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Patch 1.3.3 PTR - Page 7

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 5 6 7 8 9 221 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.
orotoss
Profile Joined September 2010
United States298 Posts
Last Edited: 2011-04-26 02:45:19
April 26 2011 02:43 GMT
#121
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!
BLARRGHGHH
sAfuRos
Profile Joined March 2009
United States743 Posts
Last Edited: 2011-04-26 02:43:48
April 26 2011 02:43 GMT
#122
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


;;
sAfuRos // twitch.tv/sAfuRos // contact for coaching
Dalguno
Profile Blog Joined January 2011
United States2446 Posts
April 26 2011 02:43 GMT
#123
Ah, I thought it said spine crawler, not spore crawler super bummer.
"I'm gonna keep making drones cause I'm a baller, and ballers make drones." -Snute
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 26 2011 02:43 GMT
#124
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
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
Bobster
Profile Joined January 2011
Germany3075 Posts
April 26 2011 02:44 GMT
#125
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.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
April 26 2011 02:44 GMT
#126
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
"Its easy, just trust your CPU".-Boxer on being good at games
sAfuRos
Profile Joined March 2009
United States743 Posts
April 26 2011 02:44 GMT
#127
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
sAfuRos // twitch.tv/sAfuRos // contact for coaching
Bobster
Profile Joined January 2011
Germany3075 Posts
April 26 2011 02:44 GMT
#128
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.
KevinIX
Profile Joined October 2009
United States2472 Posts
April 26 2011 02:45 GMT
#129
Of course this comes out the day 1-minute 4 gate video came out.
Liquid FIGHTING!!!
Dommk
Profile Joined May 2010
Australia4865 Posts
April 26 2011 02:45 GMT
#130
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.
DNA61289
Profile Joined August 2010
United States665 Posts
April 26 2011 02:45 GMT
#131
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.
But yeah being a Korean gamer is very imba. If you're a non-korean gamer you have to balance your game playing with earning money and your real life. If you're Korean you just sit around playing games all day eating 2 cent ramyun and becoming gosu.
Gentso
Profile Joined July 2010
United States2218 Posts
April 26 2011 02:45 GMT
#132
Well looks like we'll be seeing more ghosts mid to late game. : )
noobcakes
Profile Blog Joined May 2010
United States526 Posts
April 26 2011 02:45 GMT
#133
Stim research time = Warpgate time.

I have a cold shiver on how this change will play out for PvT.
Professional BattleCraft Player
Cloud9157
Profile Joined December 2010
United States2968 Posts
April 26 2011 02:45 GMT
#134
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.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
windsupernova
Profile Joined October 2010
Mexico5280 Posts
Last Edited: 2011-04-26 02:49:38
April 26 2011 02:45 GMT
#135
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
"Its easy, just trust your CPU".-Boxer on being good at games
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51168 Posts
April 26 2011 02:46 GMT
#136
FIST PUMP ARCHONS!!!!!!!

Ghosts...that exta 50 gas I use for you can be spent getting your energy upgrade because mineralz are free anyway.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Playguuu
Profile Joined April 2010
United States926 Posts
April 26 2011 02:46 GMT
#137
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.
I used to be just like you, then I took a sweetroll to the knee.
DooMDash
Profile Joined May 2010
United States1015 Posts
April 26 2011 02:46 GMT
#138
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.
S1 3500+ Master T. S2 1600+ Master T.
sAfuRos
Profile Joined March 2009
United States743 Posts
April 26 2011 02:46 GMT
#139
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
sAfuRos // twitch.tv/sAfuRos // contact for coaching
Eleaven
Profile Joined September 2010
772 Posts
April 26 2011 02:47 GMT
#140
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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