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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. |
On April 26 2011 11:48 Mommas Boy wrote: somebody explain to me the spore crawler burrow time buff. what does this help exactly. i dont remember a situation that would benefit the zerg in. Just makes them a bit better to use defensively against Phoenix/Banshee harass, nothing much to it.
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are you still able to do a normal wall in with pylon in the back and then gateway + cybercore. Or do you have to go back old school and use your pylon as part of the wall-in
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Archons are now a massive unit.
FUCK YEAH
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On April 26 2011 11:46 Playguuu wrote: Do the decreased times actually present protoss with the option not to go warp tech or is it still faster. That would have been the best solution, make gateways faster to produce units but have warp gate more versatile.
To answer this question, it is always faster to go Warp Gates. Observe: 1 Zealot takes 33 seconds in a Gateway. 1 Zealot takes 28 seconds in a Warp Gate, + 5 seconds to warp in. However, the cooldown begins disappearing before the unit finishes warping in, such that it is only 23 seconds left on cooldown before another Zealot warpin can be started. Warp Gates will produce approximately 1 extra Zealot per 6 warpin cycles.
Blizzard is not going to make gateways in any way better than Warp Gates, as Warp Gates are what Blizzard intends to be Protoss's equivalent of a barracks. Gateways simply exist for balance reasons to prevent rushes that are too early with no risk to the rusher (imagine a 2 gate proxy, but the Protoss doesn't place his gates in your base).
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Will the 7.5 to 6.5 range on pylons have much of an effect on building placement?
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Im no longer scared of the 4 warpgate but am now TERRIFIED of the 2gate rush.....
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I hope anyone complaining about 2 gate zealot rushes now will remember all the complaining when zealots went from 33 to 38 and how blizzard should not balance the game around the lower leagues that had problems with 2 gates.
I also remember people complaining that the change would make 6 pools to powerful so now that problem is fixed!
Excited to see how the other changes work out. I wonder if they should increase the cost of stim and warp gates instead of increasing both of their build times to be really really long.
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On April 26 2011 11:50 dtz wrote: are you still able to do a normal wall in with pylon in the back and then gateway + cybercore. Or do you have to go back old school and use your pylon as part of the wall-in
you have to use a pylon now
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Archons are finally massive. Thank you Blizzard.
I am not happy at all with the pylon change. That effects WAY WAY more than just 4gate. That may really hurt fe builds and making walling a little tougher above the ramp. It also makes base planning a bigger problem for protoss players.
Why do ghosts get a buff?? Templar will be even worse now. ugh.
On April 26 2011 11:51 Ricercar wrote:Show nested quote +On April 26 2011 11:50 dtz wrote: are you still able to do a normal wall in with pylon in the back and then gateway + cybercore. Or do you have to go back old school and use your pylon as part of the wall-in you have to use a pylon now Fuck that. Seems like they want us to 2gate every game vs zerg now. Lame.
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I'm really concerned about the non-stacking of flying units... =/
I feel like the mutalisk is MEANT to be stacked.. want to know exactly how this changes stuff in game, description is rather vague =(
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On April 26 2011 11:45 Cloud9157 wrote:Show nested quote +On April 26 2011 11:37 windsupernova wrote: Hmmm, I don't think I like the warpgate change too much. 4Gate was never an issue and I really think that the pylon radius change will help on PvP.
One thing I hate is that Blizzard is just nerfing and nerfing early game. They might as well make a nr 20 mins rule now. Are you kidding me? 4 gate was a huge issue. PvP was a disgraceful matchup that revolved around 4 gate. A proper 4 gate would take down everything pretty much. A few things could stop it (3 gate robo with near-perfect control of units). PvP basically became 4 gate vs 4 gate. It completely discouraged a mid game PvP, not even mentioning a late game PvP. Idk about you or other Protoss, but I became fed up with most of my matches ending within 10 minutes.
It was basically the reason I quit playing toss. Just so bloody boring and if you didn't like 4gate you had to pull off a much more difficult strat to deal with it, and if it didn't come (in, like, 3 games out of ten PvP if you were lucky) then you were behind. 4Gate dominated the match up for a reason and made it the most boring mirror by a long way. Anything to make it slightly less viable and open up more plays is a good thing for the community and for esports - who wants every PvP to be about who does the better 4gate?
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On April 26 2011 11:49 Reborn8u wrote:I am curious why they lowered the pylon radius instead of just making pylons on low ground not able to warp units it on high ground. I'm thinking their change will make it hard to build (sim city) especially at some of the wide open naturals like xelnaga caverns and make sure you have multiple pylons powering things (like cannons vs muta). O well, time to zealot rush I guess ;O lol. Seriously, though this means no warp gate in time to stop roach all ins. That could be scary, especially since your pylons will have to be packed in closer to prevent a power down of your whole wall in. Don't agree with the ghost change, emp is already strong, fast to tech to, and cheap on gas compared to psi storm. All they need is a ghost academy and all that requires is a barracks. Emp doesn't even require research, it shuts down casting, does 100 dmg (shield) and is can't be dodged once cast. Storm requires 150/100 twilight, 150/200 templar archive, 200/200 to research, it does 80 damage much of which can be dodged. So it's 650 gas to get 1 HT out with storm, but only 150 gas to get out 1 ghost with emp....? Also, Terrans get so many extra minerals from mules, and their core units (MM) are very cheap on gas. 3rax emp all ins could be devastating to protoss. Emp is so good vs sentries, stalkers, zealots, and immortals and that is the only composition your likely to have that early. Maybe voids but emp still is okay vs them too. O and your warp gates are going to be delayed some too? I'm thinking this change is to help terran vs infestor and broodlords where ghosts excel, but I see it having a huge impact on TvP. Archons being massive is cool  Wonder if you can only put 1 in a prism now? (not that it matters too much)
I think the balance team is limited in what they can do. They seem to be able to adjust numbers and fix maps etc... but changing the way the pylon field warps in on the high ground may require hard code change and maybe they don't want to do that.
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Damn, now I have to start doing one base zerg again to combat those 2-gate zealots. Other than that, I like the new changes.
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good changes, the research seems a bit too long, however its better then having pvp in the form its currently in. also good for other races too, as 4 gate was almost equally as strong versus them too.
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And, once again, zerg still have no non-ass way to shoot at colossi and hydras (except for a very narrow use) still suck.
The problem in PvZ was the Cruncher-style "turtle until 200 and a-move" style, and these changes do absolutely nothing to address it.
Some of these changes are good -- archon change, salvage change, and 4gate timing changes. None of this addresses the fact that zerg can't win PvZ that goes beyond 10 minutes (before you call me a troll, look at recent tournament records -- there is some statistical validity here).
Edit: I don't think 2gate will be the problem it once was, since the maps are bigger these days. Proxy gateway shenanigans, perhaps.
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On April 26 2011 11:47 Eleaven wrote:Show nested quote +On April 26 2011 11:39 TurtlePerson2 wrote: It's good to see 4-gate come a little later. I think that will adjust Protoss in a good way. 4-gate is weakened, but all other strategies are more or less untouched.
The ghost change is kind of interesting. Terrans usually have a mineral abundance due to MULEs, so I think it will help Terran. . wut? Show me a good terran with spare minerals? Pretty much every terran is floating a ton of gas mid game, since their core units are very gas light, and mineral heavy. Mule doesn't give them spare minerals, it lets them keep up in production with races that use mins/gas in a more balanced manner
sir i hope you are not kidding. it is pretty much common knowledge that the mules allow terran to easily stockpile minerals more so than gas. show me a good terran with spare gas...tanks and marauders are gas heavy and are core terran units.
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On April 26 2011 11:50 Bosu wrote: Will the 7.5 to 6.5 range on pylons have much of an effect on building placement? They pylon will need to be placed closer to the ramp when we wall off. Can't think of a lot of changes otherwise, though.
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This is actually a huge buff for low to high level protoss players. As someone already pointed out you could just macro via the gateways with out having to worry about missing the warp gate timings. Also chrono boosting is no longer wasted if you boost then get distracted and don't immediately warp in. I have a feeling some of these changes won't make it out of PTR but I hope pvp can be changed for the protoss players out there.
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On April 26 2011 11:49 Daralii wrote: The change to pylon radius seems... random? I'm overjoyed with the archon change though, about fucking time. It stops a lot of the goofy warp-in up cliffs that often made some warpgate rush strats so good on some maps.
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