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Patch 1.3.3 PTR - Page 33

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
-Strider-
Profile Blog Joined October 2010
Mexico1605 Posts
April 26 2011 04:41 GMT
#641
Let´s go back to the 2gate rushes :D
What is up? IM NESTEAAAA!
CortoMontez
Profile Joined October 2010
Australia608 Posts
April 26 2011 04:42 GMT
#642
On April 26 2011 13:38 Soviet_Birthday wrote:
As a protoss player these patchnotes make me smile like crazy :D pvp has been so awful, prevent 4 gate from becoming the dominant pvp build and a lot of other options are possible.

the only thing that scares me is that with the later 4 gate, zerg will happily drone up all early game if they know toss cant rush them at all :/ and my pvz is pretty awful

Clearly you weren't familiar with the two-gate pressure.

Also, I think that the pylon nerf will make it harder to hold off ling based rushes on certain maps due to additional pylons being required to wall in.
"Creator was doing a really good job trying to win without storm but it was like eating spaghetti with a screwdriver." -Severian
EGLzGaMeR
Profile Blog Joined February 2007
United States1867 Posts
April 26 2011 04:44 GMT
#643
proxy 2 gate is going to be insanly strong now lol
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2011-04-26 04:45:29
April 26 2011 04:44 GMT
#644
On April 26 2011 13:40 Silver777 wrote:
Show nested quote +
On April 26 2011 13:35 Inori wrote:
On April 26 2011 13:32 Devolved wrote:
Can someone explain how making Archons massive is going to affect gameplay in the different matchups?

more viable in pvt against bio since they can now actually walk up to marauder ball.
some utility in pvp with ff breaking.


I think the biggest change will be in PvP, it might be viable to actually get archons now if you think about the sheer health archons and FF breaking they have along with their splash to kill zealots infront of collosus and their ability to hit voidrays/pheonix they are actually a superb support unit and might even be used in some timing builds due to all this.

I don't think PvP mid-late game will change at all. Archon splash radius is too small for it to really be relevant in PvP. In PvZ and PvT, the unit collision sizes of marines and zerglings are small enough for archon splash to be noticeable. For PvP, zealots have pretty large collision sizes, so archons probably won't really do much. Not to mention that archon range is pretty damn small so they won't be helpful as anti-air anyways.

The raw aoe dps of the colossi is simply unmatched by anything else in the Protoss arsenal at the point for anything other than mass colossi with void ray support to be dominant in PvP.

On April 26 2011 13:42 CortoMontez wrote:
Show nested quote +
On April 26 2011 13:38 Soviet_Birthday wrote:
As a protoss player these patchnotes make me smile like crazy :D pvp has been so awful, prevent 4 gate from becoming the dominant pvp build and a lot of other options are possible.

the only thing that scares me is that with the later 4 gate, zerg will happily drone up all early game if they know toss cant rush them at all :/ and my pvz is pretty awful

Clearly you weren't familiar with the two-gate pressure.

Also, I think that the pylon nerf will make it harder to hold off ling based rushes on certain maps due to additional pylons being required to wall in.

Wait wut. How will the pylon nerf make walling in harder? You only ever needed one pylon to wall stuff in and a range nerf of 1 hex isn't going to change that...
Laids
Profile Joined January 2011
United Kingdom596 Posts
April 26 2011 04:45 GMT
#645
I think going 7 Roach rush into expand might be the safest build to do when these changes come in provided you've scouted no proxy gate. It's pretty hard to hold off 5 chrono'd zealots from killing your natural when you just have lings and a queen : /

Salvage needs to be removed, considering how much larvae I can lose trying to stop a bunker rush, that puts the Terran ahead anyway, to then salvage and be even farther ahead is ridiculous.

So Archons can now break FF?

If you put a pylon at the gold on ST, does it reach the natural side now?
Rebel_
Profile Joined December 2010
Canada94 Posts
Last Edited: 2011-04-26 04:48:34
April 26 2011 04:46 GMT
#646
On April 26 2011 13:32 Devolved wrote:
Can someone explain how making Archons massive is going to affect gameplay in the different matchups?


Read the head of the thread pages.... Its up there ^^^^^^^^^^

But here, if you dont want to look up... " Massive units are not affected by concussive shells. If you think they are, you are wrong."

It makes a different since archons are slow and die easily once they get hit from the concussive shell, while running away...
“Give the guy a gun he's superman, give him two and he’s God.” - Hard Boiled
babyToSS
Profile Joined December 2009
233 Posts
April 26 2011 04:46 GMT
#647
On April 26 2011 13:41 -Strider- wrote:
Let´s go back to the 2gate rushes :D


Toss would be so incomplete without 2gate zealot rush. Glad hey brought it back.
babyToSS here! Can u go easy on me plzzz?
hi_0
Profile Joined October 2010
Canada249 Posts
April 26 2011 04:46 GMT
#648
Decreasing zealot time??? Wasn't the whole point of increasing it to stop the ridiculous amount of 2 gate proxies, ugh here we go back to square one.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
April 26 2011 04:47 GMT
#649
These changes are kind of strange.

Toss changes do not actually change 4gate. Why? Simple math. Just have your 4 gateways built at the same time as before but instead of warping 4 units you build them. Build time for sentry/stalker is 37s, but WG research is +40s. So what this change makes is that your 1st "warping" is at home. How many toss used their 1st warping away? Placing a pylon well after that for second warping can start the 4gate as well as before. The pylon nerf is more significant for PvP then +40s for warpgates.

I do not like the ghost buff, they should not be less gas intensive then infestors/HT. This will be huge, both in TvP and TvZ.

Zerg buff is bullshit, if they really wanted to buff zerg early AA they would have given spores +1 range.
Automata
Profile Joined March 2011
393 Posts
April 26 2011 04:47 GMT
#650
Any chance 2gate will be the "new 4gate" in the sense that it's cheese and insanely hard to stop? Or you guys think 2gate will only be a problem in zerg matchup?
ishyishy
Profile Joined February 2011
United States826 Posts
April 26 2011 04:47 GMT
#651
I predict...lemme say....20% of protoss players will switch races if this patch hits.
Juaks
Profile Joined June 2010
United States384 Posts
April 26 2011 04:47 GMT
#652
Interesting changes, sounds good to me. I wonder why they didn't touch Carriers to make em more useful. It's sad that such amazing unit is so underused.
Ashera
Profile Joined July 2010
Canada202 Posts
April 26 2011 04:48 GMT
#653
On April 26 2011 13:47 Automata wrote:
Any chance 2gate will be the "new 4gate" in the sense that it's cheese and insanely hard to stop? Or you guys think 2gate will only be a problem in zerg matchup?


I feel like that's going to a be a PvZ change.
Viva la Vida
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-04-26 04:48:58
April 26 2011 04:48 GMT
#654
I'd rather deal with 2 gate power goon than 2 gate zealot rush -_-

I don't get why protoss would QQ? if anything, protoss late game is STRONGER than before. Decreased gateway training time actually would have the opposite effect: did anyone else realize that it means protoss can pump out MORE units than they did before?
griffith.583 (NA)
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
April 26 2011 04:48 GMT
#655
Something just occurred to me, the pylon nerf not only makes 4 warp gate onto high ground weaker but cannon rushing will be much harder as well. It was especially annoying on metal when they could hit your mineral line from the low ground with a pylon so far away you had to scout your natural pretty early to be safe from it. PvP will be so much better now I think.
:)
Kolvacs
Profile Blog Joined June 2010
Canada1203 Posts
April 26 2011 04:49 GMT
#656
OMG!!!
Finally, that OP bunker is getting fixed!
PHEEWWFF!
Piski
Profile Blog Joined April 2010
Finland3461 Posts
April 26 2011 04:49 GMT
#657
On April 26 2011 13:45 Laids wrote:
I think going 7 Roach rush into expand might be the safest build to do when these changes come in provided you've scouted no proxy gate. It's pretty hard to hold off 5 chrono'd zealots from killing your natural when you just have lings and a queen : /

Salvage needs to be removed, considering how much larvae I can lose trying to stop a bunker rush, that puts the Terran ahead anyway, to then salvage and be even farther ahead is ridiculous.

So Archons can now break FF?

If you put a pylon at the gold on ST, does it reach the natural side now?


In beta I played mostly zerg, now random. It's when the zealot building time was 33, like now. 2gate was strong but I died to it only when I hatched first was in close spots. It was never imbalance, you just have to note the spawns and scout.

It's not like hatch first is very safe against protoss now so people went pool first anyways.
AsianEcksDragon
Profile Joined March 2008
United States1036 Posts
April 26 2011 04:50 GMT
#658
On April 26 2011 13:46 hi_0 wrote:
Decreasing zealot time??? Wasn't the whole point of increasing it to stop the ridiculous amount of 2 gate proxies, ugh here we go back to square one.


Honestly, as a Zerg player, 2gate proxies were the best opening to play against. Not only was it incredibly easy to hold off with either spines or roaches but it means the Protoss won't have a wall for his main and his army is no where near to protect it. .
神は乗り越えられる試練しか与えない
Chicane
Profile Joined November 2010
United States7875 Posts
Last Edited: 2011-04-26 04:52:00
April 26 2011 04:50 GMT
#659
The Archon change is nice... but shouldn't change much. I would much rather prefer them having a smaller radius so they can fit better, or giving them a longer range so they can reach over zealots. They are still very clunky.

As for the ghost change... I'm not a fan. I think what was going to happen soon is Terrans were going to start using ghosts much more in TvZ for infestors (they already seemed to be getting more popular recently in TvP) so this nerf will be necessary for not entirely nullifying all Infestors, but at the same time I would really like to see a snipe buff, such as it costs no energy but has a cooldown or something like that... though that may be difficult to balance.

As for the 5 second delay on gateways... I like it other than the early game problems. There may be some cool warpgate and gateway mixes for players. I would actually like them to take it a bit further if possible and have slightly different benefits for the 2 kinds such as HTs starting with a bit more energy out of the gateway... though that seems unlikely.

As for the pylon change... I'm not a fan. I guess this may be for helping to prevent warping in on high ground, but it takes away from other parts of the game which is unfortunate. It just seems that they should prevent warping in on high ground, or having the energy circle not reach as far if it has to go uphill. Meh.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 26 2011 04:51 GMT
#660
On April 26 2011 13:25 EnderCraft wrote:
Show nested quote +
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.


corrupters would be cool if they had a new mechanic. the corruption spell is kinda a joke...
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