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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. |
Liking the patch alot.
Archons made massive, finally.
Pylon radius will make it so that the pylon will now be within range of a stalker so no more placing a pylon down a cliff and wait till it's done then rush up the ramp and warp in zealots without the defender being able to do anything about it(except ff the ramp). f'ing great stuff!
Zerg spore crawler change will help sooo much when defending against early air. Will be interesting to see just how much easier it makes it though, might even break it.
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[QUOTE]On April 26 2011 18:08 HowardRoark wrote: [QUOTE]On April 26 2011 11:24 JosephAM wrote: Edited. Never mind.[/QUOTE] Concussive shells.
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On April 26 2011 18:08 _Darwin_ wrote:Show nested quote +On April 26 2011 18:07 Dingobloo wrote: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.
Except it likely will, it almost holds now, but post-patch you're almost assured that the 3rd gateway gets up, you'll have an immortal, and warping directly up the ramp vs a sentry will be tougher with the smaller pylon power range.
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On April 26 2011 18:08 _Darwin_ wrote:Show nested quote +On April 26 2011 18:07 Dingobloo wrote: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.
Actually, it totally is. Are you really that familiar with the timings?
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On April 26 2011 17:55 Dingobloo wrote:Show nested quote +On April 26 2011 17:41 Bergys wrote:On April 26 2011 17:18 Raiznhell wrote: still not changing Terran Mech in TvP to be winnable at pro level but meh. Decent patch I hope PvP won't be something to groan at now. People compared old PvP to being similar to BW PvP but.... BW PvP had some pretty epic games whereas sc2 PvP are all ended before 10 minutes. Probably closer to the ZvZ of BW which everyone hated. If you think Mech TvP is unwinnable you're delusional. Thorzain does some pretty sweet mech builds and roflstomps with them. I think more mineral heavy ghosts is a huge win for Mech TvP, being able to afford the gas for both mech and ghosts turns immortals and phoenix into a micro battle, anti armored -air is still a bit of a problem, but it's a win in general. @Bergys first of all no need to be a rude idiot and second I'm pretty sure Thorzain's most potent TvP is his Bio play, he's occasionally won by mixing in a surprise mass Thor build. Right now as it stands for Mech TvP I meaning lowly diamonds levels and masters leagues can win Mech TvP loads and loads but notice how the only full Mech pro player is GoOdy, notice how most criticisms of his play from other pro gamers include saying that he simply bores the other player into submission and never really trumps them. My only reason for this paragraph was because you had to be mean/ignorant and call me delusional.
Now pertaining to the actual topic and responding to Dingobloo I think this ghost buff is just as much a buff to Bio as to Mech. Ghosts are used in all forms of Terran play. ESPECIALLY Bio because you already have the barracks anyways and most of the time having a Bio army coming out on top in a battle with enough army left over to crush your opponent afterward usually means getting off EMPs all over the toss Deathball.
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On April 26 2011 18:10 Dingobloo wrote:Show nested quote +On April 26 2011 18:08 _Darwin_ wrote:On April 26 2011 18:07 Dingobloo wrote: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. Except it likely will, it almost holds now, but post-patch you're almost assured that the 3rd gateway gets up, you'll have an immortal, and warping directly up the ramp vs a sentry will be tougher with the smaller pylon power range.
Then just collosus race.
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At this rate we'll have a nice balance in about 5 years time.
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On April 26 2011 18:10 Dingobloo wrote:Show nested quote +On April 26 2011 18:08 _Darwin_ wrote:On April 26 2011 18:07 Dingobloo wrote: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. Except it likely will, it almost holds now, but post-patch you're almost assured that the 3rd gateway gets up, you'll have an immortal, and warping directly up the ramp vs a sentry will be tougher with the smaller pylon power range. Also the threat of someone building a gateway on 10 and doing the old zealot rush again (Big T just came reading this) should scare the crap out of a 4 gater.
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mirror matchups will always be mirror matchups.
what more can i say.
oh and hello 2 gate play. gawd i missed by 2 gate zealot pushes. =)
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On April 26 2011 18:08 HowardRoark wrote: So Archons being massive will affect:
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.
Void Rays deal increased damage (20%) to Massive units.
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Wow.
This patch just blew my mind.
All protoss builds will have to be re-learned. No pre-1.3.3-timings will have any relevance.
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I missed 2 interactions early on. Archons massive mean they are now better against Marauders. However Ghosts are now cheaper in the gas side. I wonder if that was intentional i.e. they thought Archons may be too strong vs bio without buff to Ghosts.
And the other is spore crawlers vs DTs. If a zerg didn´t tech to Lair in a timely manner he could be roflstomped by DTs in a way that is not funny to watch i.e. just attack shit and kill spores that try to root.
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On April 26 2011 18:14 _Darwin_ wrote:Show nested quote +On April 26 2011 18:11 Raiznhell wrote:On April 26 2011 17:55 Dingobloo wrote:On April 26 2011 17:41 Bergys wrote:On April 26 2011 17:18 Raiznhell wrote: still not changing Terran Mech in TvP to be winnable at pro level but meh. Decent patch I hope PvP won't be something to groan at now. People compared old PvP to being similar to BW PvP but.... BW PvP had some pretty epic games whereas sc2 PvP are all ended before 10 minutes. Probably closer to the ZvZ of BW which everyone hated. If you think Mech TvP is unwinnable you're delusional. Thorzain does some pretty sweet mech builds and roflstomps with them. I think more mineral heavy ghosts is a huge win for Mech TvP, being able to afford the gas for both mech and ghosts turns immortals and phoenix into a micro battle, anti armored -air is still a bit of a problem, but it's a win in general. @Bergys first of all no need to be a rude idiot and second I'm pretty sure Thorzain's most potent TvP is his Bio play, he's occasionally won by mixing in a surprise mass Thor build. Right now as it stands for Mech TvP I meaning lowly diamonds levels and masters leagues can win Mech TvP loads and loads but notice how the only full Mech pro player is GoOdy, notice how most criticisms of his play from other pro gamers include saying that he simply bores the other player into submission and never really trumps them. My only reason for this paragraph was because you had to be mean/ignorant and call me delusional. Bergys was referring to the TSL~ Thorzain beat MC going mech almost every game.
Wrong, he only went mech the last game of the series, the others he usually went for marauder viking and fast upgrades on bio.
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On April 26 2011 18:08 _Darwin_ wrote:Show nested quote +On April 26 2011 18:07 Dingobloo wrote: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.
Actually, it really, really, really, REALLY is.
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On April 26 2011 18:08 CatNzHat wrote: I like the changes to everything but the warpgate and ghost cost (they should have made them 150/100 instead), and the lack if infestor nerf is really annoying, pylon power radius is a plus as it will make it possible to kill the pylons using marines if they're trying to warp into your base.
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...
Infestors do not need a fix, they just (literally last patch) got buffed because they were too weak. Plus you have cheaper gas ghosts now, so build less marines and more ghosts, and emp/snipe the infestors... Collosi are still pretty powerful, but then again, you now have stronger ghosts.
Anyways, to others wondering whether 3 gate robo can hold a 4 gate now, I say definitely... The pylon radius nerf means a much harder time to warping in 4 zealots on the high ground to break the ramp, giving them enough time to get the immortal out, in addition to the faster gateway units and slower warpgate pressure gives the defender a bigger advantage.
Also for people wondering about terran mech vs protoss, Goody does mech and has been doing fairly well with it.
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On April 26 2011 18:14 _Darwin_ wrote:Show nested quote +On April 26 2011 18:11 Raiznhell wrote:On April 26 2011 17:55 Dingobloo wrote:On April 26 2011 17:41 Bergys wrote:On April 26 2011 17:18 Raiznhell wrote: still not changing Terran Mech in TvP to be winnable at pro level but meh. Decent patch I hope PvP won't be something to groan at now. People compared old PvP to being similar to BW PvP but.... BW PvP had some pretty epic games whereas sc2 PvP are all ended before 10 minutes. Probably closer to the ZvZ of BW which everyone hated. If you think Mech TvP is unwinnable you're delusional. Thorzain does some pretty sweet mech builds and roflstomps with them. I think more mineral heavy ghosts is a huge win for Mech TvP, being able to afford the gas for both mech and ghosts turns immortals and phoenix into a micro battle, anti armored -air is still a bit of a problem, but it's a win in general. @Bergys first of all no need to be a rude idiot and second I'm pretty sure Thorzain's most potent TvP is his Bio play, he's occasionally won by mixing in a surprise mass Thor build. Right now as it stands for Mech TvP I meaning lowly diamonds levels and masters leagues can win Mech TvP loads and loads but notice how the only full Mech pro player is GoOdy, notice how most criticisms of his play from other pro gamers include saying that he simply bores the other player into submission and never really trumps them. My only reason for this paragraph was because you had to be mean/ignorant and call me delusional. Bergys was referring to the TSL~ Thorzain beat MC going mech almost every game.
Uhh might wanna rewatch those games, he went Bio every game except the one where he did a tank marine banshee allin and lost I'm pretty sure and the final game he did and Thor+ some bio build, there was no "Mech" most of the games were standard Bio with incredibly fast upgrades.
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Archons will now be viable to use against Terran and can be a proper meat shield and get in to do damage (if they don't get EMP'd to help remove some shield).
Yeah but now T will have to decide to EMP archons OR any remaining HTs. Which I think is great. Was watching a game today from TSL (cant remember who was the P) but watching the HTs get emp and then marauders kite the archons once they spawned was painful :S
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On April 26 2011 18:16 PraetorianX wrote: Wow.
This patch just blew my mind.
All protoss builds will have to be re-learned. No pre-1.3.3-timings will have any relevance.
Actually I think you (and others) are blowing this way out of proportion...once the warpgates are finished, everything will be the same, that's for sure.
Therefore the question remains: what "new" strategies are available pre-warpgate. The only thing I could think of is a 2 rax pressure from terran that could be harder to deal with with a delayed initial warp in. 3 gate expand vs zerg will be a bit weaker, but if you build 5 units out of your first gateway instead of 4 and also build 2 units out of each of the added gates respectively, then I guess it'll be just fine. Maybe the expand timing will be a bit delayed, but I doubt it will be anything gamebreaking. Perhaps it sufficed to just chrono-boost the warptech harder...
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