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Patch 1.3.3 PTR - Page 64

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 62 63 64 65 66 221 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.
trNimitz
Profile Joined October 2010
204 Posts
April 26 2011 11:01 GMT
#1261
On April 26 2011 11:46 sAfuRos wrote:
I dont understand why blizzard hasn't considered the SIMPLE fuckin idea of just increasing the cost for warpgate. If it was 150/100 instead of 50/50, that would be a significant nerf to 4 warpgate while not making it impossible to do and while giving non-4 warpgaters a unit/tech advantage


And increase stim to 250/200 while you're at it too will you.
Kenneh89
Profile Joined November 2010
United Kingdom47 Posts
April 26 2011 11:02 GMT
#1262
I am liking the ghost change as it makes ghost + mech play a bit easier late game in TvZ and TvP. Buffing the 2gate proxy zealots sounds like a low league nightmare but not too important at high levels. The biggest change to gameplay should be the decreased pylon range, lowering the amount of warp-in abuse. Very interesting all round.
IPS.Mardow.
Profile Joined November 2009
Germany713 Posts
April 26 2011 11:02 GMT
#1263
"Fixed a bug where players were still able to stack flying units on top of each other."

Just read that? What the hell? You aren't able to stuck mutas anymore? wtf, is Blizzard doing x_X
Mercadia
Profile Joined December 2010
United States257 Posts
April 26 2011 11:02 GMT
#1264
I find it hilarious that they're STILL playing with bunkers. Maybe one day they'll find out exactly what to do with bunkers, and the game will be perfect.
dc302
Profile Joined December 2010
Australia576 Posts
April 26 2011 11:03 GMT
#1265
i thikn 4gate will still be very viable. the protoss just has to make 1 round of units from their gateways before warpgate is done..
...
cocosoft
Profile Joined May 2010
Sweden1068 Posts
April 26 2011 11:03 GMT
#1266
On April 26 2011 20:00 Alpina wrote:
Show nested quote +
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.

Aaah right! Of course! Yeah that's really good!
¯\_(ツ)_/¯
da_head
Profile Blog Joined November 2008
Canada3350 Posts
April 26 2011 11:03 GMT
#1267
On April 26 2011 19:17 TrANCE, wrote:
I just feal sad...blizz should just sit back and see how the game evolves all these patches are becoming someone of a annoyance

Lol pvp cant further evolve (on maps like taldarim anywayz).

On April 26 2011 19:17 Iblis wrote:
Show nested quote +
On April 26 2011 19:09 Thezzy wrote:
On April 26 2011 18:32 iNbluE wrote:
God, the ghosts are like free now :/


200 minerals and 100 gas every 45 seconds is free?
A whole factory or starport is cheaper and you still won't get enough gas to produce two Ghosts off one base.
I do like the change as it makes a Ghost mix more viable (Ghosts ate every scrap of gas) but they are hardly free.
200 minerals is a lot, even for Terran.


Protoss can constantly produce sentries from 3 gateway on one base and Terran can't produce the same amount of gas related unit on one base? I think one of us is not seeing how that could be possible.

You cant produce sentries constantly off 3 base unless you have a massive stockpile.
When they see MC Probe, all the ladies disrobe.
lynx.oblige
Profile Joined August 2009
Sierra Leone2268 Posts
April 26 2011 11:03 GMT
#1268
Unlike some of the recent bunker changes, I like this salvage change.
Everyone needs a nemesis.
Axeltoss
Profile Blog Joined December 2010
United States283 Posts
April 26 2011 11:04 GMT
#1269
On April 26 2011 19:52 Barty wrote:
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?


I don't think the timing will change much. Just build gateways at usual time and churn out the sentries while expanding at the usual time.
@Axeltoss
Grummler
Profile Joined May 2010
Germany743 Posts
April 26 2011 11:04 GMT
#1270
On April 26 2011 20:02 IPS.Mardow. wrote:
"Fixed a bug where players were still able to stack flying units on top of each other."

Just read that? What the hell? You aren't able to stuck mutas anymore? wtf, is Blizzard doing x_X


Mutas now have magic box on autocast. Good bye Thors i guess.
workers, supply, money, workers, supply, money, workers, ...
Binabik
Profile Joined January 2011
Germany686 Posts
April 26 2011 11:04 GMT
#1271
On April 26 2011 20:02 IPS.Mardow. wrote:
"Fixed a bug where players were still able to stack flying units on top of each other."

Just read that? What the hell? You aren't able to stuck mutas anymore? wtf, is Blizzard doing x_X

I think they're fixing a bug where you could press Stop while Patrolling and it created a Viking Flower. (there's a topic on TL about it)

Stacking flying units while attacking should still be possible.
qui
Profile Joined October 2010
United Kingdom36 Posts
April 26 2011 11:04 GMT
#1272
I know what I am going to do against lategame protoss VR/Colossus deathball:

Mass proxy sporecrawlers
epoc
Profile Joined December 2010
Finland1190 Posts
April 26 2011 11:04 GMT
#1273
Wow! Best patch in sc2 so far. Awesome shit
twiitar
Profile Joined November 2010
Germany372 Posts
April 26 2011 11:04 GMT
#1274
On April 26 2011 19:59 cocosoft wrote:
Can someone tell me why the archon change is good for PvP?

It's good for PvT so now Toss can't lose their precious Archons to those nasty slowing Marauders anymore.

PvP wise the only unit that deals additional damage on Massive units is the Void Ray.
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
April 26 2011 11:05 GMT
#1275
On April 26 2011 11:37 windsupernova wrote:
Hmmm, I don't think I like the warpgate change too much. 4Gate was never an issue and I really think that the pylon radius change will help on PvP.

One thing I hate is that Blizzard is just nerfing and nerfing early game. They might as well make a nr 20 mins rule now.

I don't see how this is a nerf to early game tbh..

Sentry train time decreased from 42 to 37.

Stalker train time decreased from 42 to 37.

Zealot train time decreased from 38 to 33.
A game where the first thing you do is scout with a “worker”. Does that make any sense? Who scouts with a “worker”? That’s like sending out the janitor to perform recon, what general would do that? Retarded game.
Axeltoss
Profile Blog Joined December 2010
United States283 Posts
April 26 2011 11:05 GMT
#1276
On April 26 2011 20:03 dc302 wrote:
i thikn 4gate will still be very viable. the protoss just has to make 1 round of units from their gateways before warpgate is done..


You can't warp on high ground as easily (pylon range nerf), stalkers will snipe any pylons you make. Forcefields will become very hard to get around.
@Axeltoss
Tef
Profile Joined April 2008
Sweden443 Posts
April 26 2011 11:06 GMT
#1277
On April 26 2011 20:02 IPS.Mardow. wrote:
"Fixed a bug where players were still able to stack flying units on top of each other."

Just read that? What the hell? You aren't able to stuck mutas anymore? wtf, is Blizzard doing x_X


It has nothing about mutalisks grouping while doing an a-move. I am certain it's about doing the patrol trick to create viking flowers. They intended to fix that in the last patch but never managed to get rid of it completely.
Dont fuck up, dont fuck yourself
tyCe
Profile Joined March 2010
Australia2542 Posts
April 26 2011 11:06 GMT
#1278
On April 26 2011 19:52 Barty wrote:
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?

This was my first thought when I saw the patch notes. 3gate expand is my favoured build and it is made practically unviable with this patch. However, I am thinking that a new safe FE build will revolve around getting earlier gates and just continuously pumping units in the early game. This allows more opportunity for early game pressure as well. I think we'll see 2gate FE and FFE becoming the standard openings vs Zerg IMO.
Betrayed by EG.BuK
Nasradime
Profile Joined January 2011
France83 Posts
April 26 2011 11:07 GMT
#1279
On April 26 2011 20:04 qui wrote:
I know what I am going to do against lategame protoss VR/Colossus deathball:

Mass proxy sporecrawlers


Hell yeah, or back up broodlords with sporecrawlers haha ^^
Comsat me bro
Tofugrinder
Profile Joined September 2010
Austria899 Posts
April 26 2011 11:07 GMT
#1280
On April 26 2011 20:03 cocosoft wrote:
Show nested quote +
On April 26 2011 20:00 Alpina wrote:
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.

Aaah right! Of course! Yeah that's really good!

and I guess, correct me if I'm wrong, archons are really powerful against gateway units
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