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Patch 1.3.3 PTR - Page 27

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 25 26 27 28 29 221 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.
Mephyss
Profile Blog Joined December 2010
Brazil128 Posts
April 26 2011 04:01 GMT
#521
The pylon change is probably for PvP when a defensive build with sentries will just die to a pylon that can reach the top of the ramp and no unit from the top can shoot it fast enough, giving an advantage to the offensive units
Dental Floss
Profile Joined September 2009
United States1015 Posts
April 26 2011 04:02 GMT
#522
On April 26 2011 12:57 ishyishy wrote:
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).


Don't worry man, if you are the kind of player who just loves to cheese every game on the ladder you have been given a mighty tool that has been neglected for many months: Proxy 2-gate.

The 2-gate with 33 second zealots is brutal against zerg. Its seriously so good. Even non-proxy it was basically a standard opening back before the zealot nerf.
Kim Tae Gyun.... never forget Perfectman RIP
ZeromuS
Profile Blog Joined October 2010
Canada13392 Posts
April 26 2011 04:02 GMT
#523
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.


I;ve watched thousands of pro games and I'm yet to see Archons be used effectively in any matchup where you can point the archon and say it made a real difference :p

What Im lamenting is the loss of a pur psionic takes base damage from all unit that is all
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
April 26 2011 04:03 GMT
#524
On ghost change; maybe Blizzard just wants terran to start making ghosts TvP. I mean, a lot of terrans are having a real hard time in that MU right now and perhaps this is Blizzard going 'GUYS. There's this anti toss unit right here. Look, we'll even lower the gas cost for you so you can other units as well*. Come on.'

(*seriously, every time I want ghosts it's like 'well, can't make medivacs, mech, marauders or banshees for a while')

I really like the mod sticky thingy at the top of this thread btw. It makes me laugh, having not read the thread and imagining the mods facepalming seeing all the people talking shit.
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
April 26 2011 04:03 GMT
#525
On April 26 2011 11:47 Eleaven wrote:
Show nested quote +
On April 26 2011 11:39 TurtlePerson2 wrote:
It's good to see 4-gate come a little later. I think that will adjust Protoss in a good way. 4-gate is weakened, but all other strategies are more or less untouched.

The ghost change is kind of interesting. Terrans usually have a mineral abundance due to MULEs, so I think it will help Terran
.
.



wut?

Show me a good terran with spare minerals? Pretty much every terran is floating a ton of gas mid game, since their core units are very gas light, and mineral heavy.
Mule doesn't give them spare minerals, it lets them keep up in production with races that use mins/gas in a more balanced manner


Terrans have less issues with minerals than they do gas, due to heavy mules in the late game.
If anything, this is a buff for terran.
DirtYLOu
Profile Joined May 2010
575 Posts
April 26 2011 04:03 GMT
#526
On April 26 2011 12:58 Korbos wrote:
oh welcome back 2 gateway early push which they got rid of in some aerly patches.



They got rid of it because of small maps in the first place.

Now we have better knowledge of the game, and better maps. I think that 2 gate won't be an issue anymore.
http://sc2ranks.com/c/9051/slayersteam/ <-- SlayerS players in Grandmaster !
Plansix
Profile Blog Joined April 2011
United States60190 Posts
April 26 2011 04:03 GMT
#527
I have to say I am excited about this patch. I play Protoss and I don't really 4 warp gate, unless I'm forced to in PvP.

Now three gate-robo will rule the playground!
I have the Honor to be your Obedient Servant, P.6
TL+ Member
deth
Profile Blog Joined August 2009
Australia1757 Posts
April 26 2011 04:04 GMT
#528
I agree with most of the changes except for the zealot build time reduction, it's just going to introduce all the problems with early zeal agression vs Z all over again.
.Aar
Profile Joined September 2010
2177 Posts
April 26 2011 04:04 GMT
#529
Wow. Every single change had me going GREAT IDEA.
now run into the setting sun, and suffer, but don't mess up your hair.
Comeh
Profile Blog Joined July 2008
United States18919 Posts
April 26 2011 04:04 GMT
#530
On April 26 2011 13:02 Dental Floss wrote:
Show nested quote +
On April 26 2011 12:57 ishyishy wrote:
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).


Don't worry man, if you are the kind of player who just loves to cheese every game on the ladder you have been given a mighty tool that has been neglected for many months: Proxy 2-gate.

The 2-gate with 33 second zealots is brutal against zerg. Its seriously so good. Even non-proxy it was basically a standard opening back before the zealot nerf.

What i'm intrigued to see, however, is the effect that larger maps (ideally) will have upon the validity of the 2-gate (in combination with the increased roach range and counter-attacks). I think it will still be valid, but maybe not quite as game ending (though I think gateway build times have been increased since beta). I'm not convinced it will be as effective.
ヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノDELETE ICEFROGヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(⌐■_■)ノヽ(
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
April 26 2011 04:05 GMT
#531
On April 26 2011 12:57 ishyishy wrote:
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).

First off, the change was for PvP, second, if you think a game longer than 10 minutes is boring then you are playing the wrong game.
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
ishyishy
Profile Joined February 2011
United States826 Posts
April 26 2011 04:05 GMT
#532
First of all archons arent used and never will be. Second of all, get off pvp....cant you see this nerf is going to completely change how this entire race is played vs zerg and terran as well? Less units, thats all it means. Wow great I will have a whole ONE more early stalker to defend those 1 marine 2 marader pushes that I...wasnt even having trouble with...before.

Instead of just killing terran before they get their little cloak banshee nonsense, now I will have to just sit on my *** with observers and stalkers in my base and never be able to attack because they will have seige mode by then. As I said before this change will not happen. If it does, I see a LOT of people changing races away from protoss...
Mitchlew
Profile Joined September 2010
Australia428 Posts
April 26 2011 04:06 GMT
#533
On April 26 2011 13:02 Dental Floss wrote:
Show nested quote +
On April 26 2011 12:57 ishyishy wrote:
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).


Don't worry man, if you are the kind of player who just loves to cheese every game on the ladder you have been given a mighty tool that has been neglected for many months: Proxy 2-gate.

The 2-gate with 33 second zealots is brutal against zerg. Its seriously so good. Even non-proxy it was basically a standard opening back before the zealot nerf.


However the maps are A LOT different to those many months ago.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45247 Posts
April 26 2011 04:06 GMT
#534
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)


Then learn to spread creep better. Not one of those units listed except for the other Zerg unit has an ability with no consequences. Keep in mind that charge has a cooldown, stim costs life, there aren't always cliffs (and colossi are often therefore separated from the Protoss ball of units), and sentries waste energy.

I think the fact that these patch changes are pretty minor is a good sign. After all, the statistics show that the game is pretty balanced.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
VEReHrT
Profile Joined December 2010
Canada121 Posts
April 26 2011 04:06 GMT
#535
Is that warpgate change necessary in actuality? I would find that the changes to warpgates would be sufficient to defeat the "4-Gate first" mentality of PvP without the elimination of the viability of the strategy from the game.
As long as we keep our passion as progamers, we will always have an opportunity to meet again. On a purely personal note, I'd like to show him the beauty of infinitely repeating Starcraft 2 bunkers. SlayerS_BoxeR
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
April 26 2011 04:06 GMT
#536
On April 26 2011 13:02 Dental Floss wrote:
Show nested quote +
On April 26 2011 12:57 ishyishy wrote:
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).


Don't worry man, if you are the kind of player who just loves to cheese every game on the ladder you have been given a mighty tool that has been neglected for many months: Proxy 2-gate.

The 2-gate with 33 second zealots is brutal against zerg. Its seriously so good. Even non-proxy it was basically a standard opening back before the zealot nerf.


Omg you're right, probably gonna be seeing some zealot rushes again. It'll be like being back in gold league, walling off with a bunker every game against protoss, haha.

Also, I love the way the 4gate has been the bane of literally every race since beta, and now in April 2011 Blizzard are like 'Hey...if you build 4 warp gates...off one base...it's pretty strong...' x)
Twistacles
Profile Blog Joined June 2010
Canada1327 Posts
Last Edited: 2011-04-26 04:08:10
April 26 2011 04:07 GMT
#537
I'm alright with all these changes.

Archons will be viable PvP, Zergs will have a slightly easier time, and pretty awesome ghost buff. Bunker change is irrelevant.
"If you don't give a shit which gum you buy, get stride" - Tyler
Korbos
Profile Joined December 2010
Russian Federation56 Posts
April 26 2011 04:08 GMT
#538
On April 26 2011 13:03 DirtYLOu wrote:
Show nested quote +
On April 26 2011 12:58 Korbos wrote:
oh welcome back 2 gateway early push which they got rid of in some aerly patches.



They got rid of it because of small maps in the first place.

Now we have better knowledge of the game, and better maps. I think that 2 gate won't be an issue anymore.


which of small maps were eliminated besides steppes of war? Kulas Ravine, Desert Oasis, Jungle Basin were quite big
woot
stevarius
Profile Joined August 2010
United States1394 Posts
April 26 2011 04:08 GMT
#539
On April 26 2011 13:04 deth wrote:
I agree with most of the changes except for the zealot build time reduction, it's just going to introduce all the problems with early zeal agression vs Z all over again.


This is the problem I have with the changes they're proposing. They're reintroducing 2gate proxy viability all over again and opening the door to some crazy early aggression timings that they previously already addressed. I'm glad for the 4 gate addressing, but such a drastic lowering in unit production time doesn't seem to be the right call IMO. Early game headaches all over again considering the newer maps aren't that much bigger and proxies will only require a probe to be sent slightly earlier than before if that's even necessary.....
¯\_(ツ)_/¯
Deleted User 61629
Profile Blog Joined March 2010
1664 Posts
April 26 2011 04:08 GMT
#540
--- Nuked ---
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