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Patch 1.3.3 PTR - Page 78

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 76 77 78 79 80 221 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.
DreamOen
Profile Joined March 2010
Spain1400 Posts
April 26 2011 14:17 GMT
#1541
well the pylon change can hold more opposite things as well, like less buildings area for toss, and easier to scout using scans and so on.
Tester | MC | Crank | Flash | Jaedong | MVP
CrayonKing
Profile Joined August 2010
Cambodia124 Posts
April 26 2011 14:19 GMT
#1542
I dont see that being a HUGE ghost buff? 50 less gas is not THAT much,.... is it?
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
April 26 2011 14:19 GMT
#1543
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_
Profile Joined August 2010
United States2374 Posts
April 26 2011 14:20 GMT
#1544
On April 26 2011 23:12 TimeSpiral wrote:
Show nested quote +
On April 26 2011 22:59 RogerChillingworth wrote:
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.


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
I cant stop lactating
dere
Profile Blog Joined September 2010
United States153 Posts
April 26 2011 14:20 GMT
#1545
Does anyone know what the new time of the warp gate research would be if chronoboosted out perfectly?
Tennessee Regional Rankings: http://sc2ranks.com/c/8473/tennessee-region-division/
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
Last Edited: 2011-04-26 14:22:41
April 26 2011 14:20 GMT
#1546
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


On April 26 2011 23:20 _Darwin_ wrote:
Show nested quote +
On April 26 2011 23:12 TimeSpiral wrote:
On April 26 2011 22:59 RogerChillingworth wrote:
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.


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


Well it's also a nerf against void rays! Archon vs Voidray - which one wins now ?
https://steamcommunity.com/id/*tlusernamehere*/
TimeSpiral
Profile Joined January 2011
United States1010 Posts
Last Edited: 2011-04-26 14:28:19
April 26 2011 14:21 GMT
#1547
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:
Show nested quote +
On April 26 2011 23:12 TimeSpiral wrote:
On April 26 2011 22:59 RogerChillingworth wrote:
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.


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


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?
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Necro)Phagist(
Profile Blog Joined October 2010
Canada6667 Posts
April 26 2011 14:22 GMT
#1548
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!
"Are you talking to me? Because your authority is not recognized in fort kick ass!"" ||Park Jung Suk|| |MC|HerO|HyuN|
dere
Profile Blog Joined September 2010
United States153 Posts
April 26 2011 14:23 GMT
#1549
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.
Tennessee Regional Rankings: http://sc2ranks.com/c/8473/tennessee-region-division/
HwangjaeTerran
Profile Blog Joined October 2009
Finland5967 Posts
April 26 2011 14:23 GMT
#1550
On April 26 2011 23:22 Necro)Phagist( wrote:
Show nested quote +
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!


Maybe, if I wasn't so scared of those goddamn zealots ^^
https://steamcommunity.com/id/*tlusernamehere*/
sp00n-
Profile Joined July 2010
48 Posts
April 26 2011 14:24 GMT
#1551
On April 26 2011 23:15 Nakas wrote:
Show nested quote +
On April 26 2011 23:00 sp00n- wrote:
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.


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
Profile Blog Joined October 2009
Finland5967 Posts
April 26 2011 14:24 GMT
#1552
On April 26 2011 23:23 dere wrote:
Show nested quote +
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.


You realize we are talking about 50 minerals.
that is the cost of a marine

https://steamcommunity.com/id/*tlusernamehere*/
BLinD-RawR
Profile Blog Joined April 2010
ALLEYCAT BLUES51500 Posts
April 26 2011 14:24 GMT
#1553
On April 26 2011 23:23 HwangjaeTerran wrote:
Show nested quote +
On April 26 2011 23:22 Necro)Phagist( wrote:
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!


Maybe, if I wasn't so scared of those goddamn zealots ^^


ravens and auto turrets man...they are the future I tell you.
Brood War EICWoo Jung Ho, never forget.| Twitter: @BLinDRawR
Alexl
Profile Joined January 2011
288 Posts
Last Edited: 2011-04-26 14:27:36
April 26 2011 14:25 GMT
#1554
On April 26 2011 23:12 Striding Strider wrote:
Show nested quote +
On April 26 2011 23:05 Alexl wrote:
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?


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
Profile Joined April 2010
Canada393 Posts
April 26 2011 14:26 GMT
#1555
lol, when did terran ever get a nerf? most of them are just fixes and excuses to shut the crowd up. the only actual nerf was the stim reserach time. others like bunker build time, bunker return 75% mineral, ghost emp 100 mana only are just fixes,technically called a nerf, but in reality don't matter much.

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.
人族英巴
iNbluE
Profile Joined January 2011
Switzerland674 Posts
April 26 2011 14:26 GMT
#1556
About the 2 gates proxy... I wonder why they don't reduce sentry and stalker build time and leave zealots as they are... Would be the perfect change...
ლ(╹◡╹ლ)
Tacoss23
Profile Joined April 2011
United States23 Posts
Last Edited: 2011-04-26 14:29:07
April 26 2011 14:27 GMT
#1557
I do agree with several posters above, it seems that we over-estimate quite a lot the actual knowledge and intelligence of the balance team.

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
Profile Joined March 2011
289 Posts
April 26 2011 14:27 GMT
#1558
so, dunno if someone did the math already, but assuming you're on 5 gate at 7th minute by 10th you'll have 5 units more with usual queue than warp in. 10 more supply. and then another 3 minute later, you'll have 10 gate units more than if you'll be warpining (due to 5 sec delay for warp in then unit coming out of the gate, every 30sec cycle). what actually interests me if some tosses will just straight up go without wg tech (rather, with it but in mid/late game as an timing for quick reinforcements for your huge army across the map) as an calculated eco play for hitting good timing. if you think about it, when toss is defensive right now vs zerg, its around 140-150 to maxed on roaches zerg around 13-14th minute. now playing without wg tech in theory it will.. make toss army ~170 on stalkers by this time?
damn, im starting to like this.. buff in nerf?
dere
Profile Blog Joined September 2010
United States153 Posts
April 26 2011 14:27 GMT
#1559
On April 26 2011 23:24 HwangjaeTerran wrote:
Show nested quote +
On April 26 2011 23:23 dere wrote:
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.


You realize we are talking about 50 minerals.
that is the cost of a marine




50 gas bro is a big deal.
Tennessee Regional Rankings: http://sc2ranks.com/c/8473/tennessee-region-division/
Treehead
Profile Blog Joined November 2010
999 Posts
April 26 2011 14:28 GMT
#1560
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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