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Patch 1.3.3 PTR - Page 74

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.
Aravan
Profile Joined April 2010
Poland36 Posts
April 26 2011 13:15 GMT
#1461
Wow, some pretty big changes. Love how archons can no longer be kited by marauders and all of the over changes seem pretty solid, really. The one thing is that I think that ghosts should be 175/125, but hey - it's a test patch. Definitely a step in the right direction IMHO.
"The number J!" - Day[9]
Fungal Growth
Profile Joined November 2010
United States434 Posts
April 26 2011 13:16 GMT
#1462
Do like to see archon's being immune to concussive shells...that was ridiculous.

You know while this is definitely a nerf to the 4 warpgate rush...it could be a buff overall. The stalker will be coming out 5 seconds faster (more if you CB him) which means the scout dies sooner. The first sentry comes out earlier which means more energy for forcefield... Because the early production times are faster for Toss they can delay their 2nd gate a bit more which lets them focus more on econ. It will be easier for toss to defend against cannon rushes, 6 pool's, proxy racks, reaper harass and a whole assortment of early aggression. All in all, this is great for toss defense.

Could also bring back 4 gateway (not warpgate) rushes BW style... Even the 4 gateway zealot rush which had been causing issues earlier with SC2... This will be interesting to watch
Binabik
Profile Joined January 2011
Germany686 Posts
April 26 2011 13:17 GMT
#1463
Push of doom (2 Zealots 3 Stalkers) incoming =DDD
gentile
Profile Joined August 2007
Switzerland594 Posts
Last Edited: 2011-04-26 13:20:54
April 26 2011 13:19 GMT
#1464
like the change to the mighty archons, makes it more valuable overall, meaning the ht will be more used aswell..still a direct change to the boring collosus would have been better i think..pylon change, gotta see how this one will play out in reality, good for pvp thought. warpgate change was needed if its the right one we will see, still the build time of zealot changed back and therefor worrying for zerg players i guess (hi 2 gate zealot rushes)..ghost buff is kinda good vs the infestors, but here again, why not change the infestor directly?..bunker change is kinda wierd..but i feel it wont make a big difference in the long run...we will see..missing changes to collosus, infestor and corrupter, as well as possibly a slight change to mule and blue flame helions..i play terran btw. ah forgott, spore change is great and was needed.
enrOo
Profile Joined July 2010
Finland23 Posts
April 26 2011 13:20 GMT
#1465
now my proxy 2gate rushes will be more effective then ever mauhahhaa
i am become death, the destroyer of worlds. For Our Utopia
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 13:20 GMT
#1466
On April 26 2011 22:15 FarbrorAbavna wrote:
I understand your point in that changing too much at the same time makes it hard to know what had the greatest effect on the game. I'm also trying to follow your thought on the patch changes to zerg and I'm gonna guess that you have spine crawlers and spore crawlers mixed up.

I never mentioned either

Spore crawlers shot air. Otherwise it's just me being stupid and I dont get at all what kind of buff to zerg that is in this patch that you are talking about which they shouldnt do at the same time as the gateway/warpgate changes.

They didn't buff Zerg other than that small spore change. Even if they intend to buff Zerg, this would be a bad patch to do it in, because warpgate is such an integral part of Protoss play. Messing with it and other stuff at the same time leads to the problems I mentioned.
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
April 26 2011 13:22 GMT
#1467
Hmm okay, so Gateways don't produce faster then Warp Gates the build times are equal. Although Warp Gates still negate travel distance..

It's an alright change I guess. Although I'd of still preferred to see Gateways produce units faster (even if it was only marginable) so that there was some kind of strategic choice between using the two.

Like @ home macroing -> Gates. Move out -> Warp Gates.
I have a beard. I'm unprofessional.
NoXious90
Profile Joined September 2010
United Kingdom160 Posts
April 26 2011 13:22 GMT
#1468
A little stat change here, a little stat change there seems to be Blizzards MO these days. I don't quite have faith in them like I used to.
Severian
Profile Joined September 2010
Australia2052 Posts
April 26 2011 13:22 GMT
#1469
On April 26 2011 22:22 Striding Strider wrote:
Hmm okay, so Gateways don't produce faster then Warp Gates the build times are equal. Although Warp Gates still negate travel distance..

Warp Gates are still 5 seconds faster as the cooldown begins when the unit starts warping in. Perhaps this should go at the top of the page, too.
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
April 26 2011 13:23 GMT
#1470
I like these changes! protoss can finally go 2 gate again :D also goddamn bunker changes -.-
Ouga
Profile Joined March 2008
Finland645 Posts
April 26 2011 13:23 GMT
#1471
All of the changes seem appropriate. I don't quite get the point behind ghost cost change, I think 150/150 was pretty fair. Guess they want to see a bit more of them used? Dunno. But changes to 4gate and spore are brilliant.
Qweasdzxc
Profile Joined July 2010
215 Posts
April 26 2011 13:23 GMT
#1472
so PvP is now gonna be 2 gate vs 2 gate?
brachester
Profile Blog Joined March 2011
Australia1786 Posts
April 26 2011 13:23 GMT
#1473
somehow after i downloaded the patch, every stats are still unchanged in the PTR
I hate all this singing
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 13:24 GMT
#1474
On April 26 2011 22:23 Qweasdzxc wrote:
so PvP is now gonna be 2 gate vs 2 gate?

Why on earth would it be? 2gate hasn't changed at all in PvP since both sides produce zealots faster now...
fabiano
Profile Blog Joined August 2009
Brazil4644 Posts
April 26 2011 13:26 GMT
#1475
I welcome these changes.
"When the geyser died, a probe came out" - SirJolt
Omegasad
Profile Joined August 2010
Canada15 Posts
April 26 2011 13:27 GMT
#1476
Archons crushing forcefields in PvP
can anyone imagine that happening?
sad
TheSwamp
Profile Joined November 2010
United States1497 Posts
Last Edited: 2011-04-26 13:28:43
April 26 2011 13:27 GMT
#1477
I'd much rather have the build time be decreased for spores rather than the root time. If you don't already know where to place your spores you should probably switch races. They will obviously going for drones and if you know where their spawn is it's fairly easy to predict where they will be coming from. Hopefully, this will change before the patch actually goes live.
MLG: How is your Protoss? Idra: I make Blink Stalkers, so really, really good.
retardstrong
Profile Joined December 2010
United States46 Posts
April 26 2011 13:27 GMT
#1478
I'm really looking forward to the Protoss changes. As is I have been cannon rushing around 90% of PvP because i dislike it so much (getting a little better than 50% win ratio at diamond). Also what exactly is the warp in time for units compared to the new gateway times? Proxy play is going to be back for sure. Against terran I've been doing some fake 1 gate FE with 3 hidden gates somewhere on the map for unexpected delayed 4 gate maybe it will work with proxy and no warpgate!
"Pussies don't like dicks, because pussies get fucked by dicks. But dicks also fuck assholes: assholes that just want to shit on everything. Pussies may think they can deal with assholes their way. But the only thing that can fuck an asshole is a dick."
Chriscras
Profile Blog Joined March 2011
Korea (South)2812 Posts
April 26 2011 13:28 GMT
#1479
PTR hasn't been patched yet, any idea when these changes will be playable???
"En taro adun, Executor."
Gesperrt
Profile Joined February 2011
Germany417 Posts
April 26 2011 13:28 GMT
#1480
I'm really scared about proxy 2 gate now ._. But we'll see how it impacts.
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