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1.4.2 Patch notes PTR - Page 25

Forum Index > SC2 General
2455 CommentsPost a Reply
Prev 1 23 24 25 26 27 123 Next
FrOsTyy
Profile Joined November 2010
United States125 Posts
October 25 2011 22:38 GMT
#481
I actually do think these are good changes. wow
I'd love to get your help!
Thobrik
Profile Joined February 2011
Sweden1120 Posts
October 25 2011 22:38 GMT
#482
I can't believe they didn't touch the bunker. I really strongly feel terrans should get at the very least 77% of the resources back from salvaging rather than the petty 75.
"Philosophy is questions that may never be answered, Religion is answers that may never be questioned."
Deleted User 183001
Profile Joined May 2011
2939 Posts
October 25 2011 22:38 GMT
#483
*does CnC Generals victory dance*

Go go Protosssss!!!!!!!
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
October 25 2011 22:39 GMT
#484
On October 26 2011 07:38 Thobrik wrote:
I can't believe they didn't touch the bunker. I really strongly feel terrans should get at the very least 77% of the resources back from salvaging rather than the petty 75.


Irony? Because it's about 2 minerals I think. :D
Anyway, bunker should give only 50% back imho.
IVN
Profile Joined October 2010
534 Posts
October 25 2011 22:39 GMT
#485
On October 26 2011 06:56 YoiChiBow wrote:
The upgrade nerd is ROFLCOPTOR status. Double forge is already rampant enough atleast on the Korea server. Going to be unstoppable now xD

Because 2/2 upgrades cost 50/50 less now?
GhostOwl
Profile Blog Joined July 2011
766 Posts
October 25 2011 22:39 GMT
#486
On October 26 2011 07:38 Thobrik wrote:
I can't believe they didn't touch the bunker. I really strongly feel terrans should get at the very least 77% of the resources back from salvaging rather than the petty 75.


Can you explain your reasoning? Why is getting 75% of the cost not good enough when no other races can get 75% back after constructing a building?
Medrea
Profile Joined May 2011
10003 Posts
October 25 2011 22:39 GMT
#487
On October 26 2011 07:38 Thobrik wrote:
I can't believe they didn't touch the bunker. I really strongly feel terrans should get at the very least 77% of the resources back from salvaging rather than the petty 75.


They did. With the upgrade change protoss will now have half a unit to TWO ENTIRE more units attacking said bunkers.

So it is a bunker nerf.

Also Terran will QQ and not build ghosts, WHICH CAN GO INTO BUNKERS. So another bunker nerf.
twitch.tv/medrea
Whitewing
Profile Joined October 2010
United States7483 Posts
October 25 2011 22:39 GMT
#488
On October 26 2011 07:34 Asshat wrote:
Show nested quote +
On October 26 2011 07:33 happyness wrote:
On October 26 2011 07:20 wolfe wrote:
On October 26 2011 07:18 Tuk wrote:
On October 26 2011 07:16 JoeAWESOME wrote:
What about snipe?

Ghost snipe, the counter to all Z tier 3 :D


then stop making t3 when they get mass ghost


Fungal on a group of ghosts is deadly, but to be honest the fear of ghosts is unwarranted as of yet. Only pros have been able to use mass ghost effectively in TvZ. I doubt your games have hinged on that fact without some other glaring flaw. Ghost transitions are difficult and costly.


But many of us are spectators before players and would rather have it balanced for the highest level of play. It sucks seeing all BL's and infestors dieing instantly in a zerg army in a pro game. Granted, it only happens in the late-late game which is a point that isn't reached often, but it's still just silly how good it is.


Something in the terran army needs to counter that combo, vikings certainly don't cut it


Something zerg has needs to counter a marine/tank/ghost army, nothing zerg has cuts it.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
pzea469
Profile Blog Joined September 2008
United States1520 Posts
October 25 2011 22:39 GMT
#489
On October 26 2011 07:19 mostevil wrote:
Good news indeed, also not sure why the weapon/armour costs need changing, cheaper charge maybe...

Kinda wish they'd do something like have an active guardian shield cancel out an emp hitting inside it (at the cost of deactivating the GS of course) Just a single emp doesn't cancel out all micro possibilities for the toss player. Would open up all kinds of micro/mind games with trying to force guardian shields by poking up a ghost. But I can't see that happening as its a code change rather than just radius/cost buffs/nerfs.


Wow, that's one of the coolest ideas I've heard so far about EMP.
Kill the Deathball
Shounen
Profile Joined October 2011
Brazil20 Posts
October 25 2011 22:40 GMT
#490
No Carrier change, but at least some buffs!
En Taro Tassadar!
More gg more skill
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-10-25 22:41:27
October 25 2011 22:40 GMT
#491
On October 26 2011 07:39 darkness wrote:
Show nested quote +
On October 26 2011 07:38 Thobrik wrote:
I can't believe they didn't touch the bunker. I really strongly feel terrans should get at the very least 77% of the resources back from salvaging rather than the petty 75.


Irony? Because it's about 2 minerals I think. :D
Anyway, bunker should give only 50% back imho.


Bunker shouldn't even be salvagable at all -_-. Nobody else gets to throw down a defensive structure then voluntarily get rid of it when they don't need it anymore to get most of the money back.

Terran's defense is too strong, and their harass is downright lethal.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
October 25 2011 22:40 GMT
#492
On October 26 2011 07:36 jinorazi wrote:
i would have preferred scaling higher with upgrades....but then again i say this not knowing how it'll affect per hit ratio, like weapon 1 two hits zerglings, scaling a little bit will make no difference.

well, i don't see why the stalker couldn't scale a little bit better with damage.. it's already ridiculously weak in straight up fights, all the damage come from the other units.
lololol
Profile Joined February 2006
5198 Posts
October 25 2011 22:41 GMT
#493
On October 26 2011 07:33 -NegativeZero- wrote:
Show nested quote +
On October 26 2011 07:28 Rannasha wrote:
On October 26 2011 07:26 Eschaton wrote:
On October 26 2011 06:34 SpiZe wrote:
Cheaper upgrades comes from the fact that Toss doesn't benefit as the other race from ups, while roaches and marauders gets +2 by attack up, stalker only gets +1


But it's still +2 dmg, the stalker gets 2 attacks if i'm not mistaken, instead of 1. It's like the zealot or colossus.


You are mistaken Source: http://wiki.teamliquid.net/starcraft2/Stalker

One of the common complaints about the Stalker is that it scales so poorly with upgrades. On the other hand, if Stalker would get +2 per attack upgrade, they might very well be too strong. The sweet spot is probably in the middle somewhere.

How about +1 (+1 vs armored)? That would seem reasonable (and it's basically what the dragoon had in BW, which worked well).

The stalker had 8 + 6 vs armored and 1 + 1 vs armored as upgrades in beta
People complained they sucked vs light, and so they got changed to their current state, more damage vs light, less upgrades vs armored.
I'll call Nada.
Noro
Profile Joined March 2011
Canada991 Posts
October 25 2011 22:42 GMT
#494
Yay for this! Shield upgrades were stupidly expensive.
Talk not to me of blasphemy, man; I'd strike the sun if it insulted me.
Resilient
Profile Joined June 2010
United Kingdom1431 Posts
October 25 2011 22:42 GMT
#495
Even as a Protoss player I find these changes strange. I would have preferred Amulet back, but giving less energy than before or a charge research time decrease. But what do I know, I guess I'll see how the pros do with them.
Medrea
Profile Joined May 2011
10003 Posts
October 25 2011 22:42 GMT
#496
On October 26 2011 07:40 Whitewing wrote:
Show nested quote +
On October 26 2011 07:39 darkness wrote:
On October 26 2011 07:38 Thobrik wrote:
I can't believe they didn't touch the bunker. I really strongly feel terrans should get at the very least 77% of the resources back from salvaging rather than the petty 75.


Irony? Because it's about 2 minerals I think. :D
Anyway, bunker should give only 50% back imho.


Bunker shouldn't even be salvagable at all -_-. Nobody else gets to throw down a defensive structure then voluntarily get rid of it when they don't need it anymore to get most of the money back.

Terran's defense is too strong, and their harass is downright lethal.


Its to compliment Zergs being able to uproot and reroot somewhere else. And Protoss used to have phase cannons. But was decided that having two stationary structures inside one unit was enough.
twitch.tv/medrea
AmericanUmlaut
Profile Blog Joined November 2010
Germany2594 Posts
October 25 2011 22:42 GMT
#497
The upgrade buff doesn't really make much sense to me. As everyone is pointing out, the actual reduction in cost is pretty negligable. I've been experimenting a lot with Creator's PvT style that we saw in the semifinals of the GSTL, and the major weakness is defending a 2-base timing that hits before 2/2 finishes. With the new changes, the difference in resources I've got floating in my unfinished upgrades at that timing is going to be 25/25 - so basically I might be able to get one unit in time to defend that I couldn't have afforded for a couple more seconds? This seems really unlikely to make a difference in the outcome of a game.

I like the shield change just because there's no real reason to get shield upgrades at their current cost except as a place to throw money you can't invest otherwise late game, but if Blizzard wants to buff upgrades I think making GW units scale better with upgrades makes more sense. If they want to make them cheaper, they need to make them enough cheaper to actually make a difference, or there's just not much point. I don't know if I've ever lost a game I would have won if I'd had 25/25 more invested in my army.
The frumious Bandersnatch
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
October 25 2011 22:42 GMT
#498
On October 26 2011 07:34 ExorArgus wrote:
Protoss rejoice.
So now our upgrades that effect our units less that come from the most expensive of the buildings (Evo chamber is 75(a drone is lost though so w.e) E bay is 125 and forge is 150). Now that extra 375 minerals/gas for 3/3/3 can be used for hookers and beers...i mean an expansion and extra sentries.

Edit: people complaining about "now they getting them the fastest and the cheapest" its 375/375 over 1825 seconds-10(# cronoboosts used) (assuming 2 forges)

Evo/ebay is 125 vs the 150 for protoss... not a huge difference. If you want to talk about that, how about the fact that the building for air upgrades only costs you 150 as well while zerg its 200/200 and an armory is 150/100.

Different races are different, you really shouldnt directly compare them quite like that.
Cloud9157
Profile Joined December 2010
United States2968 Posts
October 25 2011 22:42 GMT
#499
On October 26 2011 07:34 Roxy wrote:
Show nested quote +
On October 26 2011 07:33 -NegativeZero- wrote:
On October 26 2011 07:28 Rannasha wrote:
On October 26 2011 07:26 Eschaton wrote:
On October 26 2011 06:34 SpiZe wrote:
Cheaper upgrades comes from the fact that Toss doesn't benefit as the other race from ups, while roaches and marauders gets +2 by attack up, stalker only gets +1


But it's still +2 dmg, the stalker gets 2 attacks if i'm not mistaken, instead of 1. It's like the zealot or colossus.


You are mistaken Source: http://wiki.teamliquid.net/starcraft2/Stalker

One of the common complaints about the Stalker is that it scales so poorly with upgrades. On the other hand, if Stalker would get +2 per attack upgrade, they might very well be too strong. The sweet spot is probably in the middle somewhere.

How about +1 (+1 vs armored)? That would seem reasonable (and it's basically what the dragoon had in BW, which worked well).


Very reasonable IMO

Re patch changes:
i dont think these changes are going to fix pvt

the problem is that their drop harass is too punishing. We need an option to deal with drops more effectively

If we take too many units out of our army to defend drop, their main army will destroy ours


Leave 3 or 4 units at each expansion and some pylons. If they drop more than 1 medivac, warp in like mad and pull your probes away. If they want 1 giant push at your natural, FF them to stall and bring those units back quickly.

Its really not hard.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
K9GM3
Profile Joined January 2011
Netherlands116 Posts
October 25 2011 22:43 GMT
#500
Upgrade costs... huh. Hadn't thought of that, but it's a really clever solution =)
No, I don't want your number.
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