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Patch 1.3.3 PTR - Page 79

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.
casualman
Profile Joined April 2010
United States1198 Posts
April 26 2011 14:29 GMT
#1561
They also took out any form of flyer stacking in the game in this PTR patch. Mutalisk harassment, how I will miss thee. Magic boxing, how I will miss thee. Less micro in the game now
GuMiho <3
mechavoc
Profile Joined December 2010
United States664 Posts
April 26 2011 14:29 GMT
#1562
The spore change will be a big difference for early banshee harass, typically if the mineral line is protected buildings are left wide open, will be easy to adjust coverage now
pure_protoss
Profile Joined April 2011
152 Posts
April 26 2011 14:29 GMT
#1563
6pool will still be a problem since you cant get a zealot in time with a regular 12 gate vs zerg even if chrono boosted...blocking with a pylon doesnt work because when you will cancel it, they will just run by the zealot and surround it since they are faster then the drones comes in and it is GG you lost..
Ipp
Profile Blog Joined March 2010
United States456 Posts
April 26 2011 14:29 GMT
#1564
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 ^^


Don't skimp on mech -- Go pure mech and replace marines with hellions. Zealots will disintegrate. Hellions are pretty powerful when you have 10+
http://youtube.com/RageQuitTV
CidO
Profile Joined June 2010
United States695 Posts
Last Edited: 2011-04-26 14:40:41
April 26 2011 14:29 GMT
#1565
I can dig these archon changes, marauders shouldn't be able to kite every* unit that is on the ground.

I'd like to see the change be to armored targets only.

Hoping salvage changes to 50%

happy with rest.

edit: changed any to every, obviously conc shells should be able to allow kiting of units, but not every single unit.
:P
BaLoO-
Profile Joined January 2011
France318 Posts
April 26 2011 14:29 GMT
#1566
Good patch overall. Let´s go. And please do something for the PvZ in the next, at least one or 2 more range for corruptors would not broke the game, and would have a tiny impact against the stupid death ball (from a master protoss having offracing in zerg for the beginning of season 2).

And please people try to think a bit before posting, some points does not make any sense, when they are not simply wrong (like the post i´ve seen with the gates units coming 5s faster, "and even more when chronoboosted", simply false) ...
Ipp
Profile Blog Joined March 2010
United States456 Posts
April 26 2011 14:31 GMT
#1567
On April 26 2011 23:29 lariat wrote:
They also took out any form of flyer stacking in the game in this PTR patch. Mutalisk harassment, how I will miss thee. Magic boxing, how I will miss thee. Less micro in the game now


Is the PTR live and this verified? Before work I saw the changelog but changes were not live. They specifically fixed the viking flower, but a work around was found -- I assume the stacking only affects the new method? Has Thor Splash became obsolete?
http://youtube.com/RageQuitTV
Veritassong
Profile Joined April 2010
Canada393 Posts
April 26 2011 14:32 GMT
#1568
On April 26 2011 23:21 TimeSpiral wrote:
Show nested quote +
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!


excuse me? did you just say terran needs EMP to stay on even grounds with protoss to TRADE supplies? if you think terran TRADES supplies after emp, then ill tell you that protoss gets ripped off liked crazy in that trade. when have you ever seen protoss units come out on top after emp? and you are complaining about about missing emp and "landing perfect emp" ? wow, just wow, cloak + aoe + instant dmg is not efficient enough yet for you?

人族英巴
TwoMagTrav
Profile Joined January 2011
United States195 Posts
April 26 2011 14:33 GMT
#1569
On April 26 2011 22:56 TimeSpiral wrote:
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.

It is also the only defensive structure that can be repaired and the only one that can be placed anywhere with no other requirements. Its almost impossible to place a spine offensively(early game) without doing a hatch cancel or something expensive and the cannon requires a pylon which is even more investment and more time to stop the attack while the pylon warps in. The bunker is a strange thing and the ability to place it anywhere with no other requirements is its biggest advantage IMHO.

On April 26 2011 22:56 TimeSpiral wrote:
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.


Ghost will be an even better counter to broodlords now. Also ghost drops will be stronger. Not sure how it will play out though like you said. The infestor is super strong against marines now and still not that great against deathballs. I think this is not the intended effect when they changed it. I love it versus marines now but I feel its a little OP and does not really help much more than it did before against the protoss deathball. I'd trade having no infestors in ZvT for something, anything, that helps against voidray/colossus. LOL
When I feed the poor they call me a saint, when I ask why the poor have no food they call me a socialist
Th1rdEye
Profile Blog Joined December 2006
United States1074 Posts
Last Edited: 2011-04-26 14:34:13
April 26 2011 14:33 GMT
#1570
This isnt nerfing warpgate hardly at all. Played game vs a 4 gater (not on PTR), it finished at 5:42. With blizz's nerf, this is still putting warpgate at around 6:10 or 6:00... with chrfonobooost... lmao, and also gives them extra units before the push too...
from the days of: TheMarine [NC]...YellOw [H.O.T.]-Forever99 OgOgO [_MuMyung_] ChRh PlayGrrrr.... SlayerS_`BoxeR` [Oops]Reach [ReD]NaDa [DF]zergboy..!! Pusan[S.G] Nal_rA GARIMTO SSamJJang ChoJJa JinSu Silent_Control iloveoov H_PauL_WII JulyZerg [DaK]JoYo
tadL
Profile Joined September 2010
Croatia679 Posts
April 26 2011 14:34 GMT
#1571
cant wait to get this live, 2proxygate zelot rush will just be a freewin
Tacoss23
Profile Joined April 2011
United States23 Posts
April 26 2011 14:35 GMT
#1572
On April 26 2011 23:31 Ipp wrote:
Show nested quote +
On April 26 2011 23:29 lariat wrote:
They also took out any form of flyer stacking in the game in this PTR patch. Mutalisk harassment, how I will miss thee. Magic boxing, how I will miss thee. Less micro in the game now


Is the PTR live and this verified? Before work I saw the changelog but changes were not live. They specifically fixed the viking flower, but a work around was found -- I assume the stacking only affects the new method? Has Thor Splash became obsolete?


You are right and the poster you quoting is incorrect. The changes about flying units stacking is regarding that problem (or bug) you mentioned, it doesn't affect the muta micro nor the magic boxing (how in the world would it affect it anyways).
TimeSpiral
Profile Joined January 2011
United States1010 Posts
April 26 2011 14:37 GMT
#1573
On April 26 2011 23:32 Logican wrote:
Show nested quote +
On April 26 2011 23:21 TimeSpiral wrote:
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!


excuse me? did you just say terran needs EMP to stay on even grounds with protoss to TRADE supplies? if you think terran TRADES supplies after emp, then ill tell you that protoss gets ripped off liked crazy in that trade. when have you ever seen protoss units come out on top after emp? and you are complaining about about missing emp and "landing perfect emp" ? wow, just wow, cloak + aoe + instant dmg is not efficient enough yet for you?



I'm not going to get into the argument where each of us craft a specific scenario that proves/disproves the point. I will however clarify my point for you - I think you misunderstood it.

Terran is required to land EMPs on several Protoss deathball compositions. Even one missed EMP and it is likely the Terran will lose the engagement in such a one-sided way that the game is over. It is possible for the EMP to end the game for the Protoss, but the more typical outcome is that it evens the playing field in the fight.

I don't expect everyone to agree with that, but in my experience as a player and a spectator, that is how EMP is intended to work in TvP.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
arb
Profile Blog Joined April 2008
Noobville17922 Posts
April 26 2011 14:38 GMT
#1574
On April 26 2011 23:29 BaLoO- wrote:
Good patch overall. Let´s go. And please do something for the PvZ in the next, at least one or 2 more range for corruptors would not broke the game, and would have a tiny impact against the stupid death ball (from a master protoss having offracing in zerg for the beginning of season 2).

And please people try to think a bit before posting, some points does not make any sense, when they are not simply wrong (like the post i´ve seen with the gates units coming 5s faster, "and even more when chronoboosted", simply false) ...

Im glad they are fixing PvP(but ZvP is obviously a glaring glaring imbalance in the game)
It seems to me that they are either waiting to bust out a bunch of changes for HOTS or zerg really is a forsaken race..
Artillery spawned from the forges of Hell
Silentenigma
Profile Joined July 2009
Turkey2037 Posts
April 26 2011 14:42 GMT
#1575
I guess ghost mech builds gonna be popular again.
日本語が上手ですね
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
April 26 2011 14:43 GMT
#1576
A lot of people on the battle.net forums seem to be complaining that now terran is going to have overpowered stim timings against protoss again.

They seem to be forgetting how stim research was nerfed last patch.
Juanald
Profile Joined February 2011
United States354 Posts
April 26 2011 14:43 GMT
#1577
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.


Roger, it's called formatting. Is it not apparent that the bold style is to create the feeling of headlines and sub-headlines? Deal with it. + Show Spoiler [zany theory] +
Or is he actually saying bold text implies some level of authority over non-bold text? Lol. If this is so I should have not even replied at all.


(2) Terran didn't get nerfed? Good luck explaining that one. The Ghost and the Raven are the most expensive spell-casters in the game. That remains unchanged. Moving some of the gas cost to minerals is a plus in early game (when Ghosts are not used) and may encourage a few early Ghost plays, so like I said, I'm going to let this one pan out.

The bunker change is a nerf (no way to argue that), and the Archon buff is an indirect nerf to Terran bio armies (this is debatable). The amount of kiting and micro required to fight an a+clicked Protoss deathball is already silly, this is just going to make it much worse. This will probably encourage more Terrans to transition into Ghost Mech in lategame versus Protoss. Maybe this is a good thing. Only time (and Blizzard) will tell.



you cant seriously think a-moving is all it takes.. if u try marine vs zealot on both sides ull get an idea of what its like from our POV.. CMON

On April 26 2011 23:12 jacobmarlow wrote:
Horrible changes to protoss. Now zerg has an additional 40 seconds to do whatever the f they want. We already have so many limited options in terms of tech this makes it a lot lot worse. Literally this means the end of any pressure protoss players can put on zerg, unless we try to chrono out units early with the reduced build times.


i agree i fill our options are being limited severly. after kadarian amulit nerf noone makes HTs anymore this is just forcing us more 1 dementianal...
"hey it could happen!" ~ angels n the outfield
biomech
Profile Joined April 2010
Germany380 Posts
April 26 2011 14:45 GMT
#1578
okay, constantly chronoboosted warpgate tech took ~105 ig seconds to complete (75% of 140s) - now, it should be ~135 ig seconds (75% of 180s).

i'm wondering how the ~30s "nerf" would prevent two protoss opponents from 4gating each other :D

afaik, they had PvP in mind - i see it affecting more or less the other MUs.
ptrpb
Profile Joined March 2011
Canada753 Posts
April 26 2011 14:45 GMT
#1579
I see the pylon change as a nod towards warp prisms. Now you'll have to risk your pylon because of how much closer you have to place it, it might generate some interesting warp prism play.
MBAACC | SG | shit at fighting games
TimeSpiral
Profile Joined January 2011
United States1010 Posts
April 26 2011 14:47 GMT
#1580
On April 26 2011 23:43 Juanald 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.


Roger, it's called formatting. Is it not apparent that the bold style is to create the feeling of headlines and sub-headlines? Deal with it. + Show Spoiler [zany theory] +
Or is he actually saying bold text implies some level of authority over non-bold text? Lol. If this is so I should have not even replied at all.


(2) Terran didn't get nerfed? Good luck explaining that one. The Ghost and the Raven are the most expensive spell-casters in the game. That remains unchanged. Moving some of the gas cost to minerals is a plus in early game (when Ghosts are not used) and may encourage a few early Ghost plays, so like I said, I'm going to let this one pan out.

The bunker change is a nerf (no way to argue that), and the Archon buff is an indirect nerf to Terran bio armies (this is debatable). The amount of kiting and micro required to fight an a+clicked Protoss deathball is already silly, this is just going to make it much worse. This will probably encourage more Terrans to transition into Ghost Mech in lategame versus Protoss. Maybe this is a good thing. Only time (and Blizzard) will tell.



you cant seriously think a-moving is all it takes.. if u try marine vs zealot on both sides ull get an idea of what its like from our POV.. CMON

Show nested quote +
On April 26 2011 23:12 jacobmarlow wrote:
Horrible changes to protoss. Now zerg has an additional 40 seconds to do whatever the f they want. We already have so many limited options in terms of tech this makes it a lot lot worse. Literally this means the end of any pressure protoss players can put on zerg, unless we try to chrono out units early with the reduced build times.


i agree i fill our options are being limited severly. after kadarian amulit nerf noone makes HTs anymore this is just forcing us more 1 dementianal...



It's not a hit to skill level, or a jab at Protoss players, at all, but most Protoss deathballs are a+click compositions. That's just how it works out usually.

HTs are still 100% viable in both PvT and PvZ it just takes a little more planning now.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
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XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
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