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Patch 1.3.3 PTR - Page 94

Forum Index > SC2 General
4401 CommentsPost a Reply
Prev 1 92 93 94 95 96 221 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.
Tef
Profile Joined April 2008
Sweden443 Posts
April 26 2011 19:47 GMT
#1861
On April 27 2011 04:32 bokeevboke wrote:
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...


Static defense stronger, you are kidding, right? If something they should be weaker. Even late game 3/3 zerglings have a hard time against mass cannons.
Dont fuck up, dont fuck yourself
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 19:48 GMT
#1862
On April 27 2011 04:25 LeatherGracket wrote:
I think Blizzard just killed Pheonix in PvZ.

You actually made me laugh out loud, which I hardly ever do. Thanks!
Adonisto
Profile Joined May 2010
Canada191 Posts
April 26 2011 19:48 GMT
#1863
I wonder when the patch will come out... Usually it's a week or two after the PTR?
Alphasquad
Profile Joined August 2010
Austria505 Posts
Last Edited: 2011-04-26 19:51:56
April 26 2011 19:48 GMT
#1864
so far im not convinced that those changes will be good as it seems like protoss will be pretty weak against pool/gas zerg openings (i play zerg) as proxy gates should be easy to stop and i think it could be very easy to delay the protoss expansion with later warpgates because they have to use most chronoboosts for producing gateway units

on the other hand im really glad that bunker rushes wont be for free anymore and i think a better price for ghosts should be pretty useful against infestor play
NgrySqrrl
Profile Joined April 2011
Canada36 Posts
April 26 2011 19:49 GMT
#1865
On April 27 2011 02:40 Mercury- wrote:
Show nested quote +
On April 26 2011 22:41 Chicken Chaser wrote:
On April 26 2011 22:38 Sanguinarius wrote:
I seriously LOVE massive archons. They have needed to do that for so long.

What if they change the Archon size too to be like a Thor? And then increase splash radius? Walking Psi Storm on the loose!

Colossus is the word you are looking for.

LOLZ
i wish i was korean good and not korean-canadian good.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 26 2011 19:50 GMT
#1866
On April 27 2011 04:46 royal.cze wrote:
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

Actually this could be useful. Sometimes after splitting their army I want to chase down the retreating stuff, but my own FFs are in the way. Now I can just plough through!
Angelbelow
Profile Joined September 2010
United States3728 Posts
April 26 2011 19:50 GMT
#1867
Hmm maybe im in the minority, especially as a zerg player, but i don't like the bunker nerf as much. I feel like they should still be free but maybe a longer salvage time or a reduction in HP.
You may delay, but time will not. Current Music obsession: Opeth
lololol
Profile Joined February 2006
5198 Posts
April 26 2011 19:50 GMT
#1868
On April 27 2011 04:37 eMazing wrote:
Show nested quote +
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

He obviously ment an extra overlord and you can easily make a requirement of 2 overlords in the editor, so implementation is not a problem either.
I'll call Nada.
Eufouria
Profile Blog Joined March 2011
United Kingdom4425 Posts
April 26 2011 19:51 GMT
#1869
I'd love to see the nydus worm sound effect removed. I don't play Zerg but, as a specator, I think it would make Zerg more interesting to watch. The way I see it, if someone proxies a pylon in my base and I lose to that, its my fault for not scouting properly and having vision, so if I don't have proper vision I shouldn't get a hint that there's a nydus worm somewhere. I understand its only a small buff since nydus worms are often noticed and killed before they spawn, but its a change that punishes bad play and makes nearly no difference if you play properly and scout.
Grabondall
Profile Joined April 2011
Canada19 Posts
April 26 2011 19:52 GMT
#1870
On April 27 2011 03:44 Number-J wrote:
so in conclusion MC is no longer best player in the world?


hahaha. He must be reading the patch note saying: aaaw crap!
eMazing
Profile Joined January 2011
59 Posts
April 26 2011 19:54 GMT
#1871
On April 27 2011 04:41 SpaceYeti wrote:
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.

Learning the new timings will be a thing that all players will have to adapt to. I agree that the power will be stronger than before, but maybe it won't be safe enough to 3-gate expand on close positions with the lack of warpgates, who knows without actually tesing.

If it is cross positions (lets take the MC vs July Game 1) I think July would have had an even harder time than before, more units by MC and same amount by July, since July starts producing as he sees the push not before (and larva limits don't just miraculously go up because you have more drones/time). Taking a third is going to be an insane risk after the 3-gate sentry expand.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
April 26 2011 19:54 GMT
#1872
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.


I had the unfortunate incident of going Ultras yesterday by accident...

They really are so bad as to be completely useless vs Protoss.

The only unit they would theoretically be good against is the Stalker, and they'll still lose that fight...

Ultras are BAAADDD...
As it turns out, marines don't actually cost any money -Jinro
Zax19
Profile Blog Joined August 2010
Czech Republic1136 Posts
Last Edited: 2011-04-26 20:21:33
April 26 2011 19:58 GMT
#1873
"Warp Gate unit train times remain unchanged."

Spending with current 3 gateways:
3x Zealot 592/0
3x Stalker 535/214
3x Sentry 321/428

Spending with current 3 warp gates:
3x Zealot 803/0
3x Stalker 703/281
3x Sentry 421/562

With 800/220 1 base income we don't need faster gateways, we need slower warp gates. Delaying the tech delays a rush, warp gate production should be slower than gateway production.
The solution is nerfing warp gates, not buffing gateways.

"Ghost cost changed from 150/150 to 200/100."
On one hand I feel like it should be easy to EMP due to the huge range, on the other hand we see ghosts getting feedbacked, which just shouldn't happen. So I can't really tell. I'd say they should be much cheaper while EMP having same/lower range than feedback since it's AoE.
With the range difference you could get your HTs completely negated, but a lucky feedback will cost the terran a lot of resources.

On April 27 2011 04:46 royal.cze wrote:
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

Hehe, why don't they give them just Concussive Shells immunity? On the same note, seeing immortal and tank getting concussion.... a bit wierd . But realism isn't important here.
Really Blizz, really? - Darnell
Ksyper
Profile Blog Joined May 2010
Bulgaria665 Posts
April 26 2011 19:59 GMT
#1874
Fixed a bug where players were still able to stack flying units on top of each other. NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!
Hmmm warpgate is slower which means less 4 gates, but zealots build faster which means more proxy 2 gate cheese, better start 14 pooling again.
I love the spore crawler change, it's gonna save so many minerals.
Jayrod
Profile Joined August 2010
1820 Posts
April 26 2011 20:01 GMT
#1875
On April 27 2011 04:36 Hartlin wrote:
Show nested quote +
On April 27 2011 04:28 Jayrod wrote:
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.

So you are going to ignore all the other ways of dealing with forcefields that are in time before a 6 gate push? Masters been playing since release been masters since masters released, but the fact that you dont see ultras as a lategame unit that can allow you to get proper surface area against sentry abusing death balls leads me to believe you are one of those 5-6 base zergs that thinks hes entitled to win with roach hydra because he can plop down unsafe hatches all over the map while a protoss sits back and does whatever he wants. 3 gate pressure can come fairly early but it generally lacks the raw power to do real damage other than slowing down your droning a bit. If one player is considerably worse than the other then ya... 3 gates can kill them, but even skilled players theres no chance in hell unless you make the grave mistake of drone pumping at a bad time.
aisight
Profile Blog Joined October 2010
United States145 Posts
April 26 2011 20:01 GMT
#1876
Archons are now a massive unit.

Clearly a buff to VOID RAYS.
Toads
Profile Blog Joined February 2009
Canada1795 Posts
April 26 2011 20:01 GMT
#1877
On April 27 2011 04:54 Jermstuddog wrote:
Show nested quote +
On April 27 2011 04:28 Jayrod wrote:
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.


I had the unfortunate incident of going Ultras yesterday by accident...

They really are so bad as to be completely useless vs Protoss.

The only unit they would theoretically be good against is the Stalker, and they'll still lose that fight...

Ultras are BAAADDD...


As a zerg, i've ultra against protoss and i find them pretty good with 3/5 upgrade and some infestor to fugal, but Broodlord is still a better choice to go late game
(。◕ ω ◕。) Beer Time !!!! (。◕ ω ◕。)
SpaceYeti
Profile Joined June 2010
United States723 Posts
April 26 2011 20:02 GMT
#1878
On April 27 2011 04:54 Jermstuddog wrote:
Show nested quote +
On April 27 2011 04:28 Jayrod wrote:
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.


I had the unfortunate incident of going Ultras yesterday by accident...

They really are so bad as to be completely useless vs Protoss.

The only unit they would theoretically be good against is the Stalker, and they'll still lose that fight...

Ultras are BAAADDD...

Are we playing the same game?

Ling/bling ---> infestors ----> ultra/bling is really good vs toss. Just remember to get your upgrades. Also helps if you contaminate the shit out of that robo, if you have a bit of extra gas.
Behavior is a function of its consequences.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
April 26 2011 20:02 GMT
#1879
On April 27 2011 04:54 Jermstuddog wrote:
Show nested quote +
On April 27 2011 04:28 Jayrod wrote:
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.


I had the unfortunate incident of going Ultras yesterday by accident...

They really are so bad as to be completely useless vs Protoss.

The only unit they would theoretically be good against is the Stalker, and they'll still lose that fight...

Ultras are BAAADDD...


They were actually better when fungal lasted longer so ultras could close the gap, but now...

Although fungal is undoubtably much better now, so no worries
Tef
Profile Joined April 2008
Sweden443 Posts
April 26 2011 20:02 GMT
#1880
On April 27 2011 04:54 Jermstuddog wrote:
Show nested quote +
On April 27 2011 04:28 Jayrod wrote:
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.


I had the unfortunate incident of going Ultras yesterday by accident...

They really are so bad as to be completely useless vs Protoss.

The only unit they would theoretically be good against is the Stalker, and they'll still lose that fight...

Ultras are BAAADDD...


From my experience they are super bad once you have more than a few. 1-3 ultras together with mass ling, mass roach and just a few infestors can be really good. They lead the charge and soak up the first volleys from the death ball and negate forcefields. But considering the investment its difficult to say if they are worth it.
Dont fuck up, dont fuck yourself
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