On April 27 2011 02:19 LetoAtreides82 wrote:
Am I the only one that have seen this?
Am I the only one that have seen this?
Right but you have to look at it in the context that there are other changes being made to other races and the map pool.
Forum Index > SC2 General |
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. | ||
See.Blue
United States2673 Posts
April 26 2011 18:08 GMT
#1781
On April 27 2011 02:19 LetoAtreides82 wrote: Show nested quote + On April 26 2011 11:24 Xapti wrote: ROFL WAFL Patch 16: Zealot build time increased from 33 to 38. Patch 17: Zealot build time decreased from 38 to 33. Patch 1.1.0: Zealot build time increased from 33 to 38. Patch 1.3.3: Zealot train time decreased from 38 to 33. WTF M8? Am I the only one that have seen this? Right but you have to look at it in the context that there are other changes being made to other races and the map pool. | ||
FMJ
United States169 Posts
April 26 2011 18:09 GMT
#1782
On April 26 2011 11:34 jared1259 wrote: Spanishiwa build Buff!!!!!!!!!!!! How does faster zealots = Spanishiwa buff? 2-gate pressure will prevent Spanishiwa build. | ||
jinorazi
Korea (South)4948 Posts
April 26 2011 18:10 GMT
#1783
On April 27 2011 03:04 Sultan.P wrote: This salvage change makes no sense. It obviously can't be a balance issue since the difference is 25 minerals which is pretty negligible. It must be blizzard finally giving into the QQ; but if they were going to back away from their initial stance on salvage so easily, why even do it in the first place? would you rather have no salvage option? there was no point in having salvage in the first place. | ||
GoldenH
1115 Posts
April 26 2011 18:12 GMT
#1784
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jinorazi
Korea (South)4948 Posts
April 26 2011 18:13 GMT
#1785
On April 27 2011 03:09 FMJ wrote: How does faster zealots = Spanishiwa buff? 2-gate pressure will prevent Spanishiwa build. i've been loving zerg ever since i learned the spanishiwa build, i've done some 15pool/14hatch w/o gas vs 2gate and works fairly well. | ||
TheResidentEvil
United States991 Posts
April 26 2011 18:14 GMT
#1786
On April 27 2011 02:19 LetoAtreides82 wrote: Show nested quote + On April 26 2011 11:24 Xapti wrote: ROFL WAFL Patch 16: Zealot build time increased from 33 to 38. Patch 17: Zealot build time decreased from 38 to 33. Patch 1.1.0: Zealot build time increased from 33 to 38. Patch 1.3.3: Zealot train time decreased from 38 to 33. WTF M8? Am I the only one that have seen this? all you are seeing is what people have been saying for a long time. Too many patches. The game has evolved so much that we are now back to where we started. Blizzard needs to layoff | ||
Unhallowed
Canada171 Posts
April 26 2011 18:14 GMT
#1787
On April 27 2011 03:06 superxmikey wrote: The pylon radius nerf seems a little strange. Rather, what blizzard should do is allow buildings to be placed still in the 7.5 range and units cannot spawn after the 6.5 range. Honestly, this coding should not be difficult and 2 rings can indicate the unit spawn and building placement, maybe darker ring for units? But changing the radius of the pylon is an easier fix so.... laziness? I feel cannons may be a focus of the radius reduction as well; that would not be accounted for with your fix. | ||
j3i
United States357 Posts
April 26 2011 18:15 GMT
#1788
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Shiladie
Canada1631 Posts
April 26 2011 18:21 GMT
#1789
On April 27 2011 03:15 j3i wrote: I was expecting a way for zerg to deal with forcefields, but I still like these changes. Maybe next time they'll make spine crawlers "massive." That would be a neat idea, I don't know how balanced it would end up being though. | ||
Volka
Argentina408 Posts
April 26 2011 18:22 GMT
#1790
Like this: Zealot: 28+5(warp time)=33 =gateway build time! Stalker: 32+5=37 So the only advantage of wg is warping anywhere. I wonder, perhaps you could go into mid game with just gateways if you're planning to defend. Dunno. | ||
Eleaven
772 Posts
April 26 2011 18:23 GMT
#1791
On April 27 2011 03:22 Volka wrote: So now gateway production rate= warpgate production rate Like this: Zealot: 28+5(warp time)=33 =gateway build time! Stalker: 32+5=37 So the only advantage of wg is warping anywhere. I wonder, perhaps you could go into mid game with just gateways if you're planning to defend. Dunno. warp gate refresh starts from the beginning of the warp in cycle. so its still 5 seconds quicker than gateways | ||
TheResidentEvil
United States991 Posts
April 26 2011 18:23 GMT
#1792
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Johnranger-123
United Kingdom341 Posts
April 26 2011 18:26 GMT
#1793
On April 27 2011 03:22 Volka wrote: So now gateway production rate= warpgate production rate Like this: Zealot: 28+5(warp time)=33 =gateway build time! Stalker: 32+5=37 So the only advantage of wg is warping anywhere. I wonder, perhaps you could go into mid game with just gateways if you're planning to defend. Dunno. Oh I didnt realise this. tbh this is great cause now its a decision rather then an absolute. Yay! ^^ I like all these changes apart from the flying units thing TT To bad I cant test it for myself. Maybe after this leave the game for a bit? not sure tbh cause the balance changes I feel have all been good ^^ I just dont know if they need anymore for a while even if they dont go though with these. | ||
Zorkmid
4410 Posts
April 26 2011 18:28 GMT
#1794
On April 27 2011 03:26 Johnranger-123 wrote: Show nested quote + On April 27 2011 03:22 Volka wrote: So now gateway production rate= warpgate production rate Like this: Zealot: 28+5(warp time)=33 =gateway build time! Stalker: 32+5=37 So the only advantage of wg is warping anywhere. I wonder, perhaps you could go into mid game with just gateways if you're planning to defend. Dunno. Oh I didnt realise this. tbh this is great cause now its a decision rather then an absolute. I agree wholeheartedly with this. What is the point of optional research if you HAVE to do it ASAP anyways ! | ||
Roxy
Canada753 Posts
April 26 2011 18:30 GMT
#1795
On April 27 2011 03:28 Zorkmid wrote: Show nested quote + On April 27 2011 03:26 Johnranger-123 wrote: On April 27 2011 03:22 Volka wrote: So now gateway production rate= warpgate production rate Like this: Zealot: 28+5(warp time)=33 =gateway build time! Stalker: 32+5=37 So the only advantage of wg is warping anywhere. I wonder, perhaps you could go into mid game with just gateways if you're planning to defend. Dunno. Oh I didnt realise this. tbh this is great cause now its a decision rather then an absolute. I agree wholeheartedly with this. What is the point of optional research if you HAVE to do it ASAP anyways ! Thanks for bumping that post I think this change is awesome Now there is no benefit to chronoboosting the warp gate tech I like the options this brings! | ||
Bobster
Germany3075 Posts
April 26 2011 18:31 GMT
#1796
It got pretty embarrasing reading the roundups and recaps and while TvT, PvT and PvZ games usually hover around 15-25 and upwards, there's rarely a macro game lasting longer than 15 minutes. Here's hoping this change will prompt more macro games and less 3Gate/4Gate all-ins! On April 27 2011 03:14 TheResidentEvil wrote: Show nested quote + On April 27 2011 02:19 LetoAtreides82 wrote: On April 26 2011 11:24 Xapti wrote: ROFL WAFL Patch 16: Zealot build time increased from 33 to 38. Patch 17: Zealot build time decreased from 38 to 33. Patch 1.1.0: Zealot build time increased from 33 to 38. Patch 1.3.3: Zealot train time decreased from 38 to 33. WTF M8? Am I the only one that have seen this? all you are seeing is what people have been saying for a long time. Too many patches. The game has evolved so much that we are now back to where we started. Blizzard needs to layoff Half of the base wants more changes, the other half wants less. Who to listen to? | ||
universalwill
United States654 Posts
April 26 2011 18:31 GMT
#1797
archons are getting their fair buff. nothing really to say about that. and that pylon thing seems kinda strange, but once you think about it, it really changes the dynamics of PvP. and that spore crawler root time decrease is going to be wonderful when dealing with banshee based allins, because once the banshees get to a queen-raping mass and find a sweet spot in between spores, there's really nothing that can be done about them. salvage change is welcome. not really that big a deal and doesn't punish terrans nearly as much as it should for early pressure, but i appreciate the sentiment nonetheless. the ghost change is ok i suppose. don't think it's going to change too much. terrans have a natural hatred of spellcasters, so i doubt ghosts will be cropping up in the zvt matchup anytime soon. overall pretty solid patch. i really can't complain about any of the changes. | ||
sihyunie
United States108 Posts
April 26 2011 18:33 GMT
#1798
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Aequos
Canada606 Posts
April 26 2011 18:34 GMT
#1799
On April 27 2011 03:28 Zorkmid wrote: Show nested quote + On April 27 2011 03:26 Johnranger-123 wrote: On April 27 2011 03:22 Volka wrote: So now gateway production rate= warpgate production rate Like this: Zealot: 28+5(warp time)=33 =gateway build time! Stalker: 32+5=37 So the only advantage of wg is warping anywhere. I wonder, perhaps you could go into mid game with just gateways if you're planning to defend. Dunno. Oh I didnt realise this. tbh this is great cause now its a decision rather then an absolute. I agree wholeheartedly with this. What is the point of optional research if you HAVE to do it ASAP anyways ! It really isn't optional research - Blizzard has stated multiple times that Warp Gates are how they intend for Protoss to produce a Gateway army (ironically). The research exists for exactly 1 reason - to weaken early Protoss play so that they can't do the equivalent of a 2-gate proxy for the cost of a Pylon. That is why the research is for a token cost, and takes so long, yet upgrades all your buildings permanently - they want it to be delayed so that the early cheese that would be available for Protoss with immediate Warp Gates is gone. I don't see why people don't get this - it would be like if, once you got Concussive Shells, you had to decide per Marauder if you wanted them on or off (coincidentally, Concussive Shells is another ability that was intended to be part of the unit, but was made a research for balance reasons). If the Gateway had less build time than the Warp Gate, it would literally change nothing - Protoss would simply leave them in Gateway form until they have a maxxed army, then shift them to Warp Gates to attack so they can reinforce as they fight cross-map. | ||
Roxy
Canada753 Posts
April 26 2011 18:35 GMT
#1800
75% salvage on a bunker that has no damage on it sounds reasonable I think that there should be even less refudned if it has 10 hitpoints left and is being attacked by units at the time the salvage takes effect perhaps make salvage take half of the time it takes to build the bunker, or make an scv salvage the bunker or refund a % of the total life x 75% | ||
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