On April 26 2011 13:25 BluePanther wrote:
this makes the 10/10gate opening all that much stronger....
this makes the 10/10gate opening all that much stronger....

yeah... 10 gate is ABSURDLY strong if you dont scout after depot
Forum Index > SC2 General |
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. | ||
Griffith`
714 Posts
On April 26 2011 13:25 BluePanther wrote: this makes the 10/10gate opening all that much stronger.... ![]() yeah... 10 gate is ABSURDLY strong if you dont scout after depot | ||
babyToSS
233 Posts
On April 26 2011 13:23 Griffith` wrote: Show nested quote + On April 26 2011 13:19 babyToSS wrote: 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. Also lower gas cost makes ghost+mech waaay more viable. This negates the immortal, a key roadblock in TvP mech. Edit: As someone who loves BW TvP and loathes the bio play in the current SC2 TvP. Seriously, bio seems so fragile against mid to late game toss. I am loving this patch. Now, if blizz just lowered tanks to 2 supply (sigh, wishful thinking indeed). | ||
pyaar
United States423 Posts
Ghost cost change is amazing. Glad that we'll get more gas freed up for other tech. I don't think anyone can legitimately be upset about the salvage nerf; it was ridiculous. Spore crawler change should help a lot with zerg's air problems early on. Archon buff is essential. These changes are probably the products of the sweat, blood and tears of SC2's dev team. I'm glad to see that they're putting serious thought into their changes. | ||
ABXG
Canada16 Posts
On April 26 2011 12:36 OMG.The.AvataR wrote: What does making archon a massive unit do? Massive units gain the following benefits over normal units: * Can break Forcefields * Immune to Concussive Shells * Immune to Graviton Beam Regarding the patch changes: * The Pylon / Warpgate / Gateway buff is going to help the PvP early game a lot. Four Gate builds are going to become a lot weaker in general, although this is going to change PvP the most. An extra 40 seconds to prepare for a Four Gate is going to open up so many new builds against Protoss players. It will be nice to see those "lol i 4gate" Protoss players get knocked down a peg. * The only thing the Bunker nerf changes is defensive Bunkers really. The offensive Bunker was nerfed hard enough with all the build time nerfs. I say this because whenever you go into an Offensive Bunker push you are going to be prepared to lose some resources. It is the Defensive Bunker where you really hope you don't lose them so that you can defend against aggression without having to sacrifice too many minerals. I really kind of feel like players who can't hold off the current Offensive Bunker really do deserve the loss. * The Ghost buff is nice. Terran is already extremely gas intensive once you move into T2 units, especially against Zerg. I feel that this change was intended to make it easier to support Ghosts versus Infestors (especially with the EMP bug fix). As it stands you really can't afford Siege Tanks and Ghosts while still having gas for other important things like upgrades. * The Zerg change will help with early air pressure, it would be nice see the Spore Crawler buff applied to Spine Crawlers as well. | ||
yarkO
Canada810 Posts
I hope they test this idea out some day lol... | ||
gulati
United States2241 Posts
The Protoss changes impact PvP and 4gate. Increasing 4gate research time is such a better idea, since that will lead to more macro occurring in games, instead of Rofl4gate (feel free to hate, but you know it's true that 4gate is one of the most popular strategies, and by far the most brain-dead). Also, the gateway unit build times being reduced should primarily only impact PvP (I don't see how they will impact anything else, but maybe I am wrong.). I would lovelovelove to see 4warp vs 4gate + cyber in the future. Pretty sure the 4gate + cyber will prevail, thus making the metagame shift 100% from 4gate nonstop (reasong being that APM at the non-pro level will not optimally refresh cooldowns on all gateways, leading to the extra few seconds spent manually building units instead of warping them in optimal, since it nullifies human error). I will, however, symphathize with the range reduction. I think it's primarily to fend off early cannon rushing, which i personally think is utter bullshit, but since I am not a P, I don't know what else that would change other than cannon rushing and proxy pylons having to be placed closer in order to 4gate (which, as stated above, probably won't be occurring nearly as much as it does right now). And the T... "nerfs", if you want to call them that... I believe the salvage value isn't that big of a deal, but maybe I am wrong. 100% was just silly, and you know it. As far as Ghosts, that's a buff IMO. MULEing will always give you more minerals, meaning that you can save on the gas, since T typically can float minerals because of MULEing. ----- Either way, VERY happy. These changes were so mandatory, I couldn't wait. The P definitely got nerfed the most, but your 'power' units (VR/Pheonix/Colo) which directly rape us Z remained unchanged, so it'll be fun to fiiiiiinaly experience macro games without 4gate and cannon rushing :-) <3333 ~~ | ||
Jayrod
1820 Posts
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. If you feel sorry for zerg you dont play this game and you probably read the forums too much. Im just glad blizzard has some sense in game design because if this was left up to the players 99% of them would fuck it up. | ||
b0urne420
Canada112 Posts
On April 26 2011 13:05 ishyishy wrote: 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.. 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). lol, most people who complain about 4gate are protoss. its because 4gate is pretty much the only strat you can use in pvp, and it gets old fast. i would say the new warp gate time increase may actually be beneficial to protoss early game. wtf are you talking about, an extra stalker or zealot is a huge deal vs the early marauder pokes. how would warpgate time even make a difference with those marauder pokes anyway? they hit before its done. everyones gonna switch out of protoss now? give me a break, these changes can be seen as a buff. you need to stop crying, because toss is already widely known as the most powerful race atm, no ones gonna switch out over this | ||
Jarmam
Denmark140 Posts
YES YES YES YES YES! ARCHONS ARE MASSIVE! GATEWAY/WARPGATE/PYLON RELATION MAKES SENSE! BUNKERS COST MONEY! (Even if only a little) I cant find a single flaw in this entire patch. It has never happened before. I originally thought it was a jokepost of excellent ideas - but the link. Hope! HOPE! | ||
ehalf
408 Posts
On April 26 2011 13:22 Iracor wrote: 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. absolutely correct | ||
Jayrod
1820 Posts
On April 26 2011 13:25 Griffith` wrote: Show nested quote + On April 26 2011 13:25 BluePanther wrote: this makes the 10/10gate opening all that much stronger.... ![]() yeah... 10 gate is ABSURDLY strong if you dont scout after depot So scout after depot... and zergs should probably pool first all the time again. | ||
Arolis
United States496 Posts
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DarkRise
1644 Posts
I like the archon buff, its a useless unit but with this maybe templar tech will be viable | ||
Cabinet Sanchez
Australia1097 Posts
On April 26 2011 13:25 tomatriedes wrote: This should have been: . Bunkers are so good without salvage there is no reason at all for it to be in the game. It's a start, at least Blizz acknowledged how stupid it was before and have begun addressing it. | ||
Scabou
Germany229 Posts
On April 26 2011 13:27 gulati wrote: First of all, THANK YOU BLIZZARD! The Zerg buff to change root timing from 12 seconds to 6 seconds was the best decision you have made since nerfing repear build time, and forcing a supply depot before rax, to prevent BBS. This will ABSOLUTELY nullify any and all chances of 4gates killing you, provided they are scouted. So, so, so, happy, omg. Its spore crawler only | ||
askTeivospy
1525 Posts
seriously why get storm when archons will just flat out kill and tank everything edit - also stalker + zealot poke comes like 10 seconds earlier? | ||
babyToSS
233 Posts
On April 26 2011 13:26 petergibbons wrote: Great changes (I'm a Terran). Gateway build times are a bit worrisome in the early game but I'm glad that they aren't shoving warp gates down everyone's throats anymore. (Some people had been asking for some time for a way to keep macroing in the middle of a battle without going back to look at a pylon.) Ghost cost change is amazing. Glad that we'll get more gas freed up for other tech. I don't think anyone can legitimately be upset about the salvage nerf; it was ridiculous. Spore crawler change should help a lot with zerg's air problems early on. Archon buff is essential. These changes are probably the products of the sweat, blood and tears of SC2's dev team. I'm glad to see that they're putting serious thought into their changes. Gateway change is a big positive. With gateways there will actually be a defender's advantage where toss' reinforcements will have to walk across the map or he/she will have to wait for the late wp push. | ||
Khalleb
Canada1909 Posts
On April 26 2011 13:29 Jayrod wrote: Show nested quote + On April 26 2011 13:25 Griffith` wrote: On April 26 2011 13:25 BluePanther wrote: this makes the 10/10gate opening all that much stronger.... ![]() yeah... 10 gate is ABSURDLY strong if you dont scout after depot So scout after depot... and zergs should probably pool first all the time again. you guys talk like steps is still in teh map pool -_-, i cant see the 2 gate being THAT strong on taldarim altar | ||
BluePanther
United States2776 Posts
On April 26 2011 13:25 Griffith` wrote: Show nested quote + On April 26 2011 13:25 BluePanther wrote: this makes the 10/10gate opening all that much stronger.... ![]() yeah... 10 gate is ABSURDLY strong if you dont scout after depot except that no terran should ever lose to a 10/10, i was referring to PvP. | ||
Devolved
United States2753 Posts
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