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Patch 1.3.3 PTR - Page 52

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
Tyree
Profile Joined November 2010
1508 Posts
April 26 2011 08:06 GMT
#1021
When Zealot time was increased it was argued that the nerf happened because of "Teh Bronze Playaz" but the counter argument was that they should not balance the game around lower skilled players (i agree).

Ghosts are now cheaper? For some odd reason i still dont see Terran players make many of them, only few of them seem to want to take advantage of Ghosts, it should be a staple unit in any army yet it rarely is.
★ Top Gun ★
Sixotanaka
Profile Joined December 2010
Australia191 Posts
April 26 2011 08:06 GMT
#1022
Blizzard give us another end game tech option.... then make our early game cheese super strong again. *sigh*
Pughy
Profile Blog Joined July 2010
Wales662 Posts
April 26 2011 08:07 GMT
#1023
Fantastic patch, I can't really see anything wrong with these changes. Should be really intresting to see what happens.
Commentatorwww.twitter.com/pughydude www.twitch.tv/pughydude
Apolo
Profile Joined May 2010
Portugal1259 Posts
April 26 2011 08:09 GMT
#1024
On April 26 2011 17:04 lorkac wrote:
Show nested quote +
On April 26 2011 16:42 iggyzizzle wrote:
On April 26 2011 16:14 lorkac wrote:
4Gates is NOT nerfed.

4Gate is still going to hit at about the same time it normally does except for the really really fast 4Gate builds.


So basically, 4gate is nerfed. This is literally the only 4gate you do in PvP. 6 stalker 1 zealot at 5:40, start pylons on low ground as you push in at 6:00. If you fail to hit this timing, it is much harder for the 4gate to work at all.

With the timing pushed back a whole whopping 40 seconds, this basically negates PvP 4gates, or almost any 4gate, completely. That's just a fact; it's not even debatable at all. I am completely surprised that anyone even thinks otherwise.

Other match-ups will not be changed nearly as much because 4gate hasn't lately been a huge problem in PvT or PvZ. This pushes back ALL types of 4gates back 40 seconds, no matter how many chrono boosts are used on the WG tech.

Seriously, this is such a huge change that it will completely redefine the first 10 or so minutes of PvP completely. 2gate into cyber or 1gate robo will probably become the norm. It will also slightly change openers for other match-ups as well.


So what you're saying is mission accomplished?

PvP is regarded by many as the worse matchup because of 4Gate (I disagree, but that's because I hate playing ZvZ, but I digress)

A patch shows up that nerfs 4gate in PvP but doesn't nerf too badly the 4gate in PvT or PvZ?

And you have a problem with this?

4Gate will still be a threat. Zerg's most feared 4Gate is the 3Gate fake into 4Gate. Delayed 5-6 Gate timing pushes is the preferred "gate push" vs Terran--which means 4Gate will still be in the same "strength" as it was pre-patch which is below the 6gate.

The only thing fixed is that PvP now needs-gasp-a more varied build order?


Wait, did you want to nerf every single P strategy that scares you? P and Z (or T's if you're Z) also might wanna have a word with you, because they would like also to remove all the strategies of your race that scares them.
SeriouR
Profile Joined November 2010
Spain622 Posts
April 26 2011 08:09 GMT
#1025
I'm sad that all the pressure build that now Protoss were able to do to Terrans are going to be nulified or substituted by proxy gates:S I think it's way more funnier 2 gate pressure or 3 gate pressure into expo than 2 gate proxy into...
Trance music makes the fairys dance
kuroshiro
Profile Joined October 2010
United Kingdom378 Posts
April 26 2011 08:09 GMT
#1026
On April 26 2011 16:46 iggyzizzle wrote:
Show nested quote +
On April 26 2011 16:44 kuroshiro wrote:
Can anyone clear this up for me? -> gateway build time and warpgate cooldown are now equivalent for all gateway units right?
(not including warp in time)


Warpgate warpin + cooldown = gateway build time


Ok so just to get this double-straight -> A warpgate cycle is still quicker than a gateway cycle (by the length of the warp in time)?
I am you, and you are me.
Devolved
Profile Joined April 2008
United States2753 Posts
Last Edited: 2011-04-26 08:12:00
April 26 2011 08:10 GMT
#1027
On April 26 2011 16:47 Liquid`Jinro wrote:
Show nested quote +
On April 26 2011 16:38 Devolved wrote:
I like everything in this patch except the removal of air stacking. I've never considered this a bug. It's an APM intensive tactic that allows more units to fire at once. How are Vikings supposed to hit and run Collossi, Corruptors or Void Rays with any type of efficiency now? How can Mutas harass small areas picking off stray units with one-shots? If anything, I would consider this a buff for Protoss because they are the least affected by it.

Also, now Thors are going to be pretty much useless against Mutas. Tech builds that relied on Thors to defend vs. Muta harass will go out the window, but at the same time the Muta hit and run harass will be less effective because you will have to expose more mutas to a larger area to kill the same thing.

Ok, they didnt remove air stacking Im almost sure, they are talking about the alternate way to create a Viking flower, that Sockfolder made a thread about (should be searchable).

Pretty sure anyway.

Patch is interesting, Im scared of proxy gates tho (VERY, VERY scared, I honestly think they are too good even in the current patch).

Was it Bisu that popularized the single proxy gate (inside opponent's main) harass into a regular build/expand back at home? I remember some amazing results with this build on 2 player maps because he was able to do successful harass without a large investment. Then when his pylon/gate finally fell he already would have an economic advantage and macro starting to kick in. There's also the chance that it would get scouted and attacked by scvs, but even when that would happen he would still have the economic advantage due to lost mining time and just go with a normal build back at home, securing his advantage.

I haven't really seen this in SC2, but I wonder if it will make an appearance with the decreased time of all gateway units.

And good to hear they're not removing air stacking. It makes more sense that they're not, because that would just be ridiculous.
$♥$
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 08:11 GMT
#1028
Pressure builds won't change that much, just the way you do them. ATM it's basically race to 3 gates then pump units, this will change to gradually adding gates while making units. The end result will be very similar.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-26 08:12:42
April 26 2011 08:12 GMT
#1029
On April 26 2011 17:09 kuroshiro wrote:
Show nested quote +
On April 26 2011 16:46 iggyzizzle wrote:
On April 26 2011 16:44 kuroshiro wrote:
Can anyone clear this up for me? -> gateway build time and warpgate cooldown are now equivalent for all gateway units right?
(not including warp in time)


Warpgate warpin + cooldown = gateway build time


Ok so just to get this double-straight -> A warpgate cycle is still quicker than a gateway cycle (by the length of the warp in time)?

Yes they were 10s faster across the board, now they'll be 5s faster (DTs and HTs are still 10s faster..). Warpgates are still 100% superior to gateways, sorry to disappoint anyone who thought that might change.
Mailing
Profile Joined March 2011
United States3087 Posts
April 26 2011 08:12 GMT
#1030
On April 26 2011 17:09 Apolo wrote:
Show nested quote +
On April 26 2011 17:04 lorkac wrote:
On April 26 2011 16:42 iggyzizzle wrote:
On April 26 2011 16:14 lorkac wrote:
4Gates is NOT nerfed.

4Gate is still going to hit at about the same time it normally does except for the really really fast 4Gate builds.


So basically, 4gate is nerfed. This is literally the only 4gate you do in PvP. 6 stalker 1 zealot at 5:40, start pylons on low ground as you push in at 6:00. If you fail to hit this timing, it is much harder for the 4gate to work at all.

With the timing pushed back a whole whopping 40 seconds, this basically negates PvP 4gates, or almost any 4gate, completely. That's just a fact; it's not even debatable at all. I am completely surprised that anyone even thinks otherwise.

Other match-ups will not be changed nearly as much because 4gate hasn't lately been a huge problem in PvT or PvZ. This pushes back ALL types of 4gates back 40 seconds, no matter how many chrono boosts are used on the WG tech.

Seriously, this is such a huge change that it will completely redefine the first 10 or so minutes of PvP completely. 2gate into cyber or 1gate robo will probably become the norm. It will also slightly change openers for other match-ups as well.


So what you're saying is mission accomplished?

PvP is regarded by many as the worse matchup because of 4Gate (I disagree, but that's because I hate playing ZvZ, but I digress)

A patch shows up that nerfs 4gate in PvP but doesn't nerf too badly the 4gate in PvT or PvZ?

And you have a problem with this?

4Gate will still be a threat. Zerg's most feared 4Gate is the 3Gate fake into 4Gate. Delayed 5-6 Gate timing pushes is the preferred "gate push" vs Terran--which means 4Gate will still be in the same "strength" as it was pre-patch which is below the 6gate.

The only thing fixed is that PvP now needs-gasp-a more varied build order?


Wait, did you want to nerf every single P strategy that scares you? P and Z (or T's if you're Z) also might wanna have a word with you, because they would like also to remove all the strategies of your race that scares them.


4gate is not scary, it was removed because it is fucking boring to watch and ruins the entertainment value of the game, everyone always knows how to scout and defend 4gate, because protoss do it 24/7
Are you hurting ESPORTS? Find out today - http://www.teamliquid.net/blogs/viewblog.php?topic_id=232866
Probe1
Profile Blog Joined August 2010
United States17920 Posts
April 26 2011 08:12 GMT
#1031
On April 26 2011 11:21 neobowman wrote:
Spore Crawler change: Holy shit, I love this! Such a brilliant change.

Pylon power radius seems pretty random though.



I have a feeling that 2 gate early game will actually be used now.




Ever had someone 4 gate and warp in to your base from the low ground, negating your wall off/ramp advantage? I'm guessing thats why. Now pylons placed close enough to warp to the high ground will be in range of the defender.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Technique
Profile Joined March 2010
Netherlands1542 Posts
April 26 2011 08:13 GMT
#1032
Good changes, love these patch notes :d.
If you think you're good, you suck. If you think you suck, you're getting better.
mike1290
Profile Joined January 2011
United States88 Posts
April 26 2011 08:14 GMT
#1033
I was thinking about the warpgate change and I played around a little in a game and with these new times, I think it's possible to produce units faster if you switch between warpgates and gateways when the warpgate cooldown is active. It is very late and I'm very tired so please tell me if there is anything I am missing.


[image loading]

If you do this then you end up with an extra zealot in about 152 seconds of game time?
HateRock
Nightrain
Profile Joined August 2010
481 Posts
April 26 2011 08:14 GMT
#1034
yep, zealot in your mineral line BEFORE yo first marine pops out, cool stuff :D
Depot before rax needs to be reverted, i want my 10 rax back.
Freakin proxy gateway zealots with 10 APM requires INSANE micro from the terran to not fall behind, it's just hilarious.
AND as a bonus we have horrible blizz servers and terrible sc2 netcode that delays unit respond times 5x the ping you have.Good stuff.
If at first you don't succeed, you fail.
tienvh
Profile Joined November 2010
Singapore20 Posts
April 26 2011 08:15 GMT
#1035
Time for "dual-core" protoss? One core for Warp Gate Research, one core for Hallucinate :D
Increase research time of Warp Gate will effect the Hallucinate Research as well

Range of pylon is 6.5 now, must change he building placement, it's difficult for "15 Nexus" and "Force FE" build
nothing
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
April 26 2011 08:15 GMT
#1036
I wonder how this will affect Marine/Ghost in TvP.
Ghosts at 150 gas every 45 seconds were so expensive on gas it was hard to squeeze in any Marauders or any other tech such as Medivacs without staggering Ghost production.
At a 100 gas per 45 seconds (2 geysers give you 200 per 60 seconds) you'll have some gas left.
I do like Ghosts and Marines, maybe if this gets live I'll give it a try again.

2gate Zealot is something to be watched out for though...
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
April 26 2011 08:16 GMT
#1037
Archon buff is a pretty neat thing.

Still wondering why the colossus doesn't go through a balance change (i'm a protoss) but in
exchange buffing templar / dt tech more heavy. (like merging them).

Don't know if the ghost change is a buff or a nerf.

Spore gives zerg a bit better air defense, nothing wrong there.

Proxy 2 gate gonna be really hard to stop, and i think most in PvP, it was already freaking strong there if not scouted in time, now i think it will outright kill you.
wat
ch4ppi
Profile Joined July 2010
Germany802 Posts
April 26 2011 08:16 GMT
#1038
Well this looks like a very intersting patch. Good Job I think
Mr.Brightside
Profile Joined October 2009
Australia317 Posts
April 26 2011 08:17 GMT
#1039
I am a protoss player and I think after the initial clouding rage these changes are pretty good. I am all for a 4gate nerf since it makes the PvP matchup boring and I never really want to do it but often feel forced into doing so. The faster build times pre-warpgate research might mean that we see more all-in play from protoss (proxies everywhere!) which can be annoying but like most all-ins they are either nerfed soon after (if really unstoppable) or people find out how to stop them.

Archons being massive will now make templars less useless in PvT along with what I feel is a Ghost cost buff, so there will be more interesting Feedback > EMP > Archon dances with bio balls. (Ghosts are exceedingly strong early game vs few toss units though and the lack of gas cost could mean instant death against any terran than can land an EMP and then press T). At least if you warp in your templars too late in the lategame they can still be of use as Archons since they are no longer affected by concussive shells. I do feel however that the Templar/Archon path will now be useless in PvP as voidrays have a damage buff vs massive so we will probably just see some laser beam battles.

I don't really like the pylon power radius nerf as some maps with larger chokes (Scrap for example) will now be more difficult to wall off and therefore more susceptible to early Z attacks but I do understand that this is probably needed for defence against high ground warp ins.

Thank god they have finally made bunkers not 100% salvageable. I think 75% is a lot more reasonable, so often I have seen aggressive bunker play interrupting mining and stalling saturation of expansions and then the terran just up and leaving with literally no cost to them. Losing 25% of the money invested still isn't much but it might at least make a T think about whether it is worth it to build all of those bunkers and not "just because I can".

I think the spore crawler buff is good, early game Z have just queens as air defence and they are hardly that mobile not to mention they also have to vomit larvae and spread creep. Now Z won't have to worry so much about losing the game to a couple of banshees or void if they try and reposition their spore.
"Makin' Pylons, Makin' Probes, Fightin' Round The World" - Russell Crowe
ihasaKAROT
Profile Blog Joined November 2010
Netherlands4730 Posts
April 26 2011 08:18 GMT
#1040
On April 26 2011 17:15 tienvh wrote:
Time for "dual-core" protoss? One core for Warp Gate Research, one core for Hallucinate :D
Increase research time of Warp Gate will effect the Hallucinate Research as well

Range of pylon is 6.5 now, must change he building placement, it's difficult for "15 Nexus" and "Force FE" build


Also I think its so you cant put a pylon on a lowground in someones base, then 2 gates up. Only room for 1 gate basicly...
KCCO!
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