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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. |
On April 26 2011 14:50 greentea wrote:
archon massiveness is great and all, but to be honest, if you compare the 'oomf' of a colossus and an archon, the colossus is always more worth it. you only really made archons to have some use for templars after storm. so u didnt really have THAT many archons in ur army anyway...
vikings cant shoot archons and you can summon them anywhere you want. I think they're really good on big maps in late game.
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On April 26 2011 14:45 MUFFINS1 wrote: Why are they buffing toss even more PvZ is already a joke and the fact that templar can become archons after they storm is already beastly now they can't be slowed. You mixed two matchups in one.
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As a protoss player, I love blizzard's attempt to diversify PvP beyond 4gate as PvP is the most unforgiving and volatile matchup. I stopped going HT before colossus after the removal of KA because one well placed emp could leave me with 3 useless archons that could neither chase down nor run away from conc shell marauders. But now, I think the massive archons will make double forge into HT/chargelot more viable in PvT
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On April 26 2011 14:51 Flameling wrote:Show nested quote +On April 26 2011 14:41 fishjie wrote: hmm, does this mean archons will be viable in pvp? now that they can break down force fields it could make the matchup a lot less stale. Don't think so.. Archons are a huge gas dump, which is something you usually can't afford in PvP. Anyways, the standard army comp of stalker/colossi will rip through archons most likely. Actually, I think that an archon/chargelot composition may be able to deal with the 'standard' stalker/collosus mix, because the archons take 36 stalker hits to kill, and are large enough to negate most collosus splash. Also, the archons will splash units under the collosus if microed correctly. The chargelots will serve the purpose of destroying the stalkers, or if they blink behind the collosus, then the chargelots melt the collosus.
Infact, this archon change may inadvertently lead to more voids in PvP due to their bonus vs archons.
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Canada13379 Posts
They missed the bug fix where infestors fungalling workers doesnt cause a "we are under attack" sound to come on like when any other unit ever attacks a worker :/
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Archons can crush forcefields now.. ME LOVE.
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The ghost change is really weird imo. First they nerf down the high templar, and then they buff up the ghosts cost to more mineral centric. I've always thought EMP was alot scarier for protoss, than psi storm is for terran in the first place so it's all somewhat confusing. EMP has after all longer ranger, you can't dodge it, and ghosts arn't completely useless in your army T_T' I'd hoped for a slight energy upgrade for the templar honestly.
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I just logged into PTR servers and the changes described haven't been made.
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On April 26 2011 14:56 CortoMontez wrote:Show nested quote +On April 26 2011 14:51 Flameling wrote:On April 26 2011 14:41 fishjie wrote: hmm, does this mean archons will be viable in pvp? now that they can break down force fields it could make the matchup a lot less stale. Don't think so.. Archons are a huge gas dump, which is something you usually can't afford in PvP. Anyways, the standard army comp of stalker/colossi will rip through archons most likely. Actually, I think that an archon/chargelot composition may be able to deal with the 'standard' stalker/collosus mix, because the archons take 36 stalker hits to kill, and are large enough to negate most collosus splash. Also, the archons will splash units under the collosus if microed correctly. The chargelots will serve the purpose of destroying the stalkers, or if they blink behind the collosus, then the chargelots melt the collosus. Infact, this archon change may inadvertently lead to more voids in PvP due to their bonus vs archons.
Stalker collossus usually isn't part of PvP, it's usually almost pure zealot collossus because of the gas cost off 1 base, and you can't expand until you have a few collosus.
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Finally, a reason to actually consider going HT in PvT. Hell, I might practice my old Chargelot +HT build again. ^_^
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On April 26 2011 14:53 tdt wrote:Show nested quote +On April 26 2011 14:47 Rasky wrote: This patch does NOTHING to 4 gate people will just wait 40 seconds build up and than move out with a bigger army. Yes it does. Give 3 gate robo a chance. Gives cannon walls / phoenix prob harrass with expansion a chance. among that a delayed 4-gate by 40 seconds is absolutely massive, its makes it much much more defendable and improves zergs early scouting
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Since warp gate is 40 seconds longer to research. Since chrono boost speeds it up by 20%, it should be 32 seconds when chrono boosted. I think zerg players will be happy to hear that the standard four gate will now come at about of 6:32
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I think DT opener can be a viable strategy. Harass anyone? :3
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- The Warpgate change is gonna be even huger than some may think. Z´s may drone much more early game (2 gate zealot pressure is easily scouteable compared to "the 4 gate"), and T´s FE buils are much safer, prolly a must due to P playing more defensively.
- I think the power radius decrese may be an underlooked change for protoss. Sim city, specially in FE builds may change. The intention is obviouly to nerf the pylons to warp up the ramp.
- The new cost of Ghost is definetly a buff, terrans usually have a lot of minerals income due to mules, a huge boost for TvP (take that sentries!). - The 33sec for Zealots is gonna be AGAIN a trouble in any match up, due to proxy gateways, i already forsee a nerf to this. I even think Blizz plan before hand to nerf this again in case that proxys and pressure gets out of control (again).
- Savage is finally a fair ability, bunkers finally require some little skill.
- Is it fair the Spore buff? I mean, imo Zerg was always the hardest race to play, but this looks like some kind of compensation to me and not a serius buff.
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On April 26 2011 14:47 Rasky wrote: This patch does NOTHING to 4 gate people will just wait 40 seconds build up and than move out with a bigger army.
User was temp banned for this post. lol exactly my thought about 4 gates, but well somehow we can get enough sentries out to FF the ramp and may be 2nd immortal can come out a bit on time right
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On April 26 2011 14:57 Mikelius wrote: Finally, a reason to actually consider going HT in PvT. Hell, I might practice my old Chargelot +HT build again. ^_^
Wouldn't it be better just to throw in some late game DTs as they're cheaper and you know.. they do stuff?
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omg, this threads update speed is like a LR...
ON: Bunker salvage is just logical. I hope this does not end 4 WG in regular match-ups. Btw, is anyone else feeling that these patches comes just a little to quick? Doesn't let the game evolve on its own
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On April 26 2011 15:00 hitman133 wrote:Show nested quote +On April 26 2011 14:47 Rasky wrote: This patch does NOTHING to 4 gate people will just wait 40 seconds build up and than move out with a bigger army.
User was temp banned for this post. lol exactly my thought about 4 gates, but well somehow we can get enough sentries out to FF the ramp and may be 2nd immortal can come out a bit on time right 
Not only that, but the fact that you have to build a pylon MUCH closer to the ramp in order to warp in units on top of it means that you can get a larger amount of units to shoot it down. This patch almost makes the 4 gate a moot point in PvP.
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salvage shouldv been 50% in the beginning imo. either that or take it out of the game completely. why does terran get to get their money back for a building when the other two races do not?
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Wow an extra 40 seconds is a lot in PvZ. It was always on the edge for Z now he has a bit more time to prepare. I'm however very scared if new 2gate proxys. Thats gonna be quite powerfull.
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