1.4.2 Patch notes PTR - Page 19
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Noev
United States1105 Posts
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Whitewing
United States7483 Posts
Sad thing is, the unit is still probably overpowered after this nerf. | ||
happyness
United States2400 Posts
On October 26 2011 07:08 FeyFey wrote: well upgrade cost reduce is a nice idea to buff the toss without buffing the late late game where they are close to be overpowered (talking about 3/3/3 with 5k banked minerals late game here ![]() Emp nerf is okay as it will reduce the effect of the emp barrage on casters and 100+ shield units, while the rest won't be affected. I am just worried about storm that cannot be stopped if the toss sends hts to the front. (well before it was the ghosts emps, but hey they are the expensive ones). But well ghosts survive a storm barrage so guess you can suicide some ghosts. to get rid of the storms. Just waiting for the 25-50 mineral reduce on cost for ghosts the next patch. Ghosts are still faster than HT's, have greater range, and can cloak unlike HT's. Oh, and they have more life, and they are 50 gas cheaper. You really don't need to worry Honestly if a terran is controlling his ghosts right than they should beat a toss whose mainly investing in HT's | ||
Treadmill
Canada2833 Posts
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wolfe
United States761 Posts
On October 26 2011 07:11 TheKefka wrote: Triple forge build is the stupidest build ever,if it even exists.If you dumb your money into so many forges and upgrades you will have a huge army disadvantage or no money for a expo or probes. Zerg would overrun you and terran just emp your shield upgrades away. How is post 1.4.2 triple forge stupider than pre 1.4.2 double forge? get your 3rd forge as you start 2/0/2 so you can get 2/1/2. Or just get more units. Without a doubt 3/3/3 will be more common late game than it has been. | ||
L0thar
987 Posts
Radius of something like 1,7 (area 9,1) would seem more fair that this. Hopefully the guys at Blizzard knows what they are doing. | ||
Striding Strider
United Kingdom787 Posts
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mr.wave
Germany24 Posts
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Aesop
Hungary11291 Posts
On October 26 2011 07:09 wolfe wrote: Well it's more like the meta will shift to mass upgrades even though the patch isn't that good simply because people... are people. No one really ever got 3/3/3 from my recollection but now triple forge builds can be more popular so that before toss may have been 2/0/2 and now they will be 2/1/2 or 2/2/2. Yeah, but that's more of a psychological shift than a logical consequence. As you say, people might notice that upgrades are cheaper and get them more, but that doesn't change the fact that the actual savings are minimal. The most interesting point for it that earlier shield upgrades might be more easy to stomach. So any opening that relies heavily on Archons might benefit from that. | ||
ZenithM
France15952 Posts
On October 26 2011 07:11 Xayoz wrote: Hm. Not exactly sure how the EMP nerf will play out. To my knowledge, it wasn't the lategame army battles where protoss was having trouble vs terran. This will also mean that it's pretty much impossible to hit more than 2 infestors with a emp. :O Shiled cost decrease seems cool, might add some new plays. I really don't understand why should protoss attack/armor upgrades cost less than those of the other races tho. I mean, protoss can get them faster to begin with. Well, might not make a huge difference tho, and if it appeases some of the increasingly annoying protoss qq... Yeah, shields ups buff was cool. The rest was not needed. | ||
happyness
United States2400 Posts
On October 26 2011 07:12 Whitewing wrote: Hey terrans, just be happy your ghosts still hard counter the entire zerg race and EMP still does as much damage to everything it hits. Sad thing is, the unit is still probably overpowered after this nerf. Seriously, it's still by far the best caster in the game, and cheap in gas too. | ||
Derez
Netherlands6068 Posts
![]() Red is old, green is new. | ||
mordk
Chile8385 Posts
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VoO
Germany278 Posts
On October 26 2011 07:13 Striding Strider wrote: I would of rather seen the suggestion made on these forums that shield upgrade negate EMP damage by a certain percentage each level. It would add a whole new layer of strategy to the game. This would be a really intelligent change, not a stupid "reduce this, reduce that" buff. | ||
SpiritAshura
United States1271 Posts
Now EMP radius reductions? YAY! Early ghost rushes will need to be more accurate. I'll take any help I can get in TvP honestly, god am I bad in this MU. | ||
Treadmill
Canada2833 Posts
On October 26 2011 07:12 happyness wrote: Ghosts are still faster than HT's, have greater range, and can cloak unlike HT's. Oh, and they have more life, and they are 50 gas cheaper. You really don't need to worry Honestly if a terran is controlling his ghosts right than they should beat a toss whose mainly investing in HT's One thing that kinda annoys me about this is that "controlling his ghosts right" actually means "has sick sick micro skill". Also keeping HTs in a warp prism will always be viable. | ||
Bao
United States89 Posts
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Dalavita
Sweden1113 Posts
On October 26 2011 07:00 xCenasfu wrote: We need a demonstration on the difference between 1.4 and 1.4.2 EMP radius.. someone, do it! VEEEEEEEEEEEEEEEEEEERY basic illustration. Basically made two lines next to each other, one being 3/4 the other one, doubled them over and made a circle as around as I could get on MSPaint. But you get the point. ![]() Uploaded with ImageShack.us | ||
Cloud9157
United States2968 Posts
On October 26 2011 07:13 wolfe wrote: How is post 1.4.2 triple forge stupider than pre 1.4.2 double forge? Because thats still 150 minerals you have to invest in a 3rd forge, as well as spending the chrono on it instead of a Nexus or robo. | ||
rezoacken
Canada2719 Posts
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