Also not sure why they're buffing ghosts. I guess T's been having problems with infestors, but . honestly a couple of ghosts can deal with it pretty well as is without eating into the tank count too much. There should be some tension there, but we'll see how it plays out.
Patch 1.3.3 PTR - Page 66
Forum Index > SC2 General |
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. | ||
RogerChillingworth
2781 Posts
Also not sure why they're buffing ghosts. I guess T's been having problems with infestors, but . honestly a couple of ghosts can deal with it pretty well as is without eating into the tank count too much. There should be some tension there, but we'll see how it plays out. | ||
gnutz
Germany666 Posts
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Roflhaxx
Korea (South)1244 Posts
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IPS.Mardow.
Germany713 Posts
On April 26 2011 20:06 Tef wrote: 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. I hope so^^ | ||
billyX333
United States1360 Posts
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aka_star
United Kingdom1546 Posts
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ffadicted
United States3545 Posts
In fact, PvP and PvT have just basically been entirely changed. So many new timings to die to terran early game, and late game ghosts are going to be ridiculous to deal with. I don't understand the thought process behind 150 templars, 150 infestors, but 100 ghosts? Not to mention our late game composition is MUCH more gas heavy then terran's, yet they get the gas cheap spellcaster? I don't understand the thought process. Archon and spore change is nice. | ||
IronBreaker
Italy12 Posts
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hadoken5
Canada519 Posts
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joxlaxi
Sweden12 Posts
On April 26 2011 11:20 Jimbo77 wrote: Research Warp Gate time increased from 140 to 180. Gateway Sentry train time decreased from 42 to 37. Stalker train time decreased from 42 to 37. Zealot train time decreased from 38 to 33. Warp Gate unit train times remain unchanged. O_O I THINK that there will be alot of 2 gate proxys now, just my speculations. | ||
HEROwithNOlegacy
United States850 Posts
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Apolo
Portugal1259 Posts
On April 26 2011 20:09 Mr.X wrote: I do not know what type of dimensions used in Blizzard, but I can find the estimated reduction of the pylon using percentages. ![]() If this is the reduction, I do not think a change as significant as many think. Stating that it is only a simulation based on data. New radius is aprox 0.85% of old one like shown on the pic. However, So the area is being reduced in almost 30%. How is it not significant? | ||
Kokosaft
Germany172 Posts
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KaveX
Germany59 Posts
And as for Ghosts, I feel like making them cost 100/150 might have been more appropriate than 200/100 - like others said, Ghosts are supposed to be gas-intensive, not mineral-intensive. | ||
MacroKing
Canada298 Posts
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Deja Thoris
South Africa646 Posts
2 gate seems like it will be strong vs zerg. I would have liked to see the spine root timing reduced due to this too. Archons will add interesting new timings before the colossus window opens. The other changes I kind of like. Free salvage is out and the ghost may be more viable in tvz. | ||
kataa
United Kingdom384 Posts
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PredY
Czech Republic1731 Posts
what is blizzard thinking? | ||
ch33psh33p
7650 Posts
On April 26 2011 20:36 Deja Thoris wrote: Holy shit. 66 pages of knee jerk reactions so I'll add my own. 2 gate seems like it will be strong vs zerg. I would have liked to see the spine root timing reduced due to this too. Archons will add interesting new timings before the colossus window opens. The other changes I kind of like. Free salvage is out and the ghost may be more viable in tvz. This 2 gate is the exact same as it was before a shitton of other patches, people held it fine. | ||
NExt
Australia1651 Posts
On April 26 2011 20:33 Apolo wrote: New radius is aprox 0.85% of old one like shown on the pic. However, So the area is being reduced in almost 30%. How is it not significant? I reckon its huge difference. It'll be so much harder to place a proxy pylon that can warp in over ramps, and as a PvP enthusiast thats a pretty damn good fix to 4 gate. These Protoss changes seem to really address the over early game aggression of Protoss which in turn results in pretty significant changes to Gateway PvP. ----- I don't understand why they haven't changed the Gateway production time of High Templars and Dark Templars, too. I was hoping that the Gateway buff would result in strategical decisions between Gateways and Warpgates, but the HT/DT issue implies that Gateways are supposed to only be a valid option in the early game. And as for Ghosts, I feel like making them cost 100/150 might have been more appropriate than 200/100 - like others said, Ghosts are supposed to be gas-intensive, not mineral-intensive. what r u trying to say about the Gateway lol? made no sense to me I might've misread or something. ----- and as for 2 gate pressure maps are now alot bigger than previous (when will they get rid of the DQ) so it might not be the same nightmare. Proxy 2gate though, different story ![]() | ||
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