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Patch 1.3.3 PTR - Page 93

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 91 92 93 94 95 221 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.
Jayrod
Profile Joined August 2010
1820 Posts
April 26 2011 19:30 GMT
#1841
On April 27 2011 04:28 Striding Strider wrote:
Show nested quote +
On April 27 2011 03:59 dave333 wrote:
Where did they say they didn't want gateways? Having a diff between gates and warpgates is way cooler


Agreed.

they said it back during the beta. It wasn't that they didnt want gateways altogether, but that they wanted the warpgate to be the primary production facility.
udgnim
Profile Blog Joined April 2009
United States8024 Posts
April 26 2011 19:30 GMT
#1842
On April 27 2011 04:25 LeatherGracket wrote:
I think Blizzard just killed Pheonix in PvZ.


this has got to be the most hilarious post in this thread

Spore crawler root time decreased from 12 to 6 seconds.

that's it! Phoenix opening is dead in PvZ. 6 second spore crawler root time makes it so easy to defend against Phoenix openings when the best place to initially build Spore Crawlers is already along the mineral line.
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
loveeholicce
Profile Blog Joined December 2010
Korea (South)785 Posts
April 26 2011 19:31 GMT
#1843
On April 27 2011 04:15 Ryrmidon wrote:
I think they should keep these changes. Zerg can't QQ about 4wg anymore and banshee and void ray strats will be less effective. gateways cheese is more viable but that is good cause 6 pool beat proxy gateways too hard. The ghost buff is nice cause I always thought nukes should be used more.

I am a zerg by the way and though there is a bunch of other things I complain about like protoss lategame I think this is a massive step into the right direct. Without the extremely powerful early gate pressure caused by bunker rushes or fast warpgating zerg is free to take more risks and macro up more with will mean they will hit 200/200 must faster than the protoss. Use this advantage correctly and you will prob see a 50:50 win ratio


Lol thats quite optimistic of u
상처받은 그대에 가슴에 사랑을 심어줄께요♥
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
April 26 2011 19:32 GMT
#1844
I so hoped they would change nydus worm, nukes and warp-prisms and make static defense stronger. That would make the game much more entertaining.

I'm so tired of a-move ball to ball fights...
Its grack
Azide
Profile Joined March 2010
Canada566 Posts
Last Edited: 2011-04-26 19:42:30
April 26 2011 19:32 GMT
#1845
On April 27 2011 04:30 udgnim wrote:
Show nested quote +
On April 27 2011 04:25 LeatherGracket wrote:
I think Blizzard just killed Pheonix in PvZ.


this has got to be the most hilarious post in this thread

Spore crawler root time decreased from 12 to 6 seconds.

that's it! Phoenix opening is dead in PvZ. 6 second spore crawler root time makes it so easy to defend against Phoenix openings when the best place to initially build Spore Crawlers is already along the mineral line.


edit: delete post plz
Azide and SuperNinja - Best Double Protoss 2v2 Team!
meep
Profile Blog Joined August 2009
United States1699 Posts
April 26 2011 19:34 GMT
#1846
As Zerg I don't really mind the inevitable 2 Gate zealot thing coming back. Since we pretty much experienced this from the beta already, it'll be easier to stop now that small maps like Steppes is removed, where Protoss was able to proxy 2 gates but were still close to their base.

I'm really looking forward to see how all this pans out.
閑静 しずか (ノ・_・)ノ
CaptainKnusprig
Profile Joined February 2011
Austria3 Posts
April 26 2011 19:34 GMT
#1847
blizzard said the reason for the decreased zealot timing is a zerg who 6 pools.... well why dont you make it like with the terrans. they have to build a supply depot before they can start a rax, so why dont just zergs have to make an overlord before they are able to make a pool?
Hartlin
Profile Joined February 2011
Canada33 Posts
April 26 2011 19:36 GMT
#1848
On April 27 2011 04:28 Jayrod wrote:
Show nested quote +
On April 27 2011 04:02 KimJongChill wrote:
On April 27 2011 03:53 Jayrod wrote:
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


god i hate when people say ultras to deal with ff's,

How are ultras not one of the many ways I listed to deal with forcefields? Or are you another one of those zergs that doesn't care about balance or appreciate the fact that without forcefields Protoss would never be able to compete.


Because people are talking about a 6gate w/ FFs or even a weird 3gate pressure w/ FFs. Unless you're just getting into SC2, you would know that Zerg doesn't just have Ultras for these timings.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 26 2011 19:37 GMT
#1849
On April 27 2011 04:32 Azide wrote:
Show nested quote +
On April 27 2011 04:30 udgnim wrote:
On April 27 2011 04:25 LeatherGracket wrote:
I think Blizzard just killed Pheonix in PvZ.


this has got to be the most hilarious post in this thread

Spore crawler root time decreased from 12 to 6 seconds.

that's it! Phoenix opening is dead in PvZ. 6 second spore crawler root time makes it so easy to defend against Phoenix openings when the best place to initially build Spore Crawlers is already along the mineral line.


not to mention i think u can pick up unrooted spores and spines cant u??

No you can't it still a building. so that mean you can't lift them
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
eMazing
Profile Joined January 2011
59 Posts
April 26 2011 19:37 GMT
#1850
On April 27 2011 04:34 CaptainKnusprig wrote:
blizzard said the reason for the decreased zealot timing is a zerg who 6 pools.... well why dont you make it like with the terrans. they have to build a supply depot before they can start a rax, so why dont just zergs have to make an overlord before they are able to make a pool?

It wouldn't matter since zergs already start with an overlord, thus satisfying the requirement
TerranHater
Profile Joined August 2010
18 Posts
April 26 2011 19:40 GMT
#1851
On April 27 2011 04:20 plated.rawr wrote:
Show nested quote +
On April 27 2011 03:58 DrunkApple wrote:
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

in·fla·tion
   [in-fley-shuhn] Show IPA
–noun
1.
Economics . a persistent, substantial rise in the general level of prices related to an increase in the volume of money and resulting in the loss of value of currency ( opposed to deflation).
2.
the act of inflating.
3.
the state of being inflated.

1.
Economics . a persistent, substantial rise in the general level of prices related to an increase in the volume of money and resulting in the loss of value of currency ( opposed to deflation).

and resulting in the loss of value of currency

loss of value of currency

Time = inflation = minerals less worth per unit = price payed.

So are you saying economy of Starcraft works like that of the real world?
Why are you bringing in micro macro economy into this?
I don't see any inflation of mineral value of units or buildings when I build bunkers
Dollar value may change every second but mineral value doesn't change or we'd be fucked if people are playing the game that is in Great Depression
If you don't understand economy, please don't say anything and make yourself look like an idiot

User was warned for this post
zmansman17
Profile Joined March 2011
United States2567 Posts
April 26 2011 19:40 GMT
#1852
Great Patch change. I'm excited to see how Protoss players approach the Gateway/Warpgate dilemma. That extra time on Warp Gate Tech may mean that those initial chrono boosts may go elsewhere.
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Ender79
Profile Joined December 2010
United States8 Posts
April 26 2011 19:40 GMT
#1853
On April 27 2011 04:34 CaptainKnusprig wrote:
blizzard said the reason for the decreased zealot timing is a zerg who 6 pools.... well why dont you make it like with the terrans. they have to build a supply depot before they can start a rax, so why dont just zergs have to make an overlord before they are able to make a pool?


I'm thinking this wouldn't help much, since we *start* with an overlord!
Severedevil
Profile Blog Joined April 2009
United States4839 Posts
April 26 2011 19:41 GMT
#1854
On April 26 2011 11:24 Jyvblamo wrote:
I actually like all of these changes. :D

This patch looks awesome!

The Ghost one is the most surprising to me. But if it means Ghosts can coexist with Reapers or Mech, it's good news!
My strategy is to fork people.
SpaceYeti
Profile Joined June 2010
United States723 Posts
April 26 2011 19:41 GMT
#1855
I'm a little concerned how this is gonna work with the MC-style, nexus cancel 4-gate. Sure, it'll come later now, but it'll also be much harder to scout effectively given the timings of a typical expansion and the new warp-gate timing.

The prospect of dealing with 2-gate again doesn't bother me tho; I'm kind of excited to be honest because the meta game and the maps have changed so much since then.

I'm a little curious what this might mean for blink stalker builds. I can foresee an opening that skips warpgate to get faster blink and chronoboosted blink stalker reinforcements, Could be deadly and hard to deal with for a fast expanding Zerg.
Behavior is a function of its consequences.
cujo2k
Profile Joined October 2007
Canada1044 Posts
April 26 2011 19:42 GMT
#1856
On April 26 2011 11:31 Dommk wrote:
Why didn't they reduce the research time of hallucinate? This warpgate change pretty much reverts that buff Scouting shouldn't be nerfed!


Yea exactly. I dont think we will see hallucination in pvz that much anymore since it will take a long time to get it. Might as well open fast ob every game ><
THE ANSWER IS 288
Dragar
Profile Joined October 2010
United Kingdom971 Posts
Last Edited: 2011-04-26 19:45:08
April 26 2011 19:44 GMT
#1857
On April 27 2011 04:34 meep wrote:
As Zerg I don't really mind the inevitable 2 Gate zealot thing coming back. Since we pretty much experienced this from the beta already, it'll be easier to stop now that small maps like Steppes is removed.


Yes, thank goodness there are no maps with close spawn locations like Steppes, or Metal or Shattered Temple or Slag Pits or Delta Quadrant...
shockaslim
Profile Joined December 2010
United States1104 Posts
April 26 2011 19:45 GMT
#1858
On April 27 2011 04:28 Jayrod wrote:
Show nested quote +
+ Show Spoiler +
On April 27 2011 04:02 KimJongChill wrote:
On April 27 2011 03:53 Jayrod wrote:
Show nested quote +
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


god i hate when people say ultras to deal with ff's,

How are ultras not one of the many ways I listed to deal with forcefields? Or are you another one of those zergs that doesn't care about balance or appreciate the fact that without forcefields Protoss would never be able to compete.


Pylon>Gateway>Cybernetics Core = Sentries(400/100)

Spawning Pool>Lair>Infestation Pit>Hive>Ultralisk Cavern = Ultralisks (considerably more)
Dirty Deeds...DONE DIRT CHEAP!!!
royal.cze
Profile Joined May 2010
Canada287 Posts
April 26 2011 19:46 GMT
#1859
best part about the massive change ?

late game not microing your archons away from your own forcefields will destroy them since their range is so low... LOL
Johnny_Vegas
Profile Joined December 2007
United States239 Posts
April 26 2011 19:47 GMT
#1860
I am curious that with the warp gate research nerf, will it now be possible to get an overseer with 75 energy in time to contaminate, and delay it even further?

I think the answer will generally be no, unless the Protoss is slow in getting WG research, and the zerg rushes for an overseer uncomfortably fast.
battlereports.com (co-founder/developer), Nohunters Discussion Forum operator
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