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.
On April 26 2011 12:35 MoreFaSho wrote: 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'm probably going to try out adelscott's style now. it seems like HE got the buff LOL :D the gass less opening w/ 2 gate zealot agression fell into his lap lol
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.
Right because 30 sec more on stimpack was totally OK?
170 second stimpack 180 warpgate (which by the way, is almost always chronoboosted 3 times), shaving off 30 seconds in total - > 150 seconds.
Archons are fucking ridiculously good against mech as is. The ONLY reason archon wasn't used in BW PvT was because explosive damage did max damage to shields. Here siege tanks do a whopping 35 damage. Now archons are good against EVERYTHING terran has. The only way to counter them would probably be 250mm strike cannons.
sorry noob here... but what exactly are the advantages of being massive? like all of the advantages, i know it cant be lift by phoenix and can destroy force fields.. but what else? thanks
On April 26 2011 12:42 PoPcornBoY wrote: sorry noob here... but what exactly are the advantages of being massive? like all of the advantages, i know it cant be lift by phoenix and can destroy force fields.. but what else? thanks
It's in white at the top of the post, they cannot be slowed by concussive.
Very interesting test patch indeed. The pylon power radius seems like it might help PvP since it will be more difficult to place a pylon to warp zealots in on high ground (easier to shoot down). Archon change is nice because they might actually do something now that concussive shells doesn't own them.
The warpgate research seems a little extreme, but I am sure they will fine tune it. Either way, if it is implemented it should be interesting to re-learn chronoboost timings.
Training times seems like a fine idea, but its hard to see the full implication without playing with them.
Ghost change seems like a buff, but interested in knowing what necessitated it? The salvage nerf should have been there from the begging because the risk-reward ratio of getting a bunker up against zerg was simply a little to good considering that you could sell your bunker for no cost which means that the only cost was the opportunity cost of the minerals.
Spore is a good change, its always been a pain to see them rooting and just die to the air especially when spore could use a small buff.
I might just get hallucinate before warp gate now. Would be really nice to know EXACTLY what terran or zerg is doing that early and not feel behind because I didn't warp gate asap. Or to do hallucinated unit pushes before detection is out.
Best patch yet, no doubts. Game will get so much more interesting in many match ups now.
On April 26 2011 12:40 eviltomahawk wrote: Also, huzzah for the Archon gaining weight and becoming massive! Watching an Archon get slowed by Concussive Shells is literally the most painful thing to see, akin to watching an nonathletic person trying to catch a cat. Ever since release, I've wanted to see them get some sort of immunity to Concussive Shells, and I'm glad that it finally happened. However, massive Archons will now be weak against Void Rays which do bonus damage against massive, though Archons never show up in PvP anyways.
Have you ever see a zerg who go forcefield his ramp and see all of those unit unpowered to help his little friend and watch them die
On April 26 2011 12:42 PoPcornBoY wrote: sorry noob here... but what exactly are the advantages of being massive? like all of the advantages, i know it cant be lift by phoenix and can destroy force fields.. but what else? thanks
At some levels of play we are seeing spine crawlers used to protect a Zerg player until he can advance to some dangerous technology (like Mutalisks). In these cases players are using Spine Crawlers almost exclusively to defend themselves and the ability to move the Crawler as a way to protect not only their base but their expansion as well. We want there to be a higher cost to this strategy and more risk associated with choosing to go “Only Spine Crawler.”
Spore Crawler
The root time has been increased from 6 to 12.
Ultralisk ..."
well at least it only took Blizzard about a year to realize that the change to spore crawlers actually made no sense at all. maybe in another year they'll realize that as Kulas Ravine and Blistering Sands and other maps with 2 entrances to main are gone, the main reason they changed spine's root time is moot
From a Terran perspective, I'm pretty happy with just about every change listed. Protoss as a whole, well meh Blizzard is doing their best to resolve a very messy situation. If PvP isn't 4gate battle anymore then that's great, but I still see 4gate in the arsenal of every top Protoss. However the fast gateway unit times will likely make Terran's 2rax pressure styles much less effective, which makes me a little sad.
Still, ghosts being 200/100 is making me sing with happiness. Ghostmech, here I come :D Salvage has been complained about for ages, so good thing it's being fixed. Now once you start a bunker you lose 25 minerals regardless if it finishes or not, I can get behind that. The ghost bug intrigues me, so multiple ghosts can EMP faster? I like :D
On April 26 2011 12:13 mikyaJ wrote: THE GLORIOUS RETURN OF 2 GATE CORE IS COMING.
LOL , maps are bigger , and when you make x2 proxy gate , you have like 30% to win 70% loss. Zerg need only def , whit drones queen , or if he scout eearly whit lings.. he make speed for lings and you have gg . You have gg to even when zerg gonna make like 2-3 roches , they can defet on creep infinity amount of zelots
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.
Right because 30 sec more on stimpack was totally OK?
170 second stimpack 180 warpgate (which by the way, is almost always chronoboosted 3 times), shaving off 30 seconds in total - > 150 seconds.
Archons are fucking ridiculously good against mech as is. The ONLY reason archon wasn't used in BW PvT was because explosive damage did max damage to shields. Here siege tanks do a whopping 35 damage. Now archons are good against EVERYTHING terran has. The only way to counter them would probably be 250mm strike cannons.
LOL. sigh.
When did Mech ever use marauders...
LOL He must think "mech" means "mass marauder". That's all terran does against P anyway