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Patch 1.3.3 PTR - Page 68

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 66 67 68 69 70 221 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.
ffadicted
Profile Joined January 2011
United States3545 Posts
April 26 2011 11:53 GMT
#1341
On April 26 2011 20:48 Lurk wrote:

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.


You can't compare gas and minerals like that, especially not when terran has MULEs. Gas is worth more and is much more important, and when you're talking about a spellcaster unit, you might as well ignore minerals because you're only going to get a handful, and not mass them.

Give me 200 / 100 HTs any day over 50 / 150
SooYoung-Noona!
NExt
Profile Blog Joined September 2010
Australia1651 Posts
Last Edited: 2011-04-26 11:56:20
April 26 2011 11:53 GMT
#1342
On April 26 2011 20:49 RouaF wrote:
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.


Can I just say... I don't mean to insult. But. 40 seconds. early game is pretty goddamn huge. 4 gate is a strong early push which helps us Protoss eliminate run distance. now with a huge 40 second delay, yeah we have chronoboost but we've always had chronoboost so best believe this really affects 4 gate. no doubt about it.

imagine all those 4 gates. if I only had 40 more seconds. or even 20 more seconds. pretty big difference. We've seen in PvP simply losing the early probe affects a 4 gate, so 40 second delay. huge.

but im interested in the early aggression that this gives us Protoss. I'm also imagining being able to sneak out more probes so there might be some sustainable 4 gate that'll pop around Time will tell.
Waiting for Protoss Jesus
Mr.X
Profile Joined July 2010
Spain115 Posts
Last Edited: 2011-04-26 11:57:56
April 26 2011 11:56 GMT
#1343
On April 26 2011 20:33 Apolo wrote:
New radius is aprox 0.85% of old one like shown on the pic. However,

[image loading]

[image loading]


So the new area will be reduced in almost 30%. How is it not significant?


You're right.

What I did was measure the radius in millimeters (which marked 389mm) and match that measured 7.5, which is 100%. The new measure is 6.5, which is almost 87% of 7.5.

So the reduction would total, 23% ... not as much as 30% as you say, but a bit more than that marked the previous image.

New here!

[image loading]

So now the change seems more relevant.

Thanks for the correction!


Snickersnee
Profile Blog Joined October 2010
United States241 Posts
April 26 2011 11:56 GMT
#1344
I think some of these changes are good, but I think the 2 gate rush will come back.... sadly... O well
Had an idea that combines the intimate moment of delivering babies with Crazy Taxi last night. Can emotional arcade style gaming work?
Tokay
Profile Joined July 2010
Sweden115 Posts
April 26 2011 11:57 GMT
#1345
What if you use all your CB on units from the gateways during the upgrade time of warpgate. Will you have more units out by the time warpgate is done, or is it worth more to CB the warpgate?
Lurk
Profile Joined December 2010
Germany359 Posts
April 26 2011 11:57 GMT
#1346
On April 26 2011 20:53 ffadicted wrote:
Show nested quote +
On April 26 2011 20:48 Lurk wrote:

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.


You can't compare gas and minerals like that, especially not when terran has MULEs. Gas is worth more and is much more important, and when you're talking about a spellcaster unit, you might as well ignore minerals because you're only going to get a handful, and not mass them.

Give me 200 / 100 HTs any day over 50 / 150


MULEs only make up for chronoboosted probes or powerdroning, a terran doesn't have more minerals than other races because of it. If you make such a claim, you better prove it.

Also, since you stated we might as well ignore mineral costs, i'd gladly take those 0/150 ghosts (hell, i'd even take 100/150 like i said earlier).
Meldrath
Profile Joined June 2010
United States620 Posts
April 26 2011 11:57 GMT
#1347
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.


Nice balance suggestion while were at it lets make immortals warpin units again? Please refrain from making bad balance suggestions. What you said = Bad.
slap me I must be dreaming another "imba" arugment! fffffffffuuuuuuuuuuuuu!!!!!
plainsane
Profile Joined September 2010
Germany98 Posts
April 26 2011 11:58 GMT
#1348
What kind of people are suggesting that terran is not a gas intensive race? i find myself more gas blocked than mineral blocked, esp when going ghost early.

Not every Terran goes mass marine!
I'm going, i'm going!
Scruff
Profile Joined May 2010
Singapore509 Posts
April 26 2011 11:58 GMT
#1349
Awesome changes. Long overdue but welcomed nonetheless.
I astonish myself everyday
Shalaiyn
Profile Joined October 2010
Netherlands2735 Posts
Last Edited: 2011-04-26 12:31:49
April 26 2011 11:59 GMT
#1350
Wow lol, these changes are quite interesting.

I gotta say the gateway changes all the time are really funny lol
Corvi
Profile Blog Joined July 2008
Germany1406 Posts
April 26 2011 12:00 GMT
#1351
i dont like the ghost change. gas was never the problem in tvp. maybe some can play mech/ghost now, but let me say you, that its a fuckin difficult strat and your average below gm player will never pull that off.
Velr
Profile Blog Joined July 2008
Switzerland10991 Posts
April 26 2011 12:02 GMT
#1352
I think a Bunker not being able to get salvaged while being attacked or you only getting a % amount according to the DMG it has taken on top to the 75% standard would be "fair".
DoXXaN
Profile Joined November 2010
Sweden7 Posts
April 26 2011 12:04 GMT
#1353
I think these changes will be pretty interesting for the protoss players. I think they can come up with some really nice new tactics in early games....
DoXXeR ftw!!!
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
April 26 2011 12:05 GMT
#1354
Archons are now massive.. AWESOME
Gateway's build faster then Warp Gates.. AWESOME
Bunkers no longer free.. AWESOME
Warp Gates in Twilight Council.. I'll keep hope for.

GOOD PATCH
I have a beard. I'm unprofessional.
Binabik
Profile Joined January 2011
Germany686 Posts
April 26 2011 12:05 GMT
#1355
On April 26 2011 20:56 Mr.X wrote:
[image loading]

I'm so gonna focus fire every Pylon I see ^_^
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
April 26 2011 12:06 GMT
#1356
Protoss will now have easier time against 6 pool )
Daralii
Profile Joined March 2010
United States16991 Posts
April 26 2011 12:07 GMT
#1357
On April 26 2011 21:05 Striding Strider wrote:
Archons are now massive.. AWESOME
Gateway's build faster then Warp Gates.. AWESOME
Bunkers no longer free.. AWESOME
Warp Gates in Twilight Council.. I'll keep hope for.

GOOD PATCH

Gates and WGs now take the same amount of time to build a unit, gates aren't faster.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-26 12:11:17
April 26 2011 12:07 GMT
#1358
On April 26 2011 20:56 Mr.X wrote:
Show nested quote +
On April 26 2011 20:33 Apolo wrote:
New radius is aprox 0.85% of old one like shown on the pic. However,

[image loading]

[image loading]


So the new area will be reduced in almost 30%. How is it not significant?


You're right.

What I did was measure the radius in millimeters (which marked 389mm) and match that measured 7.5, which is 100%. The new measure is 6.5, which is almost 87% of 7.5.

So the reduction would total, 23% ... not as much as 30% as you say, but a bit more than that marked the previous image.

New here!

[image loading]

So now the change seems more relevant.

Thanks for the correction!




Yes that looks better. But then, if we're being nit pickky, it's actually 25% less.

(new radius 86.(6)% of old --> new area 0.75%) =p

It's quite a bit :/ I don't think this is necessary. If the objective is to stop 4g, the increase of WG research and reduction of gate times should be more than enough.
aXa
Profile Blog Joined July 2010
France748 Posts
April 26 2011 12:08 GMT
#1359
Hey can someone tell me what it will concretely change for archon ?
Naniwa
Profile Blog Joined December 2010
Sweden477 Posts
April 26 2011 12:08 GMT
#1360
zzz.. so now impossible to practice for tsl since there is a possibility of a patch randomly popping.
Progamer
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