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Patch 1.3.3 PTR - Page 216

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.
Sqq
Profile Joined August 2010
Norway2023 Posts
May 09 2011 20:58 GMT
#4301
Not sure how many patches now that Terran has said that "Blizzard is forcing them to go bio" ..

Dead girls don't say no.
stevarius
Profile Joined August 2010
United States1394 Posts
May 09 2011 21:01 GMT
#4302
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.
¯\_(ツ)_/¯
TheGiftedApe
Profile Blog Joined September 2010
United States1243 Posts
May 09 2011 21:05 GMT
#4303
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
xO-Gaming.com || [xO]TheGiftedApe.364 || xO-Gaming Manager.
s3rp
Profile Joined May 2011
Germany3192 Posts
May 09 2011 21:10 GMT
#4304
On May 10 2011 05:55 br0fivE wrote:
Show nested quote +
On May 10 2011 05:33 Mali__Slon wrote:
On May 10 2011 02:21 Yeld wrote:
The only way 1 thor wins against 2 Immortals is when some shit stands inbetween and the Immortals hits that.
...
After 1 Mech upgrade, the autohit of the Thor does more damage per second than the cannons.
It stuns your enemy for 6 seconds and your Thor for 10.
...
How bad is all that together?

[Forgot to mention: Now if they get energy again a 50 mana spell instantly halfkills a Thor again. Time to emo your own Thors again...]

Here are some questions:
Do you really think a single thor should beat two immortals in an a-move battle?
(Considering that two immortals cost a lot more in every respect and are only effective vs a very specific enemy while a thor can be repaired endlessly during battle and is very effective against almost anything)

Do you realize one use of 250mm strike cannons kills an immortal without him being able to retaliate? Do you really think this ability is weak?
(If what you said was true and your thor was stunned I would see your point, but in fact he is channeling an ability, doing high damage all the time, while the target is actually stunned, unable to do anything)

Did you notice the cost reduction on ghosts this patch?

(I don't think you really have to worry about TvP being harder now)

You should not complain just for the sake of complaining...


You have so missed the point. Nerfing Thor doesnt mean that terran doesnt have options to fight toss, its just that Blizzard is forcing us to use bio ball.




is forcing YOU to use bio.




Maybe not forcing but Bio will be the savest and strongest Option.
HardCorey
Profile Blog Joined May 2010
United States709 Posts
May 09 2011 21:16 GMT
#4305
Ive been having a lot of success with TvP marine hellion siege tank ghost builds today. Seems interesting. Im now doing it off of a 1rax reaper fast expand which seems to work well. Ill probably make a thread in a bit once ive tested more.
Don't Worry, Be Happy.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
May 09 2011 21:19 GMT
#4306
On May 10 2011 06:01 stevarius wrote:
Show nested quote +
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.

They've been the most successful race since release, and still are, so that is only right.
Deathmanbob
Profile Joined December 2010
United States2356 Posts
May 09 2011 21:25 GMT
#4307
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
No Artosis, you are robin
tdt
Profile Joined October 2010
United States3179 Posts
May 09 2011 21:32 GMT
#4308
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,
MC for president
Phoobie
Profile Joined December 2010
Canada120 Posts
Last Edited: 2011-05-09 21:39:49
May 09 2011 21:34 GMT
#4309
I'm overall excited for this patch, I may start watching PvP matchs again ...unless it all turns into colossus wars

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
"Immortal Roach is pretty good against stalkers" ¯\_(ツ)_/¯
Bluerain
Profile Joined April 2010
United States348 Posts
May 09 2011 22:02 GMT
#4310
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
Profile Blog Joined October 2010
Canada688 Posts
May 09 2011 22:13 GMT
#4311
Zergling/mutalisk responses are far stronger than a single round of warpins. You warp in a round of zealots and a medivac drop gets away with no damage. Warp in a round of stalkers and the mmm just kill them. Also, you only got half the idea. The difference is the ability to harass and then quickly return the harassing units to help defend.

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
Profile Joined October 2009
United States2472 Posts
May 09 2011 22:39 GMT
#4312
On May 10 2011 06:34 Phoobie wrote:
I'm overall excited for this patch, I may start watching PvP matchs again ...unless it all turns into colossus wars

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.
Liquid FIGHTING!!!
doomed
Profile Joined May 2010
Australia420 Posts
Last Edited: 2011-05-09 23:01:35
May 09 2011 22:59 GMT
#4313
SEA has this patch now I believe, its updating a patch at least... no patch notes released yet, interesting to see if all of the PTR changes makes it in.

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
Profile Joined May 2010
Australia4865 Posts
Last Edited: 2011-05-09 23:12:37
May 09 2011 23:04 GMT
#4314
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.

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
Profile Blog Joined February 2009
Canada1795 Posts
May 09 2011 23:09 GMT
#4315
This is weird. When do the sea server get patch before US ?
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
HuTSC2
Profile Blog Joined March 2011
Australia188 Posts
May 09 2011 23:10 GMT
#4316
Since forever.
tdt
Profile Joined October 2010
United States3179 Posts
May 09 2011 23:13 GMT
#4317
On May 10 2011 06:34 Phoobie wrote:
I'm overall excited for this patch, I may start watching PvP matchs again ...unless it all turns into colossus wars

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.
MC for president
doomed
Profile Joined May 2010
Australia420 Posts
May 09 2011 23:14 GMT
#4318
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.

Show nested quote +
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/


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
Profile Joined March 2011
United States3087 Posts
May 09 2011 23:15 GMT
#4319
Why are terrans complaining about being forced to go bio against protoss? It works.

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.
Are you hurting ESPORTS? Find out today - http://www.teamliquid.net/blogs/viewblog.php?topic_id=232866
ReseT
Profile Blog Joined August 2010
United States273 Posts
May 09 2011 23:21 GMT
#4320
When do we get it?
vVv Gaming
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