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Patch 1.3.3 PTR - Page 72

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 70 71 72 73 74 221 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.
Ghostcom
Profile Joined March 2010
Denmark4782 Posts
April 26 2011 12:48 GMT
#1421
On April 26 2011 21:40 Cirqueenflex wrote:
o.o

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


Worst argument in the universe. It's two different units, the only resemblance is that they are both flying. Heck, being able to goo production facilities alone should've told you that.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
April 26 2011 12:48 GMT
#1422
I just realized that all the toss players who - like me - placed their initial pylon vs zerg in a way so it would just barely power the two building for the wall-off have to be very careful not to screw up the start of the game lol.
"You see....YOU SEE..." © 2010 Sen
Phlatline
Profile Blog Joined December 2007
Croatia176 Posts
April 26 2011 12:48 GMT
#1423
wow, it seams like all good changes, like the spore change best xD
nehl
Profile Joined November 2010
Germany270 Posts
April 26 2011 12:48 GMT
#1424
too fast!
i feel like tosses where kind of on the way of figureing out how to stop 4gates without 4gateing. so why is blizzard changing that much so fast?
the zergs kind of avoiding the deathballs of the tosses (f.e. mondragon in tsl) and if blizzard gives them some more time they will possibly be able to stop it eventhough it might look imbalanced right now. same for pvp. in some time, i feel like 4 gate wont be viable anymore without a huge risk, what whould be a good way an all in should look like in my opinion.
but well, well see
kawaiiryuko
Profile Blog Joined January 2011
United States368 Posts
April 26 2011 12:49 GMT
#1425
Correct me if I'm wrong but the "warp-in" time was previously 5 seconds, right? So now, the time to make units from GWs are the same as the CD for warping those units in? (Note: I specified cooldown, not the total time to make units via WGs).

Honestly, this patch feels like such a huge change that I'm not quite sure how to feel about it. Although we know that the pylon-power and WG/GW build time change was directed at changing PvP 4gates, what did the spore-crawler root-time and ghost-change come from? Was there an outcry for that?
brachester
Profile Blog Joined March 2011
Australia1786 Posts
April 26 2011 12:49 GMT
#1426
hmm, i think you guys should go test it first before saying anything premature like "oh, no 2 gates is undefendable" or "free win for protoss", and also i'm a bit confused with blizzard's intention with the zealot's timing since they have already changed it 3 or 4 times already. Maybe they decided not to balance at low level anymore beacuse they increased its building time because it's hard to defend at "certain" level.
I hate all this singing
Selkie
Profile Blog Joined October 2010
United States530 Posts
April 26 2011 12:51 GMT
#1427
Awww- Mutas won't stack to be conveniently shot down by thors anymore T_T


... the units not stacking could *almost* be a buff for zerg..... in the smallest sense of the word.
Trentelshark
Profile Joined September 2010
Canada385 Posts
April 26 2011 12:52 GMT
#1428
On April 26 2011 21:24 features wrote:
Terrans also crying that they will have to wall in again, haha

Terrans should have to wall at the start, just how i feel

There's no need to wall in to stop a proxy 2 gate but it does help if you setup your barracks and depot to wall in near the gas in TvP regardless. Blindly walling in against Protoss is a horrible idea if it isn't a 4 gate the wall is too vulnerable to stalker fire, void ray, etc. All the change means is I'll have to scout far earlier on 2 player maps to look for it and prepare accordingly.
Bluedraqy
Profile Joined April 2010
Denmark496 Posts
April 26 2011 12:52 GMT
#1429
In my opinion, PvZ feels slightly touched by this patch, since when a zerg goes Muta, most protoss responds with blink stalkers and archons to combat them straight up, so in THEORY, if the protoss is clumsy with his Archons, they could potentially break the forcefields, making it just a tiny tiny bit harder to properly control protoss units?
Gleve
Profile Blog Joined March 2009
United States206 Posts
April 26 2011 12:52 GMT
#1430
So happy about the Pylon and Gateway changes! Defenders advantage yay!
♞
Aelonius
Profile Blog Joined October 2010
Netherlands432 Posts
April 26 2011 12:53 GMT
#1431
On April 26 2011 12:03 iNcontroL wrote:
TWO GATE RETURNS HAHA JOKES ON YOU ZERG


Baneling before speed incoming! WOO
''The nine most terrifying words in the English language are: 'I'm from the government and I'm here to help.''—Ronald Reagan
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-26 12:58:07
April 26 2011 12:55 GMT
#1432
On April 26 2011 21:43 parn wrote:
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?

3gate building units is ~4z/5s/20probes at ~5:25.
hard 4gate (10gate, 18 probes) ~1z/5s at ~5:05. Time is right as first warpin is executed for both.

I have no idea why so few people do 3gate :/

Oh that's current timing, obviously 3gate will be helped even more by this!
KaizenOSU
Profile Joined February 2011
United Kingdom33 Posts
April 26 2011 12:57 GMT
#1433
i like pylon range and i am hopeuflt of the ghost change. i guess this will make 2 base terran stronger which is pretty good seeing how comfortably toss can get deathball on 2 base and ghuarantee a 3rd with it.

never 2 rax bunker rush so idk

warpgatye timing i think is good as i find prtoss much prefer bigger maps to abuse the long counter attack distance.. i like that they have made gateway produce faster too... this should enable protoss a steady defence allowing for a MUCH later warpgate?
No progress? No purpose...
_Darwin_
Profile Joined August 2010
United States2374 Posts
April 26 2011 12:58 GMT
#1434
On April 26 2011 21:51 Selkie wrote:
Awww- Mutas won't stack to be conveniently shot down by thors anymore T_T


... the units not stacking could *almost* be a buff for zerg..... in the smallest sense of the word.


No, the patch refers to the other form of viking flower. Not a-moved mutas. They will still stack.
I cant stop lactating
Blackk
Profile Joined November 2010
South Africa226 Posts
April 26 2011 12:58 GMT
#1435
On April 26 2011 21:51 Selkie wrote:
Awww- Mutas won't stack to be conveniently shot down by thors anymore T_T


... the units not stacking could *almost* be a buff for zerg..... in the smallest sense of the word.


stfu, this is about patrolling to a location and hitting shift + stop to make a viking flower

User was warned for this post
hah.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
April 26 2011 12:59 GMT
#1436
Lol @ the salvage change? Doesn't seem that necessary. Other changes are good i guess.
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Mangemongen
Profile Joined April 2010
Sweden125 Posts
April 26 2011 12:59 GMT
#1437
On April 26 2011 21:24 Tacoss23 wrote:
I can't belive what I'm reading, these changes are so...so...far from what the community has been asking.

It seems that someone in the developer team is a protoss player by these changes, looking at how much effort is being done to fix PvP, yet the most broken aspect of the game (ZvP) remains untouched or actually worst, even more favored to Protoss thanks to these gateway changes and the archon change.

I hope these are not all the notes, because if they are I've lost officially any kind of respcet for this game, and SC2 will lose total credibility as an E-sport very soon.


Yeah, what I don't get is why zerg isn't buffed (more), it's still widely recognised as the weakest race. I cannot speak from my own experience because I suck, but the top level pro zergs really do.

We'll just have to see how things end up.
IVN
Profile Joined October 2010
534 Posts
April 26 2011 13:00 GMT
#1438
On April 26 2011 11:48 Ricercar wrote:
Lawl, 6 pool toss = win, no more full wall ins

6 pool just got weaker against toss, buddy.
LittleKrums
Profile Joined March 2011
United States9 Posts
April 26 2011 13:00 GMT
#1439
Until protoss has tier 3 units that are viable besides the colossus, the game is still broken. Collossus is OP and has the exact same role as psystorm except that it's constant, has a way longer cast range, and WHAT only deals 1.8 less DPS. Right now terran is the best balanced race by a longshot in my opinion and collossus need to be nerfed into the ground.
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
April 26 2011 13:00 GMT
#1440
On April 26 2011 21:48 Ghostcom wrote:
Show nested quote +
On April 26 2011 21:40 Cirqueenflex wrote:
o.o

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

Worst argument in the universe. It's two different units, the only resemblance is that they are both flying. Heck, being able to goo production facilities alone should've told you that.

Yet they removed detection from overlord just to makes all race the same considering detection: T2 (lair / robo / starport & techlab) and 100 gaz. It's a bit harder for terran because of their scan i suppose ? Not to mention raven is a good caster, unlike overseer.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
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