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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. |
Why is everyone so excited about massive archons? You do realize that they can still be slowed by concussive shells and held in place by fungal right? Ultralisks are the only unit with immunity to ensare abilities.
So all the archon change means is that they will crush forcefields and can't be picked up by phoenix. If anything, its a nerf since they will accidentally crush the protoss players own forcefields.
I think this was more of a lore-wise change. Archons are so freaking big that they may as well be considered massive.
EDIT: Wow I guess they can't be slowed by concussive shells anymore. Awesome change!
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On April 26 2011 11:42 Alejandrisha wrote:Errbody do the massive archon dance  And it does mean no concussive. Never noticed your colossi don't get slowed by it?
More like e'rybody do the proxy 2-gate dance
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Ah, I thought it said spine crawler, not spore crawler super bummer.
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This patch is sooooooooooooo big. IMO it'll gonna be change the meta game. I would still want to see like the gateway make unit faster than warpgate.
This can creat pretty good strategy like you have to choose between you make army faster but at your base or you make the unit where ever you want but slower
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Everyone crying "oh no 2Gate Zealots!!" now - that's exactly what the PTR is for.
I don't believe it'll be a problem, it'll just reinforce the importance of properly scouting for proxies.
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On April 26 2011 11:38 sAfuRos wrote: @windsupernova I agree. Blizzard should calm down with the damn patches
Yeah, I've been thinking those for months. Still I can't say I don't love the Archon change. But I can't really blame Blizzard when the community is the one doing a bunch of crying all the time :\
I just wish Blizzard stopped balance patches for a while.I may even say that this should be the last one IMO. The community still seems like patch junkies
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On April 26 2011 11:43 orotoss wrote: Why is everyone so excited about massive archons? You do realize that they can still be slowed by concussive shells and held in place by fungal right? Ultralisks are the only unit with immunity to ensare abilities.
So all the archon change means is that they will crush forcefields and can't be picked up by phoenix. If anything, its a nerf since they will accidentally crush the protoss players own forcefields.
I think this was more of a lore-wise change. Archons are so freaking big that they may as well be considered massive.
No...god damn it, have you ever seen a colossi get slowed?
Wait, i'll answer - NO
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On April 26 2011 11:43 orotoss wrote: Why is everyone so excited about massive archons? You do realize that they can still be slowed by concussive shells and held in place by fungal right? Ultralisks are the only unit with immunity to ensare abilities.
So all the archon change means is that they will crush forcefields and can't be picked up by phoenix. If anything, its a nerf since they will accidentally crush the protoss players own forcefields.
I think this was more of a lore-wise change. Archons are so freaking big that they may as well be considered massive. Archons can not be slowed by concussive shells with this patch.
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Of course this comes out the day 1-minute 4 gate video came out.
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Don't think two proxy gate will be a problem anymore.
There are no longer 2 player maps with super short rush distances. People will have to scout around on Xel'Naga for sure though. Maps in general are much bigger now than they were last year, so this isn't that big of an issue.
People have also gotten better at microing and holding off those kinds of rushes.
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Archon rush in PvP anyone? since they crush FF and if you go for HT then you will have a a lot of minerals left over. Not to mention Archons do 35 damage to zealots and stalkers only do 10.
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Well looks like we'll be seeing more ghosts mid to late game. : )
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Stim research time = Warpgate time.
I have a cold shiver on how this change will play out for PvT.
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On April 26 2011 11:37 windsupernova wrote: Hmmm, I don't think I like the warpgate change too much. 4Gate was never an issue and I really think that the pylon radius change will help on PvP.
One thing I hate is that Blizzard is just nerfing and nerfing early game. They might as well make a nr 20 mins rule now.
Are you kidding me? 4 gate was a huge issue. PvP was a disgraceful matchup that revolved around 4 gate. A proper 4 gate would take down everything pretty much. A few things could stop it (3 gate robo with near-perfect control of units).
PvP basically became 4 gate vs 4 gate. It completely discouraged a mid game PvP, not even mentioning a late game PvP. Idk about you or other Protoss, but I became fed up with most of my matches ending within 10 minutes.
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On April 26 2011 11:43 orotoss wrote: Why is everyone so excited about massive archons? You do realize that they can still be slowed by concussive shells and held in place by fungal right? Ultralisks are the only unit with immunity to ensare abilities.
So all the archon change means is that they will crush forcefields and can't be picked up by phoenix. If anything, its a nerf since they will accidentally crush the protoss players own forcefields.
I think this was more of a lore-wise change. Archons are so freaking big that they may as well be considered massive.
Well, I like it because of that. Templar tech in PvP was mainly used for Blink and DTs, both strategies which start losing effectiveness over time when you compare it with Robo and Stargate. Massive Archons will help with that.
Edit: Nvm it seems Concussive shells will not affect archons. Good, it was pretty horrible to see the badass Archon being Kited to death
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ALLEYCAT BLUES49496 Posts
FIST PUMP ARCHONS!!!!!!!
Ghosts...that exta 50 gas I use for you can be spent getting your energy upgrade because mineralz are free anyway.
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Balance
PROTOSS Archons are now a massive unit. Fine I guess Pylon power radius has been decreased from 7.5 to 6.5. Dunno how if at all this affects wall ins, think it was geared towards warping over gaps and lowground to high ground where you could warp in and they couldn't do anything about the pylon without basically losing the game Cybernetics Core Research Warp Gate time increased from 140 to 180. Good 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.
Do the decreased times actually present protoss with the option not to go warp tech or is it still faster. That would have been the best solution, make gateways faster to produce units but have warp gate more versatile.
TERRAN Ghost Cost changed from 150/150 to 200/100. Meh Salvage resource return reduced from 100% to 75%. Needed to happen for a long time, I thought they'd do this before nerfing the build time but ok I guess.
ZERG Spore Crawler Root time decreased from 12 to 6. Nice, didn't happen often but when you had to throw down a few spores and the enemy found a gap in your defense you were kind of screwed if you didn't have enough queens. I wish they'd do this with spines or increase queen movement speed to make zerg a little more dynamic.
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Ghosts 200 minerals ? What a lame change. It should be 175/125 if anything.
Also good luck holding off proxy gates with 40 second bunker times and faster gateway build times.
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I dont understand why blizzard hasn't considered the SIMPLE fuckin idea of just increasing the cost for warpgate. If it was 150/100 instead of 50/50, that would be a significant nerf to 4 warpgate while not making it impossible to do and while giving non-4 warpgaters a unit/tech advantage
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On April 26 2011 11:39 TurtlePerson2 wrote: It's good to see 4-gate come a little later. I think that will adjust Protoss in a good way. 4-gate is weakened, but all other strategies are more or less untouched.
The ghost change is kind of interesting. Terrans usually have a mineral abundance due to MULEs, so I think it will help Terran. .
wut?
Show me a good terran with spare minerals? Pretty much every terran is floating a ton of gas mid game, since their core units are very gas light, and mineral heavy. Mule doesn't give them spare minerals, it lets them keep up in production with races that use mins/gas in a more balanced manner
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