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Patch 1.3.3 PTR - Page 69

Forum Index > SC2 General
4401 CommentsPost a Reply
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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.
RocketBOy
Profile Joined January 2011
15 Posts
April 26 2011 12:08 GMT
#1361
Blizzard keeps making massive changes and still cant make up their minds what to do. The new pvz will probably get zerg griping because I predict you will see a lot of in your face two gate zealot pressure that is gonna make it almost impossible for zerg to drone up now effectively. The four gate required actual micro and the macro players griped so now its gone. These drastic changes are probably why the majority of Korea looks at sc2 as a joke.
aXa
Profile Blog Joined July 2010
France748 Posts
April 26 2011 12:09 GMT
#1362
Don't worry Naniwa, you'll win TSL anyway
Daralii
Profile Joined March 2010
United States16991 Posts
April 26 2011 12:09 GMT
#1363
On April 26 2011 21:08 Naniwa wrote:
zzz.. so now impossible to practice for tsl since there is a possibility of a patch randomly popping.

Knowing Blizz, the patch won't drop until long after TSL.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
QueueQueue
Profile Joined July 2009
Canada1000 Posts
Last Edited: 2011-04-26 12:15:00
April 26 2011 12:09 GMT
#1364
Not bad overall.

As for people's complaints about changes, keep in mind this is a PTR. They have shown numerous times through PTRs that they are willing to revoke changes that they find to not be working....

As for the 2 gate pressure. Wasn't it fairly manageable for Z when they pooled first? Zerg haven't been hatching first because any competent Protoss on a map they can scout quickly enough, will block the hatch anyways. I don't play Zerg or Protoss, so I could be wrong; but I seem to recall that was the case watching games way back then when zealot build times were shorter.

We should be supporting Blizzard's ideas of throwing changes into the mix on a PTR. It's the best way to test their place in current game balance.

Kyuki
Profile Joined February 2008
Sweden1867 Posts
April 26 2011 12:10 GMT
#1365
On April 26 2011 21:00 Corvi wrote:
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.

You have to understand that it frees up gas for other things. Tank/ghost is just a example, but you could get Faster and More ghosts, faster upgrades and perhaps more medivacs/vikings etc.
In the end it will provide more room to wiggle with resources and that is very good for Terran. I personally love the change and I think it will create more dynamic in all matchups.

And when it comes to overall costs and comparisions to HTs and infestors you need to consider the fact that the ghost can actually attack (very nice DPS vs light and eventually cloak), they have no armortype (only one of the three) and a big HP pool for a terran infantry unit which makes them quite difficult to kill.
Mada Mada Dane
XiaoJoyce-
Profile Blog Joined December 2009
China2908 Posts
April 26 2011 12:11 GMT
#1366
Ah full refund bunker, so ppl will think twice, b4 build one bunker keke.

Full refund is always bad in business prospective. Making SCV build more bunker and salvage it. Waste his time and labour.
Pew! Pew! Chitty Chitty Bang Bang!
BlehBleh
Profile Joined March 2011
United States28 Posts
April 26 2011 12:11 GMT
#1367


On April 26 2011 21:05 Binabik wrote:
I'm so gonna focus fire every Pylon I see ^_^

... i hate you.

a couple other effects
- 9 pylon will have to be more accurately placed in order to wall off vs zerg.
- i won't be cannon rushed as often.
Vetrocide
Profile Joined August 2010
Norway600 Posts
April 26 2011 12:11 GMT
#1368
I still think they should focus more on the units that are fucked up rather then focus on build time of diff stuff. Not saying these are bad changes I just hoped they would prioritize some of the HUGE flaws
The worst form of inequality is to try to make unequal things equal
Citrone
Profile Joined April 2011
Germany14 Posts
April 26 2011 12:14 GMT
#1369
Hi guys. Long time lurker, first time poster. Hope to conribute something beneficial to the discussions.

PROTOSS

Archons are now a massive unit.


'tis cool, sentries blocking archons was ridiculous.

Pylon power radius has been decreased from 7.5 to 6.5.

Huge nerf to Warpgate rushes in generall, in particular 4 gate and cannon rushes.

Research Warp Gate time increased from 140 to 180.


Blizzard trying to give players a litte bit more time to react to 4 gate in all matchups.

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.


Protoss will for the first time experience something like a defenders advantage. Particularly in pvp.
As a Zerg I fear a swell of 2 gate/proxy gateway rushes coming.

Also, expect protoss to leave their gateways producing units and in time of need warp them to warpgates, reducing buiding time for one unit to 10 seconds (time it takes to switch from GW to WG) with a drawback afterwards as every unit after this big influx comes 5 seconds later. It helps them to generate just enough units to hold a push. Requires micro.

Warp Gate unit train times remain unchanged.


Expected from the latest post from Blizzard regarding pvp balance.


TERRAN

Ghost

Cost changed from 150/150 to 200/100.


In my opinion a little buff for Ghosts, cause you can't mule a bunch of gas.

Salvage resource return reduced from 100% to 75%.


Terrans finally must pay for their bunker rushes, but I'd let it scale with the bunkers HP. 100% HP: 75% refund. As HP approaches 0, the refund is being reduced to 50%. That's one marine every time they salvage a burning bunker. Big difference in all matchups early game.

ZERG

Spore Crawler

Root time decreased from 12 to 6.


Nerf to cloaked banshees. Also good against that Stargate rushes consisting of multiple voidrays/ 1 voidray multiple phoenix. As it is, if you know a bunch of cloaked banshees are coming, you have to build many colonies that it nerfs your eco just as much as them killing your workers.


Bug Fixes

Fixed a bug where Ghosts could not quickly EMP the same location.


With EMP nerf this is fair.

Fixed a bug where players were still able to stack flying units on top of each other.


Was a long time coming.

Warp Gate unit train times remain unchanged.


Expected from the latest post from Blizzard regarding pvp balance. More units at the expense of mobility is a good trade.


TERRAN

Ghost

Cost changed from 150/150 to 200/100.


In my opinion a little buff for Ghosts, cause you can't mule a ton of gas.

Salvage resource return reduced from 100% to 75%.


Terrans finally must pay for their bunker rushes, but I'd let it scale with the bunkers HP. 100% HP: 75% refund. As HP approaches 0, the refund is being reduced to 50%. That's one marine every time they salvage a burning bunker. Big difference in all matchups.

ZERG

Spore Crawler

Root time decreased from 12 to 6.


Zerg to cloaked banshees. As it is, if you know a bunch of cloaked banshees are coming, you have to build many colonies that it nerfs your eco just as much as them killing your workers.


Bug Fixes

Fixed a bug where Ghosts could not quickly EMP the same location.


With EMP nerf this is fair.

Fixed a bug where players were still able to stack flying units on top of each other.
Was a long time coming.

I'm not a native english speaker, so forgive me some strange formulations, please

So long, Citrone
“Age is an issue of mind over matter. If you don’t mind, it doesn’t matter.” - Mark Twain
RyanRushia
Profile Blog Joined April 2010
United States2748 Posts
April 26 2011 12:15 GMT
#1370
wow really cool changes for toss... glad to see them trying different methods of changing the PvP matchup! looking forward to this going live
I saw the angel in the marble and carved until I set him free. | coL.Ryan | www.twitter.com/coL_RyanR
ForTheDr3am
Profile Joined November 2010
842 Posts
April 26 2011 12:16 GMT
#1371
180 seconds is way overdone. A 20 second increase would have kept 4 Gate semiviable without nerfing 3 Gate expand versus both Z and T substantially while giving the defender in PvP enough time to defend it, especially with the reduced Pylon range. Now every Protoss, including the pros, have to relearn every not FFE opening.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 12:17 GMT
#1372
On April 26 2011 21:11 Vetrocide wrote:
I still think they should focus more on the units that are fucked up rather then focus on build time of diff stuff. Not saying these are bad changes I just hoped they would prioritize some of the HUGE flaws

What are these HUGE flaws? Ask 5 people and you'll get 5 different answers. It's much better to make small changes and see if the supposed HUGE flaws aren't actually very big at all - which is often the case.
mutantmagnet
Profile Joined June 2009
United States3789 Posts
April 26 2011 12:17 GMT
#1373
On April 26 2011 15:31 Rinny wrote:
6 seconds is only 2 more than siege tank. Spore crawlers are now incredible mobile for a tower unit. If you engage in the middle of the map on creep spore crawlers seem a viable anti air mobile option, especially late game when there are 200/200 armies.


And now zerg players regain something that acts like lurkers in terms of positional warfare. Too bad it's only a deterrent on air focused armies.
StRyKeR
Profile Blog Joined January 2006
United States1739 Posts
April 26 2011 12:18 GMT
#1374
Every time there's a patch people think it's the end of the world.

Come on guys it's not like they removed a unit.
Ars longa, vita brevis, principia aeturna.
SnuggleZhenya
Profile Joined July 2010
596 Posts
Last Edited: 2011-04-26 12:19:05
April 26 2011 12:18 GMT
#1375
Does anyone else feel a little uncomfortable that the Protoss changes show that Blizzard is willing to make changes solely to change the meta game? 4gate in PvP wasn't my favorite thing, in fact I've downright hated it from time to time, but it was at the very least balanced. I wish Blizzard would keep their patches balance oriented, if they have to make changes at all. Balance patches all the time are tricky enough to get right, now if they are willing to patch things to "correct" the meta game, that makes it pretty damned difficult to see long term meta game evolution. Now, maybe I'm over reacting, and from a player stand point I'm just going to buck up and get back to the drawing board for builds, but it still makes me feel uneasy for the precedent it sets.
You'll never get better being an angry nerd sitting alone in your room.
ffadicted
Profile Joined January 2011
United States3545 Posts
April 26 2011 12:18 GMT
#1376
On April 26 2011 20:57 Lurk wrote:
Show nested quote +
On April 26 2011 20:53 ffadicted wrote:
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).



I'm sorry but no matter how you want to spin it, minerals =/= gas. That's just an aspect of the game. Gas is more scarse and important. This is a Ghost buff, I don' think anyone is going to try to deny that. Having 100 gas ghosts over 150 gas ghosts is a buff, doesn't matter on the minerals side unless minerals went up to like 500
SooYoung-Noona!
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-26 12:20:15
April 26 2011 12:19 GMT
#1377
On April 26 2011 21:14 Citrone wrote:
Also, expect protoss to leave their gateways producing units and in time of need warp them to warpgates, reducing buiding time for one unit to 10 seconds (time it takes to switch from GW to WG) with a drawback afterwards as every unit after this big influx comes 5 seconds later. It helps them to generate just enough units to hold a push. Requires micro.

Warpgates produce units faster than Gateways. The difference is now smaller, but they still produce them faster.

It blows my mind how many people have no idea how warpgates work..
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
Last Edited: 2011-04-26 12:27:49
April 26 2011 12:20 GMT
#1378
On April 26 2011 21:18 StRyKeR wrote:
Every time there's a patch people think it's the end of the world.

Come on guys it's not like they removed a unit.

It's hard to see any kind of intelligence in this patch yet.

Removing KA amulette and not nerfing it.
Tweaking bunker building time...
Zealot back and forth 33 & 38 build time...
Archon out of nowhere
Spore taking less time to root themselves... yes man it matter so much, this will help every zerg.
Salvage nerf ??? why ? what for ? I'm sorry but bunker rushes were a good strategy that everybody should be able to counter already (and I'm zerg).
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
vi4t0r
Profile Joined March 2010
Poland40 Posts
Last Edited: 2011-04-26 12:21:31
April 26 2011 12:20 GMT
#1379
its like back2beta with the proxy 2-gate
let's wait and see how long it will take them to give roaches their 1-supply-cost back ^_^
A speech!?! Forget it!
BigJoe
Profile Joined January 2011
United States210 Posts
April 26 2011 12:21 GMT
#1380
i can understand the differences in the changes for protoss. the reduced range for pylons is so u can snipe the pylon used to warp units on ur ramp from 4gate. the weird thing though is that they once increased zealot time from 33 to 38 and now they want it back down to 33? I guess we will see how it works out on PTR.

As for ghosts cost change, 200mineral is a little much for bio for my taste but the 100 gas is a nice trade off. I think this is a big indicator that blizzard wants us to use ghosts vs infestors more... I was also hoping for infestor nerf =< lol. 2 FG and goodbye marines.
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