Patch 1.3.3 PTR - Page 43
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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. | ||
Euclid
Canada126 Posts
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dartoo
India2889 Posts
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Fleshy
United States28 Posts
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Mikelius
Germany517 Posts
On April 26 2011 15:14 Azarkon wrote: 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. I can only hope, I seriously have thing against Colossi, I don't like getting them so I always try to incorporate some Templar tech (I know I know, it's foolish and unsafe but I enjoy it more), now it's actually a strong tech choice to follow through. | ||
ipx
Australia34 Posts
2 gate stuff will be interesting now. That's fine though since 4 wgate will now be pretty weak and you can always scout or predict 2 gate pressure. Yay for salvage nerf. Good news all around for the vZ matchups. It might break some TvP stuff for protoss though? I'm guessing a stim timing will be made harder to hold. | ||
doomed
Australia420 Posts
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dusthoof
279 Posts
On April 26 2011 15:15 gavss wrote: zealot rushes will be godly again Terran can wall off and build bunkers. Nowadays zerg opens with pool first against Protoss. Spine and mirco hold them off. Later zerg can get roach. | ||
darkyaourt
France28 Posts
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Whitewing
United States7483 Posts
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uSnAmplified
United States1029 Posts
On April 26 2011 15:18 ipx wrote: Spore crawler not spine crawler, its written in the OP and on top of the thread people seriously need to learn to read before they post.HALLELUJAH! Yes for spine crawler buff holding off 2 rax will be less of a tightrope walk now that you can make it behind hatch then move it up and not have it die or need to tank damage with queen and lings. 2 gate stuff will be interesting now. That's fine though since 4 wgate will now be pretty weak and you can always scout or predict 2 gate pressure. Yay for salvage nerf. Good news all around for the vZ matchups. It might break some TvP stuff for protoss though? I'm guessing a stim timing will be made harder to hold. | ||
tdt
United States3179 Posts
On April 26 2011 15:17 Fleshy wrote: so how would stop 2 gate as zerg now? I didn't play zerg before when 2 gate was big Scout it destroy pylon and it's usually GG. If he puts another pylon up thats one less Zealot and it's still usually GG after your lings/spine are out. | ||
SONE
Canada839 Posts
On April 26 2011 15:18 ipx wrote: HALLELUJAH! Yes for spine crawler buff holding off 2 rax will be less of a tightrope walk now that you can make it behind hatch then move it up and not have it die or need to tank damage with queen and lings. 2 gate stuff will be interesting now. That's fine though since 4 wgate will now be pretty weak and you can always scout or predict 2 gate pressure. Yay for salvage nerf. Good news all around for the vZ matchups. It might break some TvP stuff for protoss though? I'm guessing a stim timing will be made harder to hold. nono its SPORE not spine | ||
Willes
Germany199 Posts
Infestors are great spellcasters but do nothing without energy, ok they can burrow away.... On the other side, ghosts, you can snipe, do good dmg and nuke, plus , the Z cant simply kill cloaked ghosts, he needs overseer for 100 gas each, so pls, stop it and throw down ghost-academys when you see infestor-tech. thx edit: the spines need more range for that price. | ||
dusthoof
279 Posts
On April 26 2011 15:21 tdt wrote: Scout it destroy pylon and it's usually GG. If he puts another pylon up thats one less Zealot and it's still usually GG after your lings are out. Exacatly. You can hold off porxy 2 gate, not imba at all. Cause it's all in strag and not like you will be far ahead even if you fail, or like there's no way to stop them from killing you. | ||
PrinceXizor
United States17713 Posts
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Angelbelow
United States3728 Posts
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SKtheAnathema
United States885 Posts
On April 26 2011 15:24 PrinceXizor wrote: Can we get an addition to the message at the top of the thread reminding everyone that EMP in starcraft 2 does a max of 100 damage, even to archons which have 360 shields. Because thats super important when people start whining about how emp wrecks archons, when it in fact deals LESS damage (as a percent) to an archon than to a zealot. (zealot loses 33% archon loses 27%) we need a lot of additions to that white box by the looks of this thread... | ||
Junichi
Germany1056 Posts
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OsoVega
926 Posts
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dusthoof
279 Posts
On April 26 2011 15:24 Angelbelow wrote: Return of the proxy 2 gate could be in play too. I remember thats one of the biggest reasons to nerf zealot build time and not the normal 2 gate. They nerfed zealot to prevent 4 korean warp gate style. | ||
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