On April 26 2011 17:50 Zanno wrote:
brilliant
brilliant
No, wrong in several ways.
| Forum Index > SC2 General | 
| 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. | ||
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							blackone
							
							
						 
						Germany1314 Posts
						 
												April 26 2011 08:55 GMT 
						 #1101 On April 26 2011 17:50 Zanno wrote: brilliant No, wrong in several ways. | ||
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							Zanno
							
							
						 
						United States1484 Posts
						 
												April 26 2011 08:57 GMT 
						 #1102 On April 26 2011 17:55 blackone wrote:this thread is moving so fast the last two pages didn't exist when i posted that No, wrong in several ways. if the math is wrong then oh well T_T | ||
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							Mataza
							
							
						 
						Germany5364 Posts
						 
												April 26 2011 08:57 GMT 
						 #1103 I like warpgate research up and pylon power down. Finally a fix to 4gate PvP. They even went the extra mile and lowered gateway production time. Ghost change seems kinda of reasonable. Ghosts are support casters unless in TvZ where you can convert apm into dps via snipe. I am 100% positive bunker change will go through. Best bunker positions lead to bunkers dying anyway and if not attacked they are cost efficient at scaring off. Spore crawler change leads to air rushes not completely fucking zerg over. I like it. Voidray Phoenix opening or Banshee openings have to actually do a bit of work even when not scouted. My guess is 1 or 2 of the 5 nerfs to 4gate(counting units separately) might not go through. Terran changes are a bit shaky as well. | ||
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							qbs
							
							
						 
						Poland771 Posts
						 
												April 26 2011 08:58 GMT 
						 #1104  the WG time increesed is interesting : d i hope it will fix 4wg vs 4wg wars : D | ||
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							Thugtronik
							
							
						 
						New Zealand452 Posts
						 
												April 26 2011 08:58 GMT 
						 #1105 On April 26 2011 17:51 Leavzou wrote: Show nested quote + On April 26 2011 17:47 sickle wrote: Why is blizz trying to kill off FFE, doesnt blizz want variety? Maybe because it's unfair for zergs ? Especially with this patch. Cause zergs had to FE to keep with the protoss FE without all in, and with this patch they can't FE cause of 2 gate... zerg cant FE cause of 2gate? im sorry but have you played an extensive number of games with these new changes? please wait and see how the game evolves before jumping to stupid conclusions like this | ||
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							redDuke
							
							
						 
						Australia207 Posts
						 
												April 26 2011 08:59 GMT 
						 #1106 Research Warp Gate time increased from 140 to 180. Hmm...will this actually change anything? PvP 4gate rush will probably still be the main build for most players, it will just hit 40 in-game seconds later I feel. Thoughts? | ||
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							MorroW
							
							
						 
						Sweden3522 Posts
						 
												April 26 2011 09:00 GMT 
						 #1107 i think its a buff because i think 2gate will be bad if u scout it and 4gates and 3warpgate expo will be weaker | ||
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							Styxyts
							
							
						 
						Netherlands16 Posts
						 
												April 26 2011 09:01 GMT 
						 #1108 | ||
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							Vimsey
							
							
						 
						United Kingdom2235 Posts
						 
												April 26 2011 09:01 GMT 
						 #1109 I expect QXC will be brushing the dust off of his ghost rush early timing snipe attack TvT. And they still cant make up their minds if they like proxy 2 gate or not, I guess they just forgot about it. | ||
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							Velr
							
							
						 
						Switzerland10800 Posts
						 
												April 26 2011 09:02 GMT 
						 #1110 On April 26 2011 17:58 Thugtronik wrote: Show nested quote + On April 26 2011 17:51 Leavzou wrote: On April 26 2011 17:47 sickle wrote: Why is blizz trying to kill off FFE, doesnt blizz want variety? Maybe because it's unfair for zergs ? Especially with this patch. Cause zergs had to FE to keep with the protoss FE without all in, and with this patch they can't FE cause of 2 gate... zerg cant FE cause of 2gate? im sorry but have you played an extensive number of games with these new changes? please wait and see how the game evolves before jumping to stupid conclusions like this Remember the last time Zealots were 5 sec faster? 2 Gate owned FE on cloespositions hard. That will be the same again, but the maps are a little "better" now (not as many with these really short distances). | ||
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							DannyJ
							
							
						 
						United States5110 Posts
						 
													
												April 26 2011 09:03 GMT 
						 #1111 On April 26 2011 17:59 redDuke wrote: Hmm...will this actually change anything? PvP 4gate rush will probably still be the main build for most players, it will just hit 40 in-game seconds later I feel. Thoughts? The timing for 4 gates was razor thin vs things like 3 gate robo. That extra 40 seconds basically assures that there will be sentries and an immo shooting stalkers in the face by the time they get up there. | ||
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							Traveler
							
							
						 
						United States451 Posts
						 
													
												April 26 2011 09:03 GMT 
						 #1112 Helps late game vs Terran, makes protoss a little bit stronger. Pylon power radius has been decreased from 7.5 to 6.5. Definitely a PvP nerf, will make 4 gating harder in that the pylon has to be built closer in order to warp in on the high ground, letting a robo'ing player shoot at it. Will also make forge expo harder against zergs as you might need an extra pylon. Cybernetics Core Research Warp Gate time increased from 140 to 180. Nerf to all 4 gate timings, helps all races against protoss... though if the toss builds all 4 gates at the same timing, and builds normally out of them while warpgate is still researching, he will have a similar army size 40 seconds after the start of a 4 gate. Just will have to walk those extra 4 units over... Gateway Sentry train time decreased from 42 to 37. Stalker train time decreased from 42 to 37. Zealot train time decreased from 38 to 33. Warp Gate unit train times remain unchanged. Perhaps we will see 2 gates again, but I don't think so, maybe an extra unit or two in the early game to pressure with. Ghost Cost changed from 150/150 to 200/100. Makes ghosts more viable earlier, since you basically get 3 for the cost of 2 gas-wise, meaning we can see more ghosts of 2 - 3 gas. Salvage resource return reduced from 100% to 75%. Helps a little against early bunker rushes? Spore Crawler Root time decreased from 12 to 6. Makes it easier to defend against air builds. Especially early void rays. | ||
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							_Darwin_
							
							
						 
						United States2374 Posts
						 
												April 26 2011 09:04 GMT 
						 #1113 On April 26 2011 17:59 redDuke wrote: Hmm...will this actually change anything? PvP 4gate rush will probably still be the main build for most players, it will just hit 40 in-game seconds later I feel. Thoughts? Defensive 4 gates into collosus rush. What KiwiKaki was already doing. | ||
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							Ayush_SCtoss
							
							
						 
						India3050 Posts
						 
												April 26 2011 09:05 GMT 
						 #1114 | ||
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							Tiax;mous
							
							
						 
						669 Posts
						 
												April 26 2011 09:05 GMT 
						 #1115 On April 26 2011 17:59 redDuke wrote: Hmm...will this actually change anything? PvP 4gate rush will probably still be the main build for most players, it will just hit 40 in-game seconds later I feel. Thoughts? well defender will have a few advantages like , warp gate tech cost + 10 seconds production for each gateway + 5 seconds production for each unit produced. Why would you 4gate when defender has this many advantages? ( I don't know anything about pvp tho , so take it fwiw) | ||
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							Dingobloo
							
							
						 
						Australia1903 Posts
						 
													
												April 26 2011 09:07 GMT 
						 #1116 On April 26 2011 18:04 _Darwin_ wrote: Show nested quote + On April 26 2011 17:59 redDuke wrote: Research Warp Gate time increased from 140 to 180. Hmm...will this actually change anything? PvP 4gate rush will probably still be the main build for most players, it will just hit 40 in-game seconds later I feel. Thoughts? Defensive 4 gates into collosus rush. What KiwiKaki was already doing. Why bother defensive 4 gating when a 3 gate robo will hold the new 4 gate timing AND have the robotics faster? We're not guaranteed to see anything really past 1 base play on standard maps mind you just because colossus crushing force fields means you have no way to defend your expo until a few colossus are out to negate the 4 extra zealots the attacker has, but we'll see how it plays out. | ||
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							_Darwin_
							
							
						 
						United States2374 Posts
						 
													
												April 26 2011 09:08 GMT 
						 #1117 On April 26 2011 18:07 Dingobloo wrote: Show nested quote + On April 26 2011 18:04 _Darwin_ wrote: On April 26 2011 17:59 redDuke wrote: Research Warp Gate time increased from 140 to 180. Hmm...will this actually change anything? PvP 4gate rush will probably still be the main build for most players, it will just hit 40 in-game seconds later I feel. Thoughts? Defensive 4 gates into collosus rush. What KiwiKaki was already doing. Why bother defensive 4 gating when a 3 gate robo will hold the new 4 gate timing AND have the robotics faster? Because 3 gate robo won't necessarily hold. I think it will still be close, 32 seconds isn't A GIGANTICCCCCC difference. | ||
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							HowardRoark
							
							
						 
						1146 Posts
						 
													
												April 26 2011 09:08 GMT 
						 #1118 Marauders Sentries Pheonix Anything else? I feel slow witted today. It feels as it will buff Archon in PvT and make PvP sligthly less microable by denying Phoenix and Sentries their abilities on Archons. | ||
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							CatNzHat
							
							
						 
						United States1599 Posts
						 
												April 26 2011 09:08 GMT 
						 #1119 Really think that the lack of an infestor fix is a big mistake, and also collosus are still imba, and "buffing" ghosts doesn't help that at all... | ||
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							Qikz
							
							
						 
						United Kingdom12023 Posts
						 
												April 26 2011 09:08 GMT 
						 #1120 Ghost change is great as I won't need so much gas to get them and the Pylon radius is a really clever way of nerfing warping up onto the high ground. It was silly how you could put a pylon just out of range of any units that could shoot it and warp into their base. Also with later warp gate and gateways building faster, perhaps defensive builds just won't use warp gates? | ||
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