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Patch 1.3.3 PTR - Page 63

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 61 62 63 64 65 221 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.
dissimulation
Profile Joined March 2010
United States17 Posts
April 26 2011 10:43 GMT
#1241
The pylon decrease also just slightly nerfs cannon rushes.

Ever so slightly
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
Last Edited: 2011-04-26 10:46:37
April 26 2011 10:45 GMT
#1242
On April 26 2011 19:41 SolHeiM wrote:
Yeah, but you can't switch back and forth because the Warp Gates won't cooldown when they are Gateways.


So when I move back and forth the new Warpgate will still suffer from the old warpgates cooldown? really?

edit: yeah makes perfect sense. sorry. you could just switch back and forth without even training a zealot and make them ultra fast.

sorry and thanks
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
whisp91
Profile Joined April 2010
87 Posts
April 26 2011 10:45 GMT
#1243
Sigh @ all the crying and whining in this thread. Just because something beats you doesn't make it imba, there are plenty of gold level balance experts willing to read/write such posts on the b.net forums.

If this goes live it'll be the most intresting patch in a long time imo, especially curious as to how PvT will be affected. The ghost change combined with the gw/wg change will be intresting I think.
Google made me smart and Photoshop made me beautiful.
_Darwin_
Profile Joined August 2010
United States2374 Posts
April 26 2011 10:45 GMT
#1244
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


warp > then train > then wait for first warp in cooldown to finish > warp
I cant stop lactating
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
April 26 2011 10:46 GMT
#1245
The 6 range pylon is made in a way that a stalker can always snipe the pylon if you can warp in units on the top of the ramp, since the stalker's range is 6 ?

I don't understand how stupid this is. I mean they are fixing a freaking mirror match that is broken yes, but STILL balanced. More than that, they just did not FIX PvP, they buffed proxy gate AND stalker/sentry early production PLUS archon. That's non sense.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
SolHeiM
Profile Blog Joined April 2010
Sweden1264 Posts
April 26 2011 10:46 GMT
#1246
On April 26 2011 19:45 Jayjay54 wrote:
Show nested quote +
On April 26 2011 19:41 SolHeiM wrote:
Yeah, but you can't switch back and forth because the Warp Gates won't cooldown when they are Gateways.


So when I move back and forth the new Warpgate will still suffer from the old warpgates cooldown? really?


Yes. They changed this a long time ago.
Tef
Profile Joined April 2008
Sweden443 Posts
Last Edited: 2011-04-26 10:52:25
April 26 2011 10:48 GMT
#1247
I don't know what I will make of this patch as Zerg.

Warpgate changes
I don't think it will change much in lategame ZvP so maybe they are content with the current state of that matchup. I believe the forum will be flooded with 2-gate proxy whining in addition to the collossus whining, less 4-gate though.

Otherwise I like the changes in general, gateways should have a faster production speed than warpgates. Maybe Protoss would even favouring turning warp gates back to gates if they have to play defensive.

Ghost & bunker change
I am not sure about the ghost change in ZvT. But we might see more ghosts to counter broodlords / ultralisks from now on as T usually are mineral heavy. Using ghost instead of Viking to snipe mutaliskt might also be a better transition into late game as Vikings suck against Ultralisks, and T also have barracks ready for ghost production.

Bunker change is a sweet one as a failed and bad executed bunker rush will be punished. Also, building excessive bunkers at your natural to blind counter baneling busts will also be punished.

Spore change
A sweet buff. But not really needed above diamond level imo. I guess better players can now get away with fewer spore crawlers. Or do they intend us to spore push? :D
Dont fuck up, dont fuck yourself
diegorivera
Profile Joined December 2010
Germany14 Posts
Last Edited: 2011-04-26 10:51:54
April 26 2011 10:48 GMT
#1248
For me this patch seems a bit weird. Warp tech basically negates the defender's advantage in every matchup by using the standard production rates next to the opponents base. Blizzard now makes an attempt to fix this problem in PvP by giving the non-warp production an advantage over the warp-in production.

This change won't fix the problem in the other matchups instead it may significantly affect the PvT and PvZ early game as it is basically a major production rate buff.

It would make more sense for me to increase the warp-in production time instead of reducing the non-warp timings, and leave the warp gate research time as it is now. This way the GW production rate would remain the same just as warp gate research timings and the attacker should make a decision between the standard production capacity in-base or the reduced production capacity outside.
Jayjay54
Profile Blog Joined November 2010
Germany2296 Posts
April 26 2011 10:48 GMT
#1249
yeah makes perfect sense. thank you guys.

other than that an interesting patch and imo a good step. spore crawler a bit random.

and z will have some trouble fast expanding, but it won't be a total proxy fest.
Things are laid back in Unidenland. And may the road ahead be lid with dreams and tomorrows. Which are lid with dreams. Also.
Nasradime
Profile Joined January 2011
France83 Posts
April 26 2011 10:50 GMT
#1250
Woohoo, if this is confirmed, that will be two patches in a row I'm happy with \o/
For the warpgate time, I can just say "finally". I'm already trolling my P friends, telling them to enjoy the last custom games they can win against me :o
The smaller pylon radius is obviously to avoid map/high ground abusing. Will it still go across destructible rocks ?
And I agree with the decreased time for zealot, now they can have a real way to harass early, which makes sense now that Z doesn't have to spend the first 6 minutes getting ready for the 4 gate.
Now 2 gate will be the hard counter expected for spanishiwa's opening :D (mass lings and queens all day long, zealots will tear your face off... even spine crawler do "reduced" damage)

For the bunker, meh. I think it's just for the principle, it should never have been free, 25 minerals is just to prevent heavy spamming or "punish" early game fail (punish, like pinching a serial killer's cheek). Not sure the 30 seconds with 8 workers pulled of the line, or the early sacrificial lings are worth 25 mins, but that's how progress works
Ghost change makes sense as well, early game it was them or the rest of the tech path... I'd love to see some ghost harass against Z instead of hellion/banshee harass... After all, they can cloak and one-shoot drones/ling/banelings. And later emp the supapowa infestors, hm...
And to defend against banshee, phoenixes and VR, buff of spore crawler's root. I love that, not a damage or cost buff, just a positioning buff. And it's not available for the spine crawlers, which would be so deadly in zvz.
See people ? Always trust Blizzard. They make take time, but in the end their products are always the best. And still two expansions to go <3
(and for those who say too many changes, well, it's a real time strategy game... You're supposed to figure new strategies in "real time" as the game evolves :p )
Comsat me bro
Nihilnovi
Profile Joined May 2010
Sweden696 Posts
April 26 2011 10:51 GMT
#1251
I big point to make is that the zealot build time was nerfed from 33 seconds to 38 when the maps were still a lot smaller.

A proxy 2 gate on the new map pool at 33 seconds build time is not nearly as effective as say on steppes of war & blistering sands.

On xel'naga it's easily scoutable as there are only 2 viable proxy locations, both of which are kind of obvious. Any further away and it looses too much success rate to be considered viable.

On the flipside, the ability to break FF's with archons may lead to a interesting archon/zealot push, since archons can be warped in from HT's they will hit a good minute/1.5 before a colo without range is out.

I think this will lead to a lot of new and interesting strategies after people have experimented with the new archon. Archon push with exp behind it might be a really good strategy, or it might totally suck, time will tell =)

Overall I'm very please with the current proposed changes from blizzard and looking forward to testing them.
Barty
Profile Joined December 2010
France64 Posts
April 26 2011 10:52 GMT
#1252
Why didnt anyone talk about the 3g expand being delayed by 40sec?
How am i supposed to fast expand in Pvz? Only do forge expand and get outmacro'd?
In God We Trush
dissimulation
Profile Joined March 2010
United States17 Posts
April 26 2011 10:54 GMT
#1253
Barty, the decrease in build time will probably make it so sentries come out faster, not slower.
Talack
Profile Joined September 2010
Canada2742 Posts
Last Edited: 2011-04-26 10:54:38
April 26 2011 10:54 GMT
#1254
Ghosts will be a bit easier to actually use in TvZ now
Art_of_Kill
Profile Joined September 2003
Zaire1232 Posts
Last Edited: 2011-04-26 10:56:00
April 26 2011 10:55 GMT
#1255
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

no dude, warpgate cooldown happens only in warpgate modus, if u change to normal gate it stays at 100%, next time u change to warpgate u need to wait for 28sec till cooldown is off
TLT07 ===> *winner* <===TLT08
Noocta
Profile Joined June 2010
France12578 Posts
April 26 2011 10:56 GMT
#1256
I like Archon being massive. This idea is arround for quite a long time, nice to see Blizzard hear it.

Spore crawler change is nice. It was so silly to have 1 banshee or 1 Voidray kill it before it root.
" I'm not gonna fight you. I'm gonna kick your ass ! "
NeonFox
Profile Joined January 2011
2373 Posts
April 26 2011 10:57 GMT
#1257
On April 26 2011 19:43 TALegion wrote:

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.



You can still stack mutas, the fix is for the patrol stack.
gnutz
Profile Joined November 2010
Germany666 Posts
April 26 2011 10:59 GMT
#1258
Yesterday i had a Zerg flame me :"Enjoy your nerfs".
Seems like i really enjoy my nerfs :D

I think good changes overall, Archons yeeeha, only Zealot buildtime could be problematic, but it only could be, you have to consider it is now bigger maps than at the time the buildtime got nerfed.
cocosoft
Profile Joined May 2010
Sweden1068 Posts
April 26 2011 10:59 GMT
#1259
Can someone tell me why the archon change is good for PvP?
¯\_(ツ)_/¯
ALPINA
Profile Joined May 2010
3791 Posts
April 26 2011 11:00 GMT
#1260
On April 26 2011 19:59 cocosoft wrote:
Can someone tell me why the archon change is good for PvP?


Can crush FFs, can't be lifted.
You should never underestimate the predictability of stupidity
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