Pretty reasonable changes. I like the decrease in root time for spore crawlers although I still think, as many others, that the root time for spine crawlers is too large.
Patch 1.3.3 PTR - Page 71
Forum Index > SC2 General |
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. | ||
Mactator
109 Posts
Pretty reasonable changes. I like the decrease in root time for spore crawlers although I still think, as many others, that the root time for spine crawlers is too large. | ||
HudsonK
China172 Posts
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Darneck
Sweden1394 Posts
On April 26 2011 21:31 WhiteDog wrote: It does not change a thing, use your brain a bit ? Read what he said again. He does say that that it remains untouched or even worse for the zerg because of the gateway changes and the archon change. So he does indeed say that it changes something. | ||
Bosu
United States3247 Posts
I think the game just needs an expansion at this point to mix up a ton of shit. The biggest problem I have with the game right now is losing to deathballs is incredibly not fun and frustrating. I think that making collosus weaker needs to be their focus and if that means buffing other things then that should be done. | ||
Dingobloo
Australia1903 Posts
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. The patch that changed them from 33 to 38 also changed their warpgate cooldown from 23 to 28, this keeps them 28 warpgate but 33 gateway. | ||
Uhnno
Netherlands288 Posts
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rushian
United Kingdom568 Posts
On April 26 2011 21:31 WhiteDog wrote: It does not change a thing, use your brain a bit ? It's still a patch that favor protoss overall, which is funny considering the state of the game. Blizz is always one train late. That's because protoss were lazy. You had 4gate since the beginning, you had proxy but no protoss use it because it is not a freewin, you had canon since the beginning. I don't understand. are you saying 4gate is a free win in PvZ? Patch looks pretty good. I think it would be fine though if they keep zealot 'build' time at 38sec, while still shortening stalker and sentry build time. I still wish they'd reconsider nerfing colossus and bringing back KA in some form, but I guess that's not going to happen | ||
Yaotzin
South Africa4280 Posts
On April 26 2011 21:36 Uhnno wrote: While I really like how they nerfed 4gate in PvP, this kinda ruins my 3gate expo timings. Back to the drawing board. Try making the second gate earlier, and making sentries from the gateways. You'll be pleasantly surprised - even on the current patch - how similar this is to the 2/3 sentry then 3 sentry warpin method. | ||
Cirqueenflex
499 Posts
i was already really sad to see a few ghosts being able to snipe so many brood lords in literally no time without the zerg being able to do much about it and now ghosts become even cheaper on gas? As if terran really ever had problems getting minerals with their mules. Also i feel like making overseer cost 75 gas only would be a fair change since observer are 75 gas as well the problem with spore crawler isnt that you would have 20 on one base and zero on the other and you need to get them there and burrow as fast as possible, its more the problem of zerg getting detection/antiair at all. If you get spore crawler, you tend to have them equally spread on your bases, so drawing them from one base to defend another vs air units is quite uhm not viable. also im still hoping for a complete remake of the zerg race, there seems just too much broken atm ![]() | ||
AidanS
39 Posts
The big advantage of warpgate is that you skip (well slightly more than halve - 10sec change over + 5 warp in) a production cycle as soon as you get it making defending early roach pressure just about possible. It means you get 3 or 4 units roughly 20 seconds early. Producing units 5 seconds faster per gateway up to that point doesn't seem to make up for this given that you are going to have maybe 3 units when any early attack hits. | ||
WhiteDog
France8650 Posts
On April 26 2011 21:36 rushian wrote: I don't understand. are you saying 4gate is a free win in PvZ? Patch looks pretty good. I think it would be fine though if they keep zealot 'build' time at 38sec, while still shortening stalker and sentry build time. I still wish they'd reconsider nerfing colossus and bringing back KA in some form, but I guess that's not going to happen No. I was just pointing out the fact that you already had a lot of way to pressure your opponent: just did not do it because 3gate expand or any other kind of FFE into death ball gives you a better win % than a risky proxy / 4gate / canon rushing. | ||
Gunman_csz
United Arab Emirates492 Posts
ATM 14pool/15hatch - 15pool/16hatch is capable of holding stalker / proxy gates and still be somewhat okay in economy vs forge expo. Not to mention if they delay your expansion with pylon then you are way way behind. Looks like a return to blind speedling expand to account for fast stalker pressure or proxy 2gates and meanwhile if toss opts for forge expos' you are behind in economy throughout the game. Thank you blizzard. | ||
parn
France296 Posts
First it's really risky, because easier to scout, longer to build, than just a hidden pylon. The gate building time did not change. Second you go speed ling + 1 Spine and you're pretty fine (if you have spotted it for sure), depending on the map of course, but those tend to be larger. Third it's kinda "over" for the Protoss once you've stopped it. Different topic: Could any good Protoss PvP player try to anticipate timing about: A Protoss going for a hard 4 gates Warp push (1 zealot/stalker only) vs A Protoss going for 2/3 gates chronoboost tier1 units Is 4g still viable with that sort of thing/option? | ||
garrett
United States7 Posts
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arew
Lithuania1861 Posts
Really interesting changes, but IMO, some of these changes won't be on the main patch. Hello 2proxy gates, btw! xD | ||
alepov
Netherlands1132 Posts
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ReaperX
Hong Kong1758 Posts
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The Touch
United Kingdom667 Posts
Or not :p | ||
AidanS
39 Posts
Good thing they reduced that hallucination build time in a previous patch so they could effectively lengthen it from the original time in this one! ![]() | ||
ThatGuy89
United Kingdom1968 Posts
On April 26 2011 21:40 AidanS wrote: I dont see how faster unit production from gateways compensates delayed warpgate. The big advantage of warpgate is that you skip (well slightly more than halve - 10sec change over + 5 warp in) a production cycle as soon as you get it making defending early roach pressure just about possible. It means you get 3 or 4 units roughly 20 seconds early. Producing units 5 seconds faster per gateway up to that point doesn't seem to make up for this given that you are going to have maybe 3 units when any early attack hits. i think its mainly to stop 4gate pressure. I think with the changes suggested, you could hold off roach early pressure without needing the warpgate that early. You could still 3gate expand, and with the extra 40 seconds that WG takes to finish you can have another unit out of each gateway. Or you could even go for a defensive 4gate, but again you wouldnt have to rely on WG early on, you could just produce from 4 gates whlile researching it. I think that 40 extra seconds is really gonna change PvP, now theres a possibility to go 2gas, 2 gate into really quick collosus imo, and you can probably get the first one out at the same time or maybe a bit later then WG. depending on how you chorno. And it may result in alot more immortal/zealot play in PvP which is awesome cos they're 2 of my favourite units :D I think there'll be some really interesting builds coming out of this, alot of 3 gate pressure with alot of stalkers, could be fun ![]() | ||
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