Patch 1.3.3 PTR - Page 74
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. | ||
Aravan
Poland36 Posts
| ||
Fungal Growth
United States434 Posts
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
Germany686 Posts
| ||
gentile
Switzerland594 Posts
| ||
enrOo
Finland23 Posts
| ||
Yaotzin
South Africa4280 Posts
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
United Kingdom787 Posts
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. | ||
NoXious90
United Kingdom160 Posts
| ||
Severian
Australia2052 Posts
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
Sweden4353 Posts
| ||
Ouga
Finland645 Posts
| ||
Qweasdzxc
215 Posts
| ||
brachester
Australia1786 Posts
| ||
Yaotzin
South Africa4280 Posts
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
Brazil4644 Posts
| ||
Omegasad
Canada15 Posts
can anyone imagine that happening? | ||
TheSwamp
United States1497 Posts
| ||
retardstrong
United States46 Posts
| ||
Chriscras
Korea (South)2812 Posts
| ||
Gesperrt
Germany417 Posts
| ||
| ||