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Patch 1.3.3 PTR - Page 67

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 65 66 67 68 69 221 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.
azn_dude1
Profile Joined October 2010
162 Posts
April 26 2011 11:40 GMT
#1321
On April 26 2011 20:38 ch33psh33p wrote:
Show nested quote +
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.

Exactly. Everybody knows now that protoss don't like delaying their warp gates for anything.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
April 26 2011 11:40 GMT
#1322
bunkers were NEVER FREE, they cost atleast 50 minerals in mining time, and having less money now for the same later is a hurt econ. we can debate the cost of bunkers and their sell value, but people really need to stop stating that building a bunker costs nothing.

apart from that, i think archons to massive makes sense, build time decrease of protoss units.... not so sure about.
butchji
Profile Joined September 2009
Germany1531 Posts
April 26 2011 11:40 GMT
#1323
Dark Shrine into maSS ArchonS!
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
Last Edited: 2011-04-26 11:41:03
April 26 2011 11:40 GMT
#1324
On April 26 2011 20:38 ch33psh33p wrote:
Show nested quote +
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.

The thing about proxy 2 gate is that it's way more risky though, once your opponent has enough forces to break out your gates are done for lol. I like the change.
Proxy 2 gate instead of standard 4 gate into expand any day.
EDIT: Not disagreeing with you, adding to your point
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
Tryxtira
Profile Joined November 2010
Sweden572 Posts
April 26 2011 11:40 GMT
#1325
These changes are a huge blow to 4gate play. Both the increase in warpgatetech and even more the pylonchanges. PvP will be a lot more interesting now!
Grildrak
Profile Joined October 2010
Sweden44 Posts
April 26 2011 11:40 GMT
#1326
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'm ofc not sure but I don't think this will affect mutas but more the vikings flower (the last change they made didnt fix it all)
Ignorance more frequently begets confidence than does knowledge
Qzy
Profile Blog Joined July 2010
Denmark1121 Posts
April 26 2011 11:41 GMT
#1327
Salvage resource return reduced from 100% to 75%.

Try this blizz:

Salvage resource return reduced from 100% to 15%.

75% is still way too much.
TG Sambo... Intel classic! Life of lively to live to life of full life thx to shield battery
Slyce
Profile Joined December 2010
United Kingdom173 Posts
April 26 2011 11:42 GMT
#1328
I feel if they change air units so that they do not stack this will effect Thors lots.

As seen with the magic boxing micro thors are really bad against non-stacking units.

Does anyone else think this needs looking at? It will make muta defense a little harder for Terran.
http://www.fm-esports.org/
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
April 26 2011 11:42 GMT
#1329
On April 26 2011 20:36 MacroKing wrote:
I don't really think warp gate needed a nerf. It will affect other matchups to much...


sorry but the warpgate is a problem in this game for a whole year now and will continue to do so after this change aswell.

negating rushdistance and basicly bringing your production right into the enemys face is just flawed from the get go for a early standart tech.


i get that people dont want to see their toys get weaker. but if you look at it from a overall balance and design point of view warpgates are a problem in all matchups.

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?


the only significant effect it has on the game is that those "tiny edge of my pylon radius on your highground to warp zealots in your base." moves are now way harder/impossible. and thats a VERY good change esp for PvP.

other then that when does it matter at all?
life of lively to live to life of full life thx to shield battery
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-26 11:44:00
April 26 2011 11:42 GMT
#1330
On April 26 2011 20:35 Kokosaft wrote:
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


One chronoboost lasts 30 production seconds. So to full chronoboost this 180s you need 6 of them, which means the fastest possible time to get WG will be 180-60=120s since each chrono takes out 10s. Of course this will mean no chronoboost on probes or units.

Now the fastest possible time to research WG is around 92s. So it's pretty significant.
RogerChillingworth
Profile Joined March 2010
2840 Posts
April 26 2011 11:42 GMT
#1331
On April 26 2011 20:38 ch33psh33p wrote:
Show nested quote +
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.


The 2 gate was actually a big problem with saved chrono. Which is why they changed it....
aka wilted_kale
kuroshiro
Profile Joined October 2010
United Kingdom378 Posts
April 26 2011 11:43 GMT
#1332
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?


Quite. Don't forget that you need a fair amount of pylon power area on the topside to warp in your units, since you can't warp if you don't have a certain diameter of space for the unit (different for each unit according to size).

Looks reasonably significant to me but we won't know for sure until we see it done.
I am you, and you are me.
ReseT
Profile Blog Joined August 2010
United States273 Posts
April 26 2011 11:43 GMT
#1333
Hard wall-ins?
vVv Gaming
m4dm4n
Profile Joined July 2010
Croatia17 Posts
April 26 2011 11:46 GMT
#1334
On April 26 2011 11:24 Xapti wrote:
ROFL WAFL

Patch 16: Zealot build time increased from 33 to 38.

Patch 17: Zealot build time decreased from 38 to 33.

Patch 1.1.0: Zealot build time increased from 33 to 38.

Patch 1.3.3: Zealot train time decreased from 38 to 33.

WTF M8?



))))))))))))))))))))))
Lurk
Profile Joined December 2010
Germany359 Posts
April 26 2011 11:48 GMT
#1335
On April 26 2011 20:30 ffadicted wrote:
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.


Well, you should be able to get out more units before warpgate tech so you should be fine vs early terran openers. You just need to get the additional gates up maybe a little earlier and actually produce units while you wait for warpgate tech. Remember that terran stim pushes are also delayed by 30s since the latest patch. The reduced gateway training times should make up for the delayed warpgate tech (at least for defensive purposes).

On April 26 2011 20:30 ffadicted wrote: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.


Templars are 50/150 (=200 total resources), infestors are 100/150 (=250 total resouces), ghosts are 300 total resources (150/150 or 200/100) - so they are the most expensive spellcaster.

I'd rather have them 50/150 (like templars) or 100/150 (like infestors) instead.
Tabbris
Profile Blog Joined June 2010
Bangladesh2839 Posts
April 26 2011 11:48 GMT
#1336
On April 26 2011 20:40 turdburgler wrote:
bunkers were NEVER FREE, they cost atleast 50 minerals in mining time, and having less money now for the same later is a hurt econ. we can debate the cost of bunkers and their sell value, but people really need to stop stating that building a bunker costs nothing.

apart from that, i think archons to massive makes sense, build time decrease of protoss units.... not so sure about.

A spine must cost an infinite amount of minerals since it cost a drone that could of mined the whole game
syllogism
Profile Joined September 2010
Finland5948 Posts
Last Edited: 2011-04-26 11:51:12
April 26 2011 11:49 GMT
#1337
How does this affect early game ZvP exactly? Namely, the nexus cancel 4 gate, which is really the hardest one to stop/scout in time. Can you get a bit more drones earlier and thus be safer? If that stupid build still remains viable, zerg can't really be any greedier than before.
Huragius
Profile Joined September 2010
Lithuania1506 Posts
April 26 2011 11:49 GMT
#1338
On April 26 2011 20:41 Qzy wrote:
Salvage resource return reduced from 100% to 75%.

Try this blizz:

Salvage resource return reduced from 100% to 15%.

75% is still way too much.


I'm sure you put a lot of work in your examination and observation about bunkers state in the game to give this wise advice to Blizzard.
RouaF
Profile Joined October 2010
France4120 Posts
April 26 2011 11:49 GMT
#1339
I'm quite sure this "nerf" will open a whole new lot of early pressure strategies for protoss that will eventually lead them to follow up with a 4 gate. Against Terran you can easily imagine pressuring with proxy zealot or with a chronoed stalker getting a second gate and continuing pressuring then waiting for the warpgate research to finish to actually 4 gate. I'm really unsure this patch will really affect 4 gate. I like the pylon change tho which should make warp-ins less abusable. Time will tell for the rest.
harkov
Profile Joined November 2010
10 Posts
April 26 2011 11:52 GMT
#1340
The percentage of resources returned by salvage is a start. However I always found it strange that the remaining hp of a bunker doesn't factor in. It would only be reasonable to return bunker costs * 0.75 * hp/maxhp.

Also destroyed bunkers should damage or kill the units inside just like destroying a medivac does.
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