1.4.2 Patch notes PTR - Page 25
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FrOsTyy
United States125 Posts
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Thobrik
Sweden1120 Posts
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Deleted User 183001
2939 Posts
Go go Protosssss!!!!!!! | ||
Shield
Bulgaria4824 Posts
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
534 Posts
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
766 Posts
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
10003 Posts
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. | ||
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Whitewing
United States7483 Posts
On October 26 2011 07:34 Asshat wrote: 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. | ||
pzea469
United States1520 Posts
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. | ||
Shounen
Brazil20 Posts
En Taro Tassadar! | ||
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Whitewing
United States7483 Posts
On October 26 2011 07:39 darkness wrote: 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. | ||
nttea
Sweden4353 Posts
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
5198 Posts
On October 26 2011 07:33 -NegativeZero- wrote: 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. | ||
Noro
Canada991 Posts
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Resilient
United Kingdom1431 Posts
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Medrea
10003 Posts
On October 26 2011 07:40 Whitewing wrote: 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. | ||
AmericanUmlaut
Germany2574 Posts
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. | ||
TheRabidDeer
United States3806 Posts
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
United States2968 Posts
On October 26 2011 07:34 Roxy wrote: 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. | ||
K9GM3
Netherlands116 Posts
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