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1.4.2 Patch notes PTR - Page 10

Forum Index > SC2 General
2455 CommentsPost a Reply
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CodeskyE
Profile Joined January 2011
United States777 Posts
October 25 2011 21:51 GMT
#181
The Aiur really is looking out for us protoss players.
Hydrox911
Profile Joined October 2010
United Kingdom261 Posts
October 25 2011 21:51 GMT
#182
I might be the only one not to like this patch. Em change, while needed is too drastic and upgrade changes to all upgrades is too big a buff. Silly patch imo
No, Your Quote.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2011-10-25 21:51:40
October 25 2011 21:51 GMT
#183
Damn. I read it as EMP area reduced from 2 to 1.5, but it was radius.

I'm wondering if the EMP nerf is too big...

Meh whatever, wait and see.
CatNzHat
Profile Blog Joined February 2011
United States1599 Posts
October 25 2011 21:51 GMT
#184
HT/Zeal is gonna become rediculously good if this goes through
K3Nyy
Profile Joined February 2010
United States1961 Posts
Last Edited: 2011-10-25 21:53:04
October 25 2011 21:51 GMT
#185
On October 26 2011 06:49 Haplo_33 wrote:
Double forge is going to hurt so bad against PvZ


Uh how? The upgrade cost is 25/25 cheaper and 2/2 is 50/50 cheaper. The timing is literally still the same, it makes virtually no difference.

It's an unfair advantage for Protoss but it's by no means or even close to game breaking.
ArtemisKnives
Profile Joined March 2010
United States210 Posts
Last Edited: 2011-10-25 21:52:06
October 25 2011 21:51 GMT
#186
Also why would anyone want to nerf HT radius further... it is a tick based spell, not an instant

YOU LOSE 100 SHIELDS DO NOT PASS GO

skill
Masters/GM S1/2/3/4/5/6/7/8 Macro Toss // twitch.tv/artemisknives [1080p stream]
Roe
Profile Blog Joined June 2010
Canada6002 Posts
October 25 2011 21:51 GMT
#187
I don't understand these changes, emp was fine as is, and protoss never had any trouble massing upgrades(chrono on double forge really strong)
Frozenhelfire
Profile Joined May 2010
United States420 Posts
October 25 2011 21:52 GMT
#188
I think the armor and shield upgrade changes make sense. The armor upgrade for Protoss affects about half (generally a little more) of a units total hit points. The same goes for the shield upgrade. I think the weapons were fine. These cost reductions might end up spawning some triple forge play. As a Zerg player this intrigues me.
polar bears are fluffy
Sandermatt
Profile Joined December 2010
Switzerland1365 Posts
October 25 2011 21:52 GMT
#189
I don't think the cost reduction in the non-shield upgrades is needed. And a protoss lategame buff might also result in more 1/1/1's, because it's alternative (macro game) gets worse. This is a development I would not like to see.
Toadvine
Profile Joined November 2010
Poland2234 Posts
October 25 2011 21:52 GMT
#190
Not entirely sure how I feel about this. Upgrade Costs seem like a weird thing to buff. I mean, the biggest weakness of double Forge upgrade rushes in PvT is that they're very vulnerable before +1/+1 and +2/+2 finish. The cost reductions won't really help with this at all, they just make it easier to rush up to 3/3 and hit a huge timing, which will probably prompt lots of Terran complaints. If they were going to alter upgrade costs, knocking charge down to 150/150 or 100/100 and reducing research time sounds like a better idea. It's not like you hit any sick timings the moment Charge finishes.

The EMP nerf is nice, and will hopefully make it such that spreading your units actually does something in the lategame, as opposed to the current situation where the Terran makes 8 Ghosts and just blanket EMPs everything no matter what. It also nerfs the 2 base Ghost rush, which was probably a bit too good.

I really would've preferred a HT buff though. Movement speed would be the most logical thing to buff. HTs just feel kind of weak ever since the KA removal, against both T and Z.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
FairForever
Profile Joined February 2011
Canada2392 Posts
October 25 2011 21:52 GMT
#191
On October 26 2011 06:51 Dalavita wrote:
Damn. I read it as EMP area reduced from 2 to 1.5, but it was radius.

I'm wondering if the EMP nerf is to big...

Meh whatever, wait and see.


That is huge. That's pretty much a 43.75% nerf in terms of area that the ghost hits with an Emp. Makes it way harder to target as well as harder to hit units further back.
unit
Profile Blog Joined March 2009
United States2621 Posts
October 25 2011 21:52 GMT
#192
On October 26 2011 06:51 Daok wrote:
Show nested quote +
On October 26 2011 06:50 Yoshi Kirishima wrote:
On October 26 2011 06:48 a176 wrote:
On October 26 2011 06:46 BobMcJohnson wrote:
Well a radius nerf is a range nerf, is a range nerf; since the real range is range + radius. So it effectively nerfs the range by 0.5


no ... think about it for just a second


Think about it again, it nerfs the range by 0.5 o.o


You sure about range+radius = range?


it does, he is talking about effective range aka the farthest the spell can reach

the range is the same but the effective range = range + radius
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
October 25 2011 21:52 GMT
#193
Nothing that they hadn't mentioned at blizzcon already.
♥ The world needs more hearts! ♥
Namu
Profile Joined February 2011
United States826 Posts
October 25 2011 21:52 GMT
#194
damn, thats 4 -> 2.25 in terms of area of EMP.. a pretty huge nerf.
uptoss going to be really strong now
Probe1
Profile Blog Joined August 2010
United States17920 Posts
October 25 2011 21:52 GMT
#195
The fade-in for game sound during alerts changed from .5 seconds to 2 seconds.

Thank god. That was seriously messing me up to the point where I had to just turn it off.

I don't think weapons and armor need buffing but whatever, I'm not an expert in Protoss and only scared that ZvP will become harder than the immortal buff already made it for me.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
alepov
Profile Joined December 2010
Netherlands1132 Posts
October 25 2011 21:52 GMT
#196
i dont even care about emp nerf, whatever, but making the absurdly fast upgrades cheaper is a joke
should make research time a bit more at least then
ლ(ಠ益ಠლ)
SolidMoose
Profile Joined June 2011
United States1240 Posts
Last Edited: 2011-10-25 21:53:52
October 25 2011 21:52 GMT
#197
Lovely, an infestor buff. /facepalm

Can I have HotS now?
Lunchador
Profile Joined April 2010
United States776 Posts
October 25 2011 21:52 GMT
#198
On October 26 2011 06:29 VPCursed wrote:
why does toss need cheaper upgrades, dont they get 3-3 fast enough?


You have to realize that in late-game stages, all protoss players still tend to forgo shield upgrades simply because you're throwing away a colossus, a carrier, and a mothership to max those out.

3/3/0 protoss units are at a disadvantage vs other race's 3/3 units. The extra damage to shields from enemy race's weapon upgrades hurts protoss considerably in the long run.
Defender of truth, justice, and noontime meals!
ondik
Profile Blog Joined November 2008
Czech Republic2908 Posts
October 25 2011 21:52 GMT
#199
Don't worry guys, it's protoss nerf in disguise. Blizzard knows that ghosts in hands of protoss (replicants) would be too strong!
Bisu. The one and only. // Save the cheerreaver, save the world (of SC2)
Samp
Profile Joined September 2010
Canada783 Posts
October 25 2011 21:52 GMT
#200
nice emp nerf but the protoss buff..I mean wtf lol, they only have 3 upgrade for all the ground units, why would they be cheap..?
Banelings, "They're cute, they live in a nest". -Artosis
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