Patch 1.3.3 PTR - Page 216
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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. | ||
Sqq
Norway2023 Posts
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stevarius
United States1394 Posts
On May 10 2011 05:58 Sqq wrote: Not sure how many patches now that Terran has said that "Blizzard is forcing them to go bio" .. TBH, I think Terran is on the worst end of the stick as of recent patches. | ||
TheGiftedApe
United States1243 Posts
On May 10 2011 05:43 FabledIntegral wrote: Completely confused at the Thor energy change. Strike cannons failed to be effective vs Immortals except in small numbers. Try mass Thor vs mass Immortal and Immortals become much more cost effective. cause mass thor vs mass immortal is such a viable option | ||
s3rp
Germany3192 Posts
Maybe not forcing but Bio will be the savest and strongest Option. | ||
HardCorey
United States709 Posts
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Yaotzin
South Africa4280 Posts
On May 10 2011 06:01 stevarius wrote: TBH, I think Terran is on the worst end of the stick as of recent patches. They've been the most successful race since release, and still are, so that is only right. | ||
Deathmanbob
United States2356 Posts
On May 10 2011 02:19 entropius wrote: "Thors are awfully strong vs. protoss... if you get upgrades for them the only things that deal with them are carriers, voids, and chargelots. Fighting them with immortals is a very dicey thing. Obviously they are too hard to fight head-on, so Blizzard needs to patch this to make them weaker." "Colossi are awfully strong vs. zerg... if you get upgrades for them the only things that deal with them are corruptors and mutas. Fighting them with ultras is a very dicey thing. Obviously they are too hard to fight head-on, so zerg players just need to learn to play better and learn to not a-move into deathballs." (Thor move speed: 1.875. Colossus move speed: 2.25, and can move over cliffs and units.) cols cant be repaired all damn day ![]() | ||
tdt
United States3179 Posts
On May 10 2011 01:17 Mataza wrote: So I guess we go back to defensive emps on Thors so Templars don´t feedback half their life away. PvT will probably move to Ghost, Ghost, Scan Observersnipe and Ghost on the one terran side and Gateway/Colossi/Templar on the other side. If I am not entirely wrong HT now counter every terran unit besides Tanks, Hellions and Ghosts, the Ghost only being viable because you can sneak in invisible when they skimp on observers. Cry me a river. Ghost counter every unit protoss has not just most and is area effect and ghost is faster and ghost can cloak to get it off unseen, | ||
Phoobie
Canada120 Posts
![]() ![]() only complaint I have is the strike cannon change, I would have much preferred a buff to the immortal for a number of reasons: -making an ability that does the same DPS as a unit cost a whopping 150 energy seams silly to me. this change will make SC useless 99% of the time and make thors vulnerable to feedback. -would help deal with the 2 thor strike canon push that seams to be the root of this change -would make Immortals better in PvP which will help to counter 4 gates and keep PvP from turning into colossus vs colossus (more boring then 4gate vs 4 gate imo) I would suggest either: Hardened shield reduces the damage of strike cannon, so that Immos don't get one shot by the units their made to counter and/or A small reduction in Build time/cost | ||
Bluerain
United States348 Posts
On May 10 2011 02:21 Resistentialism wrote: Zerg have units that can effectively harass and quickly respond to small harasses on far flung expansions. That's the difference. lol Z is prolly the WORST in dealing with small harasses. P can put up a few cannons and hello warp in? T can float a completed CC and make a planetary w some turrets and no harass can touch it. | ||
Resistentialism
Canada688 Posts
If what you were saying was true, you'd see protoss double expanding up to 5 bases the way zerg often will. As much as people like to harp on the protoss 2 or 3base fiefdom setup it's not like protoss hates getting up expos. We take them whenever we can defend them. | ||
KevinIX
United States2472 Posts
On May 10 2011 06:34 Phoobie wrote: I'm overall excited for this patch, I may start watching PvP matchs again ![]() ![]() only complaint I have is the strike cannon change, I would have much preferred a buff to the immortal for a number of reasons: -making an ability that does the same DPS as a unit cost a whopping 150 energy seams silly to me. this change will make SC useless 99% of the time and make thors vulnerable to feedback. -would help deal with the 2 thor strike canon push that seams to be the root of this change -would make Immortals better in PvP which will help to counter 4 gates and keep PvP from turning into colossus vs colossus (more boring then 4gate vs 4 gate imo) I would suggest either: Hardened shield reduces the damage of strike cannon, so that Immos don't get one shot by the units their made to counter and/or A small reduction in Build time/cost I think a better nerf would be to make the charge-up time where the Thor is bringing out his back guns a little bit longer. This will let immortals get their first volley or two off. And when you've got 4-5 immortals, this would really add up. | ||
doomed
Australia420 Posts
EDIT: Yup, just updated the SEA client and its now 1.3.3. Still no notes though. Why is blizzard always releasing the patch notes.. after a patch? | ||
Dommk
Australia4865 Posts
Right off the bat, you can notice the Pylon, Warpgate and Sentry change as a Toss player, the sentry builds so quick! :D And the Archon range, didn't really think it would be this big. The difference between 2 and 3 range for the Archon is actually quite noticeable as it moves quite quickly and attacks almost instantly, even such a small range boost makes quite the difference. Yup, just updated the SEA client and its now 1.3.3. Still no notes though. Why is blizzard always releasing the patch notes.. after a patch? Dude...its been up ever since the patch went live http://sea.launcher.battle.net/patchnotes/ | ||
Toads
Canada1795 Posts
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HuTSC2
Australia188 Posts
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tdt
United States3179 Posts
On May 10 2011 06:34 Phoobie wrote: I'm overall excited for this patch, I may start watching PvP matchs again ![]() ![]() only complaint I have is the strike cannon change, I would have much preferred a buff to the immortal for a number of reasons: -making an ability that does the same DPS as a unit cost a whopping 150 energy seams silly to me. this change will make SC useless 99% of the time and make thors vulnerable to feedback. -would help deal with the 2 thor strike canon push that seams to be the root of this change -would make Immortals better in PvP which will help to counter 4 gates and keep PvP from turning into colossus vs colossus (more boring then 4gate vs 4 gate imo) I would suggest either: Hardened shield reduces the damage of strike cannon, so that Immos don't get one shot by the units their made to counter and/or A small reduction in Build time/cost I think best option would have been Thor has no bar until SC researched. This way thor isnt walking around as a HT target. Furthermore SC should only cost 50-100 so it's used often and thors are not walking around as targets as much. Blizz just seems all about all or nothing tho rather than subtlety. | ||
doomed
Australia420 Posts
On May 10 2011 08:04 Dommk wrote: Well SEA got patched. Been playing around with it. Right off the bat, you can notice the Pylon, Warpgate and Sentry change as a Toss player, the sentry builds so quick! :D And the Archon range, didn't really think it would be this big. The difference between 2 and 3 range for the Archon is actually quite noticeable as it moves quite quickly and attacks almost instantly, even such a small range boost makes quite the difference. Dude...its been up ever since the patch went live http://sea.launcher.battle.net/patchnotes/ ah sweet!!! Didnt show up in my launcher thats for sure ![]() But awesome! yeah the archon range is massive.. same as zerg felt with the roach range increase, 1 range is HUUUGE. | ||
Mailing
United States3087 Posts
Zerg are still looking for what works at a high rate in that matchup, and currently, our best builds are similar to bio as well. These are roach/hydra drops (marine + marauders) + corruptors (vikings) + infestors (ghosts) Both are playing similarly in that we must prevent the protoss from getting a large colossus count or to many HT. | ||
ReseT
United States273 Posts
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