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Patch 1.3.3 PTR - Page 29

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 27 28 29 30 31 221 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.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44915 Posts
April 26 2011 04:15 GMT
#561
On April 26 2011 13:08 Inori wrote:
Show nested quote +
On April 26 2011 13:00 opiemonster wrote:
Rules of Balance Patches
There must always be a bunker change
Protoss must always be nerfed at least once

Are you kidding? This patch is awesome from Protoss pov.


Um, no it's not.

However, it's not so terrible to the point where it'll destroy us.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Aristodemus
Profile Joined January 2011
England1996 Posts
April 26 2011 04:15 GMT
#562
Disappointing patch yet again, if anything this will make pvp even more cheesy. It is always going to be one base aggression, and all this will do is nerf toss vrs the other races early game. Ghost cost is a big buff to terran, which wasnt needed.
once more unto the breach, dear friends, once more
Gescom
Profile Joined February 2010
Canada3480 Posts
Last Edited: 2011-04-26 04:17:12
April 26 2011 04:16 GMT
#563
On April 26 2011 13:11 hi im new wrote:
huge buff to ling bling vs toss
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

1] Don't place your FFs like an ass while a-moving your whole army. When you have archons anyways you should be able to place a zillion FFs anyways. You know archons decimate ling/bling anyways without FF, right?

2] They aren't imba if you deal with them with feedback and don't get emp'd by bad positioning / no obs. Ghost v HT v Infestor is hugely offset by micro & skill!
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
ilbh
Profile Blog Joined May 2007
Brazil1606 Posts
April 26 2011 04:16 GMT
#564
lol can't believe it... 2 gates fest now, awesome...
Part of the inhumanity of the computer is that, once it is competently programmed and working smoothly, it is completely honest.
NPF
Profile Joined May 2010
Canada1635 Posts
Last Edited: 2011-04-26 04:27:31
April 26 2011 04:16 GMT
#565
On April 26 2011 13:09 Shooks wrote:
Uhm, does this mean it's gonna take Protoss longer to get an expo with a 3 gate against zerg?


I don't believe so. Now the build time in gateway mode = build time in warpgate time I'm nearly 94.3% sure. So now as long as you don't want to be aggresive you have the same build. If anything It would make me opt to research Hallucination first in PvZ while doing the 3 gate sentry expand play passive, scout with hallucination and then followed up with Warpgate rechearch. Takes away the offence of Protoss however,

Cheers for the changes.

edit :minor grammar spelling

edit 3.0 : Build time for warpgate is 28 seconds with 5 secs warping in while gateway is pure 33 seconds if I read Liquipedia correctly. So same build time is an advantage starting the 2nd round of warp ins you save 5 seconds and so on if perfect warp ins, if not it roughly evens it out.
hi im new
Profile Joined May 2010
Germany150 Posts
April 26 2011 04:16 GMT
#566
On April 26 2011 13:13 Cabinet Sanchez wrote:
Show nested quote +
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 Scouting shouldn't be nerfed!


Good point, I don't think many people would have thought of that :/ a shame.


it might actually be a good idea to go hallucination before warpgate now in pvz which gives you even faster scouting.
Griffith`
Profile Joined September 2010
714 Posts
April 26 2011 04:16 GMT
#567
Sorry to say, but Ghosts still have ZERO relevance in TvZ. I'd rather have a tank over a ghost any day.
griffith.583 (NA)
babyToSS
Profile Joined December 2009
233 Posts
April 26 2011 04:17 GMT
#568
On April 26 2011 13:11 BabyToss! wrote:
Show nested quote +
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.


Hey we have the same name! As a terran player I agree that the pylon power change is huge. More pylons needed in base, fewer proxy pylons or atleast toss cannot spam proxy pylons all over the map in the beginning and also is hurts a lot of other map specific pylon placements. Overall I love this patch just because it makes TvP mech a lot more stronger (I hate bio in TvP).
babyToSS here! Can u go easy on me plzzz?
zyglrox
Profile Joined August 2010
United States1168 Posts
April 26 2011 04:17 GMT
#569
On April 26 2011 13:12 Minigun wrote:
Gas steal will now be extremely strong pvp t.t . I bet we see it a lot more...



yea, wanna see how a 3 gate expand like in pvt would work with that. if only the patch was on ptr -_-
champagne for my real friends, and real pain for my sham friends.
Darclite
Profile Joined January 2011
United States1021 Posts
April 26 2011 04:17 GMT
#570
Pretty good, glad to see PvP fixed. I am a little confused though; will the pylon change have an effect on wall-offs?

I hope this makes archons viable. Went from ultra-badass in sc1 to rarely even cost effective in sc2.

Glad to see a zerg buff, even if it is minor, zerg needs it.

But one issue, of all the units to buff, you chose to buff the unit with virtually unlimited potential? The ghost does not need to be any stronger. At all. I don't understand how ghosts were stronger and more accessible than high templar, and then you nerfed high templar...and buffed ghosts. I think giving reapers a 5x2 vs armored attack instead of 4x2 and an extra 5 hp would be reasonable and at least interesting. I may hate reapers, but I'd rather see a few of them come at my base than see the value of my army get cut by 40% and lose all my sentry and phoenix energy due to one unavoidable ability from a unit as gas heavy as a sentry. I mean, the ghost essentially counters protoss, it should be expensive.
They're fools. You should eat them.
Gescom
Profile Joined February 2010
Canada3480 Posts
Last Edited: 2011-04-26 04:17:57
April 26 2011 04:17 GMT
#571
On April 26 2011 13:16 Griffith` wrote:
Sorry to say, but Ghosts still have ZERO relevance in TvZ. I'd rather have a tank over a ghost any day.

Tell that to a guy who just emp'd multiple infestors!
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
ishyishy
Profile Joined February 2011
United States826 Posts
April 26 2011 04:17 GMT
#572
think I will just tick off all of the huge 4 player maps and go ahead and do your little 2 gate zealot thing. I didnt play the beta, so I never got to use it.
MisterTea
Profile Joined September 2010
United Kingdom1047 Posts
April 26 2011 04:18 GMT
#573
pylon range was pretty good i think, as some locations you could warp onto the high ground and not be able to hit the pylon , for example on shakuras near the old back rocks,
Grampz
Profile Joined November 2010
United States2147 Posts
April 26 2011 04:18 GMT
#574
still no hydra upgrade or bling nerf or anything along the lines of that...guess we will never see a hydra in competitive play again =[ just kidding! i really do wish hydras were used more often, but roaches and banelings really cover what they did in brood war, the only time i see them used is against straight up gateway armies. other than that i NEVER see them used. i love all the changes however, as a protoss i like how we will get more time to get another unit out before the 4g is finished, will make builds a lot stranger + i hope you wont be able to warp up the ramp anymore that was what made 4 gate so powerful imo
babyToSS
Profile Joined December 2009
233 Posts
April 26 2011 04:19 GMT
#575
On April 26 2011 13:16 Griffith` wrote:
Sorry to say, but Ghosts still have ZERO relevance in TvZ. I'd rather have a tank over a ghost any day.


Agreed. Good tank positioning is still way better than ghosts in TvZ. Its a vision war and creep owns everything terran has. If anything, this patch buffs mech play in TvP.
babyToSS here! Can u go easy on me plzzz?
On_Slaught
Profile Joined August 2008
United States12190 Posts
April 26 2011 04:19 GMT
#576
I like all of the patch changes, tho the ghost one is pretty random and may end up hurting PvT.

As for the 2gate fear, it seems pretty unfounded since maps are significantly bigger than they were in beta. Even the closest spawns now aren't as close as close meta or SoW.
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
April 26 2011 04:20 GMT
#577
Will I still be able to open hatch first? I remember when zealot had 33 build time, the popular opening was 14 pool, 16 hatch. Although it could just be because players weren't sure which opening was the most economical.
神は乗り越えられる試練しか与えない
SheaR619
Profile Joined October 2010
United States2399 Posts
April 26 2011 04:20 GMT
#578
I personally rather have raven than a ghost just because they can spot burrow infestor for tanks and PDD own broodlords
I may not be the best, but i will be some day...
Uhh Negative
Profile Joined May 2010
United States1090 Posts
April 26 2011 04:21 GMT
#579
Interesting... This makes it to possible to benefit a protoss who uses just gateways (not warpgates) and can macro extremely well. I think warpgates still will probably be worth the extra 5ish second build time though. I guess this also gives a defenders advantage in PvP. I don't know if this change is enough though. I think it might be a step in the right direction as long as 2gate zealot pressure doesn't become a huge problem like it was.

Bunkers are no longer free. That took long enough :p

Spore crawlers will probably be a little more useful in defending bashee/void ray harass now. I was kind of hoping spines would go back down to 6 seconds too, but I think that's okay.
rbx270j
Profile Joined November 2010
Canada540 Posts
April 26 2011 04:21 GMT
#580
On April 26 2011 13:20 SheaR619 wrote:
I personally rather have raven than a ghost just because they can spot burrow infestor for tanks and PDD own broodlords

PDD only owns broodlords when you have marines in position anyway.
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