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Patch 1.3.3 PTR - Page 58

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 56 57 58 59 60 221 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.
Darksoldierr
Profile Joined May 2010
Hungary2012 Posts
April 26 2011 09:21 GMT
#1141
Archons are now a massive unit.

Hail to the king, baby
What do humans know of our pain? We have sung songs of lament since before your ancestors crawled on their bellies from the sea.
Sobba
Profile Joined August 2010
Sweden576 Posts
April 26 2011 09:22 GMT
#1142
Massive toss nerf.
Raiznhell
Profile Joined January 2010
Canada786 Posts
April 26 2011 09:22 GMT
#1143
On April 26 2011 18:20 sleepingdog wrote:
Show nested quote +
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...


I think maybe these changes are just bringing Toss away from the 4 gate addiction. I mean will this affect 3 gate VR and 3 gate Robo much? doesn't seem like it then again I don't main Protoss.
Cake or Death?
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
April 26 2011 09:23 GMT
#1144
Hm... the more I think about it, the more the buff to gateway makes sense. That will surely counteract 4gates in PvP, yet going for warpgates in any matchup is still highly feasable. You might need more warpgates than you would need gateways, but that incredible mobility you gain is too much to pass on.

Nice Patch, I'd say. Definitely worth a try.
HowardRoark
Profile Blog Joined February 2010
1146 Posts
April 26 2011 09:25 GMT
#1145
On April 26 2011 18:16 Mataza wrote:
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.

I doubt the 6 second reduced burrow time for Spores will have much effect if any at all with DTs, since if Z build spores for DTs they probably doesn't move them around even if they root faster. It will still have the same build time, and 6 seconds reduced root time wont make any Zerg start to unborrow their Spores when DTs attack. I dont understand why Blizzard nerfed the Spore to 12 in the beta to begin with.
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
HowardRoark
Profile Blog Joined February 2010
1146 Posts
April 26 2011 09:28 GMT
#1146
On April 26 2011 16:58 khazgore wrote:
not looking forward to this patch as a zerg. recently ive seen alot of protosses using 2 gate proxy against me at mid master level if i go pool first i most likely stop it if i see it fast enough. if hatch first = dead unless i manage to get up spinecrawlers in main before he kills workers. but then we are pretty much even. as Jinro said 2 gate Proxy is already to strong... for p vs terran i think this will open up for some ugly 1 gate proxy opening aswell.

but the good news i really doubt they are gonna go live with the zealot build time change. if they do i will lose all my credibility in the blizzard balancing team...

Will this patch render the Ice Fisher build impossible in ZvP?
"It is really good to get the double observatory if you want to get the speed and sight range for the observer simultaneously. It's a little bit of an advanced tactic, and by advanced, I mean really fucking bad."
Meldrath
Profile Joined June 2010
United States620 Posts
April 26 2011 09:29 GMT
#1147
I love the warpgate thing and the radius on pylon's it will help with warpin cheese alot as well as teh 4 gate issue with pvp.
slap me I must be dreaming another "imba" arugment! fffffffffuuuuuuuuuuuuu!!!!!
iNbluE
Profile Joined January 2011
Switzerland674 Posts
April 26 2011 09:32 GMT
#1148
God, the ghosts are like free now :/
I like the other changes though.The radius 'nerf' is absolutely briliant. It will be almost impossible to warp units above the force field now. FINALLY we'll see more macro games in PvP And archons will actually be useful in PvT. I'll love my templars even more.
ლ(╹◡╹ლ)
najreteip
Profile Joined December 2010
Belgium4158 Posts
April 26 2011 09:33 GMT
#1149
Does this mean 3 roach/speedling rush is no longer possible in zvp?
I have no quote!
Ohdamn
Profile Joined June 2010
Germany765 Posts
April 26 2011 09:34 GMT
#1150
I remember a balance change in patch 1.10 that said:

Balance Changes
PROTOSS
Zealot
Build time increased from 33 to 38.
Warp Gate cooldown increased from 23 to 28.


you might ask why was this Zealot build time nerfed in this patch?

The answer is because a 2Gate opening against Zerg was just simply too strong

So they basically remove this change completely that was clearly necessary back in the beta..just to fix a different problem?!

And yes the maps are bigger now but also we are all better than in the beta
This change basically means: "Yo Zerg players! I'm sorry but you are not allowed to fast expand ever!!"

This one change makes me think the way Blizzard trys to fix problems is absolutely unprofessional.
"If you can chill....chill!"
ch4ppi
Profile Joined July 2010
Germany802 Posts
April 26 2011 09:35 GMT
#1151
On April 26 2011 18:11 DannyJ 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.



Actually, it totally is. Are you really that familiar with the timings?


lol everything that Darwin dude says is just totally wrong :D:D:D
SolHeiM
Profile Blog Joined April 2010
Sweden1264 Posts
April 26 2011 09:37 GMT
#1152
On April 26 2011 18:34 Ohdamn wrote:
I remember a balance change in patch 1.10 that said:

Show nested quote +
Balance Changes
PROTOSS
Zealot
Build time increased from 33 to 38.
Warp Gate cooldown increased from 23 to 28.


you might ask why was this Zealot build time nerfed in this patch?

The answer is because a 2Gate opening against Zerg was just simply too strong

So they basically remove this change completely that was clearly necessary back in the beta..just to fix a different problem?!

And yes the maps are bigger now but also we are all better than in the beta
This change basically means: "Yo Zerg players! I'm sorry but you are not allowed to fast expand ever!!"

This one change makes me think the way Blizzard trys to fix problems is absolutely unprofessional.


But Zergs can't fast expand vs Protoss anyway, because you scout on 9 and block his hatchery. The game is completely different than it was in patch 1.1.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-26 09:42:50
April 26 2011 09:39 GMT
#1153
For all the naysayers, It is impossible to maintain constant production of 4 gates. The only reason people do 4 gates and not 3 it's because there's just 1 gate producing while 3 are building and there's money accumulation in that time. If people just start making gates as money is available and doing units asap, which will be more viable with this nerf to warp gates, then 3 gate > 4 gate.

Actually, it's also impossible to maintain constant production of 3 gate robo. With no more 4 warp gates, we could even see defensive 2G robo --> colossus. Since pylon range is reduced, on ground units will have a easier time killing those nasty pylons, and the only way to up the ramp would be with blink, but 2G robo should have 2 immos in time to kill stalkers.
Darkthorn
Profile Joined September 2010
Romania912 Posts
April 26 2011 09:39 GMT
#1154
On April 26 2011 18:37 SolHeiM wrote:
Show nested quote +
On April 26 2011 18:34 Ohdamn wrote:
I remember a balance change in patch 1.10 that said:

Balance Changes
PROTOSS
Zealot
Build time increased from 33 to 38.
Warp Gate cooldown increased from 23 to 28.


you might ask why was this Zealot build time nerfed in this patch?

The answer is because a 2Gate opening against Zerg was just simply too strong

So they basically remove this change completely that was clearly necessary back in the beta..just to fix a different problem?!

And yes the maps are bigger now but also we are all better than in the beta
This change basically means: "Yo Zerg players! I'm sorry but you are not allowed to fast expand ever!!"

This one change makes me think the way Blizzard trys to fix problems is absolutely unprofessional.


But Zergs can't fast expand vs Protoss anyway, because you scout on 9 and block his hatchery. The game is completely different than it was in patch 1.1.

You can actually FE on maps like Terminus or Taldarim because the map is big and the protoss might not scout you first position.
ALPINA
Profile Joined May 2010
3791 Posts
April 26 2011 09:40 GMT
#1155
On April 26 2011 18:00 MorroW wrote:
zerg couldnt expand before pool before aswell so i dont see how it hurts zerg so much (?)
i think its a buff because i think 2gate will be bad if u scout it and 4gates and 3warpgate expo will be weaker


Well not every zerg is doing safest zerg opening possible just like you lol.
You should never underestimate the predictability of stupidity
KarlSpaat
Profile Joined December 2010
Germany8 Posts
Last Edited: 2011-04-26 09:41:15
April 26 2011 09:40 GMT
#1156
I love this changes.
Finally there are some cool changes to this boring PvP matchup. And the reduction of Pylon Powerradius will greatly affect this .... PZ 5 gate allin strategies.

Im pretty pumped and cant wait to play some great 2v2 matches in the future.
Ohdamn
Profile Joined June 2010
Germany765 Posts
Last Edited: 2011-04-26 09:42:31
April 26 2011 09:41 GMT
#1157
On April 26 2011 18:37 SolHeiM wrote:
Show nested quote +
On April 26 2011 18:34 Ohdamn wrote:
I remember a balance change in patch 1.10 that said:

Balance Changes
PROTOSS
Zealot
Build time increased from 33 to 38.
Warp Gate cooldown increased from 23 to 28.


you might ask why was this Zealot build time nerfed in this patch?

The answer is because a 2Gate opening against Zerg was just simply too strong

So they basically remove this change completely that was clearly necessary back in the beta..just to fix a different problem?!

And yes the maps are bigger now but also we are all better than in the beta
This change basically means: "Yo Zerg players! I'm sorry but you are not allowed to fast expand ever!!"

This one change makes me think the way Blizzard trys to fix problems is absolutely unprofessional.


But Zergs can't fast expand vs Protoss anyway, because you scout on 9 and block his hatchery. The game is completely different than it was in patch 1.1.

thats absolutely not true

there are many fast expands that work (eg: pool hatch without gas, send 2 drones to exp, 13hatch/15pool....)
the only thing that you can do against 2gate is gas pool...

and 2Gate is btw still very strong on some maps...it's just that nobody ever uses it since the nerf
i don't even want to imagine -5sec on every single zealot
"If you can chill....chill!"
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
April 26 2011 09:41 GMT
#1158
Would have been more awesome with a similar buff to the spine crawler, but overall it seems like good changes. 4warp has just been too standard lately since it's just so powerful and versatile, as long as toss doesn't get too weak, it sounds good to me to try to make it a bit less viable.
Tokay
Profile Joined July 2010
Sweden115 Posts
April 26 2011 09:42 GMT
#1159
On April 26 2011 18:39 Darkthorn wrote:
Show nested quote +
On April 26 2011 18:37 SolHeiM wrote:
On April 26 2011 18:34 Ohdamn wrote:
I remember a balance change in patch 1.10 that said:

Balance Changes
PROTOSS
Zealot
Build time increased from 33 to 38.
Warp Gate cooldown increased from 23 to 28.


you might ask why was this Zealot build time nerfed in this patch?

The answer is because a 2Gate opening against Zerg was just simply too strong

So they basically remove this change completely that was clearly necessary back in the beta..just to fix a different problem?!

And yes the maps are bigger now but also we are all better than in the beta
This change basically means: "Yo Zerg players! I'm sorry but you are not allowed to fast expand ever!!"

This one change makes me think the way Blizzard trys to fix problems is absolutely unprofessional.


But Zergs can't fast expand vs Protoss anyway, because you scout on 9 and block his hatchery. The game is completely different than it was in patch 1.1.

You can actually FE on maps like Terminus or Taldarim because the map is big and the protoss might not scout you first position.

Which is exactly why 2-gate is weaker as well.
fuzzy_panda
Profile Blog Joined November 2010
New Zealand1681 Posts
April 26 2011 09:43 GMT
#1160
massive archons?? oh there is a god! even as a terran player i find it unfair that archons get kited around by marauders like noobs
Prev 1 56 57 58 59 60 221 Next
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