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Patch 1.3.3 PTR - Page 37

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 35 36 37 38 39 221 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.
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51629 Posts
April 26 2011 05:16 GMT
#721
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.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Jtn
Profile Blog Joined October 2010
444 Posts
April 26 2011 05:16 GMT
#722
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
Profile Blog Joined March 2010
Australia1498 Posts
April 26 2011 05:17 GMT
#723
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...
Hi!
askTeivospy
Profile Blog Joined March 2011
1525 Posts
April 26 2011 05:18 GMT
#724
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
hihihi
dusthoof
Profile Joined August 2010
279 Posts
April 26 2011 05:19 GMT
#725
I love the spore crawler buff too, I have been dreaming about using spores as dectors since overseer cause gases.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
April 26 2011 05:19 GMT
#726
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.
Porouscloud - NA LoL
Sentient
Profile Joined April 2010
United States437 Posts
April 26 2011 05:20 GMT
#727
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
Profile Joined April 2010
Canada456 Posts
April 26 2011 05:20 GMT
#728
Ghost change to prolly have terrans feel less punished to incorporate ghosts in a regular army since right now it really messes up constant unit production to even add 1 or 2.

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.



Too tired to come up with something witty.
GDbushido
Profile Joined March 2011
United States926 Posts
April 26 2011 05:20 GMT
#729
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.
remember not to think too much and your trip will be numbingly pleasant
mints
Profile Blog Joined March 2011
United States120 Posts
April 26 2011 05:20 GMT
#730
do spore crawlers still detect if their unrooted?
FXOpen
Profile Joined November 2010
Australia1844 Posts
April 26 2011 05:20 GMT
#731
welcome to proxycraft
www.twitter.com/FXOpenESports
dusthoof
Profile Joined August 2010
279 Posts
April 26 2011 05:23 GMT
#732
Imagine that zerg players spread more creeps and using spore as detectors. this will help them save so much gases since overseers often get snipe. Also spore free up supply.
dusthoof
Profile Joined August 2010
279 Posts
Last Edited: 2011-04-26 05:24:20
April 26 2011 05:23 GMT
#733
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
Profile Blog Joined January 2010
United States1761 Posts
April 26 2011 05:24 GMT
#734
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
Profile Blog Joined July 2009
Sweden1811 Posts
April 26 2011 05:24 GMT
#735
Awesome patch, though blizzard ruining unit stacking is just lame
ocho wrote: EDIT: NEVERMIND, THIS THING HAS APM TECHNOLOGY OMG
[Atomic]Peace
Profile Blog Joined April 2010
United States451 Posts
April 26 2011 05:25 GMT
#736
I'm going to go with Tyler on the Warpgate change:

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
Profile Joined September 2010
Australia1286 Posts
April 26 2011 05:27 GMT
#737
I think these changes are fantastic, loved every patch so far imo.
CommentatorAustralian SC2 Caster | Twitter: @MaynardeSC2 | Twitch: twitch.tv/maynarde
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
April 26 2011 05:27 GMT
#738
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.
secret - never again
shaman6ix
Profile Joined January 2011
Greece212 Posts
April 26 2011 05:27 GMT
#739
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
when evolution is outlawed, only outlaws will evolve
Pwere
Profile Joined April 2010
Canada1557 Posts
Last Edited: 2011-04-26 05:29:08
April 26 2011 05:28 GMT
#740
On April 26 2011 14:20 GDbushido wrote:
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.
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.

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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