On April 26 2011 12:31 Jtn wrote:
Do you see that big white sign above this thread?
Do you see that big white sign above this thread?
dear lord i feel stupid.....and i really deserve it too
Forum Index > SC2 General |
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
United States880 Posts
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
United States270 Posts
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moltenlead
Canada866 Posts
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
United States2400 Posts
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
United States109 Posts
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. | ||
windsupernova
Mexico5280 Posts
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 >_> | ||
zyglrox
United States1168 Posts
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. | ||
tsuxiit
1305 Posts
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
United States2053 Posts
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Kolvacs
Canada1203 Posts
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
Canada3309 Posts
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. | ||
Amui
Canada10567 Posts
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? | ||
Iatrik
Germany159 Posts
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. | ||
I)etox
1240 Posts
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Toads
Canada1795 Posts
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 | ||
MoreFaSho
United States1427 Posts
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 :-). | ||
rickybobby
United States405 Posts
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OMG.The.AvataR
Korea (South)15 Posts
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tsuxiit
1305 Posts
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
Singapore2047 Posts
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