Patch 1.3.3 PTR - Page 74
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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.  | ||
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							Aravan
							
							
						 
						
						Poland36 Posts
						 
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							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 ![]()  | ||
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							Binabik
							
							
						 
						
						Germany686 Posts
						 
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							gentile
							
							
						 
						
						Switzerland594 Posts
						 
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							enrOo
							
							
						 
						
						Finland23 Posts
						 
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							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.  | ||
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							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.  | ||
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							NoXious90
							
							
						 
						
						United Kingdom160 Posts
						 
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							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.  | ||
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						Sweden4353 Posts
						 
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						Finland645 Posts
						 
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						Australia1786 Posts
						 
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							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...  | ||
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							fabiano
							
							
						 
						
						Brazil4644 Posts
						 
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							Omegasad
							
							
						 
						
						Canada15 Posts
						 
					can anyone imagine that happening?  | ||
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						United States1497 Posts
						 
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						United States46 Posts
						 
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