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Patch 1.3.3 PTR - Page 43

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 41 42 43 44 45 221 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.
Euclid
Profile Joined January 2011
Canada126 Posts
April 26 2011 06:15 GMT
#841
Someone needs to compile some footage of 4gate along with Sarah McLachlan's "I Will Remember You" :D
dartoo
Profile Joined May 2010
India2889 Posts
April 26 2011 06:17 GMT
#842
hmm....the changes arent online yet Cant wait to try it out.
Fleshy
Profile Joined October 2010
United States28 Posts
April 26 2011 06:17 GMT
#843
so how would stop 2 gate as zerg now? I didn't play zerg before when 2 gate was big
jason fleshman
Mikelius
Profile Joined September 2010
Germany517 Posts
April 26 2011 06:18 GMT
#844
On April 26 2011 15:14 Azarkon wrote:
Show nested quote +
On April 26 2011 15:05 Euronyme wrote:
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.


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.
Less QQ, more PewPew
ipx
Profile Joined August 2010
Australia34 Posts
April 26 2011 06:18 GMT
#845
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.
doomed
Profile Joined May 2010
Australia420 Posts
Last Edited: 2011-04-26 06:22:21
April 26 2011 06:19 GMT
#846
People really got to read instead of assume!! There are NO changes to spine crawlers!!!!!!!!
dusthoof
Profile Joined August 2010
279 Posts
April 26 2011 06:20 GMT
#847
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
Profile Joined April 2011
France28 Posts
April 26 2011 06:20 GMT
#848
I'm really curious about how the pylon radius change will modify building placement but it is certainly worth trying it on PTR(by the way it may also slow downa little bit cannon rushes). Appart from that changes look quite good.
Whitewing
Profile Joined October 2010
United States7483 Posts
April 26 2011 06:20 GMT
#849
There is no spine crawler buff folks. There's a SPORE crawler buff, not a SPINE crawler buff.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
uSnAmplified
Profile Joined October 2010
United States1029 Posts
April 26 2011 06:20 GMT
#850
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.
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.
~
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-04-26 06:22:46
April 26 2011 06:21 GMT
#851
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.
MC for president
SONE
Profile Joined May 2010
Canada839 Posts
April 26 2011 06:22 GMT
#852
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
Profile Joined April 2010
Germany199 Posts
Last Edited: 2011-04-26 06:24:14
April 26 2011 06:22 GMT
#853
Really, stop whining about infestors and start counter them with ghosts, i rarely see that, image a proleague- ZvT where the T isnt killing defilers with vessels, do you know what happens?
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
Profile Joined August 2010
279 Posts
Last Edited: 2011-04-26 06:24:32
April 26 2011 06:23 GMT
#854
On April 26 2011 15:21 tdt wrote:
Show nested quote +
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 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
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2011-04-26 06:25:41
April 26 2011 06:24 GMT
#855
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%)
Angelbelow
Profile Joined September 2010
United States3728 Posts
April 26 2011 06:24 GMT
#856
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.
You may delay, but time will not. Current Music obsession: Opeth
SKtheAnathema
Profile Joined September 2010
United States885 Posts
April 26 2011 06:26 GMT
#857
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
Profile Joined January 2011
Germany1056 Posts
April 26 2011 06:26 GMT
#858
Is anyone going to stream some games from the PTR? I would be very interested to see some toss streams and how effective offgates now are.
"Until the very, very top, in almost anything all that matters, is how much work you put in. The only problem is that most people can't work hard even at things they do enjoy, much less things they don't have a real passion for." - Greg "IdrA" Fields
OsoVega
Profile Joined December 2010
926 Posts
Last Edited: 2011-04-26 06:28:04
April 26 2011 06:26 GMT
#859
Definitely like the direction Blizzard is going with the anti 4gate changes. Maybe I'll be able to take some free wins with zealot rushes but I don't see it being a problem. I'm curious to see how this will effect the Adel Scott build. As for archons, maybe the new changes will open up some opportunities for saving archons and making them really cost effective in PvT but I don't think they're powerful enough to be a main "hero unit" like the collosus or what the HT used to be.
dusthoof
Profile Joined August 2010
279 Posts
April 26 2011 06:26 GMT
#860
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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