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Patch 1.3.3 PTR - Page 75

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 73 74 75 76 77 221 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.
sluggaslamoo
Profile Blog Joined November 2009
Australia4494 Posts
April 26 2011 13:30 GMT
#1481
Changes are ok but still kind of silly.

Just change warpgate to citadel tech but make it faster and more expensive, at least then you would have more decision making than just cybercore up -> no resources saved -> wargate -> wait an extremely long time.

Just like concussive and all these other 50/50 upgrades that make no sense, take an extremely long time to research and require no tech pattern or planning at all.
Come play Android Netrunner - http://www.teamliquid.net/forum/viewmessage.php?topic_id=409008
avatarofjustice
Profile Joined April 2011
Barbados24 Posts
April 26 2011 13:32 GMT
#1482
There is simply nothing positive to say about these changes. This is probably the most hardcore Protoss buff of all time, when the exact opposite is what they were trying to achieve. Warpgate cheese toned down in exchange for free 16 nexus against terran every game? How about gateways inside of terran's main? How about proxy gateways against zerg early expansions? Really now, add 40 seconds research time to warpgates and get super fast zealots and stalkers in return? That is a buff. A huge one.


This is honestly so much worse than before. :-) Won't be playing this patch very much.
aight
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
Last Edited: 2011-04-26 13:36:50
April 26 2011 13:33 GMT
#1483
On April 26 2011 22:22 Severian wrote:
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.



Hmm..

I don't think that would actually make gate switching viable though. You have a 10 second warp gate transformation time to consider, and the negated travel distance which warp gates provide, which I suspect would be longer then 5 seconds in the majority of situations.

That's my hypothesis anyway.

EDIT: Nevermind, can't read. >.<
I have a beard. I'm unprofessional.
ffadicted
Profile Joined January 2011
United States3545 Posts
April 26 2011 13:33 GMT
#1484
On April 26 2011 22:32 avatarofjustice wrote:
There is simply nothing positive to say about these changes. This is probably the most hardcore Protoss buff of all time, when the exact opposite is what they were trying to achieve. Warpgate cheese toned down in exchange for free 16 nexus against terran every game? How about gateways inside of terran's main? How about proxy gateways against zerg early expansions? Really now, add 40 seconds research time to warpgates and get super fast zealots and stalkers in return? That is a buff. A huge one.


This is honestly so much worse than before. :-) Won't be playing this patch very much.


Dude, what lol None of what you said made any sense, are you sure you read anything at all?
SooYoung-Noona!
Whalecore
Profile Joined March 2009
Norway1111 Posts
April 26 2011 13:33 GMT
#1485
On April 26 2011 22:27 Omegasad wrote:
Archons crushing forcefields in PvP
can anyone imagine that happening?

So much gas..

And I think a Zealot/Colossi army will crush a Zealot/Archon army any day
Playgu
Whitewing
Profile Joined October 2010
United States7483 Posts
April 26 2011 13:35 GMT
#1486
On April 26 2011 22:33 Whalecore wrote:
Show nested quote +
On April 26 2011 22:27 Omegasad wrote:
Archons crushing forcefields in PvP
can anyone imagine that happening?

So much gas..

And I think a Zealot/Colossi army will crush a Zealot/Archon army any day


It will, colossi balls own archon/immortal balls.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Valefort
Profile Joined December 2010
France228 Posts
April 26 2011 13:35 GMT
#1487
PvP 4gating out, what a relief.
avatarofjustice
Profile Joined April 2011
Barbados24 Posts
April 26 2011 13:35 GMT
#1488
On April 26 2011 22:33 ffadicted wrote:
Show nested quote +
On April 26 2011 22:32 avatarofjustice wrote:
There is simply nothing positive to say about these changes. This is probably the most hardcore Protoss buff of all time, when the exact opposite is what they were trying to achieve. Warpgate cheese toned down in exchange for free 16 nexus against terran every game? How about gateways inside of terran's main? How about proxy gateways against zerg early expansions? Really now, add 40 seconds research time to warpgates and get super fast zealots and stalkers in return? That is a buff. A huge one.


This is honestly so much worse than before. :-) Won't be playing this patch very much.


Dude, what lol None of what you said made any sense, are you sure you read anything at all?


It's because you lack understanding, not because I lack reading comprehension.
aight
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-26 13:36:36
April 26 2011 13:36 GMT
#1489
On April 26 2011 22:30 sluggaslamoo wrote:
Changes are ok but still kind of silly.

Just change warpgate to citadel tech but make it faster and more expensive, at least then you would have more decision making than just cybercore up -> no resources saved -> wargate -> wait an extremely long time.

Just like concussive and all these other 50/50 upgrades that make no sense, take an extremely long time to research and require no tech pattern or planning at all.

There is not supposed to be a choice. Tech like warpgate and conc shell exist exclusively to slow down their acquisition. Conc shell was put in because early marauder pressure was impossible to deal with. Warpgate tech was put in because early pylons in your base were impossible to deal with.
Nakas
Profile Joined May 2010
United States148 Posts
April 26 2011 13:36 GMT
#1490
On April 26 2011 22:07 FarbrorAbavna wrote:
Show nested quote +
On April 26 2011 21:49 kawaiiryuko wrote:
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?

spore crawler is so zerg doesnt get owned just because getting a bit caught off guard on dt's or void rays. As it is right now you basically lose because you didnt scout perfectly and protoss is going air really early(without really being all in or anything). It's just one of many things that need tweaking to make zerg less of a bitch to play. Players havent been as vocal about it as alot of other things.

Ghost is probably in response to infestors being so strong with the new fungal growth.


So the idea is that if a DT or banshee is attacking something out of range of a spore, that we can move it closer? Personally, I'm having a hard time imagining a game where chasing around after a DT/banshee with a spore crawler would be effective. If I'm not mistaken, spores don't detect while uprooted, so even the 6 second burrow time is enough to get out of range again, or to just kill it outright.

I'm a little puzzled by the ghost change, I see ghost in almost every game where the enemy goes spellcasters. You think it's directed at TvZ? I thought that matchup was in a pretty good place right now, and generates some fantastic games. I think that the skirmishes that occur between the casters (HT/ghosts/infestors) is one of the most intense parts of the game, I'm really worried that cheap ghosts could mess this up to the point where players don't bother to build spellcasters vs terran.
KristofferAG
Profile Blog Joined April 2011
Norway25712 Posts
April 26 2011 13:36 GMT
#1491
Uh-oh. I feel like there'll be a lot more early zealot rushes in my 2v2s with buddies.

Other than that I love the changes.
@KristofferAG | http://vestkyststoy.bandcamp.com | last.fm/user/KristofferAG
Sanguinarius
Profile Joined January 2010
United States3427 Posts
April 26 2011 13:38 GMT
#1492
I seriously LOVE massive archons. They have needed to do that for so long.
Your strength is just an accident arising from the weakness of others -Heart of Darkness
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
April 26 2011 13:39 GMT
#1493
I like the changes. Especially the pylon reducement.

Will this be the end of warping in units over the forcefields in PvP?
Can I finally enjoy watching PvP?

I had a good night of sleep.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
April 26 2011 13:39 GMT
#1494
2Gate-craft: Revenge of the Deal With It



Seriously though I like the changes. Making toss rely on actual gateway production beyond the first 5 minutes will be interesting and I'm thrilled for the prospect of an actually interesting PvP!!
Chicken Chaser
Profile Joined July 2010
United States533 Posts
April 26 2011 13:41 GMT
#1495
On April 26 2011 22:38 Sanguinarius wrote:
I seriously LOVE massive archons. They have needed to do that for so long.

What if they change the Archon size too to be like a Thor? And then increase splash radius? Walking Psi Storm on the loose!
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
April 26 2011 13:41 GMT
#1496
On April 26 2011 22:30 sluggaslamoo wrote:
Changes are ok but still kind of silly.

Just change warpgate to citadel tech but make it faster and more expensive, at least then you would have more decision making than just cybercore up -> no resources saved -> wargate -> wait an extremely long time.

Just like concussive and all these other 50/50 upgrades that make no sense, take an extremely long time to research and require no tech pattern or planning at all.


Completely agree. Warp Gates should be a choice not a requirement. But Warp In is obviously the sacred gimmick of Protoss.. which Blizzard wants everyone to get 100% of the time every game.
I have a beard. I'm unprofessional.
Ragoo
Profile Joined March 2010
Germany2773 Posts
April 26 2011 13:46 GMT
#1497
On April 26 2011 22:41 Chicken Chaser wrote:
Show nested quote +
On April 26 2011 22:38 Sanguinarius wrote:
I seriously LOVE massive archons. They have needed to do that for so long.

What if they change the Archon size too to be like a Thor? And then increase splash radius? Walking Psi Storm on the loose!


I hope they will buff Archon further. Like faster movement, less collision size or damage/splash/range/attack speed buff. HT/Archon is the only alternative to Collossus in PvZ lategame but Archon sucks too much to make it happen
Member of TPW mapmaking team/// twitter.com/Ragoo_ /// "goody represents border between explainable reason and supernatural" Cloud
rale
Profile Joined December 2010
United States40 Posts
Last Edited: 2011-04-26 13:49:01
April 26 2011 13:47 GMT
#1498
On April 26 2011 22:35 Whitewing wrote:
Show nested quote +
On April 26 2011 22:33 Whalecore wrote:
On April 26 2011 22:27 Omegasad wrote:
Archons crushing forcefields in PvP
can anyone imagine that happening?

So much gas..

And I think a Zealot/Colossi army will crush a Zealot/Archon army any day


It will, colossi balls own archon/immortal balls.


You can rush to archons much faster than you can rush to colossus. Twilight council and templar archives are both 50 seconds, compared to 65 for robo facility and robo bay, plus another 75 for a colossus.

Getting an archon and using it to bust the ramp could prove viable against someone trying to go colossus.
Bobster
Profile Joined January 2011
Germany3075 Posts
Last Edited: 2011-04-26 13:49:33
April 26 2011 13:47 GMT
#1499
On April 26 2011 22:36 Nakas wrote:
Show nested quote +
On April 26 2011 22:07 FarbrorAbavna wrote:
On April 26 2011 21:49 kawaiiryuko wrote:
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?

spore crawler is so zerg doesnt get owned just because getting a bit caught off guard on dt's or void rays. As it is right now you basically lose because you didnt scout perfectly and protoss is going air really early(without really being all in or anything). It's just one of many things that need tweaking to make zerg less of a bitch to play. Players havent been as vocal about it as alot of other things.

Ghost is probably in response to infestors being so strong with the new fungal growth.


So the idea is that if a DT or banshee is attacking something out of range of a spore, that we can move it closer? Personally, I'm having a hard time imagining a game where chasing around after a DT/banshee with a spore crawler would be effective. If I'm not mistaken, spores don't detect while uprooted, so even the 6 second burrow time is enough to get out of range again, or to just kill it outright.

That's one example, yes. See it this way, the 6 second root makes it easier to change positioning on the Spore Crawler - so if the DT simply runs away, that's half the time the Protoss player has to react/half the time he's able to whack away at drones unchallenged compared to before.

I personally think it's made to deflect Banshees and Phoenixes easier. Faster rooting time = less drones killed.


On April 26 2011 22:32 avatarofjustice wrote:
There is simply nothing positive to say about these changes. This is probably the most hardcore Protoss buff of all time, when the exact opposite is what they were trying to achieve. Warpgate cheese toned down in exchange for free 16 nexus against terran every game? How about gateways inside of terran's main? How about proxy gateways against zerg early expansions? Really now, add 40 seconds research time to warpgates and get super fast zealots and stalkers in return? That is a buff. A huge one.


This is honestly so much worse than before. :-) Won't be playing this patch very much.

I think most of the people here disagree with you. And don't let the door hit you on the way out if some unfavourable (in your opinion), untested patch notes are enough to make you quit.
Jarmam
Profile Joined June 2010
Denmark140 Posts
April 26 2011 13:48 GMT
#1500
On April 26 2011 22:35 avatarofjustice wrote:
Show nested quote +
On April 26 2011 22:33 ffadicted wrote:
On April 26 2011 22:32 avatarofjustice wrote:
There is simply nothing positive to say about these changes. This is probably the most hardcore Protoss buff of all time, when the exact opposite is what they were trying to achieve. Warpgate cheese toned down in exchange for free 16 nexus against terran every game? How about gateways inside of terran's main? How about proxy gateways against zerg early expansions? Really now, add 40 seconds research time to warpgates and get super fast zealots and stalkers in return? That is a buff. A huge one.


This is honestly so much worse than before. :-) Won't be playing this patch very much.


Dude, what lol None of what you said made any sense, are you sure you read anything at all?


It's because you lack understanding, not because I lack reading comprehension.


No its because everything you say is nonsense.
"Freedom for Colossus" - White-Ra
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