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Patch 1.3.3 PTR - Page 91

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 89 90 91 92 93 221 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.
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
April 26 2011 18:36 GMT
#1801
I dont know why blizzard think the balance of the game revolves around the bunker, every patch there is a change. I think they should just keep the bunker how it is now and no im not a terran player.
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
April 26 2011 18:36 GMT
#1802
On April 27 2011 03:31 Bobster wrote:
I really hope this will lead to longer games in PvP matches from now on.

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!

Show nested quote +
On April 27 2011 03:14 TheResidentEvil wrote:
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?

Blizz shouldnt listen to either of them. Blizz should put out some changes, and then wait a few months to let the game evolve with those changes and then determine if new changes need to be made. If you are constantly patching then the game will never settle down to a place where you can actually determine whether or not imbalances exist.
plated.rawr
Profile Blog Joined June 2008
Norway1676 Posts
Last Edited: 2011-04-26 18:40:52
April 26 2011 18:38 GMT
#1803
I like these changes. Especially,

- Pylon range reduction, as it reduces the potency of across-gap proxy pylon warpins somewhat;
- Warpin time increase and regular production decrease, as it removes the early game warpin facerape while at the same time giving more chance for "honest" frontal attacks early on;
- Ghost gas change, as it allows for ghosts in more low gas builds, something that fits me, personally, very well

The rest of the changes are overall good. Nice patch!

Edit: Oh, and also - Bunkers were never "free", even with the 100% reclaim cost. 100 minerals spent, even temporarily, delays tech and macro. What you pay for with a bunker is time, which arguably is the most important resource in SC2. The difference between getting a rush out at time X or time X+30 is huge, and building bunkers because they're "free" will simply rape your timings.

That being said, I don't mind them yielding 75% rather than 100%. It's a pretty insignificant change.
Savior broke my heart ;_; || twitch.tv/onnings
xphantomx
Profile Joined February 2011
United States37 Posts
April 26 2011 18:39 GMT
#1804
On April 27 2011 03:36 Mastermind wrote:
Show nested quote +
On April 27 2011 03:31 Bobster wrote:
I really hope this will lead to longer games in PvP matches from now on.

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:
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?

Blizz shouldnt listen to either of them. Blizz should put out some changes, and then wait a few months to let the game evolve with those changes and then determine if new changes need to be made. If you are constantly patching then the game will never settle down to a place where you can actually determine whether or not imbalances exist.



so blizz shouldn't listen to any SC2 players.......except you? LOL
to live doesn't mean your alive
Helios.Star
Profile Blog Joined May 2010
United States548 Posts
Last Edited: 2011-04-26 18:42:11
April 26 2011 18:41 GMT
#1805
edit
Number-J
Profile Joined January 2011
United Kingdom52 Posts
April 26 2011 18:44 GMT
#1806
so in conclusion MC is no longer best player in the world?
the number ... J
Eufouria
Profile Blog Joined March 2011
United Kingdom4425 Posts
April 26 2011 18:44 GMT
#1807
To be honest, the 75 mineral salvage is better than having the minerals returned from salvage being proportional to the remaining health on the bunker like it probably should be.

Compared to the proportional idea its worse for defensive bunkering, but really at most your losing 50 minerals early game and maybe slightly more later game if you need more than 2 bunkers, but you have much more money then.

75 mineral salvage is also much better than proportional salvage for offensive bunkering. Its rare that your offensive bunker takes less than 25% damage and if you actually get your bunker up its almost guaranteed damage (at worst through a delayed hatchery or more zerglings forced) for a cost of 25 minerals and whatever marines or scvs that you lose.

Sure getting 75% of the cost back of your burning down bunker after forcing the cancel on the hatchery and killing drones and zerglings while losing no marines or scvs isn't quite as satisfying as getting 100% back (and damn getting 100% back is satisfying), but its still a very powerful tool, just think of it more as being able to cancel your bunker once its built.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
April 26 2011 18:48 GMT
#1808
Love this patch. Awesome. Awesome.

Archons being massive is something I think everyone has wanted for a long time. It gives them an actual role in both PvT and PvP now--if Marauders can't kite them, then Archons are actually pretty devastating "tanks" against Terran bio, as they have a ton of "health" (which regenerates, meaning once you start shooting an archon, you need to completely bring it down before you shoot something else) and deal very respectable splash against massed bio. And forcefield busting is key in PvP--a huge part of Colossus wars is not just how much damage they do, but the fact that they are the only ground unit (besides blink stalkers) who had a way to get past forcefields.

Bunkers not being "free" is incidental, but pleases me for some reason.

Faster rooting spore crawlers is also fairly incidental, but strikes me as an easy first step to buffing Zerg anti-air (and, I suppose, anti-Colossus).

And...nerfing 4-gate!!
Yes!

As a Protoss player, I would love this patch forever just for that. 4-gate will still exist, but now it will be fairly trivial for good players to counter--which means maybe it won't wreck PvP. And for people crying "2-gate"...Zealots used to have this build time, and Zergs had figured out how to deal with early Zealot pressure already by the time it was lengthened.

He drone drone drone. Me win. - ogsMC
Hoodlum
Profile Blog Joined December 2010
United States350 Posts
April 26 2011 18:49 GMT
#1809
As a terran player i can admit that free bunkers is a bit crazy and toss needed a big change and I think this will help that boring pvp that you see in every final... xD
xO gaming owner
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 26 2011 18:51 GMT
#1810
On April 27 2011 03:08 zhouzhou wrote:
Warp gate cooldowns should be higher than gateway build times, if not on par with them. The ability to warp them in anywhere + reduced cool downs makes gateways completely pointless. Gateways might as well just instantly turn into warp gates or build AS a warpgate. It's completely pointless to use gateways after warp gate has been researched.

Or better yet, keep the build times the same for gateways. Add a benefit to warpgate research. Not only does it reduce the build time in gateways by 10 seconds, it gives you the ability to warp them in anywhere at the longer cool down.
Damn, this idea is pretty good...


This is intentional - Blizzard has stated they never really wanted to have gateways in the game, only warpgates, but warpgates were too powerful early game. After you change to a warpgate, Blizzard doesn't want you using gateways anymore.
Jayrod
Profile Joined August 2010
1820 Posts
April 26 2011 18:53 GMT
#1811
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."

Burrow, ultras, air units, keeping sentry energy low through applying pressure, engaging in more open areas. There I gave you 5+ ways and I didnt even have to patch the game
Dekker
Profile Joined July 2010
Germany169 Posts
April 26 2011 18:55 GMT
#1812
On April 27 2011 03:51 FabledIntegral wrote:
Show nested quote +
On April 27 2011 03:08 zhouzhou wrote:
Warp gate cooldowns should be higher than gateway build times, if not on par with them. The ability to warp them in anywhere + reduced cool downs makes gateways completely pointless. Gateways might as well just instantly turn into warp gates or build AS a warpgate. It's completely pointless to use gateways after warp gate has been researched.

Or better yet, keep the build times the same for gateways. Add a benefit to warpgate research. Not only does it reduce the build time in gateways by 10 seconds, it gives you the ability to warp them in anywhere at the longer cool down.
Damn, this idea is pretty good...


This is intentional - Blizzard has stated they never really wanted to have gateways in the game, only warpgates, but warpgates were too powerful early game. After you change to a warpgate, Blizzard doesn't want you using gateways anymore.


Link pls.
Beef Noodles
Profile Blog Joined March 2010
United States937 Posts
April 26 2011 18:55 GMT
#1813
On April 27 2011 03:51 FabledIntegral wrote:
Show nested quote +
On April 27 2011 03:08 zhouzhou wrote:
Warp gate cooldowns should be higher than gateway build times, if not on par with them. The ability to warp them in anywhere + reduced cool downs makes gateways completely pointless. Gateways might as well just instantly turn into warp gates or build AS a warpgate. It's completely pointless to use gateways after warp gate has been researched.

Or better yet, keep the build times the same for gateways. Add a benefit to warpgate research. Not only does it reduce the build time in gateways by 10 seconds, it gives you the ability to warp them in anywhere at the longer cool down.
Damn, this idea is pretty good...


This is intentional - Blizzard has stated they never really wanted to have gateways in the game, only warpgates, but warpgates were too powerful early game. After you change to a warpgate, Blizzard doesn't want you using gateways anymore.

I think it would be so awesome to see Gateways = better for macroing (faster build times) and Warpgates = better for harrass and quick defense. Then a late game toss would have to play a really complex but beautiful balancing game between number of gates vs number of warpgates. Would add depth to toss imo
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
April 26 2011 18:56 GMT
#1814
On April 27 2011 03:55 Dekker wrote:
Show nested quote +
On April 27 2011 03:51 FabledIntegral wrote:
On April 27 2011 03:08 zhouzhou wrote:
Warp gate cooldowns should be higher than gateway build times, if not on par with them. The ability to warp them in anywhere + reduced cool downs makes gateways completely pointless. Gateways might as well just instantly turn into warp gates or build AS a warpgate. It's completely pointless to use gateways after warp gate has been researched.

Or better yet, keep the build times the same for gateways. Add a benefit to warpgate research. Not only does it reduce the build time in gateways by 10 seconds, it gives you the ability to warp them in anywhere at the longer cool down.
Damn, this idea is pretty good...


This is intentional - Blizzard has stated they never really wanted to have gateways in the game, only warpgates, but warpgates were too powerful early game. After you change to a warpgate, Blizzard doesn't want you using gateways anymore.


Link pls.

It's common sense.
SkittlesAreYum
Profile Joined April 2011
6 Posts
April 26 2011 18:56 GMT
#1815
On April 27 2011 03:36 Mastermind wrote:
Blizz shouldnt listen to either of them. Blizz should put out some changes, and then wait a few months to let the game evolve with those changes and then determine if new changes need to be made. If you are constantly patching then the game will never settle down to a place where you can actually determine whether or not imbalances exist.


I don't mean to alarm you, but PTR stands for Public Test Region. Note the "test" part.
Bobster
Profile Joined January 2011
Germany3075 Posts
Last Edited: 2011-04-26 18:59:13
April 26 2011 18:57 GMT
#1816
I can't take people complaining about a good change seriously just because it's to a structure that has already been changed before.


On April 27 2011 02:40 Sandrosuperstar wrote:
facinating that the fact they're preventing stacking is getting so little discussion. I'm really lost here, why doesn't ppl care about this. I don't really know the importance of it in sc2 though but is't a core mechanic in bw
This pertains to the the Viking Flower workaround, not the natural stacking of Mutalisks
BoB_KiLLeR
Profile Joined September 2010
Spain620 Posts
April 26 2011 18:58 GMT
#1817
2 Gate is back <3
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
April 26 2011 18:58 GMT
#1818
Warp gate cooldowns should be higher than gateway build times, if not on par with them. The ability to warp them in anywhere + reduced cool downs makes gateways completely pointless. Gateways might as well just instantly turn into warp gates or build AS a warpgate. It's completely pointless to use gateways after warp gate has been researched.


This is like saying, "orbital commands are stupid because they make command centers obsolete".

That's the entire point. Its an upgrade. Like every other upgrade in the game, it makes the thing being upgraded better.

And just like orbital commands are to Terran, warp-in is an integral part of Protoss macro. They are the intended way Protoss is meant to play.

The only reason Protoss doesn't start with warp-in is the same reason Terran doesn't start with an OC--because, while those things are balanced from the later stages of the early game on, in the truly early stages of the game they'd be broken. If Terran could MULE right away they'd get a stupidly good economic headstart, and if Protoss could warp-in immediately early proxy pressure would be unstoppable.

But by the time the midgame rolls around, it is absolutely Blizzard's intention that Terrans will be MULEing and scanning, and Protoss will be building units via warp-in.
He drone drone drone. Me win. - ogsMC
DrunkApple
Profile Joined March 2011
34 Posts
April 26 2011 18:58 GMT
#1819
On April 27 2011 03:38 plated.rawr wrote:
I like these changes. Especially,

- Pylon range reduction, as it reduces the potency of across-gap proxy pylon warpins somewhat;
- Warpin time increase and regular production decrease, as it removes the early game warpin facerape while at the same time giving more chance for "honest" frontal attacks early on;
- Ghost gas change, as it allows for ghosts in more low gas builds, something that fits me, personally, very well

The rest of the changes are overall good. Nice patch!

Edit: Oh, and also - Bunkers were never "free", even with the 100% reclaim cost. 100 minerals spent, even temporarily, delays tech and macro. What you pay for with a bunker is time, which arguably is the most important resource in SC2. The difference between getting a rush out at time X or time X+30 is huge, and building bunkers because they're "free" will simply rape your timings.

That being said, I don't mind them yielding 75% rather than 100%. It's a pretty insignificant change.

free
/frē/
Verb: Make free, in particular.
Adverb: Without cost or payment: "ladies were admitted free".

100% refund --> free
75% refund --> not free
True that building bunkers delay tech, but that is called "Opportunity Cost", building bunker instead of teching up
It's like you are saying scanning costs mineral
dave333
Profile Joined August 2010
United States915 Posts
April 26 2011 18:59 GMT
#1820
Where did they say they didn't want gateways? Having a diff between gates and warpgates is way cooler
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