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Patch 1.3.3 PTR - Page 30

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 28 29 30 31 32 221 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.
NgrySqrrl
Profile Joined April 2011
Canada36 Posts
April 26 2011 04:21 GMT
#581
On April 26 2011 13:16 hi im new wrote:
Show nested quote +
On April 26 2011 13:13 Cabinet Sanchez wrote:
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.


this is a great way to think about it

it'll be interesting to see how this plays out, but i think the ghost change will be rescinded.
i wish i was korean good and not korean-canadian good.
CortoMontez
Profile Joined October 2010
Australia608 Posts
April 26 2011 04:22 GMT
#582
I think that now there will be some form of archon/zealot rush in PvP, since they can be used to stomp FFs, and can be produced much more quickly than collossi.
"Creator was doing a really good job trying to win without storm but it was like eating spaghetti with a screwdriver." -Severian
Horse...falcon
Profile Joined December 2010
United States1851 Posts
April 26 2011 04:22 GMT
#583
Well archons are no longer free kills for marauders. That's a positive.
Artosis: "From horsssse....falcon"
Iracor
Profile Joined September 2010
United States66 Posts
April 26 2011 04:22 GMT
#584
This is what I've learned from Blizzard:

-Protoss balance is centered around the zealot build time.

-Terran balance is entirely centered around the bunker.
EnderCraft
Profile Joined December 2010
United States1746 Posts
Last Edited: 2011-04-26 04:24:27
April 26 2011 04:22 GMT
#585
Finally. Pylon radius was so OP...
SC:BW has a higher skill ceiling than SC2? SC 64 is where it's at brah.
Griffith`
Profile Joined September 2010
714 Posts
April 26 2011 04:23 GMT
#586
On April 26 2011 13:19 babyToSS wrote:
Show nested quote +
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.


Yep. One of the biggest dangers to siege expand was actually 4gate. 40 second+ research times makes siege expand WAAAY safer. Normal 4gate hits at 6:30, now it will come at 7:00+, when I'll usually have at least 2 tanks.
griffith.583 (NA)
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
April 26 2011 04:23 GMT
#587
Oh - late game ghosts just became mid game ghosts? They are looking like a pretty good mineral sink; maybe people will start going multiple raven to get rid of the gas and drop some clutch PDDs

The bunker change was coming - to much yelling and screaming about it for to long now; overall i am excited to proxy 2gate on the blizzard maps :p
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
Rebel_
Profile Joined December 2010
Canada94 Posts
April 26 2011 04:23 GMT
#588
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


So every patch that comes out a protoss units has to be nerfed... Dude come on, think before posting something like that. Makes no sense. Well i guess Protoss is OP, "since people using the race are getting better"... ONOZ time to nerf. If you keep losing to protoss then you must be doing something wrong... anyone can win, but its up to your opponent or up to how you play it out...

Well this patch looks cool, it will be interesting how protoss will incorporate warpgate and gateway together, instead of using warpgate throughout the game...

“Give the guy a gun he's superman, give him two and he’s God.” - Hard Boiled
Decko
Profile Joined May 2010
United States150 Posts
April 26 2011 04:24 GMT
#589
As a protoss player I totally welcome the changes. The thing they need to change now is the maps. During the beta I had a 100% win rate going 2 gate zealot against zerg on steppes of war, if you did it correctly and microed even half decently, you could beat any Zerg. I only see it being a problem on maps with close positions. Cross positions on slag pits this is basically a free win, Xel Naga Caverns it will still be way too effective, and close positions on Metalopolis is a serious problem.

Anyway, I hope this is the beginning of the end for four warpgate play, it's gotten stagnant and boring, so I welcome the idea that they're trying to remove that strategy from the game.
Superman does good, you're doing well.
SoulScream
Profile Joined June 2010
Bulgaria44 Posts
April 26 2011 04:24 GMT
#590
I am interested to see how will this affect zerg openings. Hopefully we will still be able to FE and defend against 2gate pressure. And I am curious to see how much time more do we have until a 4gate push
BabyToss!
Profile Blog Joined October 2010
Czech Republic588 Posts
Last Edited: 2011-04-26 04:24:51
April 26 2011 04:24 GMT
#591
On April 26 2011 13:17 babyToSS wrote:
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).

I completelly understand the 4gate nerf being necessary. Hell, whenever I played PvP, I had that weird expression on my face denoting something close to distaste and cringe. But, the WG research increase is imo good enough to accomplish that.

Being forced to use Pylons as part of wall-off is just bad. It's so easy for lings/roaches/anything except workers to kill one single Pylon and then go on hunt into your base. Even if everything goes through, I hope this particular Pylon change will not. Some of us prefer to play safe and not rely on rush builds this patch may no doubt support.

PS: Yes, I noticed. Though, you are now more like BabyTerran since you play T
Nowadays a Filthy Casual | Follow your dreams |
Cabinet Sanchez
Profile Joined February 2011
Australia1097 Posts
April 26 2011 04:24 GMT
#592
As a Protoss player but more of a GSL, TSL watcher more than anything, I'd still like to see more Zerg buffs. I feel sorry for anyone playing that race.
NgrySqrrl
Profile Joined April 2011
Canada36 Posts
April 26 2011 04:24 GMT
#593
On April 26 2011 13:20 AsianEcksDragon wrote:
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.


i think the newer bigger maps will still favor hatch first
i wish i was korean good and not korean-canadian good.
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
April 26 2011 04:24 GMT
#594
On April 26 2011 13:21 Uhh Negative wrote:
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.


Warpgate is still better in the long run, assuming that your opponent only goes pure gateways and not gate/robo or 3gate expand. The difference is that the longer research time gives the defender a bigger advantage for a short while and allows for later techs such as robo or possibly even expand.
神は乗り越えられる試練しか与えない
RogerX
Profile Blog Joined December 2010
New Zealand3180 Posts
April 26 2011 04:25 GMT
#595
Im sorry I sound super noob, but how does this prevent 4gate fully?
Stick it up. take it up. step aside and see the world
BluePanther
Profile Joined March 2011
United States2776 Posts
April 26 2011 04:25 GMT
#596
this makes the 10/10gate opening all that much stronger....
tomatriedes
Profile Blog Joined January 2007
New Zealand5356 Posts
April 26 2011 04:25 GMT
#597
Salvage resource return reduced from 100% to 75%.


This should have been:

Salvage resource return reduced from 100% to 0%
.

Bunkers are so good without salvage there is no reason at all for it to be in the game.
panda_inc
Profile Blog Joined March 2008
Australia170 Posts
April 26 2011 04:25 GMT
#598
as a protoss player, i kinda like the changes except for the pylon thing kinda pointless
JaqMs
Profile Joined August 2007
United States73 Posts
Last Edited: 2011-04-26 04:26:44
April 26 2011 04:25 GMT
#599
There is still no benefit of regular gateways over warpgates. The 5 second build time decrease is canceled by the >= 5 second time your units would have to walk to its proper position (the natural). Also, not sure about the chronoboost cycle timing but I'm pretty sure you can squeeze in an extra chronoboost on warpgate research, decreasing the time increase to 30 seconds.
EnderCraft
Profile Joined December 2010
United States1746 Posts
April 26 2011 04:25 GMT
#600
On April 26 2011 13:24 Cabinet Sanchez wrote:
As a Protoss player but more of a GSL, TSL watcher more than anything, I'd still like to see more Zerg buffs. I feel sorry for anyone playing that race.

I dont play zerg. But im still waiting for a corrupter buff.
SC:BW has a higher skill ceiling than SC2? SC 64 is where it's at brah.
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