Patch 1.3.3 PTR - Page 201
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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. | ||
genopath
80 Posts
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TheKRoc
United States74 Posts
Oh, and they still do crazy, crazy damage. | ||
Ben...
Canada3485 Posts
On May 06 2011 11:22 bonerificus wrote: I did immortal/archon on ladder and it was the most amazing thing ever. The zerg tried to baneling bomb me but he kinda clumped up his overlords and the archons killed the overlords insanely fast. When the battle ended I still had my immortals, sentries, 3 archons while the zerg was ~120/90 supply down from 200/200. I can't wait for this patch. Anything to make my favourite unit awesome in all matchups is good by me. Also, when archons have 3/3 they chuckle at everything while killing them in 1-2 shots.On the PTR, Archons are the fucking sex. For those who haven't actually used them (I.E. Most of you), go do it right now. They just feel better and stronger in general. Not only can they shoot over Zealots, but their much hidden utility of having a high Aggro priority on A-moves for whatever reason is exaggerated as they get closer to the Stalkers. Oh, and they still do crazy, crazy damage. | ||
Jimbo77
139 Posts
I did immortal/archon on ladder and it was the most amazing thing ever. The zerg tried to baneling bomb me but he kinda clumped up his overlords and the archons killed the overlords insanely fast. When the battle ended I still had my immortals, sentries, 3 archons while the zerg was ~120/90 supply down from 200/200. I can't wait for this patch. Anything to make my favourite unit awesome in all matchups is good by me. Also, when archons have 3/3 they chuckle at everything while killing them in 1-2 shots. Actually it had to be implemented (Archons i mean) since release of SC2. Don't know what blizz was thinking about so long. The one more thing should they do - make Siege Tank as viable as it should be, and we will be able to see old good battles BW had, and not just MMM vs deathball. | ||
Romance_us
Seychelles1806 Posts
On May 06 2011 11:13 genopath wrote: Guess who else is not happy about the train buff reversal: http://www.youtube.com/watch?v=5okWc2rjeBY Oh god.. that absolutely murdered me hahahaha | ||
Ryuu314
United States12679 Posts
On May 06 2011 12:06 Jimbo77 wrote: Actually it had to be implemented (Archons i mean) since release of SC2. Don't know what blizz was thinking about so long. The one more thing should they do - make Siege Tank as viable as it should be, and we will be able to see old good battles BW had, and not just MMM vs deathball. Yea, as much as I hate myself for saying this as a Protoss player. I want the powerful BW seige tanks back :[ So much more fun and exciting to play against mech than mmm. | ||
Maynarde
Australia1286 Posts
On May 06 2011 12:06 Jimbo77 wrote: Actually it had to be implemented (Archons i mean) since release of SC2. Don't know what blizz was thinking about so long. The one more thing should they do - make Siege Tank as viable as it should be, and we will be able to see old good battles BW had, and not just MMM vs deathball. What's not viable about Siege Tanks? | ||
Elefanto
Switzerland3584 Posts
On May 06 2011 12:18 Ryuu314 wrote: Yea, as much as I hate myself for saying this as a Protoss player. I want the powerful BW seige tanks back :[ So much more fun and exciting to play against mech than mmm. It's not the tanks that need to be buffed. The lack of Spider mines and the easier unit management make siege tanks worse. if you buff siege tanks, some pushs are almost impossible to hold | ||
Zealot Lord
Hong Kong744 Posts
On May 06 2011 11:13 genopath wrote: Guess who else is not happy about the train buff reversal: http://www.youtube.com/watch?v=5okWc2rjeBY lol, that was hilarious, so true too hahaha. | ||
Ryuu314
United States12679 Posts
On May 06 2011 12:25 Elefanto wrote: It's not the tanks that need to be buffed. The lack of Spider mines and the easier unit management make siege tanks worse. if you buff siege tanks, some pushs are almost impossible to hold Not really. Prior to the massive nerf in beta, people (protoss players at least) were already developing strategies to counter tank-centric armies. Also, it's not necessarily the damage output of the tanks that need changing, imo. But rather supply or resources cost. I do agree that full mech will probably never make a comeback in SC2. The loss of mines is quite a large setback to full mech play. However, I do believe that there should be some alternate strategy to MMM for Terran. (Yes, Goody has been doing lots of mech play and Jinro has done it too; but for the most part current mech strategies aren't all that consistent in their viability imo) | ||
Jimbo77
139 Posts
On May 06 2011 12:18 Maynarde wrote: What's not viable about Siege Tanks? The fact that it's the last unit that is used in TvP. | ||
Elefanto
Switzerland3584 Posts
On May 06 2011 12:35 Ryuu314 wrote: Not really. Prior to the massive nerf in beta, people (protoss players at least) were already developing strategies to counter tank-centric armies. Also, it's not necessarily the damage output of the tanks that need changing, imo. But rather supply or resources cost. I do agree that full mech will probably never make a comeback in SC2. The loss of mines is quite a large setback to full mech play. However, I do believe that there should be some alternate strategy to MMM for Terran. (Yes, Goody has been doing lots of mech play and Jinro has done it too; but for the most part current mech strategies aren't all that consistent in their viability imo) Sorry missinterpreted your "powerful bw siege tanks" that you meant the damage. But yeah i can agree with you, lowering supply would probably be the best option. I also feel that mech isn't really possible, cause of the high supply cost of tank / thors and no mines ![]() Sjow plays often bio-mech in PvT. Harassing with banshees and as main core army tanks + bio. Works really well for him. | ||
On_Slaught
United States12190 Posts
On May 06 2011 11:13 genopath wrote: Guess who else is not happy about the train buff reversal: http://www.youtube.com/watch?v=5okWc2rjeBY One of the best hitler memes i've seen. I love the double-play about Protoss all being nazis too ![]() The current patch is much more fair objectively though. Protoss still get their faster sentries, which will have more energy and be able to block ramps earlier, while not gaining back the abusive zealot timings we saw in the past. | ||
Ezekyle
Australia607 Posts
On May 06 2011 11:08 Kyadytim wrote: Hey. Once there are marines out, Protoss gets no information on what Terran is doing beyond "teching" or "bio" until they have an observer or stargate unit in the Terran's base. At that point, you see Thors, and if you've got a Robo, it's too late to get a Stargate and start building air units. The normal builds of Protoss are normal because they don't lose to 3-rax stim pushes as a build order loss while getting detection out in time to not die to cloaked banshees. Maybe if Blizzard took cloak off of Banshees, Protoss wouldn't need to get a Robo by default when they see that the Terran is teching. But because of Banshee cloak, Protoss need to get a Robo when the Terran techs. Once the Observer sees a Thor build, Protoss has time to get 2, maybe 3 Immortals before the push reaches them, 2 of which will be die without dealing damage due to strike cannons. In short, it's not a matter of bad scouting or wanting to have Immortals counter Thors 1:1, but rather that Protoss has to get a Robo if the Terran techs, and once they see Thors, they really don't have time to get much more than 1:1 Immortal:Thor. Huh. So apparently Protoss is underpowered because they don't have enough effective scouting options and are thus forced to play blind against a variety of all-ins that each require a completely different response to properly defend against? Wonder what that must feel like... | ||
Condor Hero
United States2931 Posts
want to counter immortals? use your ghosts its not like the immortals are a hard target | ||
frucisky
Singapore2170 Posts
On May 06 2011 12:57 Condor Hero wrote: i dont get how terran players dont see the thor's strike cannons one shotting expensive units like immortals/ultras/colossus on cooldown as a huge problem want to counter immortals? use your ghosts its not like the immortals are a hard target It really isn't. Expensive units? Guess what, the Thor is more expensive than immortals and without the strike cannon, immortals own Thors. Its the stun that terran players have needed. Plus strike cannons need a 150/150 research to be done to even after it. And there is no reason any Protoss player should let their Colossi get strike-cannoned considering the extra range and cliffwalking abilities that Colossi have. | ||
Rabiator
Germany3948 Posts
On May 06 2011 12:57 Condor Hero wrote: i dont get how terran players dont see the thor's strike cannons one shotting expensive units like immortals/ultras/colossus on cooldown as a huge problem want to counter immortals? use your ghosts its not like the immortals are a hard target The Thor is totally useless with the energy because you can simply use 75 energy to deal 149 damage right before the Strike Cannon would be ready and deny it. Even the EMP got nerfed to limit the maximum damage, but Feedback can still use up all the energy and deal an equal amount of damage. That sucks for Thors and BC and forces you to EMP yourself to be able to use these units against Protoss without such a "big hitter achilles heel". If Feedback was changed into something like "unit X is unable to use its abilities for 20 seconds" it would leave more options for Terrans to use their big units which have only one way to spend their energy at a cost of 150 energy per shot. Alternatively they could introduce cheap abilities for those two units so they can lower their energy levels without needing to wait for 150 and maybe even without having to research the whole spell in the first place. Having energy without having a spell on such expensive units sucks against Protoss. | ||
Plansix
United States60190 Posts
On May 06 2011 13:20 frucisky wrote: It really isn't. Expensive units? Guess what, the Thor is more expensive than immortals and without the strike cannon, immortals own Thors. Its the stun that terran players have needed. Plus strike cannons need a 150/150 research to be done to even after it. And there is no reason any Protoss player should let their Colossi get strike-cannoned considering the extra range and cliffwalking abilities that Colossi have. And Immortals are owned by marines, hard. | ||
Golgotha
Korea (South)8418 Posts
On May 06 2011 11:13 genopath wrote: Guess who else is not happy about the train buff reversal: http://www.youtube.com/watch?v=5okWc2rjeBY i dont get it...protoss is getting stronger in this patch and not weaker... | ||
frucisky
Singapore2170 Posts
Marines in TvP? Melt against Colossi so hard. We could go on all day. Another problem with the change is that it takes pretty long for the Thor to start strike cannon and it makes it pretty obvious its about to strike cannon. Feedback on the other hand is instant and will cancel strike cannon! | ||
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