Patch 1.3.3 PTR - Page 25
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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. | ||
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ZeromuS
Canada13379 Posts
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Cabinet Sanchez
Australia1097 Posts
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
Canada1795 Posts
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 ![]() | ||
Kovaz
Canada233 Posts
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.
Australia243 Posts
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! | ||
Tonem
Australia91 Posts
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
Canada211 Posts
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drp223
United States170 Posts
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.
United States37 Posts
the extra 40 sec is what was needed before, awesome | ||
Amui
Canada10567 Posts
On April 26 2011 12:37 krell wrote: 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. | ||
tyCe
Australia2542 Posts
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Gecko
United States519 Posts
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ZeromuS
Canada13379 Posts
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 | ||
PetitCrabe
Canada410 Posts
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
United States737 Posts
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SKtheAnathema
United States885 Posts
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vitaum88
Brazil86 Posts
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 | ||
DragonDefonce
United States790 Posts
On April 26 2011 12:55 vitaum88 wrote: 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
United States2220 Posts
On April 26 2011 12:50 Camlito wrote: 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
3327 Posts
On April 26 2011 12:46 ePBuckets wrote: 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. | ||
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