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Patch 1.3.3 PTR - Page 6

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
Kvz
Profile Joined March 2010
United States463 Posts
April 26 2011 02:41 GMT
#101
this sucks lol. they nerfed zealot build time because 2gate openers were too strong and 2gate proxys were too strong even when scouted.
NrG.Kvz
fadestep
Profile Blog Joined October 2008
United States605 Posts
April 26 2011 02:41 GMT
#102
On April 26 2011 11:39 Kazang wrote:
Massive Archons does not make them immune to concussive shell.

Needs pointing out, a lot of people seem to have the misconception that massive units cannot be slowed, that is only Ultralisks.


Wrong.

Massive Archon's for the fucking win. I am pumped.
not a hero
ehalf
Profile Joined September 2010
408 Posts
April 26 2011 02:41 GMT
#103
Spore crawler is too strong if change from 12 to 6. Also proxy 2gate zealot rush would be unstoppable for Terran.
Bobster
Profile Joined January 2011
Germany3075 Posts
April 26 2011 02:41 GMT
#104
On April 26 2011 11:39 Kazang wrote:
Massive Archons does not make them immune to concussive shell.

Needs pointing out, a lot of people seem to have the misconception that massive units cannot be slowed, that is only Ultralisks.

I'm fairly certain Colossus and Thors also aren't slowed.
Swissm
Profile Joined June 2010
United States207 Posts
April 26 2011 02:41 GMT
#105
The Pylon warp distance is an absolutely fantastic change. I would have never thought of that, props to Blizz!
Sv1
Profile Joined June 2010
United States204 Posts
April 26 2011 02:41 GMT
#106
If i recall, the cooldown for the warpin begins as soon as the warp in starts.
Veritassong
Profile Joined April 2010
Canada393 Posts
April 26 2011 02:42 GMT
#107
does this mean that toss have a choice to just skip WG all together early game? and do a stronnnnng hallucination push?
人族英巴
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
April 26 2011 02:42 GMT
#108
On April 26 2011 11:21 neobowman wrote:
Spore Crawler change: Holy shit, I love this! Such a brilliant change.

Pylon power radius seems pretty random though.

More bunker changes! Though I admit that I actually like this one.

I have a feeling that 2 gate early game will actually be used now.


I think the pylon power radius is to hinder a Protoss placing a warpgate below a player's base and warping stuff into his main in PvP. Seems like a great idea
상처받은 그대에 가슴에 사랑을 심어줄께요♥
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 26 2011 02:42 GMT
#109
On April 26 2011 11:41 ehalf wrote:
Spore crawler is too strong if change from 12 to 6. Also proxy 2gate zealot rush would be unstoppable for Terran.


wait you are crying about the spore crawler root rate? lol....
mahnini
Profile Blog Joined October 2005
United States6862 Posts
April 26 2011 02:42 GMT
#110
On April 26 2011 11:39 Kazang wrote:
Massive Archons does not make them immune to concussive shell.

Needs pointing out, a lot of people seem to have the misconception that massive units cannot be slowed, that is only Ultralisks.

this is wrong. massive units are immune to conc.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
TheHova
Profile Blog Joined June 2010
United Kingdom2612 Posts
April 26 2011 02:42 GMT
#111
Hmm, interesting. Kinda glad 4gate is being nerfed because PvP was ridiculous but i feel like protoss are going to be really weak to all in timings around the 5-6 minute mark now and i sense a lot of proxy 2gates happening in PvP now instead -.-. We'll see.

Ghosts were fine as they were imo. Salvage needed to be addressed. The 100% minerals back was just stupid. Still only losing 25minerals per bunker though.

Glad Archons are massive now, why they weren't in the first place i don't know. And i guess the pylon decrease is to try and stop 4gate PvP where you warp on their high ground.

The spore crawler thing is great for Zerg in defending against Banshee's and that 2Phoenix 1 Voidray timing attack.

Percutio
Profile Blog Joined April 2010
United States1672 Posts
April 26 2011 02:42 GMT
#112
Is this patch live on PTR?
What does it matter how I loose it?
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
April 26 2011 02:42 GMT
#113
Errbody do the massive archon dance


And it does mean no concussive. Never noticed your colossi don't get slowed by it?
get rich or die mining
TL+ Member
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
April 26 2011 02:42 GMT
#114
Like the increase of WG research time. Always felt it hit *just* to soon(esp after stim nerf :/) and was a bit to powerful, since even if it didn't work, by the time I held it off(if not going heavy rax/bunker) the worker count would be pretty even, so it wasn't really an allin, moreso than a way to force slow-low-econ game

Not sure about the archon change, guess it's a "wait and see" kind of situation, since I've always felt they are insanely powerful and concussive was the only thing that kept them from raining terror. That being said, ghost change might help, since they aren't armored, emp does 10 rauder shots worth of dmg per archon vs 4 per stalker/5per zlot.

Else yer... salvaging... I've never really understood the big deal about it, going from 100 ot 75 isn't that big deal either.
jared1259
Profile Joined May 2010
United States63 Posts
April 26 2011 02:42 GMT
#115
On April 26 2011 11:36 RJGooner wrote:
Show nested quote +
On April 26 2011 11:34 jared1259 wrote:
Spanishiwa build Buff!!!!!!!!!!!!

Salvage resource return reduced from 100% to 75%

Spore Crawler
Root time decreased from 12 to 6.

Easier to defend against bunker rush, air, DT and Banshee, NO GAS!


Uh not really. Spanishiwa uses spines not spores and he gets queens for anti-air. I don't see how buffing spore crawlers helps his build.



Try the build out yourself d00d. When you get hit hard with air you need spores. Plus this may encourage a spore over a queen if you suspect tech but don't know if its Stargate or DT; because now the spore can be moved to where it is needed.
Do your thing
Dommk
Profile Joined May 2010
Australia4865 Posts
April 26 2011 02:42 GMT
#116
On April 26 2011 11:39 Kazang wrote:
Massive Archons does not make them immune to concussive shell.

Needs pointing out, a lot of people seem to have the misconception that massive units cannot be slowed, that is only Ultralisks.

http://wiki.teamliquid.net/starcraft2/Concussive_Shells
Sermokala
Profile Blog Joined November 2010
United States14140 Posts
April 26 2011 02:42 GMT
#117
On April 26 2011 11:36 RJGooner wrote:
Show nested quote +
On April 26 2011 11:34 jared1259 wrote:
Spanishiwa build Buff!!!!!!!!!!!!

Salvage resource return reduced from 100% to 75%

Spore Crawler
Root time decreased from 12 to 6.

Easier to defend against bunker rush, air, DT and Banshee, NO GAS!


Uh not really. Spanishiwa uses spines not spores and he gets queens for anti-air. I don't see how buffing spore crawlers helps his build.



he doesn't want the spores for AA he wants them for detection.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Liquid`TC
Profile Joined August 2010
Canada57 Posts
April 26 2011 02:42 GMT
#118
Lookin forward to patch ^_^
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
April 26 2011 02:42 GMT
#119
All of those changes are stupid.
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
Al Bundy
Profile Joined April 2010
7257 Posts
Last Edited: 2011-04-26 02:43:28
April 26 2011 02:43 GMT
#120
Hey guys, that's what the PTR is for. Let's see how these changes will affect the game instead of speculating.
o choro é livre
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