Patch 1.3.3 PTR - Page 78
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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. | ||
DreamOen
Spain1400 Posts
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CrayonKing
Cambodia124 Posts
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Shield
Bulgaria4824 Posts
On April 26 2011 23:14 R3N wrote: Ghosts are OP against protoss and this buff will make it even worse. Ghosts are alright. | ||
_Darwin_
United States2374 Posts
On April 26 2011 23:12 TimeSpiral wrote: the Archon buff is an indirect nerf to Terran bio armies (this is debatable) That's like saying the WG research time is an indirect buff to early game terran survivability. Every buff is an indirect nerf and every nerf is an indirect buff... zz | ||
dere
United States153 Posts
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HwangjaeTerran
Finland5967 Posts
IMO they should make reapers 25 / 75 so they'd have usage in the lategame, I know I have too much gas in the lategame especially against toss. Or maybe change ravens to more gas costly. Otherwise Terrans will stop taking more than 3-4 gases ![]() On April 26 2011 23:20 _Darwin_ wrote: That's like saying the WG research time is an indirect buff to early game terran survivability. Every buff is an indirect nerf and every nerf is an indirect buff... zz Well it's also a nerf against void rays! Archon vs Voidray - which one wins now ? | ||
TimeSpiral
United States1010 Posts
On April 26 2011 23:14 R3N wrote: TvZ is widely considered as a balanced matchup. So what does blizzard do? Buff Terran rofl. On a more serious note Infestors are really good, sometimes borderline OP so I think this is a reasonable buff. BUT Ghosts are OP against protoss and this buff will make it even worse. BUT Since I hate protoss I don't mind that at all ![]() ALL Hail Ghost buff! No. Terran, in TvZ did not get buffed here. We got nerfed, again. Ghosts are OP against Protoss? No. Ghosts are required to fight on even grounds with Protoss. That is why EMP has a special shield-drain attribute, because of Protoss specifically. If you miss your EMPs, even by a little bit, the Protoss deathball will win the fight overwhelmingly. If Terran lands perfect EMPs they could trade supply, or possibly come out ahead and try to carve out a quick advantage. Ghosts were fine in TvP, even before the EMP nerf. The EMP nerf was basically for Zerg, lol. It seems like every Terran nerf is for Zerg! On April 26 2011 23:20 _Darwin_ wrote: That's like saying the WG research time is an indirect buff to early game terran survivability. Every buff is an indirect nerf and every nerf is an indirect buff... zz I'm going to come out and say that the Archon buff was implemented to specifically counter the Toss QQ about Concussive shells (even though it took 36 kited marauder shots to kill a singular Archon which was previously an invisible ninja or a floating wizard, or both). So, yes, I get your silly point that every change affects the whole game, but what I'm saying is that this was directly related to concussive shells. Is it not? | ||
Necro)Phagist(
Canada6518 Posts
On April 26 2011 23:20 HwangjaeTerran wrote: Terrans only gas sink is now reapers 50/50 or banshees 150/150 ? IMO they should make reapers 25 / 75 so they'd have usage in the lategame, I know I have too much gas in the lategame especially against toss. Or maybe change ravens to more gas costly. Otherwise Terrans will stop taking more than 3-4 gases ![]() Just tech to mech! mech +Ghosts and a little bio support will be deadly and now viable with ghosts costing less gas. emp toss shields and watch as siege tanks shred entire armies like nothing! | ||
dere
United States153 Posts
On April 26 2011 23:20 HwangjaeTerran wrote: Terrans only gas sink is now reapers 50/50 or banshees 150/150 ? IMO they should make reapers 25 / 75 so they'd have usage in the lategame, I know I have too much gas in the lategame especially against toss. Or maybe change ravens to more gas costly. Otherwise Terrans will stop taking more than 3-4 gases ![]() You are trolling right? As a Terran I am absolutely always gas starved and generally I don't have the gas to build more than 1-2 ghost tops. This change actually allows you work in some ghosts without cutting something critical. | ||
HwangjaeTerran
Finland5967 Posts
On April 26 2011 23:22 Necro)Phagist( wrote: Just tech to mech! mech +Ghosts and a little bio support will be deadly and now viable with ghosts costing less gas. emp toss shields and watch as siege tanks shred entire armies like nothing! Maybe, if I wasn't so scared of those goddamn zealots ^^ | ||
sp00n-
48 Posts
On April 26 2011 23:15 Nakas wrote: If zerg is so far behind with anti-air against protoss stargate play that they're killing spore crawlers, that's pretty much gg. Chasing after a charged void ray with an uprooted spore crawler is not going to save that game. However with this change you can actually root you're spore before they die, you can even build them few feet away and then root them where you need them. Nobody said anything about chasing. But now atleast uprooting you're spore crawler is actually viable now. And we all know how awesome zerg is when scouting..... | ||
HwangjaeTerran
Finland5967 Posts
On April 26 2011 23:23 dere wrote: You are trolling right? As a Terran I am absolutely always gas starved and generally I don't have the gas to build more than 1-2 ghost tops. This change actually allows you work in some ghosts without cutting something critical. You realize we are talking about 50 minerals. that is the cost of a marine | ||
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BLinD-RawR
ALLEYCAT BLUES49497 Posts
On April 26 2011 23:23 HwangjaeTerran wrote: Maybe, if I wasn't so scared of those goddamn zealots ^^ ravens and auto turrets man...they are the future I tell you. | ||
Alexl
288 Posts
On April 26 2011 23:12 Striding Strider wrote: This coming from a Zerg? Seriously? I wasn't specifically thinking of only ZvP when writing that but I do think that being able ton reinforce instantly with a well placed pylon is a bit out of line (not the most broken thing out there, I agree). Moreso against terran but also against zerg that still has to wait for the units to pop out then get them together without having small packs of units die one by one, imo. I won't lie seeing hasuobs have 32 gates against boxer made this stand out. Edit: the way I would change it is have gates stay on cooldown when you're maxed out so that you cna warp-in but only after waiting the "production time" | ||
Veritassong
Canada393 Posts
In contrast, alot of protoss "buffs" are also fixes. Think zlot charge guarenteed hit, archon massive. Although they are sweet, they are supposed to be this way. people don't spend 200/200 on a lengthy charge upgrade just for marauders to kite them all day with their 50/50 60sec concussive shell. Same goes for archons, its supposed to be massive. terrans need to start to spread out their army like how they deal with banelings, and start realizing that tier3 units are supposed to be good against tier 1 units. | ||
iNbluE
Switzerland674 Posts
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Tacoss23
United States23 Posts
If you recall the Reaper nerf (aka as destruction of the reaper as a unit) was 2 months too late, when the Meta-game had already changed and wasn't even a problem anymore, or as much. Yet the patch came and everyone /shrugged (I'm a zerg player btw). This is the same, it's impossible to think that anyone up there is happy with the current broken state of Protoss, specially in ZvP. Yet the actions taken are none, in fact opposite of what the community expects and is experiencing. My prediction is that we are going to have an even more broken balance for the next 3-4 months following this patch, with protoss dominating everything, not only ZvP. AND THEN we will see the changes that were supposed to address these past 4 months of broken balance, however by then there will be more problems thanks to THIS patch. I completely lost faith and any kind of respect for David Kim and his team after this patch notes, it seems that SC2 is not going to be a respectable E-sport afterall. | ||
Niklai
289 Posts
damn, im starting to like this.. buff in nerf? | ||
dere
United States153 Posts
On April 26 2011 23:24 HwangjaeTerran wrote: You realize we are talking about 50 minerals. that is the cost of a marine 50 gas bro is a big deal. | ||
Treehead
999 Posts
On April 26 2011 22:02 Vapaach wrote: You can still all-in with the 4 gate at about 5:30, it will just be way more all-in because you can't really chrono boost your nexus at all. I like the changes, besides the pylon radius nerf. Seems really pointless and makes efficient simcity harder for protoss. By the 6 minute mark, you will have used 7 chrono boosts, with an 8th just becoming available. Even if you are using 6 chrono boosts on WG, you can still fit one in on the Nexus. This patch really doesn't get rid of 4 warpgate at all. Considering a 13 gateway finishes around something like 2:40, with a cyber finishing at 3:30, you will only need 3 chrono boosts to finish WGR by 6 minutes. The real question (which unfortunately might end up being map specific) will be whether or not the reduction in pylon power radius prevents warping in zealots on the high ground. I'm disappointed though, I was hoping they'd do something which made fast expanding in pvp something one could do without dying instantly - but then, that's just as much a colossus issue as it is a warpgate one. | ||
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