Patch 1.3.3 PTR - Page 28
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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. | ||
Shooks
Australia256 Posts
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Rasky
United States406 Posts
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eviltomahawk
United States11133 Posts
On April 26 2011 13:05 CrazyF1r3f0x wrote: 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. Haha, indeed. C&C3 is pretty much designed for at most 10 minute games if played correctly at a high level. Heck, the entire map mines out in the blink of an eye with decent macro. Irrelevancy aside, I wonder how much the bunker salvage change will affect early game Terran. Bunker rushes will be more costly, though this may or may not deter some Terrans from continuing to open with a bunker rush. I wonder if 25 lost minerals per bunker salvage will really affect Terran early game. | ||
Sejanus
Lithuania550 Posts
Learn to beat it like everyone else or uninstall the game. Why exactly everyone should play the way you like or uninstall the game? I feel like I am missing something here. Why not you... Not everyone wants to play some 30 minute bore fest 6 base waste of time game lol. ...just uninstall the game? ![]() p.s. is it only Spore crawler that got root timing reduced, or both of zerg "turrets"? This is really a nice change, their root time always seemed ridiculous to me. | ||
ishyishy
United States826 Posts
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AndAgain
United States2621 Posts
On April 26 2011 13:03 The KY wrote: 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. Yeah and every time I make a sentry, I think- oh well, I can't make colossi, immortals, or all that other protoss shit that costs a bajilion gas. Oh wait... | ||
BabyToss!
Czech Republic588 Posts
On April 26 2011 12:59 caelym wrote: 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 ![]() I rarely make comments on anything remotely balance-related, but I have to agree on this one. I'm also worried that this change might make cyber+gateway wall off with Pylon behind impossible, which is kinda pain, given how easily you can snipe Pylon and if we are forced to use Pylon as part of wall off vs Z. Correct me if I am wrong when it comes to wall off changes, but I believe the radius change is way too significant for it to not affect the cyber+gate wall off. | ||
hi im new
Germany150 Posts
archons will now break defensive force fields. ghost change is retarded they're imba already in tvp i guess they changed it cause infestors but totally disregarding the matchup vs protoss isn't the way to go. i can see lategame tvp hugely in favor of terran now i like the other changes edit: except pylon radius. will a standard forge expand even work anymore? | ||
Torte de Lini
Germany38463 Posts
Also, does this mean I can't 3RR anymore? | ||
Paradice
New Zealand431 Posts
On April 26 2011 13:02 Dental Floss wrote: 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. Ahh proxy 2 gates lol... I think we'll see maybe more of them but then again, there's more 4 player maps in the pool these days, and they're larger... and if you're on a 2 player map you're probably already watching out for proxy anything.... I think they'll remain a niche, and a free win to a scouting player. (I hope so anyway). To the guy you were quoting (just in case he's not actually a troll) - it wasn't Z and T that were complaining about 4 gate (well, not good Zs anyway). This change was for PvP - because a single strategy dominated the metagame to such an extent for so long. You can't find any other build in any other matchup (mirror or not) that was that dominant. They are adding variety by reducing its power relative to other PvP builds, so that 2/3-gate Robo etc have equal footing. Perhaps warp gate technology will no longer the #1 upgrade in 100% of games, 100% of matchups anymore. Maybe that's ok. If they had intended to reduce Protoss gateway strength vs T/Z, they wouldn't have decreased gateway build times. | ||
Flameling
United States413 Posts
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Minigun
619 Posts
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azn_dude1
162 Posts
On April 26 2011 13:10 eviltomahawk wrote: Haha, indeed. C&C3 is pretty much designed for at most 10 minute games if played correctly at a high level. Heck, the entire map mines out in the blink of an eye with decent macro. Irrelevancy aside, I wonder how much the bunker salvage change will affect early game Terran. Bunker rushes will be more costly, though this may or may not deter some Terrans from continuing to open with a bunker rush. I wonder if 25 lost minerals per bunker salvage will really affect Terran early game. I highly doubt it. Many times you see a bunker get canceled without it being completed, which is the same as the salvage. | ||
Cabinet Sanchez
Australia1097 Posts
On April 26 2011 11:31 Dommk wrote: Why didn't they reduce the research time of hallucinate? This warpgate change pretty much reverts that buff ![]() Good point, I don't think many people would have thought of that :/ a shame. | ||
Fig
United States1324 Posts
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Enervate
United States1769 Posts
They are already nerfing warpgate tech so I don't really think it's necessary to nerf the 4 warpgate rush at the bottom of your ramp through pylon power. I like the warpgate changes, though, or at least I think I might like it. I love the archon change, too. Much needed, in my opinion. Might make templar tech more common in pvp, being able to crush through forcefields. Also, good better against terran as mentioned before. | ||
rbx270j
Canada540 Posts
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ishyishy
United States826 Posts
Nice, im going to 3 gate expand, and when I get ready to expand I wont have warp gates for another 40 seconds, but dont worry I will have ONE more unit to help defend! Opps, here comes a ball of zerglings to harass your expansion, but oh no you dont have warp gate up yet! you are stuck with your 1 zealot and 3 sentries to hold off 20+ zerglings trying to kill your nexus. | ||
Griffith`
714 Posts
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butter
United States785 Posts
On April 26 2011 11:55 Azide wrote: There is also a new "1v1 Test Map" on the PTR called "1v1 TestMap5" if someone wants to take a pic It looks pretty much the same as the TestMap5 that was on there before with the other Patch 1.2.1 PTR maps, unless I'm looking at the wrong thing. I don't think we'll ever see that map on the ladder. | ||
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