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Patch 1.3.3 PTR - Page 59

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 57 58 59 60 61 221 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.
dani`
Profile Joined January 2011
Netherlands2402 Posts
Last Edited: 2011-04-26 09:47:51
April 26 2011 09:47 GMT
#1161
Great changes. I especially love the Archon becoming massive, it's finally usable vs Marine / Marauder now. Its damage is actually quite good, the problem was it could never get close enough due to Concussive Shells. Very nice change indeed. I also like the intention of removing the viability of 4-gating in PvP (or in general), but I am worried that dual Gate (proxied or not) rushes can become problematic in certain cases. When not scouted Zerg will likely be overrun by an early 4 Zealots.

Then again; perhaps Zergs should not be so greedy and just scout with their Drone and they will see it coming. You don't even have to enter the base, you can just check for the presence of a Cybercore at the ramp (unless you play White-Ra who hardly ever walls in early, but then you can enter his base anyway), or check it's timing when its building. 2 Spines near your mineral line and you'll be fine. Perhaps you have to cancel your expo if you went hatch first, but is that really so bad? Protoss will be lightyears behind in tech when doing a Zealot rush.
SolHeiM
Profile Blog Joined April 2010
Sweden1264 Posts
April 26 2011 09:47 GMT
#1162
On April 26 2011 18:41 Ohdamn 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.

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


Yeah, send two drones and I throw down a Pylon. You've now wasted tons of time and have to make a late Spawning Pool.

If you make a 13 hatch you're just rolling a dice hoping I don't scout you first.
crystyxn
Profile Joined November 2010
Romania254 Posts
April 26 2011 09:49 GMT
#1163
its still in PTR which means its not final ?
"You should be the one putting pressure on your opponent, not the other way around." - Artosis
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 09:49 GMT
#1164
On April 26 2011 18:47 SolHeiM wrote:
Show nested quote +
On April 26 2011 18:41 Ohdamn wrote:
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.

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


Yeah, send two drones and I throw down a Pylon. You've now wasted tons of time and have to make a late Spawning Pool.

If you make a 13 hatch you're just rolling a dice hoping I don't scout you first.

Seriously. As MorroW keeps saying, you CANNOT hatch first against Toss (unless they suck/screw up). And since 2gate only kills hatch first...I guess it helps proxy 2gate but that's a sucky cheese anyway and if you lose to that you deserve it.
Ohdamn
Profile Joined June 2010
Germany765 Posts
Last Edited: 2011-04-26 09:53:34
April 26 2011 09:51 GMT
#1165
well let's say it like this:

at the moment you can do pool/hatch or even hatch/pool on some maps with a little bit of luck

not every Zerg always want's to do a gas pool thats just absolutely bullshit....

with -5sec on zealots probably not

allthough you would have to test it of course.. i would love to see with what kind of an expand you can still be able to hold the new 2Gate on ladder maps

"If you can chill....chill!"
baldgye
Profile Joined April 2011
United Kingdom1111 Posts
April 26 2011 09:53 GMT
#1166
Dsn't the reduced pylon field make wall-in's more vunerable vs Zerg?
Timestreamer
Profile Joined March 2011
Israel157 Posts
April 26 2011 09:55 GMT
#1167
Love the archon buff. Finally, the freaking psychic death ball of energy won't be killed by a guy in a big suite. About the spore crawler....well:
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 09:55 GMT
#1168
On April 26 2011 18:53 baldgye wrote:
Dsn't the reduced pylon field make wall-in's more vunerable vs Zerg?

Nah you had extra room anyway. Just gotta be more careful about your placement.
Butterz
Profile Blog Joined December 2010
688 Posts
April 26 2011 09:55 GMT
#1169
Guys im not a big pro at this game .. If archon is a massive unit what is gonna change ?? isnot it the same?? Just archon's name is kinda changing or is it something else??
Binabik
Profile Joined January 2011
Germany686 Posts
April 26 2011 09:55 GMT
#1170
On April 26 2011 18:53 baldgye wrote:
Dsn't the reduced pylon field make wall-in's more vunerable vs Zerg?

You can still block every choke (not scrap station i guess) with 1 Pylon + Gateway + Core

ForgeExpand is going to be problematic, though.
SxYSpAz
Profile Joined February 2011
United States1451 Posts
April 26 2011 09:55 GMT
#1171
On April 26 2011 11:24 Marcury wrote:
Pylon distance change seems like a very active step to make 4 warp gate less viable in PvP, excited to test how it plays out

thats definitely why this was put in place. i like it too, and i'm sure that it will only be a minor annoyance completely capable of adapting to quickly. walls against zerg won't be as good, but all in all, this 6 pool, 10 pool shit will be a lot weaker... guess my cheesey friend is gonna have to get a new strat to play in masters. haha!
SolHeiM
Profile Blog Joined April 2010
Sweden1264 Posts
April 26 2011 09:55 GMT
#1172
On April 26 2011 18:53 baldgye wrote:
Dsn't the reduced pylon field make wall-in's more vunerable vs Zerg?


Don't think so. I think there's still one or two hexes of space between the pylon and the wall-off. Plus, as White-Ra likes to preach is that you don't actually need to do a wall-off against Zerg with your first Gate and Core, because a 6-pool is easier to defend with Probe micro and 1 Zealot.

Just wall-off with your second and third gateway instead. ^^
Onioncookie
Profile Joined May 2010
Germany624 Posts
April 26 2011 09:56 GMT
#1173
WAIT WAIT

they said it was imba some time ago ... they nerfed it +5 sec on Zealot

Now they are like ... oh protoss 4 gate seems to strong in PvP ... and now they are completly gonna ignore PvZ? ... i still have bad dreams from the good old days of 2 gates T_T
kmh
Profile Joined November 2010
Finland351 Posts
April 26 2011 09:57 GMT
#1174
On April 26 2011 18:56 Onioncookie wrote:
WAIT WAIT

they said it was imba some time ago ... they nerfed it +5 sec on Zealot

Now they are like ... oh protoss 4 gate seems to strong in PvP ... and now they are completly gonna ignore PvZ? ... i still have bad dreams from the good old days of 2 gates T_T


The nice thing is that stalkers are gonna build quicker now too, so chronoed 2gate stalkers are going to be fun stuff indeed.
FarbrorAbavna
Profile Joined July 2009
Sweden4856 Posts
April 26 2011 09:57 GMT
#1175
On April 26 2011 18:56 Onioncookie wrote:
WAIT WAIT

they said it was imba some time ago ... they nerfed it +5 sec on Zealot

Now they are like ... oh protoss 4 gate seems to strong in PvP ... and now they are completly gonna ignore PvZ? ... i still have bad dreams from the good old days of 2 gates T_T

players are better, the game has evolved and least but not last maps are bigger. We'll just have to see how it changes PvZ
Do you really want chat rooms?
4Servy
Profile Joined August 2008
Netherlands1542 Posts
April 26 2011 09:57 GMT
#1176
would be prety fair if scv got back on 60hp to hold off proxy rushes on 2p maps so you dont have like 10 scv vs 20 probes left and forced to all in after it.
Blackk
Profile Joined November 2010
South Africa226 Posts
April 26 2011 09:57 GMT
#1177
On April 26 2011 18:56 Onioncookie wrote:
WAIT WAIT

they said it was imba some time ago ... they nerfed it +5 sec on Zealot

Now they are like ... oh protoss 4 gate seems to strong in PvP ... and now they are completly gonna ignore PvZ? ... i still have bad dreams from the good old days of 2 gates T_T


I think they said noobs were having trouble dealing with 2gate.
hah.
Onioncookie
Profile Joined May 2010
Germany624 Posts
April 26 2011 09:59 GMT
#1178
On April 26 2011 18:57 Blackk wrote:
Show nested quote +
On April 26 2011 18:56 Onioncookie wrote:
WAIT WAIT

they said it was imba some time ago ... they nerfed it +5 sec on Zealot

Now they are like ... oh protoss 4 gate seems to strong in PvP ... and now they are completly gonna ignore PvZ? ... i still have bad dreams from the good old days of 2 gates T_T


I think they said noobs were having trouble dealing with 2gate.


what are u intending to tell me ? lol
Wesso
Profile Joined August 2010
Netherlands1245 Posts
Last Edited: 2011-04-26 10:28:11
April 26 2011 09:59 GMT
#1179
I hope that proxy 2 gates isn't too strong now, normal 2 gate used to be very good, but the maps were smaller back then, so it'll work out fine I think.

@myself
I'm an idiot
SinCitta
Profile Blog Joined August 2010
Germany2127 Posts
April 26 2011 09:59 GMT
#1180
I really hope that removal of 4 warpgate will open up new strategies... because war of the worlds will be a million times worse and more random. And like Naniwa said, Warcraft players are not too sad of 4 gate since they are used to few, high HP units deciding games.
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