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Patch 1.3.3 PTR - Page 66

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 64 65 66 67 68 221 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.
RogerChillingworth
Profile Joined March 2010
2840 Posts
April 26 2011 11:26 GMT
#1301
New pylon radius actually looks like it makes a lot more sense. Like BW radius.

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.
aka wilted_kale
gnutz
Profile Joined November 2010
Germany666 Posts
Last Edited: 2011-04-26 11:26:54
April 26 2011 11:26 GMT
#1302
Could be that blinkstalker into Archons is now the best strategy in PvP, less coinflips. Let me hope ...
Roflhaxx
Profile Joined April 2010
Korea (South)1244 Posts
April 26 2011 11:27 GMT
#1303
What I really like about pylon nerf is that now cannon rush is a little weaker!
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.
IPS.Mardow.
Profile Joined November 2009
Germany713 Posts
April 26 2011 11:27 GMT
#1304
On April 26 2011 20:06 Tef wrote:
Show nested quote +
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.


I hope so^^
billyX333
Profile Blog Joined January 2008
United States1360 Posts
Last Edited: 2011-04-26 11:29:50
April 26 2011 11:28 GMT
#1305
wrong thread lol
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
April 26 2011 11:29 GMT
#1306
More buffs please, meow. ^^
FlashDave.999 aka Star
ffadicted
Profile Joined January 2011
United States3545 Posts
April 26 2011 11:30 GMT
#1307
Honestly, as a protoss, I hated colossus wars more then 4 gate wars. I'm gonna just 2 gate every game now probably. Also, I think the changes make protoss once again vulnerable to terran timings. It's going to be so hard to get up an early expo with the delayed warp gate tech. And 100 gas ghosts seems really over powered, considering how much more powerful EMP is then Storm. MULEs make the mineral increase negligible honestly. I can see a lot of ghost rushes coming as well.

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.
SooYoung-Noona!
IronBreaker
Profile Joined May 2010
Italy12 Posts
April 26 2011 11:30 GMT
#1308
I completely agree with shimarit's post, mech is already weak as it is in SC2 and tanks being massive would be a nice change I believe.
hadoken5
Profile Joined May 2010
Canada519 Posts
April 26 2011 11:30 GMT
#1309
2gating is going to kill zerg now
joxlaxi
Profile Joined March 2011
Sweden12 Posts
April 26 2011 11:32 GMT
#1310
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.
rave master
HEROwithNOlegacy
Profile Joined June 2010
United States850 Posts
April 26 2011 11:32 GMT
#1311
Interesting to see the gateway unit times decreased, I hope two gate doesn't become ridiculous again.
SlayerS Fighting!
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-26 11:37:15
April 26 2011 11:33 GMT
#1312
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.

[image loading]

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,

[image loading]

[image loading]


So the area is being reduced in almost 30%. How is it not significant?
Kokosaft
Profile Joined April 2010
Germany172 Posts
April 26 2011 11:35 GMT
#1313
its +40 seconds but you can spend at least one more chronoboost on warpgate making 20 gameseconds researching 30seconds of warpgate, but still, it look like 4warpgate wont be to huge anymore but earlier gatewayplay will become a matter (not necessarily balancewise) i think - not only 2gating
KaveX
Profile Joined February 2011
Germany59 Posts
Last Edited: 2011-04-26 11:37:31
April 26 2011 11:35 GMT
#1314
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.
SC2: EU Master League (Season 1: 2900 Points) | Fan of White-Ra, ClouD, HasuObs, MarineKing, BoxeR
MacroKing
Profile Blog Joined January 2011
Canada298 Posts
April 26 2011 11:36 GMT
#1315
I don't really think warp gate needed a nerf. It will affect other matchups to much...
Member of the NEX Clan!
Deja Thoris
Profile Blog Joined November 2010
South Africa646 Posts
April 26 2011 11:36 GMT
#1316
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.

kataa
Profile Blog Joined August 2010
United Kingdom384 Posts
April 26 2011 11:38 GMT
#1317
So now instead of PvP being all about 4 gates it will be about proxy gateways "Ha, you didn't scout the fact I was chronoing my secret gateway." Zerg instead of QQing over 4 gate will go back to QQing over 2 gate pressure, which if memory serves me - was alot more reliable than a probe cutting 4 gate.
PredY
Profile Joined September 2009
Czech Republic1731 Posts
April 26 2011 11:38 GMT
#1318
i see no reason to revert back to 33s zealots
what is blizzard thinking?
http://www.twitch.tv/czelpredy
ch33psh33p
Profile Blog Joined October 2010
7650 Posts
April 26 2011 11:38 GMT
#1319
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.
secret - never again
NExt
Profile Blog Joined September 2010
Australia1651 Posts
Last Edited: 2011-04-26 11:42:22
April 26 2011 11:39 GMT
#1320
On April 26 2011 20:33 Apolo wrote:
Show nested quote +
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.

[image loading]

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,

[image loading]

[image loading]


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 cheese be cheese.
Waiting for Protoss Jesus
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