Patch 1.3.3 PTR - Page 62
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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. | ||
xZiGGY
United Kingdom801 Posts
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Ohdamn
Germany765 Posts
On April 26 2011 19:26 Jayjay54 wrote: To reopen the discussion from a few pages ago (math was wrong there): You can save time by switching back and forth between warp-gate and gateway: Both start with warpgate w/o cooldown. Pure WG: 0 Zealot 28 Zealot 56 Zealot. => 3 Zealots in 56 secs. Switch: 0 Zealot 10 Switch 43 Zealot 53 Switch + Zealot. => 3 Zealots in 53 secs. So you actually save time. This might be a nice advantage for the defender in PvP. Or did I mess up the math again? edit: clarification wow well if that's true it should be changed before it get's live.. wasn't that the case in beta too? and was changed | ||
noezke
England514 Posts
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SCC-Faust
United States3736 Posts
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Maliris
Northern Ireland2557 Posts
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Ceyox
Sweden29 Posts
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_Darwin_
United States2374 Posts
On April 26 2011 19:26 Jayjay54 wrote: To reopen the discussion from a few pages ago (math was wrong there): You can save time by switching back and forth between warp-gate and gateway: Both start with warpgate w/o cooldown. Pure WG: 0 Zealot 28 Zealot 56 Zealot. => 3 Zealots in 56 secs. Switch: 0 Zealot 10 Switch 43 Zealot 53 Switch + Zealot. => 3 Zealots in 53 secs. So you actually save time. This might be a nice advantage for the defender in PvP. Or did I mess up the math again? edit: clarification warpgates don't cooldown while a gateway. | ||
Bippzy
United States1466 Posts
I'm worried that the pylon change will make warping from low ground to high ground too difficult. That was a fun tactic and it might become too easy to spot. I like the spore buff. | ||
dahornnn
United Kingdom395 Posts
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iNbluE
Switzerland674 Posts
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Axeltoss
United States283 Posts
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Jumbled
1543 Posts
On April 26 2011 19:30 Ohdamn wrote: wow well if that's true it should be changed before it get's live.. wasn't that the case in beta too? and was changed You can save time on certain units using this method even with the current live patch. The point is it just isn't worth it. Want some extra production? Build another gateway. | ||
IPS.Mardow.
Germany713 Posts
On April 26 2011 19:38 Axeltoss wrote: Oh wow, forgot about importance of pylons at bottom of opponents ramp when offensive 4gating. It's going to be a lot harder to get those pylons down to get past the forcefield... I'm afraid 4gate is going to be completely gone after this patch. What about 4gate without warpgate research? | ||
Sanguinarius
United States3427 Posts
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Jayjay54
Germany2296 Posts
you don't need a cooldown. from liquipedia Warp Gates are able to warp in units immediately once the conversion from a Gateway is complete. so you just warp, then train and then immediately warp | ||
SolHeiM
Sweden1264 Posts
On April 26 2011 19:40 Jayjay54 wrote: you don't need a cooldown. from liquipedia so you just warp, then train and then immediately warp Yeah, but you can't switch back and forth because the Warp Gates won't cooldown when they are Gateways. | ||
sleepingdog
Austria6145 Posts
On April 26 2011 19:38 Jumbled wrote: You can save time on certain units using this method even with the current live patch. The point is it just isn't worth it. Want some extra production? Build another gateway. Exactly this....you can put it this way: it's more worth it blinking stalkers in 10 control groups around the map harassing 10 different spots at the same time. The saved time is just not worth the huge effort you have to put into it to hit every single timing. And say you happen to get dropped just when you are supposed to switch back to warpgates, then you want to warp in and have a FML moment when you realize that you still have gateways and no warpgates. | ||
Axeltoss
United States283 Posts
On April 26 2011 19:39 IPS.Mardow. wrote: What about 4gate without warpgate research? Won't happen. What makes 4gate +warp gate so strong is how close to your enemy you can make reinforcements. The defensive advantage will be to great to overcome without researching warpgate. | ||
Steel
Japan2283 Posts
I'm really happy with all the changes: zealot change will allow a new surge of 2 gates but as the maps were getting bigger zerg could make their pool so late in PvZ it might have been unfair. Only problem is with pylon blocks, protoss could FE and zerg couldn't, which I don't think is fair either. It's going to help stopping 6 pools anyways; as for the rest of the match up dynamic, I don't think it'll change too much at the pro level, but ladder is going to suck for a while. | ||
TALegion
United States1187 Posts
It'll prolly go back to more proxy 2gates and shit like that, but I'll like playing more against something like that instead of fucking 4gate every game (in my league, that's what it is). What's with the pylon change? Is there any specific reason (like, some imbalance?..), or is just kinda random? Archon being massive sounds good (though P is my worst race, so take my opinion with a grain of salt), as now HT's have at least a slight place in PvP? Weren't they completely invalid (or will is still just go to Colossi?) Salvage fix = Awesome. No more muta stacking = kinda of a bitch, but does this mean that I won't have to try to magic box anymore? They'll automatically be the right distance apart. Also, not sure if I like the ghosts change. They fit into a bio army pretty well as a gad intensive unit. | ||
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