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Patch 1.3.3 PTR - Page 81

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 79 80 81 82 83 221 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.
RajaF
Profile Joined March 2011
Canada530 Posts
April 26 2011 15:03 GMT
#1601
On April 26 2011 23:57 frucisky wrote:
Show nested quote +
On April 26 2011 23:51 rushian wrote:
On April 26 2011 23:47 TimeSpiral wrote:
On April 26 2011 23:43 Juanald wrote:
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

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.

Apart from: forcefield placement, keeping zealots ahead of stalkers, preventing sentry sniping, collosus micro against vikings/corruptors, focusing air units with stalkers, psionic storm, and spreading spell casters (vs terran). Yep.


The micro protoss needs is usually less APM intensive than the stutter step micro Terran requires. And some of the stuff you mentioned is null considering focusing key/air units and unit positioning is something all races have to do.


And aside from stutter step micro (which every race needs to do while fighting on the retreat, you know, like the protoss needs to do with stalkers, and the zerg with roaches) what exactly takes more APM on the terran side?
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 15:04 GMT
#1602
On April 27 2011 00:02 daytrippers wrote:
what if warp gate was researched in gateway instead of cyber. it becomes more a sacrifice of units for versatility.

I believe there isn't a single unit producing structure in SC that can research as well. Why change that? Same result can be achieved with fiddling with the research time anyway.
Kznn
Profile Joined March 2011
Brazil9072 Posts
April 26 2011 15:04 GMT
#1603
I love this patch. archons are now pretty good vT and vP
Firebolt145
Profile Blog Joined May 2010
Lalalaland34490 Posts
April 26 2011 15:06 GMT
#1604
Have we gotten any 'pro' players' opinions yet? I'd be interested to see what a few Protoss think.
Moderator
teacash
Profile Joined September 2010
Canada494 Posts
April 26 2011 15:06 GMT
#1605
the spore crawler change is brilliant.. 6 game seconds is no time at all. now they'll be so mobile, which is what zerg need to defend v air / phoenix..
love it
RajaF
Profile Joined March 2011
Canada530 Posts
April 26 2011 15:06 GMT
#1606
On April 27 2011 00:02 Turbo.Tactics wrote:
Show nested quote +
On April 26 2011 23:48 Beef Noodles wrote:
Will there ever come a patch where people only say, "Hmm interesting. Let's see how it plays out?"

My gut tells me no.


That would be a useless Forum...


Actually useless is 80 pages of people QQ about how protoss balls (:p) still only need to a-move and bitching about how blizzard is ruining e-sports with their patches.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-04-26 15:07:10
April 26 2011 15:06 GMT
#1607
best patch ever, finally a 4 gate nerf, ramp warp-in nerf,
archons massive,
adjusted buildtime.

can we finally play a macrogame in PvP ?
green.at
Profile Blog Joined January 2010
Austria1459 Posts
April 26 2011 15:07 GMT
#1608
just thought about it and i am now against the pylon change.... thinking about forge FE
Inputting special characters into chat should no longer cause the game to crash.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-26 15:09:15
April 26 2011 15:08 GMT
#1609
On April 27 2011 00:06 freetgy wrote:
best patch ever, finally a 4 gate nerf, ramp warp-in nerf,
archons massive,
adjusted buildtime.

can we finally play a macrogame in PvP ?

People will certainly be trying.

They'll probably overdo it and you can still kill them with a 4gate ahha.


just thought about it and i am now against the pylon change.... thinking about forge FE

Why would this change FFE?
Striding Strider
Profile Joined February 2011
United Kingdom787 Posts
April 26 2011 15:09 GMT
#1610
On April 27 2011 00:07 green.at wrote:
just thought about it and i am now against the pylon change.... thinking about forge FE


S....uger.
I have a beard. I'm unprofessional.
fatalities
Profile Joined November 2010
United States91 Posts
April 26 2011 15:09 GMT
#1611
...I actually like all the changes for once, lol.
Mostly anti-4gate stuff, but root time and bunker salvage is nice-ish too.
TwoMagTrav
Profile Joined January 2011
United States195 Posts
April 26 2011 15:10 GMT
#1612
I can't believe they are not doing anything to help balance PvZ. I can't remember the last time a top level zerg beat a top level protoss unless the Toss did something super extremely risky. (1gate expo, 15 nexus, forge FE etc). I was hoping to see some kind of scouting buff for Zerg. Zerg has super insanely slow overlords that are slower than Terran buildings but Terran has scan and Protoss has obs and hallu phoenix.
When I feed the poor they call me a saint, when I ask why the poor have no food they call me a socialist
Divine-Sneaker
Profile Joined August 2010
Denmark1225 Posts
April 26 2011 15:11 GMT
#1613
Why the completely random ghost buff. As if they aren't already strong enough lategame against toss, now they can also be more easily massproduced. The rest is interesting.
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-04-26 15:12:04
April 26 2011 15:11 GMT
#1614
On April 27 2011 00:08 Yaotzin wrote:
Why would this change FFE?


well you would have to put the pylon alittle closer to the choke might make a difference, but i think 6.5 range is still big enough to wall off.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-26 15:14:44
April 26 2011 15:13 GMT
#1615
On April 26 2011 23:33 stickyickynugz wrote:
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...


6:00 impossible. 6:10 only possible if you use 5 or 6 chronoboost. Gl allinning like that (if it's even possible to use 6 chronos). Might as well take your probes on 2 warp ins and say "BIT BY BIIIITT"

On a more serious note, by the time you have the WG researched, with his 3 gates, he will have much more units than you. 3 gate constant production is the maximum that can be supported on 1 base. Think of the 3 stalker becoming the 5-6 stalker build.
Kznn
Profile Joined March 2011
Brazil9072 Posts
April 26 2011 15:13 GMT
#1616
On April 27 2011 00:07 green.at wrote:
just thought about it and i am now against the pylon change.... thinking about forge FE



oh... true
Count9
Profile Blog Joined May 2009
China10928 Posts
Last Edited: 2011-04-26 15:14:56
April 26 2011 15:14 GMT
#1617
archons breaking forcefields is going to be awsome. Archons have always been good vs. colossus when colossus were in small numbers but now that they can break through ffs I expect to see more archon strats, especially because archons have been amazing vs. air units as well, like pheonix/void ray strats. The obvious problem is getting there since it's a huge investment.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 15:14 GMT
#1618
On April 27 2011 00:10 TRod wrote:
I can't believe they are not doing anything to help balance PvZ. I can't remember the last time a top level zerg beat a top level protoss unless the Toss did something super extremely risky. (1gate expo, 15 nexus, forge FE etc).

+ Show Spoiler +

Huk just lost to July. On that allegedly pro-protoss map Crossfire.

Mixing in Zerg buffs/Protoss nerfs with the warpgate changes would be stupid. If they plan on changes for PvZ they'll do it in a seperate patch, after this one has settled down.

I was hoping to see some kind of scouting buff for Zerg. Zerg has super insanely slow overlords that are slower than Terran buildings but Terran has scan and Protoss has obs and hallu phoenix.

Yes yes Zerg get bad scouting of an opponents base but great overall map awareness. Just how it is, unlikely to change.
Sigmur
Profile Joined August 2010
Poland497 Posts
April 26 2011 15:15 GMT
#1619
On April 27 2011 00:11 freetgy wrote:
Show nested quote +
On April 27 2011 00:08 Yaotzin wrote:
Why would this change FFE?


well you would have to put the pylon alittle closer to the choke might make a difference, but i think 6.5 range is still big enough to wall off.

Shorter pylon range will affect walling of at your natural at maps like taldarim, shattered. Someone earlier in thread did math and now pylon will cover ~25% less area.
GxZ
Profile Joined April 2010
United States375 Posts
April 26 2011 15:16 GMT
#1620
Patch seems fine. People need to stop complaining about 2 gate proxy, all you have to do is scout at 10 or so and still be safe. I'm laughing at people who are saying that the zerg buff is huge, it is quite minor and should've been at 6 seconds. (was previously before the patch, same with spine) Hopefully they will eventually reduce the spine by some amount because you can instantly lose on bad luck. Anyway patch looks good.
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