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Patch 1.3.3 PTR - Page 76

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.
mouz.Wake
Profile Blog Joined August 2010
Sweden136 Posts
April 26 2011 13:50 GMT
#1501
"Salvage resource return reduced from 100% to 75%."

Hell. It's about time.
FORMER StarCraft II Team Manager for mousesports || @I_am_Wake
Bruft
Profile Joined March 2011
Finland30 Posts
April 26 2011 13:50 GMT
#1502
Hopefully I can play Protoss in peace now
As the Bible says, "Thou shalt not horn in on thy husbands racket"
WhiteDog
Profile Blog Joined November 2010
France8650 Posts
April 26 2011 13:50 GMT
#1503
On April 26 2011 22:46 Ragoo wrote:
Show nested quote +
On April 26 2011 22:41 Chicken Chaser wrote:
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

LoL ? Archon are not weak, but colo are OP so it makes them worthless. They do not need any buff, they are already pretty good but nobody make them. They're great to tank ultra, great against ling, not good against roach & hydra.

Archon zealot stalker colo & some templar is awesome late game protoss unit composition in PvZ.

Protoss get the habit to think that every units should be good against every units.
"every time WhiteDog overuses the word "seriously" in a comment I can make an observation on his fragile emotional state." MoltkeWarding
Supamang
Profile Joined June 2010
United States2298 Posts
April 26 2011 13:51 GMT
#1504
im pretty sure they held back on the archon change this long because of how good HTs were with KA still in the game. how nice would it have been to be able to warp in 2 instant storms then have a fatty unkitable archon a couple seconds later? now that HT isnt nearly as good as before, they can afford to make archons a little better. definitely a good change
frucisky
Profile Joined September 2010
Singapore2170 Posts
April 26 2011 13:52 GMT
#1505
I'd much rather have seen a concomitant Spore Crawler build time buff so it makes it a little more forgiving if I get surprised by Stargate units. You're saying that it's made to deflect Banshees and Phoenixes easier. But it doesn't make sense since any good Zerg player will place the spores properly in the first place to defend the drones.
<3 DongRaeGu <3
TimeSpiral
Profile Joined January 2011
United States1010 Posts
April 26 2011 13:56 GMT
#1506
Did Protoss just get buffed, rofl? That's amazing.

On the flipside, it looks like Warpgate research was nerfed a little bit. That's actually a pretty big deal. The 4 Warpgate attack will be slightly bigger now, but also about 20-25 seconds later. It doesn't address the fundamental problems with Protoss right now, but maybe HoTS will do that :/

Terran gets Nerfed, ROFL!

The bunker is on the only defensive structure in the game that does not increase area DPS for cost. It's the only defensive structure that can be halted mid-construction by a minimum of a single worker unit. Its sole advantage was that it added a little durability to barracks units that are stationary, in the form of "armor (HP)." You're essentially paying for additional HP per unit in a given area plus get a slight range buff. If the bunker was destroyed, or mass repaired (this costs money), the salvage feature was negated. That was the primary benefit of a bunker. This is a silly, and stupid change.

I'm on the fence about the Ghost. We'll have to see how that works out. Seems like it could be a buff, but where are our free spell casters (Sentry/HT)? + Show Spoiler [tongue and cheek] +
Slightly kidding about this, but those two units are stupid cheap for their value.


Zerg gets buffed? Cool. I don't mind that, especially since they are terrified of the necessary Infestor nerf and don't appear to be getting one any time soon.

[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
April 26 2011 13:57 GMT
#1507
I thought they increased zealot build time to nerf proxy 2 gates? they just undid that change so rebroke something they fixed? :S
cactuschewer
Profile Joined September 2010
United Kingdom152 Posts
April 26 2011 13:57 GMT
#1508
It's pretty obvious, the spore burrow time buff is so we can use offensive spores to defeat the voidray colossus deathball in a straight up fight.
Thereisnosaurus
Profile Blog Joined February 2010
Australia1822 Posts
April 26 2011 13:57 GMT
#1509
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'm not sure that's necessarily the case, it's simply such a core concept to protoss balance at the moment that to remove it or hamper it in many ways people suggest (warp ins only next to nexus etc) would utterly upset the feel and flair of the race.

I agree that a small advantage gained from not exploiting said mechanic would be good, and encourage players to play creatively. That seems to be what blizzard is seeking to achieve here, though not particularly effectively. It makes it more of a choice when to get warpgates, but not whether to get them.

It's a similar thing to orbital commands for terran or queens for zerg. There are situations early when one might want to skip them for a time, but eventually they must be standard. I don't think this is a bad thing, the problem is, at the moment, it is almost the entirety of protoss strategy. Hopefully this change will give toss a bit more time to think, as it were, and we might see more early development of the other trees, which will transition into late game not being so warpgate dependant.
Poisonous Sheep counter Hydras
RogerChillingworth
Profile Joined March 2010
2842 Posts
April 26 2011 13:59 GMT
#1510
On April 26 2011 22:56 TimeSpiral wrote:
Did Protoss just get buffed, rofl? That's amazing.

On the flipside, it looks like Warpgate research was nerfed a little bit. That's actually a pretty big deal. The 4 Warpgate attack will be slightly bigger now, but also about 20-25 seconds later. It doesn't address the fundamental problems with Protoss right now, but maybe HoTS will do that :/

Terran gets Nerfed, ROFL!

The bunker is on the only defensive structure in the game that does not increase area DPS for cost. It's the only defensive structure that can be halted mid-construction by a minimum of a single worker unit. Its sole advantage was that it added a little durability to barracks units that are stationary, in the form of "armor (HP)." You're essentially paying for additional HP per unit in a given area plus get a slight range buff. If the bunker was destroyed, or mass repaired (this costs money), the salvage feature was negated. That was the primary benefit of a bunker. This is a silly, and stupid change.

I'm on the fence about the Ghost. We'll have to see how that works out. Seems like it could be a buff, but where are our free spell casters (Sentry/HT)? + Show Spoiler [tongue and cheek] +
Slightly kidding about this, but those two units are stupid cheap for their value.


Zerg gets buffed? Cool. I don't mind that, especially since they are terrified of the necessary Infestor nerf and don't appear to be getting one any time soon.



1. Putting your shit in bold doesn't make it correct.

2. Terran didn't get nerfed. Ghosts got buffed, bunkers return 75 instead of 100 minerals. Hardly a nerf.
aka wilted_kale
ReketSomething
Profile Blog Joined November 2008
United States6012 Posts
April 26 2011 14:00 GMT
#1511
On April 26 2011 22:56 TimeSpiral wrote:
Did Protoss just get buffed, rofl? That's amazing.

On the flipside, it looks like Warpgate research was nerfed a little bit. That's actually a pretty big deal. The 4 Warpgate attack will be slightly bigger now, but also about 20-25 seconds later. It doesn't address the fundamental problems with Protoss right now, but maybe HoTS will do that :/

Terran gets Nerfed, ROFL!

The bunker is on the only defensive structure in the game that does not increase area DPS for cost. It's the only defensive structure that can be halted mid-construction by a minimum of a single worker unit. Its sole advantage was that it added a little durability to barracks units that are stationary, in the form of "armor (HP)." You're essentially paying for additional HP per unit in a given area plus get a slight range buff. If the bunker was destroyed, or mass repaired (this costs money), the salvage feature was negated. That was the primary benefit of a bunker. This is a silly, and stupid change.

I'm on the fence about the Ghost. We'll have to see how that works out. Seems like it could be a buff, but where are our free spell casters (Sentry/HT)? + Show Spoiler [tongue and cheek] +
Slightly kidding about this, but those two units are stupid cheap for their value.


Zerg gets buffed? Cool. I don't mind that, especially since they are terrified of the necessary Infestor nerf and don't appear to be getting one any time soon.



I cant believe you think bunkers suck.

I also can't believe you don't think the ghost change is a buff. It is 100% a buff.

meh
Jaedong :3
sp00n-
Profile Joined July 2010
48 Posts
April 26 2011 14:00 GMT
#1512
On April 26 2011 22:52 frucisky wrote:
I'd much rather have seen a concomitant Spore Crawler build time buff so it makes it a little more forgiving if I get surprised by Stargate units. You're saying that it's made to deflect Banshees and Phoenixes easier. But it doesn't make sense since any good Zerg player will place the spores properly in the first place to defend the drones.


You're spore in the mineral line has just been killed with voidrays and the queen is also dead because of pheonix lift. You have few spores left but when you uproot them voidray will focus one and then move again....

This change is needed. Wouldnt mind for Spine crawlers also receiving this buff.
LastMan
Profile Joined April 2011
90 Posts
Last Edited: 2011-04-26 14:01:54
April 26 2011 14:01 GMT
#1513
nice so now as soon as barraks are over terran has to start building bunker to not die to zealot/stalker poke while building at ramp means u will die to proxy gates in your base ...
Necro)Phagist(
Profile Blog Joined October 2010
Canada6644 Posts
April 26 2011 14:03 GMT
#1514
On April 26 2011 22:56 TimeSpiral wrote:
Did Protoss just get buffed, rofl? That's amazing.

On the flipside, it looks like Warpgate research was nerfed a little bit. That's actually a pretty big deal. The 4 Warpgate attack will be slightly bigger now, but also about 20-25 seconds later. It doesn't address the fundamental problems with Protoss right now, but maybe HoTS will do that :/

Terran gets Nerfed, ROFL!

The bunker is on the only defensive structure in the game that does not increase area DPS for cost. It's the only defensive structure that can be halted mid-construction by a minimum of a single worker unit. Its sole advantage was that it added a little durability to barracks units that are stationary, in the form of "armor (HP)." You're essentially paying for additional HP per unit in a given area plus get a slight range buff. If the bunker was destroyed, or mass repaired (this costs money), the salvage feature was negated. That was the primary benefit of a bunker. This is a silly, and stupid change.

I'm on the fence about the Ghost. We'll have to see how that works out. Seems like it could be a buff, but where are our free spell casters (Sentry/HT)? + Show Spoiler [tongue and cheek] +
Slightly kidding about this, but those two units are stupid cheap for their value.


Zerg gets buffed? Cool. I don't mind that, especially since they are terrified of the necessary Infestor nerf and don't appear to be getting one any time soon.



OMG Terran defensive structure costs 25 minerals now??? JESUS CHRIST THE HOW TERRIBLE!! seriously.... Ghost is for sure a buff less gas means you can even throw them in when going mech emp hts/archons/entire army and its gg.

Warp gate research "Slightly" nerfed??? I'd say 40 second increase is a pretty big fucking nerf. Though gateway cool down has decreased I do not like this change at all we go from 4 warp gate to proxy 2 gate this did nothing to help PvP bizzard failed hard here...
"Are you talking to me? Because your authority is not recognized in fort kick ass!"" ||Park Jung Suk|| |MC|HerO|HyuN|
TwoMagTrav
Profile Joined January 2011
United States195 Posts
April 26 2011 14:03 GMT
#1515
Overall good changes I think.

Proxy 2 gate will be more popular but should be easy to hold off with good scouting. Especially since roaches have 4 range now since the last time zealots were this fast of a build time.

The spore crawler change is cool, it should have never been nerfed in the first place IMO they just did it because of the spine without thinking.

The ghost change I think will be huge in TvZ. Being a zerg I'm already seeing a lot more ghost play. Sniping mutas and broodlords easily with ghosts and ghost drops where they snipe like all your drones in 2 seconds and just fly out.

Ghost buff will probably make storm a lot more manageable, I think between the amulet and the ghost buff protoss will be going colo and terran will be going blind viking a lot still.
When I feed the poor they call me a saint, when I ask why the poor have no food they call me a socialist
BlindSC2
Profile Joined January 2011
United Kingdom435 Posts
Last Edited: 2011-04-26 14:10:06
April 26 2011 14:04 GMT
#1516
I think all changes are seemingly decent (wont know until played obviously) execpt for the ghost cost change. Its supposed to be a gas intensive unit IMO. This change will make ghosts more available meaning HT's effectiveness are potentially reduced further, meaning even more of a shift to blind collo play (and bind collo countering)

The pylon change is actually an extremely clever idea, it means that placing pylons at the ramp and warping in on the high ground is much harder as stalkers will be able to attack the pylons more easily, and cannon rushes may be a tad bit harder

Although Im not sure how this could affect wall ins

Toss player
Wise men speak because they have something to say, fools; because they have to say something - Plato
_Darwin_
Profile Joined August 2010
United States2374 Posts
April 26 2011 14:04 GMT
#1517
On April 26 2011 22:56 TimeSpiral wrote:
Did Protoss just get buffed, rofl? That's amazing.

On the flipside, it looks like Warpgate research was nerfed a little bit. That's actually a pretty big deal. The 4 Warpgate attack will be slightly bigger now, but also about 20-25 seconds later. It doesn't address the fundamental problems with Protoss right now, but maybe HoTS will do that :/

Terran gets Nerfed, ROFL!

The bunker is on the only defensive structure in the game that does not increase area DPS for cost. It's the only defensive structure that can be halted mid-construction by a minimum of a single worker unit. Its sole advantage was that it added a little durability to barracks units that are stationary, in the form of "armor (HP)." You're essentially paying for additional HP per unit in a given area plus get a slight range buff. If the bunker was destroyed, or mass repaired (this costs money), the salvage feature was negated. That was the primary benefit of a bunker. This is a silly, and stupid change.

I'm on the fence about the Ghost. We'll have to see how that works out. Seems like it could be a buff, but where are our free spell casters (Sentry/HT)? + Show Spoiler [tongue and cheek] +
Slightly kidding about this, but those two units are stupid cheap for their value.


Zerg gets buffed? Cool. I don't mind that, especially since they are terrified of the necessary Infestor nerf and don't appear to be getting one any time soon.



No, Protoss didn't get buffed. Useless Archons now have some functionality.

25 minerals... oh noo half a marine . Ghosts buffed.

6 Second spore crawler is barely a buff.
I cant stop lactating
Danzo
Profile Joined March 2011
2820 Posts
April 26 2011 14:04 GMT
#1518
On April 26 2011 22:59 RogerChillingworth wrote:
Show nested quote +
On April 26 2011 22:56 TimeSpiral wrote:
Did Protoss just get buffed, rofl? That's amazing.

On the flipside, it looks like Warpgate research was nerfed a little bit. That's actually a pretty big deal. The 4 Warpgate attack will be slightly bigger now, but also about 20-25 seconds later. It doesn't address the fundamental problems with Protoss right now, but maybe HoTS will do that :/

Terran gets Nerfed, ROFL!

The bunker is on the only defensive structure in the game that does not increase area DPS for cost. It's the only defensive structure that can be halted mid-construction by a minimum of a single worker unit. Its sole advantage was that it added a little durability to barracks units that are stationary, in the form of "armor (HP)." You're essentially paying for additional HP per unit in a given area plus get a slight range buff. If the bunker was destroyed, or mass repaired (this costs money), the salvage feature was negated. That was the primary benefit of a bunker. This is a silly, and stupid change.

I'm on the fence about the Ghost. We'll have to see how that works out. Seems like it could be a buff, but where are our free spell casters (Sentry/HT)? + Show Spoiler [tongue and cheek] +
Slightly kidding about this, but those two units are stupid cheap for their value.


Zerg gets buffed? Cool. I don't mind that, especially since they are terrified of the necessary Infestor nerf and don't appear to be getting one any time soon.



1. Putting your shit in bold doesn't make it correct.

2. Terran didn't get nerfed. Ghosts got buffed, bunkers return 75 instead of 100 minerals. Hardly a nerf.


"Hardly a nerf" But still a nerd that's not actually necessary. lol Yeah blizzard the way to stop that terran force is too attack their bunkers! Seriously? It's bad enough it takes long just hold to out but now strip us of our resource? When was the last time you guys saw offensive bunkers being useful against zerg?
Getting too old for this..
Alexl
Profile Joined January 2011
288 Posts
April 26 2011 14:05 GMT
#1519
So a 4gate nerf in exchange for an overall protoss buff and no adressing of mass wg warp-ins to reinforce instantly in 200pop fights when others need to wait?
No real change to zerg outside of dealing with early air?
The only good change is a salvage nerf.
Fuck this patch
MindRush
Profile Joined April 2010
Romania916 Posts
April 26 2011 14:06 GMT
#1520
On April 26 2011 11:21 neobowman wrote:
Spore Crawler change: Holy shit, I love this! Such a brilliant change.

Pylon power radius seems pretty random though.

More bunker changes! Though I admit that I actually like this one.

I have a feeling that 2 gate early game will actually be used now.


Well, pylon power radius decrease is to prevent players from warping in units on top of ramp from a pylon that is only susceptible to fire from units that have > 6.5 range. This way, players cannot amass units in front of ramp and walk a zealot in and then warp 4 units on top of ramp. Especially in PvP, this tactic is widely used.

My opinion is that now, proxi gate on scrap station vs terran will be so strong, and terrans are once again forced to wall off against protoss, same as with zerg on all maps. Gateway play will be rewarded.
"Two things are infinite: the universe and human stupidity; and I'm not sure about the universe." - Albert Einstein
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