Patch 1.3.3 PTR - Page 2
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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
Canada606 Posts
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Chairman Ray
United States11903 Posts
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quentel
349 Posts
User was banned for this post. | ||
PsykoMantis
United States203 Posts
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Juvant
United States723 Posts
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PinkPrincess
United States149 Posts
On April 26 2011 11:21 tsuxiit wrote: 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. | ||
Dommk
Australia4865 Posts
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
Korea (South)3290 Posts
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Marcury
Canada141 Posts
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
United States6733 Posts
On April 26 2011 11:25 jhsu98 wrote: 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
Hong Kong5178 Posts
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Froadac
United States6733 Posts
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
Canada191 Posts
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Diamond
United States10796 Posts
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MrSnibbles
United Kingdom267 Posts
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. | ||
imareaver3
United States906 Posts
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
Canada3309 Posts
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jaiiiii
United States72 Posts
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blade55555
United States17423 Posts
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imareaver3
United States906 Posts
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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