.
blade55555
Profile Blog Joined March 2009
United States17423 Posts
April 26 2011 02:29 GMT
#39
Ok I like most of the changes but the zealot change. Keep that at 38! Now that its 33 again sigh... Maybe on maps like taldarim 2 gate wont' be as strong, but on xelnaga 2 gate is back .
When I think of something else, something will go here
imareaver3
Profile Joined June 2010
United States906 Posts
April 26 2011 02:29 GMT
#40
On April 26 2011 11:29 MrSnibbles wrote:
Yes.......YES.....YESSSSSSS

I'm loving the spinecrawler change.

And, i have a theory about the pylon change, i think it may be because of the whole 4gate+put a pylon just outside of your base, they get a unit just up the ramp so they've got vision then warp shit into your base.

As I said, it's only a theory that they've fixed it.



Spore crawlers only.
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