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Patch 1.3.3 PTR - Page 4

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 2 3 4 5 6 219 220 221 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.
Al Bundy
Profile Joined April 2010
7257 Posts
Last Edited: 2011-04-26 02:33:37
April 26 2011 02:33 GMT
#61
Fixed a bug where players were still able to stack flying units on top of each other.


In my opinion this is related to the viking flower. It seems that some players still managed to do it.
o choro é livre
MK4512
Profile Blog Joined September 2010
Canada938 Posts
April 26 2011 02:33 GMT
#62
ARCHONS ARE MASSIVE OH MY GOD THANK YOU BLIZZARD
Chill: "Please let us know when you will be streaming yourself eating a hat so I can put it on the calendar. Thanks."
synapse
Profile Blog Joined January 2009
China13814 Posts
April 26 2011 02:34 GMT
#63
On April 26 2011 11:26 ScythedBlade wrote:
No more 4 warp gate rushes, and no more valid QQ from zergs on 4 warp gate.

Personally, I like this because throughout my Starcraft 2 life, I have *never* learned how to 4 warp gate properly.

... what zerg QQs about 4gate?
we QQ about FF imba and deathball invincibility~
:)
jared1259
Profile Joined May 2010
United States63 Posts
April 26 2011 02:34 GMT
#64
Spanishiwa build Buff!!!!!!!!!!!!

Salvage resource return reduced from 100% to 75%

Spore Crawler
Root time decreased from 12 to 6.

Easier to defend against bunker rush, air, DT and Banshee, NO GAS!
Do your thing
askTeivospy
Profile Blog Joined March 2011
1525 Posts
Last Edited: 2011-04-26 02:37:21
April 26 2011 02:35 GMT
#65
Warpgate cooldown times for zealot sentry stalker (http://wiki.teamliquid.net/starcraft2/Warpgate):

28
32
32

patch change suggests these times:

33
37
37

Gateways have an inherent 5 second warp in time

actual build time (cooldown + warpin time) out of gateways:

33
37
37

-------

using warpgates are still faster as long as you hit the cooldown timings (since the cooldown resets when you use it and not after the 5 seconds), but its probably easier to macro up using gateways if you don't hit those timings (ie the terran method)
hihihi
covetousrat
Profile Joined October 2010
2109 Posts
April 26 2011 02:35 GMT
#66
140s to 180s warpgate. Wouldn't this affects PvZ too much for a Forge Nexus opening? Protoss will be very vulnerable to rushes such as Nydus and drops.
sysrpl
Profile Joined February 2010
United States222 Posts
Last Edited: 2011-04-26 02:36:56
April 26 2011 02:35 GMT
#67
Okay, so can someone please tell me what the build times are for gateway units as compared to warpgate cooldown in this patch?

Because it used to be warpgates had a shorter cooldwn than gateway build times. Now under this patch I'm no longer sure that's the case.
Bobster
Profile Joined January 2011
Germany3075 Posts
Last Edited: 2011-04-26 02:36:33
April 26 2011 02:35 GMT
#68
Bunkers are no longer free? Hell yeah. 75% is the same rate as cancelling a building, right?

Also like the Pylon field decrease. Tyler will need to adjust his meticulous building placement plans I guess. :D
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 26 2011 02:35 GMT
#69
awww blizz all u give us are spore crawler changes?! i mean it helps but give zerg a little moar

i thought collossus would be changed....
sk`
Profile Joined November 2008
Japan442 Posts
April 26 2011 02:35 GMT
#70
Interesting change on the Gateway build times as well as the research time. Almost more efficient to mass off just Gateways. Seems like they are forcing Warp Gates to be slightly more limited.
www.pureesports.com
Sermokala
Profile Blog Joined November 2010
United States13969 Posts
April 26 2011 02:36 GMT
#71
massive death to 4 gate and a hell of a lot of my BO's where the timeing for the gateway units.

gona have to learn that 9 gateway proxy rush now. MC had that fugin crazy one gateway allin where he managed to tranission to stalkers out of the gateway and won the game by sheer force.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Goliathsorrow
Profile Joined September 2010
Italy317 Posts
April 26 2011 02:36 GMT
#72
Archons are now a massive unit.


Jesus H. Christ.
RJGooner
Profile Joined April 2010
United States2076 Posts
April 26 2011 02:36 GMT
#73
On April 26 2011 11:34 jared1259 wrote:
Spanishiwa build Buff!!!!!!!!!!!!

Salvage resource return reduced from 100% to 75%

Spore Crawler
Root time decreased from 12 to 6.

Easier to defend against bunker rush, air, DT and Banshee, NO GAS!


Uh not really. Spanishiwa uses spines not spores and he gets queens for anti-air. I don't see how buffing spore crawlers helps his build.
#1 Jaehoon Fan! 김재훈 화팅!
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
April 26 2011 02:36 GMT
#74
what about 2 gate rushes???? I guess now it's standard to go 2 gates in PvP???
Artosis : Clide. idrA : Shut up.
Novembermike
Profile Joined April 2010
United States102 Posts
April 26 2011 02:37 GMT
#75
On April 26 2011 11:35 covetousrat wrote:
140s to 180s warpgate. Wouldn't this affects PvZ too much for a Forge Nexus opening? Protoss will be very vulnerable to rushes such as Nydus and drops.


Gateways build faster, so protoss might actually have some more powerful timings.
ScythedBlade
Profile Joined May 2010
308 Posts
April 26 2011 02:37 GMT
#76
Wait a second .... =.= Stim timing once again equals warp gate timing ... ...
orotoss
Profile Joined September 2010
United States298 Posts
April 26 2011 02:37 GMT
#77
The spore crawler change has been a long time coming. In the beta, both crawlers were 6 seconds, but spines were a bit too strong defensively, so they increased root time. For some reason they decided to do the same for spores (this is why their animations are just the same thing twice). It's about time they reverted that change. Banshee rushes are so annoying when they can just find an out of range spot and then just snipe your crawlers when they uproot.
BLARRGHGHH
arQ
Profile Joined October 2010
1033 Posts
April 26 2011 02:37 GMT
#78
Great changes imo. Interesting to see how this pans out. Ghost changes is really interesting, i have been waiting for ghost builds since i saw TLO go mass ghosts during beta
"The universe is not required to be in perfect harmony with human ambition." -Carl Sagan || Flash || Mvp || Naniwa ||
windsupernova
Profile Joined October 2010
Mexico5280 Posts
April 26 2011 02:37 GMT
#79
Hmmm, I don't think I like the warpgate change too much. 4Gate was never an issue and I really think that the pylon radius change will help on PvP.

One thing I hate is that Blizzard is just nerfing and nerfing early game. They might as well make a nr 20 mins rule now.
"Its easy, just trust your CPU".-Boxer on being good at games
AndAgain
Profile Joined November 2010
United States2621 Posts
April 26 2011 02:37 GMT
#80
The zealot build time worries me. Whenever I see nothing in my opponent's base in PvP, I immediately get a forge, because it deals with proxy gates or cannon rush. Now you might not be able to get cannons in time to deal with proxy gates. So that could make different responses to these 2 things, but it's difficult to scout it in time.
All your teeth should fall out and hair should grow in their place!
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