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Active: 1236 users

Patch 1.3.3 PTR - Page 54

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 52 53 54 55 56 221 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.
mike1290
Profile Joined January 2011
United States88 Posts
April 26 2011 08:28 GMT
#1061
On April 26 2011 17:25 _Darwin_ wrote:
Show nested quote +
On April 26 2011 17:23 yrag89 wrote:
Protoss style would be now be using gateway when massing up at home, and convert to warpgate when pushing out. I predict a more dangerous 6 gate push incoming if a protoss doesn't miss a beat in his macro during the gateway phase.


For the 999999th time, warpgates are still faster than gateways.

edit: or the same. Either way~


Am I doing something wrong in this or will it be faster to use both warpgates and gateways?
[image loading]
HateRock
Dante08
Profile Blog Joined February 2008
Singapore4139 Posts
Last Edited: 2011-04-26 08:34:38
April 26 2011 08:30 GMT
#1062
Wtf as if ghosts are not expensive enough, well you will now have to protect them like babies ! :D

Edit: Oops I saw the cost as 200/200, my bad ! 200/100 sounds perfectly ok to me as a terran user
MilesTeg
Profile Joined September 2010
France1271 Posts
Last Edited: 2011-04-26 08:31:31
April 26 2011 08:30 GMT
#1063
As a zerg I feel you should usually be able to beat proxy 2 gate if you scout on 9. Any replay of anyone decent losing to it?

In PvT I wonder if it would be viable to research hallucination first now if you fast expand?
Xacalite
Profile Joined September 2010
Germany533 Posts
April 26 2011 08:30 GMT
#1064
Im really interested about the ghost change...200 minerals is very respectable but reducing the gas cost...not so shure about that cuz for terrans minerals arre always less of a problem so i think this will make the ghost more accesible...although the extra mineral cost could cut into maybe the number of barracs that can be supported overall. so many questions well see how it turns out.
I feel fear...for the last time
Muirhead
Profile Blog Joined October 2007
United States556 Posts
April 26 2011 08:30 GMT
#1065
Warpgate cooldown does not tick while the gateway is in its ordinary mode.
starleague.mit.edu
Sophisticado
Profile Joined December 2010
United Kingdom42 Posts
April 26 2011 08:30 GMT
#1066
from wot i've read on the internet, does making archons a massive unit means that marauder's concussive shell not affect them?? cos then i think more ppl are goin to integrate archons more into their army
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-04-26 08:32:11
April 26 2011 08:31 GMT
#1067
So, PTR 1.4 will bring back zealot-buildtime to 38 for the lulz?

I just don't get the logic behind all this. Nerf zealot-buildtime to nerf proxy-gating for the bronzies...now revert it AGAIN? Seems like Blizz is really undecided how they wanna proceed with all this. I'm fine with 33 sec zealots for the record and I don't proxy gate. Nevertheless I kinda like seeing it in pro-games and as of now it's too easy to hold even if you scout it extremely late.

Although I'm not all against a warpgate change in general, I think it limits protoss gameplay regarding the use of chrono-boost. I've always been a heavy probe-booster in my non mirror matchups...although this is only theory-craft, I feel like I have to stop doing this, at the very least in PvT, since terran could probably lol at me in the early game without the initial warp-in.

On April 26 2011 17:30 Dante08 wrote:
Wtf as if ghosts are not expensive enough, well you will now have to protect them like babies ! :D


How can people not get that ghosts were BUFFED. What the....
"You see....YOU SEE..." © 2010 Sen
ALPINA
Profile Joined May 2010
3791 Posts
April 26 2011 08:31 GMT
#1068
On April 26 2011 17:30 Dante08 wrote:
Wtf as if ghosts are not expensive enough, well you will now have to protect them like babies ! :D


They are now actually cheaper, cause terran has easier time aquiring minerals than gas.
You should never underestimate the predictability of stupidity
Velr
Profile Blog Joined July 2008
Switzerland10837 Posts
April 26 2011 08:31 GMT
#1069
Welcome back 2 Gate in ZvP.
Byebye easy FE .
Skrag
Profile Joined May 2010
United States643 Posts
April 26 2011 08:31 GMT
#1070
On April 26 2011 17:25 Leavzou wrote:
Show nested quote +
On April 26 2011 17:24 Yaotzin wrote:
On April 26 2011 17:20 LifebaneLive wrote:
On April 26 2011 17:12 Yaotzin wrote:
On April 26 2011 17:09 kuroshiro wrote:
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.


Thats a bit simpleminded, sorry.

Even when Warpgates are 5 seconds faster, it still takes 5 seconds until those units are more than meatshields.

At least for Zealot/Sentry/Stalker Warp Gates don´t change the building time at all now.

Yes, it does. Stop spreading misinformation. With warpgates buildtimes for zealot/stalker/sentry are 28/32/32. New gateways are 33/37/37. As I said, warpgates used to be 10s faster for these units, now they are 5s faster.


You forgot the time during they are useless while warped.


And you forgot that the cooldown resets when the unit begins warping in, not when it finishes.

It's still 28 seconds from one zealot to the next, which is 5 seconds faster than 33 seconds from one zealot to the next.
"Just go *@#$ing kill him!" -- Day[9] "Thanks for being a jackass though! Enjoy your time on the forums!" - Artosis
_Darwin_
Profile Joined August 2010
United States2374 Posts
April 26 2011 08:32 GMT
#1071
On April 26 2011 17:28 mike1290 wrote:
Show nested quote +
On April 26 2011 17:25 _Darwin_ wrote:
On April 26 2011 17:23 yrag89 wrote:
Protoss style would be now be using gateway when massing up at home, and convert to warpgate when pushing out. I predict a more dangerous 6 gate push incoming if a protoss doesn't miss a beat in his macro during the gateway phase.


For the 999999th time, warpgates are still faster than gateways.

edit: or the same. Either way~


Am I doing something wrong in this or will it be faster to use both warpgates and gateways?
[image loading]


28 seconds. not 38.
I cant stop lactating
Xorphene
Profile Joined January 2011
United Kingdom492 Posts
April 26 2011 08:32 GMT
#1072
So instead of any acknowledgement of the strength of the P deathball aka Colossus, Protoss get another way to kill Z in the early game. Proxy 2-gate Zeal rush is strong with the present timings, especially on smaller maps like XNC.

I perceive Z to be having an even tougher time against P if this change goes live, this will seriously threaten 13/15 hatch, and contain Z on one-base under extreme pressure...doesn't look good.
T: Polt, Fantasy, Flash, Jjakji. P: HerO, Rain, Grubby, SoS. Z: Jaedong, Scarlett, Snute, Life. Casters: ToD, Apollo, MrBitter, Artosis, Day[9].
perser84
Profile Joined October 2010
Germany399 Posts
April 26 2011 08:33 GMT
#1073
does it mean i can afford a ghost from 1 gas
and make a 1 base all in marine mara go with 3 rax ?

lol

as terran i dont care less about the bunker nerf that 25 minerals means nothing as long you gave mule

but seriously the more gas i can safe intead to invest to ghost the more better units or uppgrade i can invest

ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
April 26 2011 08:33 GMT
#1074
On April 26 2011 17:27 Dente wrote:
I'm quite happy about the ghost change. In my opinion gas is not a problem when going bio. Gas is a problem when going mech. This change is great for mechplayers .

I actually didn't think about that!!I like it, more diversity is always great :D!
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
April 26 2011 08:34 GMT
#1075
On April 26 2011 17:31 Velr wrote:
Welcome back 2 Gate in ZvP.
Byebye easy FE .


Well, the 2 gate ZvP was strong in particular due to the maps and positions. No steppes, no blistering etc. means that the 2 gate has lost much of its potentiel.

Nevertheless 2 gate on close position slag pits will be ridiculous, even makes me wanna revert my thumb-down just to experience all the zerg-hate
"You see....YOU SEE..." © 2010 Sen
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-26 08:34:54
April 26 2011 08:34 GMT
#1076
Any predictions to what PvP will become?

Mine for now:

- More proxy 2G

- More races to see who techs to colossus faster

- Perhaps some stargate builds to counter the rising popularity of fast zealot + colossus
Probe1
Profile Blog Joined August 2010
United States17920 Posts
April 26 2011 08:35 GMT
#1077
On April 26 2011 12:11 arQ wrote:
Show nested quote +
On April 26 2011 12:03 Mastermind wrote:
The ghost buff is so fucking random. What made them think ghosts needed to be cheaper?

The slavage nerf is about fucking time. Free return was just retarded.

I am not a fan of how they are trying to "fix" pvp. These changes are not worth it at all. I would prefer them to leave that mu alone if this is their idea of a fix. 4gate isnt so bad because both players do it, then the game can go into the mid game, where it gets interesting.


Well, the fact that ghost usage is so scarce that when someone is actually going for a ghost build everyone is like "WHOA what the hell is going on". Of all the major, awesome tournaments ive followed the last month i think i have seen 1 (one) set where ghost usage actually tipped the scale in favor of a terran.



You missed the GSL last night I already know it! No more will I spoil but it twas epic
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
April 26 2011 08:35 GMT
#1078
On April 26 2011 17:21 Binabik wrote:
I hope everyone realizes that they just HUGELY nerfed the PvZ ForgeExpand.
The 1 Pylon won't be able to block the entrance on maps like Shattered/Scrap/TalDarim anymore O_o

WTF you're right, didn't think about it.. forge expand is the only thing I do in PvZ

On April 26 2011 17:28 mike1290 wrote:
Am I doing something wrong in this or will it be faster to use both warpgates and gateways?
[image loading]


uh..someone care to confirm this?
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
Tiax;mous
Profile Blog Joined July 2010
669 Posts
Last Edited: 2011-04-26 08:55:54
April 26 2011 08:35 GMT
#1079
On April 26 2011 17:28 mike1290 wrote:
Show nested quote +
On April 26 2011 17:25 _Darwin_ wrote:
On April 26 2011 17:23 yrag89 wrote:
Protoss style would be now be using gateway when massing up at home, and convert to warpgate when pushing out. I predict a more dangerous 6 gate push incoming if a protoss doesn't miss a beat in his macro during the gateway phase.


For the 999999th time, warpgates are still faster than gateways.

edit: or the same. Either way~


Am I doing something wrong in this or will it be faster to use both warpgates and gateways?
[image loading]


are you sure you can transform back to gateway , while warpgate cool downs are active? IF you can do that , yes you can produce 2 zealots in 10 + 33 seconds but I highly doubt that
Dante08
Profile Blog Joined February 2008
Singapore4139 Posts
Last Edited: 2011-04-26 08:38:10
April 26 2011 08:36 GMT
#1080
Balance

PROTOSS

Archons are now a massive unit. ---> They can't get kited like nobody's business now, a pretty good buff for PvT.

Pylon power radius has been decreased from 7.5 to 6.5. ---> Doesn't really change alot, just that you would have to put the pylon nearer to your opponent's base if you want to warp in units, giving them a higher chance to spot it.

Cybernetics Core

Research Warp Gate time increased from 140 to 180. ---> Quite a significant change, gives the defender more time to get bunkers or spines up.


Ghost

Cost changed from 150/150 to 200/100. ---> Good change for me as a terran user

Salvage resource return reduced from 100% to 75%. ---> Should have been this way from the very start.
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