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Patch 1.3.3 PTR - Page 26

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 24 25 26 27 28 221 Next
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.
TechN9ne
Profile Joined February 2011
United States24 Posts
April 26 2011 03:55 GMT
#501
I feel like the will end up not changing the pylon because of building placement wall ins ect, but the rest of the changes are alright i dont think these are the best ideas but if there goal was just to affect pvp i dont think this is the right idea. this wil give zerg such a early game advantage to take 2 expansions instead of just their natural because they wont have to worry so much about a 4 gate and a collosi push really wont come off of 1 base.... but idk just thinking alot.. i saw his from vtwhiplash on bnet and i think this could really work...
"Make it so you can't warp in on your opponent's pylon energy radius. Easy fix to the 4 gate and we don't have to mess with all these other variable and it only affects PvP."
Dont be that guy
Highways
Profile Joined July 2005
Australia6120 Posts
Last Edited: 2011-04-26 03:56:22
April 26 2011 03:55 GMT
#502
If air cannot stack anymore, whats the point of a Thor?

It's auto magic box against Thor then,
#1 Terran hater
zyglrox
Profile Joined August 2010
United States1168 Posts
April 26 2011 03:56 GMT
#503
lol, people think whining is bad here. just went on bnet forums to see if they said when the patch will actually be live...holy shit the posts there...
champagne for my real friends, and real pain for my sham friends.
infinity.
Profile Joined October 2010
United States37 Posts
April 26 2011 03:56 GMT
#504
new build against terran will be 3 gate aggressive Korean expand, all chronoboosts will be on gateways, will be very good
HeavenResign
Profile Joined April 2011
United States702 Posts
Last Edited: 2011-04-26 03:57:31
April 26 2011 03:56 GMT
#505
I like everything but the pylon change. Maybe reduce the radius to 7.0 or something - this will effect building placement in PvZ in a negative way I fear with wall-ins.

Roach all-ins are much more viable than they were before if they can snipe the pylon.

At least this makes robo builds in PvP a viable option for non-pro's.
ishyishy
Profile Joined February 2011
United States826 Posts
Last Edited: 2011-04-26 03:59:28
April 26 2011 03:57 GMT
#506
Is this some sort of sick joke? Blizzard has no clue what they are doing when they add ***40*** seconds to the warp gate upgrade time. Why are they trying to force people to play longer macro games instead of fast paced micro 10 minute games? Not everyone wants to play some 30 minute bore fest 6 base waste of time game lol.

Are people seriously still crying about 4 gate strat? Learn to beat it like everyone else or uninstall the game. It's part of the race. Zerg and terran have their cheese 1 base rushes and now protoss's cheese 1 base rush is slower? Makes a whole lot of sense....I dont see this warp gate timing change staying in effect for very long (if it even makes it to the real server).
TemplarCo.
Profile Blog Joined October 2010
Mexico2870 Posts
April 26 2011 03:57 GMT
#507
On April 26 2011 11:22 sAfuRos wrote:
Eh...not a fan of the pylon distance change, nor the ghost cost change
Ghosts should be gas intensive, not mineral intensive :/

Edit: i wonder how much the anti-stacking will affect mutas....


I feel the same way as you, why pylon distance reduced?! The anti-stacking will do good and bad vs mutas, depending on the situation, an example: vs Thors they'll have lot's of trouble, vs Storm they'll be my nightmares...
With an average game length of 7m36s over his 6 games in GSL3, this is a no-brainer. BitByBit pulls more SCVs than yo momma at a club on Mar Sara. ♞
ntvarify
Profile Blog Joined October 2010
United States331 Posts
April 26 2011 03:57 GMT
#508
Not sure if this has been mentioned in the twenty five pages of this thread, but does anyone know if that extra forty seconds is enough to get blink out if u had two FFs? If you could that would be awesome, and with the archon change I would love PvP. No more 4 gates!!!!!
galtdunn
Profile Joined March 2011
United States977 Posts
April 26 2011 03:57 GMT
#509
The zerg got a spore crawler burrow buff. Not even for spines?
Hopefully this will help defend against early air aggression.

I'm not sure how much I like the reduced build time on gateway units, 2 gate zealot rush close positions will be hard for both terran and zerg to defend imo, I already thought the zealots came fast. Then again i'm plat so what do I know.

Love the terran changes, although I'm not sure why the EMP change was necessary?
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
WindCalibur
Profile Blog Joined February 2008
Canada938 Posts
April 26 2011 03:57 GMT
#510
ghost cost change is good, especially for tvz infestor emps.
Gescom
Profile Joined February 2010
Canada3513 Posts
April 26 2011 03:58 GMT
#511
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

You don't understand correctly.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
Korbos
Profile Joined December 2010
Russian Federation56 Posts
April 26 2011 03:58 GMT
#512
oh welcome back 2 gateway early push which they got rid of in some aerly patches.
woot
ryc
Profile Joined November 2010
Canada29 Posts
April 26 2011 03:58 GMT
#513
non-stacking mutalisks mean that harassing probe lines are more difficult, as stacking allows damage to be dealt without exposing units to missile turrets or cannons.
7 pooled my way into masters
caelym
Profile Blog Joined June 2008
United States6430 Posts
April 26 2011 03:59 GMT
#514
i'm just going to repeat what others have said but I'm not a fan of the pylon nerf at all. already marauders can snipe pylons really easily also salvage need to be nerfed to 50% imo (25/100 lost is too little). other changes look alright.
Terr
Profile Joined October 2010
237 Posts
April 26 2011 03:59 GMT
#515
On April 26 2011 12:53 ZeromuS wrote:
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

I've watches thousands of pro games and I'm yet to see a Voidray attack an Archon. That almost never happens, so don't worry about that.
"How peaceful it must be for you, to have a mind unburdened by thought." - Protoss Zealot
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
April 26 2011 03:59 GMT
#516
I think the bunker change was a) just so they could change the bunker some more and b) a symbolic gesture. I mean, no terran gives a flying fuck that they get 25 minerals less. I doubt, if they thought about it, any zerg or protoss cares. But 100% refund sounds absurd even if in reality it makes very little difference.

P.S. maybe PvP won't be ass now.
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
April 26 2011 03:59 GMT
#517
On April 26 2011 12:55 Highways wrote:
If air cannot stack anymore, whats the point of a Thor?

It's auto magic box against Thor then,

They're probably only fixing the work-around exploit for the Viking Flower.

Even though they tried to remove the Viking Flower in a previous patch, someone found a work-around solution using patrol+shift+stop.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=204762

I think air units will still clump up when attacking, but they no longer can be clumped up into a 1-hex stack via the Viking Flower method.
ㅇㅅㅌㅅ
Yoshi Kirishima
Profile Blog Joined July 2009
United States10381 Posts
Last Edited: 2011-04-26 04:00:20
April 26 2011 04:00 GMT
#518
Fixed a bug where players were still able to stack flying units on top of each other.


I hope this means only when you're stacking "idly"???

Like you can still stack mutas right?


These are very very extreme changes tbh; goodbye 4 gate. There will still be gateway pushes at that time ofc, but just in a different fashion.

Also, pylon radius change. Didn't think of that as a possible solution =O Though that is also quite extreme. Now we have to relearn the radiuses xD.

Lets hope things turn out well!


Also, Archons are massive? wtf lol =O What is that supposed to be for?
Edit: OH NO CONCUSSIVE!!! Omg epic! Good change! Hurray buff!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Gescom
Profile Joined February 2010
Canada3513 Posts
April 26 2011 04:00 GMT
#519
On April 26 2011 12:59 Terr wrote:
Show nested quote +
On April 26 2011 12:53 ZeromuS wrote:
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

I've watches thousands of pro games and I'm yet to see a Voidray attack an Archon. That almost never happens, so don't worry about that.

Agreed -- thors don't have much problem with voids because they can actually fight back (and with splash), same as archon.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
opiemonster
Profile Joined January 2011
Australia49 Posts
April 26 2011 04:00 GMT
#520
Rules of Balance Patches
There must always be a bunker change
Protoss must always be nerfed at least once
I like starcraft.
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