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Patch 1.3.3 PTR - Page 62

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 60 61 62 63 64 221 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.
xZiGGY
Profile Joined August 2010
United Kingdom801 Posts
April 26 2011 10:29 GMT
#1221
om nom nom 100 gas ghosts
Meh.
Ohdamn
Profile Joined June 2010
Germany765 Posts
April 26 2011 10:30 GMT
#1222
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
"If you can chill....chill!"
noezke
Profile Joined September 2010
England514 Posts
April 26 2011 10:30 GMT
#1223
Not a bad patch I guess :/ was hoping they would do something about the colossus, but I guess that was just a pipe dream.
¯\_(ツ)_/¯
SCC-Faust
Profile Blog Joined November 2007
United States3736 Posts
April 26 2011 10:30 GMT
#1224
I like these changes.
I want to fuck Soulkey with a Zelderan.
Maliris
Profile Blog Joined April 2011
Northern Ireland2557 Posts
April 26 2011 10:30 GMT
#1225
return of 2gate in PvZ? :/
"Religion is something left over from the infancy of our intelligence, it will fade away as we adopt reason and science as our guidelines."
Ceyox
Profile Joined April 2011
Sweden29 Posts
April 26 2011 10:31 GMT
#1226
I hope the archon buff wont cause any problems to my own forcefields, considering the not so great range.
_Darwin_
Profile Joined August 2010
United States2374 Posts
April 26 2011 10:32 GMT
#1227
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.
I cant stop lactating
Bippzy
Profile Blog Joined March 2011
United States1466 Posts
April 26 2011 10:33 GMT
#1228
Something about this warpgate change makes me think we'll see more blink stalkers, since im pretty sure they time together well. Blink Pressure expand anyone?

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.
LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK LEENOCK
dahornnn
Profile Blog Joined May 2010
United Kingdom395 Posts
April 26 2011 10:37 GMT
#1229
i think the pylon warp in distance is so 4gaterz can have there pylons sniped by more than one stalker when theyre trying to warp up ramp with vision ;x?
iNbluE
Profile Joined January 2011
Switzerland674 Posts
April 26 2011 10:37 GMT
#1230
The ghost change really worries me. Mech ghost play is probably gonna be viable now. How is toss supposed to stop that...
ლ(╹◡╹ლ)
Axeltoss
Profile Blog Joined December 2010
United States283 Posts
April 26 2011 10:38 GMT
#1231
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.
@Axeltoss
Jumbled
Profile Joined September 2010
1543 Posts
April 26 2011 10:38 GMT
#1232
On April 26 2011 19:30 Ohdamn wrote:
Show nested quote +
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

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.
Profile Joined November 2009
Germany713 Posts
April 26 2011 10:39 GMT
#1233
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
Profile Joined January 2010
United States3427 Posts
April 26 2011 10:39 GMT
#1234
THANK GOD - I have been saying to make Archons massive units since the beta. The amount of strategy it will add to both PVP and PVT is huge. I am glad they are finally doing it!
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
April 26 2011 10:40 GMT
#1235
On April 26 2011 19:32 _Darwin_ wrote:
Show nested quote +
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.


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
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
SolHeiM
Profile Blog Joined April 2010
Sweden1264 Posts
April 26 2011 10:41 GMT
#1236
On April 26 2011 19:40 Jayjay54 wrote:
Show nested quote +
On April 26 2011 19:32 _Darwin_ wrote:
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.


you don't need a cooldown. from liquipedia

Show nested quote +
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


Yeah, but you can't switch back and forth because the Warp Gates won't cooldown when they are Gateways.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
April 26 2011 10:41 GMT
#1237
On April 26 2011 19:38 Jumbled wrote:
Show nested quote +
On April 26 2011 19:30 Ohdamn wrote:
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

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.
"You see....YOU SEE..." © 2010 Sen
Axeltoss
Profile Blog Joined December 2010
United States283 Posts
April 26 2011 10:42 GMT
#1238
On April 26 2011 19:39 IPS.Mardow. wrote:
Show nested quote +
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?


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.
@Axeltoss
Steel
Profile Blog Joined April 2010
Japan2283 Posts
April 26 2011 10:43 GMT
#1239
Considering how protoss did in TvP recently I like the ghost change. It's not HUGE but it will allow to get the ghosts earlier without sacrificing as many upgrades or other tech.

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.
Try another route paperboy.
TALegion
Profile Joined October 2010
United States1187 Posts
Last Edited: 2011-04-26 10:45:17
April 26 2011 10:43 GMT
#1240
I. Love. This. Patch. (zerg)

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.
A person willing to die for a cause is a hero. A person willing to kill for a cause is a madman
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