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Patch 1.3.3 PTR - Page 25

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.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 26 2011 03:50 GMT
#481
I'm ok with all changes except the power field for pylons. I dont know but I feel that a 6.5 pylon power field will cause more problems than benefits. I can see them being more easily sniped than they were in the past for example, and Forge Fast Expands are going to be more bothersome to pull off where there isnt a choke and you have a wide nat. Building from the ramp inwards to the Nexus leaves very little actualy pylon power space to be used before putting down a second pylon as it is to help power the rest of the wall :/
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
April 26 2011 03:50 GMT
#482
Archon massive = awesome, just awesome. Blizzard are listening!
Bunker change = brilliant, just a small punishment is good enough for me, 100% refunds were just ridiculous.
Little sad on the pylon power radius, might make base building a bit cramped - but otherwise fantastic ideas all around. Dunno why the ghost got cheaper gas though, just make emp researchable and be done with it.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 26 2011 03:51 GMT
#483
On April 26 2011 12:45 Zelniq wrote:
On May 8th, 2010,

"Spine Crawler


The root time has been increased from 6 to 12.


Situation Report:


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


You should watch the new map. It seems they didn't realise about the back door
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Kovaz
Profile Joined October 2010
Canada233 Posts
April 26 2011 03:51 GMT
#484
Now all we need is some incentive for P to use something other than colossus late-game and we have ourselves a decent matchup.

Nice changes. Is this list all that's going to go into the final patch? I understand they can remove/tweak changes that are already there, but can they add new ones mid-PTR?
adRo.
Profile Joined April 2010
Australia243 Posts
April 26 2011 03:51 GMT
#485
Pretty sweet patch notes.
The warpgate gate changes are pretty dam big. Decreased buildtime on gateway units is pretty bloody big, gatways in close proximity are gonna be crazy good.
Gogo proxy!
i like turtles
Tonem
Profile Joined January 2011
Australia91 Posts
April 26 2011 03:51 GMT
#486
Pretty good changes except I really hope the zealot build time isn't decreased to 33 seconds...

Bunker change I don't like because spine crawlers and cannons are always useful, but bunkers aren't..but what ever =_= I guess it punishes Terran more if they fail a bunker rush (which I only use bunkers for protecting a FE anyway...)

WG time increase, hell, it's about time. And no more warping units onto my high-ground from a pylon out of range to be sniped

Zerg spore crawlers is a good change, and I don't see any reason why they shouldn't buff spine crawlers as well.

Ghosts costing less gas was much needed. Seriously anybody that says they should be more gas expensive like other spell casters needs to wake up to themselves. The sole reason ghosts aren't used more often is because they're so damn cost inefficient at what they do. I hate how zergs are always like "LOL USE GHOSTS TO COUNTER INFESTORS NOOB." Yet they don't realize that a ghost costs more than a tank and is very unreliable at doing its job (not to mention the role it actually plays in TvZ for the price you pay is stupid). I think every Terran knows what I'm talking about..good change.
Phaint
Profile Joined May 2010
Canada211 Posts
April 26 2011 03:51 GMT
#487
BLIZZARD, just make it so you can't warp in up ledges, don't mess around with pylon radius.
drp223
Profile Blog Joined October 2008
United States170 Posts
April 26 2011 03:52 GMT
#488
On April 26 2011 11:20 Jimbo77 wrote:

Salvage resource return reduced from 100% to 75%.




made me lol

Not a patch till they make a change to the bunker.
infinity.
Profile Joined October 2010
United States37 Posts
April 26 2011 03:52 GMT
#489
i love this cuz pvp now i can FE in pvp now, u can hold off a late 4 gate if they try to

the extra 40 sec is what was needed before, awesome
Amui
Profile Blog Joined August 2010
Canada10567 Posts
April 26 2011 03:53 GMT
#490
On April 26 2011 12:37 krell wrote:
Show nested quote +
On April 26 2011 12:34 Amui wrote:
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?


Yes because getting 10 HT's EMP'd is a huge mistake on the protoss' part. Also, they would have to have <125 energy to go to 0.

Just like 1HT can kill 25 marines if a T is weak.


You assume protoss failed and got all his templar emped, but what if they all stormed to use energy. Should protoss still be punished because he took good care of his templar and saved up enough to storm in a battle? Why should there be a ~40second window where templar are completely useless after reaching zero energy?


That aside, korean 4warpgate is probably going to cease to exist. An extra 30s means stalker+zealot can guaranteed snipe any pylons that are attempting to go up, and if you can't snipe all the pylons even with an extra 30 seconds you probably deserve to lose for panicking.

I think sadly however, that 2 colossus rush will probably still exist to be the destroyer of all expo attempts. I would love to be proven wrong though.

Porouscloud - NA LoL
tyCe
Profile Joined March 2010
Australia2542 Posts
April 26 2011 03:53 GMT
#491
They should have just made warp-ins powered by the nexus (with a bigger radius) instead of the pylon
Betrayed by EG.BuK
Gecko
Profile Joined August 2010
United States519 Posts
April 26 2011 03:53 GMT
#492
Hopefully this patch will come out in time for my summer break, new PvP and No class will be so awesome
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
April 26 2011 03:53 GMT
#493
Actually, with regards to massive archons:

Now our unit which doesn't have bonus damage applied to it at all can now get bonus damaged by void rays ... *sigh* why couldn't it just be psionic with like, some Lore based feature which meant it couldnt be slowed. I mean ultras cant be anything'd thanks to the frenzy bonus which is explained by lore
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
PetitCrabe
Profile Blog Joined September 2010
Canada410 Posts
April 26 2011 03:54 GMT
#494
I haven't played the game in the last few months, but this patch does really seem interesting. The archon and warpgate changes, I think, are going to be very well received. I want to see some archons VS marauders now!

Not very familiar with the PvZ matchup, but aren't zergs having a hard time against fast stargates? Spore is going to change that isn't it?

The ghost change however seems a little bit random. Anyone care to explain to me why this change?
Phant
Profile Joined August 2010
United States737 Posts
April 26 2011 03:54 GMT
#495
The extra warp gate time allows you to get an immortal out before the push comes, which will stomp the stalkers.
SKtheAnathema
Profile Joined September 2010
United States885 Posts
April 26 2011 03:54 GMT
#496
maybe there'll be a bigger window for zergs to timing attack protoss with the WG nerf? if so, it'll be up to zerg to prevent the 200 vs 200 domination instead of waiting around to die
vitaum88
Profile Joined October 2010
Brazil86 Posts
April 26 2011 03:55 GMT
#497
On April 26 2011 11:20 Jimbo77 wrote:
Fixed a bug where players were still able to stack flying units on top of each other.
.


if i understand this correctly, TvZ will be sort of broken... plain mass MASS MASSSSSSSSSSSSSSSSS mutalisks harassing everywhere will GG terrans... you gotta have them stacking so thors can do something about them
Tá afim de treta, moleque?
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
Last Edited: 2011-04-26 03:56:22
April 26 2011 03:55 GMT
#498
you know, this is the first patch(at least a potential one) where I was like "good job blizz". The only thing I'm not too sure about is pylon changes effect on simcity. But i'll take it if it will nerf 4 gate.

On April 26 2011 12:55 vitaum88 wrote:
Show nested quote +
On April 26 2011 11:20 Jimbo77 wrote:
Fixed a bug where players were still able to stack flying units on top of each other.
.


if i understand this correctly, TvZ will be sort of broken... plain mass MASS MASSSSSSSSSSSSSSSSS mutalisks harassing everywhere will GG terrans... you gotta have them stacking so thors can do something about them


would be better if they got rid of automatic spacing of air units so you have to manually spread
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
April 26 2011 03:55 GMT
#499
On April 26 2011 12:50 Camlito wrote:
Show nested quote +
On April 26 2011 12:47 Bloody 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...

I wish they'd buff hydras, just give them a slight speed increase! They're to iconic, they need to be good.

Also: The spore buff.. is fucking sweet.


Hydras has 2.25 speed (not on creep) and that is what zealots, marines, marauders, colossus, roach, sentry, immortal has too. If hydras would get a speed buff nothing would be able to retreat from them and that would make them op.


Zealots have charge
Marines have Stim
Marauders have stim
Collosus can navigate up and down cliffs
Roach have a speed upgrade
Sentry can cut off to retreat if given energy
Immortal has nothing
Hydras have creep - way more of a defensive thing if versing a good player (creep gets cut off, hydras slow on offense)


Immortals can tank and destroy armored units in-range, while Hydras sort of...melt :D
GinDo
Profile Blog Joined September 2010
3327 Posts
April 26 2011 03:55 GMT
#500
On April 26 2011 12:46 ePBuckets wrote:
Show nested quote +
On April 26 2011 12:42 Dommk wrote:
On April 26 2011 12:37 Griffith` wrote:
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...



right because our under used archons got a buff, your underused ghosts got a buff that are equally "OMFG GOOD AGAINST EVERYTHING PROTOSS HAS"

i wonder if standard pvt will be some sort of 2gate gasless expo, into 4 gas hightemps/archons/zealots kinda build w/ the warp gate reserached @ normal time just finished 40 seconds later (or added chrono)


That would die to Banshee easy. And people still do that alot. Whats more viable is DT Drop into Zealot Storm. The Robo gives you harass and defense capabilities.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
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