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1.4.2 Patch notes PTR - Page 29

Forum Index > SC2 General
2455 CommentsPost a Reply
Prev 1 27 28 29 30 31 123 Next
DarkPlasmaBall
Profile Blog Joined March 2010
United States44584 Posts
October 25 2011 23:01 GMT
#561
On October 26 2011 07:55 Snorkle wrote:
Show nested quote +
On October 26 2011 07:54 DarkPlasmaBall wrote:
On October 26 2011 07:50 synergy_sin wrote:
Hmm, when are they nerfing Psi Storm radius too? Guess it's okay for Protoss to do massive AoE damage to a Terran army, but not okay for EMP to disable Protoss Shields and spellcasters.


Do you really want to cause a huge discussion about ghosts vs. high templar?

We already lost Khaydarin Amulet.

Let my guys cloak.
Let my guys have longer range.
Let my guys move faster.
Let my guys be lower on the tech tree.
Let my guys be cheaper.
Let my guys hard-counter your entire race.
And then I'll take a shorter blast radius for one of my spells.

No need to talk anymore about this.

Show nested quote +
Patch 7 (version 0.9.0.14621B)
The Psi Storm radius has been decreased from 2 to 1.5.


We already had a shorter blats radius.....


LOL even better

I don't really see these two patch changes as being game-breaking. It was clear that the ghost was a bit overpowered, and we'll have to see if the EMP nerf will help fix what's wrong with it (certainly against Protoss, don't know about vs. Zerg though).

The Protoss upgrade buff isn't really that big a difference, even though a lot of people are reacting that way. If a Protoss player really wanted to start an upgrade, he would just have to wait an extra 15 seconds or so for the extra 50 or 100 (or however many) gas anyway.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
dangerjoe
Profile Blog Joined November 2010
Denmark1866 Posts
October 25 2011 23:01 GMT
#562
Oooooooh shiiiiiiiiiiieeeeeeeet.
Finally a change to the ghost! I will take the cheaper upgrades with a big fat smile on my face too!

Protoss figting!
Ask Beavis, I get nothing Butt-head
NEXUS6
Profile Joined July 2011
United States413 Posts
Last Edited: 2011-10-25 23:01:30
October 25 2011 23:01 GMT
#563
I like this, I just hope the ghost buff is enough to help late game ZvT
Lewan72
Profile Joined April 2011
United States381 Posts
October 25 2011 23:01 GMT
#564
On October 26 2011 07:59 Finality wrote:
Show nested quote +
On October 26 2011 07:50 synergy_sin wrote:
Hmm, when are they nerfing Psi Storm radius too? Guess it's okay for Protoss to do massive AoE damage to a Terran army, but not okay for EMP to disable Protoss Shields and spellcasters.


Patch 7 (version 0.9.0.14621B)

The Psi Storm radius has been decreased from 2 to 1.5.

Looks... oddly familiar...


Hahaha this.
MC / Hero / MMA / Bomber / Coca / Suppy
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
October 25 2011 23:01 GMT
#565
On October 26 2011 08:00 biaxiong wrote:
This makes up for the amulet nerf which they will never bring back said Dustin Browder.

The amulet nerf is a completely different issue and it was needed.
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
galivet
Profile Joined February 2011
288 Posts
October 25 2011 23:01 GMT
#566
As a protoss player I don't think that this will really effect my gameplay at all. It seems like a very subtle change that will only really matter at the top level of play. Often when ghosts are used against me, multiple overlapping EMPs are used that blanket my army anyway.

I think it might not be that great in PvZ though where 1-2 ghosts needs to get off precision EMPs versus infestors.

My greatest hope with this patch is that it makes professional matches/streams more entertaining to watch. EMP --> steamroll is a very anticlimactic end to many otherwise entertaining games.
bindeR
Profile Joined May 2011
United Kingdom27 Posts
October 25 2011 23:01 GMT
#567
WEEHEY terran nerf. Good to see and nice for protoss players. Still need more terran nerf updates!
Datum
Profile Joined February 2011
United States371 Posts
October 25 2011 23:02 GMT
#568
I think the protoss change is meant to only affect higher levels of the game, because PvX is pretty balanced (I think) for n00bs. The cost decrease will only really matter in tight builds, because unlike unit costs, it's really a 1-time purchase. At the higher levels though, this might actually make a difference.
Bagi
Profile Joined August 2010
Germany6799 Posts
October 25 2011 23:02 GMT
#569
On October 26 2011 07:56 darkcloud8282 wrote:
Show nested quote +
On October 26 2011 07:54 Bagi wrote:
On October 26 2011 07:50 Whitewing wrote:
On October 26 2011 07:45 Bagi wrote:
On October 26 2011 07:40 Whitewing wrote:
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.

Bunkers are absolutely necessarily to stop certain timing attacks from protoss. When is protoss ever forced to build cannons against terran?

Spines can be uprooted and used to control space elsewhere, bunkers can be salvaged, cannons give detection and shoot both ground and air targets. Different defensive structures are different.


Protoss builds cannons against banshees and late game to try to deal with harass, but frankly cannons are useless against terran, so that's why they don't build them. Marauders laugh at cannons, and so do marines with medivacs.

The point is that a protoss player can always force terran to build 2-4 bunkers or else the terran risks dying to a gateway push. A terran on the other hand has no way to make the protoss waste money on static defense.

Now imagine if you cannot salvage the bunkers, every game becomes a huge gamble of either dying outright or getting behind economically because you just wasted hundreds of minerals into something that cannot move and has no utility at all. Thats why salvage exists.

Sounds like what Protoss has to do against Zergs... Where's the salvage on cannons?

Protoss can force a zerg to build spine/spore crawlers. A zerg can force a protoss to build cannons (somewhat).

I still don't see a way to force cannons as terran though the way you can force a ton of bunkers.
Noocta
Profile Joined June 2010
France12578 Posts
October 25 2011 23:02 GMT
#570

On October 26 2011 07:54 DarkPlasmaBall wrote:
Show nested quote +
On October 26 2011 07:50 synergy_sin wrote:
Hmm, when are they nerfing Psi Storm radius too? Guess it's okay for Protoss to do massive AoE damage to a Terran army, but not okay for EMP to disable Protoss Shields and spellcasters.


Do you really want to cause a huge discussion about ghosts vs. high templar?

We already lost Khaydarin Amulet.

Let my guys cloak.
Let my guys have longer range.
Let my guys move faster.
Let my guys be lower on the tech tree.
Let my guys be cheaper.
Let my guys hard-counter your entire race.
And then I'll take a shorter blast radius for one of my spells.

No need to talk anymore about this.


I think protoss need to think past Khaydarin Amulet.
Just for information, warp a templar, wait for 75 energy is THE SAME time as make a ghost/infestor with energy upgrade done.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Fig
Profile Joined March 2010
United States1324 Posts
October 25 2011 23:02 GMT
#571
On October 26 2011 07:50 synergy_sin wrote:
Hmm, when are they nerfing Psi Storm radius too? Guess it's okay for Protoss to do massive AoE damage to a Terran army, but not okay for EMP to disable Protoss Shields and spellcasters.

It pains me that terran players don't know that storm was reduced to 1.5 radius in beta. Blizzard finally evened up the EMP and storm spells in terms of radius. EMP still has longer range 10 (storm has 9), deals 100 instant damage (whereas storm does 80 over 4 seconds), and drains 100 energy.

Not to mention how much better the ghost is as a unit than the HT. This is like Toss getting their first scoop of ice cream, when terran already had 10.
Can't elope with my cantaloupe
BlindSC2
Profile Joined January 2011
United Kingdom435 Posts
October 25 2011 23:03 GMT
#572
I already loved double forge PvT, this just made my day ^_^

Could also make me reconsider shield upgrades in PvZ, shield upgrades help a lot with blink stalkers and archons but were always too expensive. Perhaps instead of going 3/0/0 or 2/1/0 we should now go 2/0/1 in twilight styles? Hmm.....
Wise men speak because they have something to say, fools; because they have to say something - Plato
Daralii
Profile Joined March 2010
United States16991 Posts
October 25 2011 23:03 GMT
#573
Protoss not getting nerfed? And the bunker not getting changed? Why, this can't be right...
Fear is freedom! Subjugation is liberation! Contradiction is truth!
MileyCyrus
Profile Joined August 2010
United States285 Posts
October 25 2011 23:04 GMT
#574
I love the change to EMP and Shield cost... im not sold on the decreased cost to weapon and armor. but we'll see
vvv-gaming.com
Whitewing
Profile Joined October 2010
United States7483 Posts
October 25 2011 23:04 GMT
#575
I do have to laugh about this EMP nerf to be honest.

Someone a while back made a comparison between two units and nerfs.

Unit A and Unit B are identical on all stats and upgrades, except unit A does 10 damage and unit B only does 4. Unit A is therefore overpowered, or Unit B is underpowered (let's assume the former for argument's sake). Unit A gets nerfed to only deal 8 damage, this is a significant nerf to the unit (20% damage nerf). It's still overpowered, as it's still dealing double damage compared to Unit B.

This nerf to EMP is nowhere near enough, and it's probably too strong still. It needs to either A: not deal all it's damage instanteously and be dodgeable like storm (create an energy draining field), B: deal less damage to shields, or C: Shorter range.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Deleted User 183001
Profile Joined May 2011
2939 Posts
October 25 2011 23:04 GMT
#576
"It is good day to be giant man alien!"
Amlitzer
Profile Joined August 2010
United States471 Posts
October 25 2011 23:04 GMT
#577
On October 26 2011 07:54 DarkPlasmaBall wrote:
Show nested quote +
On October 26 2011 07:50 synergy_sin wrote:
Hmm, when are they nerfing Psi Storm radius too? Guess it's okay for Protoss to do massive AoE damage to a Terran army, but not okay for EMP to disable Protoss Shields and spellcasters.


Do you really want to cause a huge discussion about ghosts vs. high templar?

We already lost Khaydarin Amulet.

Let my guys cloak.
Let my guys have longer range.
Let my guys do instant damage.
Let my guys move faster.
Let my guys be lower on the tech tree.
Let my guys be cheaper.
Let my guys hard-counter your entire race.
And then I'll take a shorter blast radius for one of my spells.

No need to talk anymore about this.

Not to mention you don't have to research EMP either, and our templar archives doesn't also double as a friggin WMD.
"Not even justice, I want to get truth!"
Huntz
Profile Joined July 2011
164 Posts
October 25 2011 23:04 GMT
#578
On October 26 2011 08:02 Bagi wrote:
Show nested quote +
On October 26 2011 07:56 darkcloud8282 wrote:
On October 26 2011 07:54 Bagi wrote:
On October 26 2011 07:50 Whitewing wrote:
On October 26 2011 07:45 Bagi wrote:
On October 26 2011 07:40 Whitewing wrote:
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.

Bunkers are absolutely necessarily to stop certain timing attacks from protoss. When is protoss ever forced to build cannons against terran?

Spines can be uprooted and used to control space elsewhere, bunkers can be salvaged, cannons give detection and shoot both ground and air targets. Different defensive structures are different.


Protoss builds cannons against banshees and late game to try to deal with harass, but frankly cannons are useless against terran, so that's why they don't build them. Marauders laugh at cannons, and so do marines with medivacs.

The point is that a protoss player can always force terran to build 2-4 bunkers or else the terran risks dying to a gateway push. A terran on the other hand has no way to make the protoss waste money on static defense.

Now imagine if you cannot salvage the bunkers, every game becomes a huge gamble of either dying outright or getting behind economically because you just wasted hundreds of minerals into something that cannot move and has no utility at all. Thats why salvage exists.

Sounds like what Protoss has to do against Zergs... Where's the salvage on cannons?

Protoss can force a zerg to build spine/spore crawlers. A zerg can force a protoss to build cannons (somewhat).

I still don't see a way to force cannons as terran though the way you can force a ton of bunkers.


Spines and spores are different though, because their construction is generally preferred by Zergs instead of units (more larvae), whereas Protoss and Terran always want to avoid static defense if possible.
MuseMike
Profile Joined March 2011
United States1339 Posts
October 25 2011 23:05 GMT
#579
WTB patch now.
bmw
Profile Joined June 2007
United States14 Posts
October 25 2011 23:05 GMT
#580
I am interested to see if any shield upgrades become more common, shield upgrades are rarely used because of the cost. EMP nerf is appreciated
Love life
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