Hail to the king, baby
Patch 1.3.3 PTR - Page 58
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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. | ||
Darksoldierr
Hungary2012 Posts
Hail to the king, baby | ||
Sobba
Sweden576 Posts
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Raiznhell
Canada786 Posts
On April 26 2011 18:20 sleepingdog wrote: 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. | ||
JustPassingBy
10776 Posts
Nice Patch, I'd say. Definitely worth a try. | ||
HowardRoark
1146 Posts
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. | ||
HowardRoark
1146 Posts
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? | ||
Meldrath
United States620 Posts
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iNbluE
Switzerland674 Posts
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 ![]() | ||
najreteip
Belgium4158 Posts
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Ohdamn
Germany765 Posts
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. | ||
ch4ppi
Germany802 Posts
On April 26 2011 18:11 DannyJ wrote: 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
Sweden1264 Posts
On April 26 2011 18:34 Ohdamn wrote: I remember a balance change in patch 1.10 that said: 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
Portugal1259 Posts
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
Romania912 Posts
On April 26 2011 18:37 SolHeiM wrote: 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
3791 Posts
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. ![]() | ||
KarlSpaat
Germany8 Posts
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
Germany765 Posts
On April 26 2011 18:37 SolHeiM wrote: 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 | ||
Tobberoth
Sweden6375 Posts
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Tokay
Sweden115 Posts
On April 26 2011 18:39 Darkthorn wrote: 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
New Zealand1681 Posts
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