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Patch 1.3.3 PTR - Page 42

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 40 41 42 43 44 221 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.
Mikelius
Profile Joined September 2010
Germany517 Posts
April 26 2011 06:03 GMT
#821
On April 26 2011 15:01 Euronyme wrote:
Show nested quote +
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?


Never underestimate the power or 2 storms on top of a mineral line :D. And now Archons can actually kill MM makes it all the more glorious.
Less QQ, more PewPew
Azarkon
Profile Joined January 2010
United States21060 Posts
April 26 2011 06:03 GMT
#822
If you're going to build Archons for the sake of Archons, DTs are a lot more efficient for Archon production than HTs. And I'd argue you can get more use out of DTs before you merge them as well. Archons are really an afterthought for HTs, but with DTs it's a strong way to play.
Euronyme
Profile Joined August 2010
Sweden3804 Posts
April 26 2011 06:05 GMT
#823
On April 26 2011 15:03 Azarkon wrote:
If you're going to build Archons for the sake of Archons, DTs are a lot more efficient for Archon production than HTs. And I'd argue you can get more use out of DTs before you merge them as well. Archons are really an afterthought for HTs, but with DTs it's a strong way to play.


Look at the post above yours. I'm already at it
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
dusthoof
Profile Joined August 2010
279 Posts
April 26 2011 06:05 GMT
#824
On April 26 2011 15:00 Belha wrote:
- I think the power radius decrese may be an underlooked change for protoss. Wall-ins for macro play may be kinda damaged.

- 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), aka a nerf for P´s to the match.

- 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.


Again. Proxy gateways...They can be scouted. Once you hold off, and destroy the gates you win. Terran has bunker, zerg has spine. If you can hold off proxy rax, i don't see why you can't hold off proxy gates. Proxy gates is almost all in.
Ben...
Profile Joined January 2011
Canada3485 Posts
April 26 2011 06:05 GMT
#825
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. ^_^
I still use that build. It's even more powerful because no one expects it.
"Cliiiiiiiiiiiiiiiiide" -Tastosis
Mohdoo
Profile Joined August 2007
United States15743 Posts
April 26 2011 06:05 GMT
#826
Is anyone else considering upgrading shields instead of armor as the default? Colossi micro rewards shield investment, and, well, Archons...
(Spiff)
Profile Joined December 2010
Canada82 Posts
April 26 2011 06:05 GMT
#827
Non clumping mutas.. Won't that affect how useful thors are against them now??
Now, everyone in my house watches GSL. GO eSports :D
Mikelius
Profile Joined September 2010
Germany517 Posts
April 26 2011 06:08 GMT
#828
On April 26 2011 15:05 Ben... wrote:
Show nested quote +
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. ^_^
I still use that build. It's even more powerful because no one expects it.


For sure, but it feels very delicate and you pretty much HAVE to do damage with storms for it to be worth it. I've done it a few times with mixed success, and I always feel like I'm all inning.
Less QQ, more PewPew
Squirrel
Profile Blog Joined April 2010
United States1102 Posts
April 26 2011 06:08 GMT
#829
On April 26 2011 15:05 (Spiff) wrote:
Non clumping mutas.. Won't that affect how useful thors are against them now??


Pretty sure it means the other ways to do the "viking flower", as in make them stay in one spot stacked up without doing anything besides the trick.
emc
Profile Joined September 2010
United States3088 Posts
April 26 2011 06:08 GMT
#830
I just played the PTR and the root time of spores was still 12!
Eyore
Profile Joined August 2010
Canada27 Posts
April 26 2011 06:08 GMT
#831
Finally archons are massive! I don't mind the gateway changes either. I don't see the point of the pylon change but oh well. Not bad Blizzard.
COLT217
Profile Blog Joined December 2010
Germany70 Posts
April 26 2011 06:09 GMT
#832
I think there will be no more wallin-FE-ACE-Style-Builds in pvz now .... sad, worked out so well! I'm wondering how ace is doin now against zerg....
"[race] is so IMBA! - for [race] fill in the last one, you lost against. But be carefull of mirrormatchups!"
tarath
Profile Joined April 2009
United States377 Posts
April 26 2011 06:09 GMT
#833
On April 26 2011 15:02 Herrk wrote:
Btw, is anyone else feeling that these patches comes just a little to quick? Doesn't let the game evolve on its own


I'm excited about this patch, but in general I agree with you 100%. Blizzard patches things way faster than the meta game evolves so the game is just in a constant state of flux. They should be patching like once every 6 months or so imo.
Raiznhell
Profile Joined January 2010
Canada786 Posts
April 26 2011 06:11 GMT
#834
On April 26 2011 15:05 (Spiff) wrote:
Non clumping mutas.. Won't that affect how useful thors are against them now??


Yup, won't know exactly how much till i play it when the actual patch is released though, doubt it'll be game breaking. Main think that trouble me in TvZ is Infestors and mass roach ling baneling doom drops on top of tank/marine forces.
Cake or Death?
arto
Profile Joined April 2010
United States59 Posts
April 26 2011 06:11 GMT
#835
On April 26 2011 15:05 (Spiff) wrote:
Non clumping mutas.. Won't that affect how useful thors are against them now??

I am pretty sure they only mean for hiding the units while not in combat like the viking flower. It is intentional that flying units stack when focusing one target, but most people just magic box before engaging Thors so they do not get mauled.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
April 26 2011 06:12 GMT
#836
On April 26 2011 15:08 emc wrote:
I just played the PTR and the root time of spores was still 12!


The changes have not been put up yet, they're just posting their intentions before the PTR is actually update.
Mikelius
Profile Joined September 2010
Germany517 Posts
April 26 2011 06:12 GMT
#837
On April 26 2011 15:08 Seam wrote:
Show nested quote +
On April 26 2011 15:05 (Spiff) wrote:
Non clumping mutas.. Won't that affect how useful thors are against them now??


Pretty sure it means the other ways to do the "viking flower", as in make them stay in one spot stacked up without doing anything besides the trick.


I think so too, the way its worded implies it only affects the close patrol thing were units could hide, not the actual grouping of them when they move.
Less QQ, more PewPew
Nicholai
Profile Joined November 2010
15 Posts
April 26 2011 06:13 GMT
#838

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?


You could just as easily say that zerg get queens and the other races don't, or that protoss get chrono and the other races don't... terran doesn't have a static defense that attacks ground (besides the pf, which is really gimped by the fact that you can't have an orbital if you have a pf). Salvage on bunkers was a way of balancing the fact that zerg have spines and protoss have cannons, both of which are no food commitment.
Azarkon
Profile Joined January 2010
United States21060 Posts
Last Edited: 2011-04-26 06:16:47
April 26 2011 06:14 GMT
#839
On April 26 2011 15:05 Euronyme wrote:
Show nested quote +
On April 26 2011 15:03 Azarkon wrote:
If you're going to build Archons for the sake of Archons, DTs are a lot more efficient for Archon production than HTs. And I'd argue you can get more use out of DTs before you merge them as well. Archons are really an afterthought for HTs, but with DTs it's a strong way to play.


Look at the post above yours. I'm already at it


Thread moves a bit too fast.

But yeah, post-patch Archons will be half-decent in PvT when the opponent is playing bio. You're paying 250/250 for a 360 hp unit that does ~20 DPS to bio (+ some splash against marines?) Its biggest weakness is that most of its hp is in shield and that's not something you typically upgrade and it's also vulnerable vs. ghosts. But not being easily kited around means that you can do more damage and also, importantly, flee from the battlefield and that's very important for an Archon because it will quickly regenerate 350 out of its 360 total hps back overtime. Consequently, it's important to retain them and they can serve as an additional source of DPS alongside chargelots in place of stalkers which have poor DPS. I can see a late-game Protoss army of chargelots, archons, DTs, and HTs standing up to Terran bio, and all of that is warp gate which means rapid reinforcements.
gavss
Profile Joined February 2010
Turkey94 Posts
April 26 2011 06:15 GMT
#840
zealot rushes will be godly again
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