On April 26 2011 14:12 Arkless wrote:
they can still be slowed not stunned. Much like ultras thors and cols
they can still be slowed not stunned. Much like ultras thors and cols
read the the note on the top...seriously.
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. | ||
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BLinD-RawR
ALLEYCAT BLUES49496 Posts
On April 26 2011 14:12 Arkless wrote: Show nested quote + On April 26 2011 14:11 dusthoof wrote: Fcuk you Concussive Shells !!! Taste the wraith of my Archons !!! they can still be slowed not stunned. Much like ultras thors and cols read the the note on the top...seriously. | ||
Jtn
444 Posts
On April 26 2011 14:12 Arkless wrote: Show nested quote + On April 26 2011 14:11 dusthoof wrote: Fcuk you Concussive Shells !!! Taste the wraith of my Archons !!! they can still be slowed not stunned. Much like ultras thors and cols And what the hell is stunned supposed to mean? Like Tosh's mind blast in single player?? Read the big white note at the top of the thread. Goddamn. Anyways, love these changes, I really hope Protoss players get creative with their openings now. | ||
ooni
Australia1498 Posts
On April 26 2011 14:12 Arkless wrote: Show nested quote + On April 26 2011 14:11 dusthoof wrote: Fcuk you Concussive Shells !!! Taste the wraith of my Archons !!! they can still be slowed not stunned. Much like ultras thors and cols Double face palms, read the freaking sentence top of the topic. They cannot be slowed if they are massive. In fact, you are completely wrong because they can be stunned as they do not have frenzy ability. Thors and collosus can be stunned not slowed (do not have frenzy like ultralisk), please... get it right... | ||
askTeivospy
1525 Posts
On April 26 2011 13:36 Silver777 wrote: Show nested quote + On April 26 2011 13:30 Teivospy wrote: 2/2/0 archon + chargelot in PvT = how will terran ever overcome seriously why get storm when archons will just flat out kill and tank everything edit - also stalker + zealot poke comes like 10 seconds earlier? Yeah...until all your clumped archon mass gets hit by 3 emps from 2 ghosts, so 400/200 will decimate like 6 archons that cost 600/1800 and its still way more viable to tech switch into ghosts then archons at pretty much any point in PvT ever....even as an opening. lol 3 emps taking out all the shields of 6 archons, especially if the 6 archons are told to follow different zealots that are relatively far from one another | ||
dusthoof
279 Posts
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Amui
Canada10567 Posts
On April 26 2011 14:05 pure_protoss wrote: kirishiwa have you ever faced lings+all drones all in? 1zealot and probes arent enough... also...1pylon 1 gate 1 forge as mentionned by susysquark is not enough since he will focus the pylon (or the forge since they both work) and will destroy the wall in before the canon gets up. Then it is GG (assuming you dont go for forge first because it will put you even more behind zerg economically if he doesnt 6 pool) Wall with a forge+pylon the moment you see 6 pool, put down cannon asap, chrono first zealot, don't get supply blocked and pull probes just before your pylon wall is going to die. Once the cannon gets up, the first wave should easily be held off, hold position your zealot and continue on as normal. 6 pools really are only scary if you panic and don't think what your doing through, or else you don't scout it. | ||
Sentient
United States437 Posts
On April 26 2011 14:16 DuneBug wrote: kind of surprised at crawler root times.. Will make spine crawler pushes a little easier. I'm not really even sure it was needed. Not 6 seconds anyway. maybe 8 or 9. It's only spore crawlers that are being changed back to 6. | ||
Furycrab
Canada456 Posts
Pylon change likely to cut back on the pylons on low ground with cannons/warp ins on high ground. Curious as to if this actually changes things. | ||
GDbushido
United States926 Posts
i have no idea what impact the gateway/warp changes will have, but its certainly going to shake things up so that should be interesting. pylon nerf is fucking annoying, proper building placement is hard enough already for protoss, and with the 4gate nerf i dont understand this at all. finally archons make sense. | ||
mints
United States120 Posts
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FXOpen
Australia1844 Posts
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dusthoof
279 Posts
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dusthoof
279 Posts
On April 26 2011 14:20 mints wrote: do spore crawlers still detect if their unrooted? No, that's why the buff is soo good. | ||
Reborn8u
United States1761 Posts
On April 26 2011 14:20 mints wrote: do spore crawlers still detect if their unrooted? No, this came up in a tournament game I watched once. Defiantly does not. | ||
KinosJourney2
Sweden1811 Posts
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[Atomic]Peace
United States451 Posts
I'm tired of casual play negatively affecting pro play (4gate being addressed in next patch). Rule changes should happen only when necessary He nails it. The change simply isn't necessary and is only being made to cater to casual play. Is it difficult to hold off a 4 warp gate? It can be. Is the build usually powerful for how easy it is to execute? Sure. But with proper training you can hold off 4 warp gate 100% of the time. By definition it is not imbalanced. | ||
Maynarde
Australia1286 Posts
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ch33psh33p
7650 Posts
On April 26 2011 14:25 [Atomic]Peace wrote: I'm going to go with Tyler on the Warpgate change: Show nested quote + I'm tired of casual play negatively affecting pro play (4gate being addressed in next patch). Rule changes should happen only when necessary https://twitter.com/#!/TylerWasieleski/status/61786904529616896 He nails it. The change simply isn't necessary and is only being made to cater to casual play. Is it difficult to hold off a 4 warp gate? It can be. Is the build usually powerful for how easy it is to execute? Sure. But with proper training you can hold off 4 warp gate 100% of the time. By definition it is not imbalanced. Tyler may have missed the boat on this one. Blizzard was trying to address 4 gate in PvP, which defines the matchup. They did not make this nerf for 4gates in PvZ and PvT, those are easy to hold with proper training regardless. | ||
shaman6ix
Greece212 Posts
On April 26 2011 14:16 Severian wrote: Show nested quote + On April 26 2011 14:12 Arkless wrote: Thank you for making ghosts viable. Thank you for putting toss somewhat on par even though more areas need a nerf bat hardcore. Increase warp in cd, decrease all gateway unit build time. Take away thermal lance. Then someone can actually call themselves good when they win with P. Show nested quote + On April 26 2011 14:12 Arkless wrote: On April 26 2011 14:11 dusthoof wrote: Fcuk you Concussive Shells !!! Taste the wraith of my Archons !!! they can still be slowed not stunned. Much like ultras thors and cols My kingdom for a report button. +1000 so tired of ignorant people | ||
Pwere
Canada1556 Posts
On April 26 2011 14:20 GDbushido wrote: I think the pylon radius change is to make it so it's impossible to warp in units on the high ground without the pylon being out of range of stalkers from the same spot. It makes sense that way.wow huge stuff here i have no idea what impact the gateway/warp changes will have, but its certainly going to shake things up so that should be interesting. pylon nerf is fucking annoying, proper building placement is hard enough already for protoss, and with the 4gate nerf i dont understand this at all. finally archons make sense. It seems like a great patch, aside from the ghost buff. That seems huge. Infestors will be risky as hell ZvT, and infestors/broodlords won't be nearly as scary. And ghosts are already amazing TvP... But whatever, ghosts are fun. | ||
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