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Patch 1.3.3 PTR - Page 21

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.
SuperYo1000
Profile Joined July 2008
United States880 Posts
April 26 2011 03:32 GMT
#401
On April 26 2011 12:31 Jtn wrote:
Show nested quote +
On April 26 2011 12:30 SuperYo1000 wrote:
wait wait.....is a massive unit immune to concussion? is that what people are talking about?


Do you see that big white sign above this thread?



dear lord i feel stupid.....and i really deserve it too
pandaminion
Profile Joined October 2010
United States270 Posts
April 26 2011 03:32 GMT
#402
Spore Crawler change obviously inspired by this:

moltenlead
Profile Joined December 2010
Canada866 Posts
Last Edited: 2011-04-26 03:39:40
April 26 2011 03:32 GMT
#403
How much more does P have to be nerfed before the damn QQ is satiated.

Spine buff is interesting, gonna change the usage of static d drastically, maybe letting it be built offsite and brought onsite.

Ghost buff is unwarranted imo, already good enough vs P. Bunker is OK I guess, that brings it in line with a cancelled structure.

40 secs more to WG is unbelievable... far too much. Just gonna increase proxy gates in all matchups, and pvp may end up as proxy gate base races rather than macro as the standard to defend. Looks like I will have to play this PTR.

EDIT: So it's spores. Well, can't say that zergs didn't need that badly.
happyness
Profile Joined June 2010
United States2400 Posts
April 26 2011 03:33 GMT
#404
On April 26 2011 12:29 Acritter wrote:
Still think Spines should take slightly less time to root. Maybe 2-3 seconds less. It's a little too much right now. It makes it so an unlucky timing can result in the Zerg losing everything. I'm speaking as a Protoss who's won games he really shouldn't have here.


I just don't see why blizz doesn't change spines to 6 sec like they may do with spores. How would a 6 second spine root time be OP?
krell
Profile Joined July 2010
United States109 Posts
April 26 2011 03:33 GMT
#405
I'm terrified of Archons now. Thank god ghosts are cheaper because T is going to need a shitload of EMP's to survive. I don't think making them massive is a good Idea. Chargelots already make a P army seem like an unstoppable wall, this will just make that worse.

Also, the fact that they spawn off of templars with 0 energy is awful. Why? Because if a ghost EMP's tightly packed HT's they just become Archons. I feel like an archon merge should cost energy, albeit 25.
"you've got to change the world and use this time to be heard"
windsupernova
Profile Joined October 2010
Mexico5280 Posts
April 26 2011 03:33 GMT
#406
On April 26 2011 12:31 StoLiVe wrote:
More i read this thread, more I get angry against my fellow zerg. Blizz still buff our race, change a lot of thing to make our life easier and we still conplain about somes things who never ever try to fend off. GOD STOP WHINING AND TRY TO FIND THE WAY TO BEAT THE BUILD.

2 gate proxy is not that big.


Its always like this whenever a patch comes out. People are just too lazy >_>
"Its easy, just trust your CPU".-Boxer on being good at games
zyglrox
Profile Joined August 2010
United States1168 Posts
Last Edited: 2011-04-26 03:34:22
April 26 2011 03:33 GMT
#407
On April 26 2011 12:29 DisaFear wrote:
Show nested quote +
On April 26 2011 12:26 SweetAs wrote:
I think pvp is just going to be the same thing, but like 30 seconds later lolz...


Probably makes 3gate robo more viable



well 40 seconds of wg tech is pretty big in 4 gate timings..not sure exactly how fast cboost would negate that...maybe like 10-15ish seconds less? the pylon distance is gonna help against warping on top of the ramp, not sure exactly yet either since the patch isn't live yet. i wanted to get in and do some 10p/10g 4 gates to see how fast i could get it out, or maybe cut the chronoboost on the stalker for more warp gate chrono. hopefully it's live tonight since i'm very curious.
champagne for my real friends, and real pain for my sham friends.
tsuxiit
Profile Joined July 2010
1305 Posts
April 26 2011 03:33 GMT
#408
I'm a lot less worried about proxy gate than I am about fake 4 gates and stuff. The scout-and-response to a 2 gate proxy is incredibly clear cut. Various 4 gates, not so much.

The increased warp gate time essentially makes 2 and 3 gate robo very viable. I really hope it allows for a fast expansion too, but that may be cutting it a bit close.
Jampackedeon
Profile Joined November 2010
United States2053 Posts
April 26 2011 03:33 GMT
#409
Ohhhh, so archons can't be slowed by maruaders anymore! I think that really fits the unit well, especially since I can still fungal it (and rightfully so).
Kolvacs
Profile Blog Joined June 2010
Canada1203 Posts
April 26 2011 03:34 GMT
#410
So, I read this:
On April 26 2011 11:20 Jimbo77 wrote:
Pylon power radius has been decreased from 7.5 to 6.5.

And my heart was happy .

I continued to read this:
On April 26 2011 11:20 Jimbo77 wrote:
Research Warp Gate time increased from 140 to 180.

And all was good.

Then, I read this:
On April 26 2011 11:20 Jimbo77 wrote:
Sentry train time decreased from 42 to 37.

Stalker train time decreased from 42 to 37.

Zealot train time decreased from 38 to 33.

Warp Gate unit train times remain unchanged.

Any my heart imploded because I then realized how many proxy gateways I'm going to start scouting.

=[

Gescom
Profile Joined February 2010
Canada3513 Posts
April 26 2011 03:34 GMT
#411
On April 26 2011 12:32 moltenlead wrote:
How much more does P have to be nerfed because the damn QQ is satiated.

Spine buff is interesting, gonna change the usage of static d drastically, maybe letting it be built offsite and brought onsite.

Ghost buff is unwarranted imo, already good enough vs P. Bunker is OK I guess, that brings it in line with a cancelled structure.

40 secs more to WG is unbelievable... far too much. Just gonna increase proxy gates in all matchups, and pvp may end up as proxy gate base races rather than macro as the standard to defend. Looks like I will have to play this PTR.

1] It's spores, not spines.
2] Substituting minerals for gas to nudge people in the direction of encouraging ghost use. I don't really see a problem here.
3] We're not playing on Steppes anymore. The maps are much, much bigger. I don't really see a problem here.

In short: I think you're out to lunch.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Amui
Profile Blog Joined August 2010
Canada10567 Posts
April 26 2011 03:34 GMT
#412
On April 26 2011 12:33 krell wrote:
I'm terrified of Archons now. Thank god ghosts are cheaper because T is going to need a shitload of EMP's to survive. I don't think making them massive is a good Idea. Chargelots already make a P army seem like an unstoppable wall, this will just make that worse.

Also, the fact that they spawn off of templars with 0 energy is awful. Why? Because if a ghost EMP's tightly packed HT's they just become Archons. I feel like an archon merge should cost energy, albeit 25.


So if a protoss has 10 HT's (Not completely unreasonable), and they all storm/get emped and have zero energy left, protoss has to sit around with 20 supply of completely useless units waiting for 25 to turn into archons?
Porouscloud - NA LoL
Iatrik
Profile Joined August 2010
Germany159 Posts
April 26 2011 03:35 GMT
#413
On April 26 2011 11:20 Jimbo77 wrote:
Balance

PROTOSS

Archons are now a massive unit.
Very interessting in PvP to walk over Forcefields.
Wonder how this will play out in PvT


Pylon power radius has been decreased from 7.5 to 6.5.
Seems logical

Cybernetics Core

Research Warp Gate time increased from 140 to 180.
I'm so looking forward to this

Gateway

Sentry train time decreased from 42 to 37.
Makes 2-Gate Opening less effective in PvP

Stalker train time decreased from 42 to 37.
Makes 2-Gate Opening less effective in PvP

Zealot train time decreased from 38 to 33.
Makes it easier to defend Early-Pools

Warp Gate unit train times remain unchanged.


TERRAN

Ghost

Cost changed from 150/150 to 200/100.
Most stupid thing, i've ever read. Do you really have to make Mules more powerful? Not it's like stupid enough already. This will be game-breaking in TvP Early-Game and have a huge impact in Mid-Game.

Salvage resource return reduced from 100% to 75%.
FINALLY! Since Salvaging a Bunker is in the game to equal Spine-Crawler-Movement and Photon-Cannon-Movement (from the Alpha), i either want to see Salvage nerfed (a lot) or get my moving Photon-Cannons

ZERG

Spore Crawler

Root time decreased from 12 to 6.
I DO understand, but i think, it's kind of silly, since it's a PvZ Air/PvT Banshee nerf. If you don't prepare for air and just die, than it's just your fault. Don't see any reason to fix this, if 1 more Queens already saves your day. At least make the Zerg waste some drones, while getting attacked or pressured by air

Bug Fixes

Fixed a bug where Ghosts could not quickly EMP the same location.

Fixed a bug where players were still able to stack flying units on top of each other.

http://us.battle.net/sc2/en/forum/topic/1213111662

IMO Ghost cost change is a little buff.
And zerg buff once again. Nothing concerning expected infestors nerf, sadly.

Feed me more
I)etox
Profile Joined April 2011
1240 Posts
April 26 2011 03:35 GMT
#414
Hmm. I'm going to withhold judgement until I can actually get into the game with these changes. PvP is definitely going to be drastically different which may or may not turn out to be a good thing. Archon buff for nerfs to every other gateway unit and warpgate...not sure if happy.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 26 2011 03:35 GMT
#415
On April 26 2011 12:33 windsupernova wrote:
Show nested quote +
On April 26 2011 12:31 StoLiVe wrote:
More i read this thread, more I get angry against my fellow zerg. Blizz still buff our race, change a lot of thing to make our life easier and we still conplain about somes things who never ever try to fend off. GOD STOP WHINING AND TRY TO FIND THE WAY TO BEAT THE BUILD.

2 gate proxy is not that big.


Its always like this whenever a patch comes out. People are just too lazy >_>


I know but it still mostly zerg. I hate when ppl come to me and when i say i'm a zerg they think i'm a whinner because most of the zerg whine like a little babies
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
MoreFaSho
Profile Blog Joined May 2010
United States1427 Posts
April 26 2011 03:35 GMT
#416
I think 2-gate is going to be very, very strong again on close positions, people easily forget that it basically forced a ton of larva to be lings and then forced roaches. On longer-rush distances it will only be strong in proxy positions, but it will be much more viable. It shouldn't be forgotten that this will stack quite a bit.

I guess I'll have to try it out before I say for sure, but it seems like a pretty dangerous opening, I'm sure adelscott is in heaven :-).
I always try to shield slam face, just to make sure it doesnt work
rickybobby
Profile Joined October 2010
United States405 Posts
April 26 2011 03:36 GMT
#417
does the archon buff really make that big a difference? archons arent used very much so no marauder slow is not that big a deal and i doubt the marauder slow is the main reason they arent being built, but maybe it is?
OMG.The.AvataR
Profile Joined January 2011
Korea (South)15 Posts
April 26 2011 03:36 GMT
#418
What does making archon a massive unit do?
-AvatarSAGA
tsuxiit
Profile Joined July 2010
1305 Posts
April 26 2011 03:36 GMT
#419
On April 26 2011 12:33 zyglrox wrote:
Show nested quote +
On April 26 2011 12:29 DisaFear wrote:
On April 26 2011 12:26 SweetAs wrote:
I think pvp is just going to be the same thing, but like 30 seconds later lolz...


Probably makes 3gate robo more viable



well 40 seconds of wg tech is pretty big in 4 gate timings..not sure exactly how fast cboost would negate that...maybe like 25-30ish seconds less? the pylon distance is gonna help against warping on top of the ramp, not sure exactly yet either since the patch isn't live yet. i wanted to get in and do some 10p/10g 4 gates to see how fast i could get it out, or maybe cut the chronoboost on the stalker for more warp gate chrono. hopefully it's live tonight since i'm very curious.


The nerf essentially means that warp gate timings will arrive almost exactly 30 seconds after they would normally. 22.5 energy will be regained in the 40 second extended duration, which allows for basically one more chrono boost, which of course subtracts 10 seconds under every circumstance.
ElusoryX
Profile Blog Joined December 2010
Singapore2047 Posts
April 26 2011 03:36 GMT
#420
time to 4gate my ass off before patch comes :D
xd
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