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1.4.2 Patch notes PTR - Page 30

Forum Index > SC2 General
2455 CommentsPost a Reply
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mage36
Profile Joined May 2011
415 Posts
October 25 2011 23:05 GMT
#581
wow! while i was reading down, i was worried that the shield upgrade might become more expensive. but it's not! awesome! for me, I already thought that protoss had the easiest time deciding what to upgrade in the first place so this is way awesome! but i guess in reality it's just a little minerals and gas. Though as a person who gets pretty fast upgrades in every matchup, I'm usually strapped for gas when upgrading off 2 bases anyway so every little bit helps.
LostBLuE
Profile Joined January 2011
Canada188 Posts
October 25 2011 23:06 GMT
#582
I love the emp change.
TLO " Well Sjow, it's almost the same prize for 2nd place " Sjow " I know, but it's more about the honor... -_- " TLO " All I care about is the honor "
NotSorry
Profile Blog Joined October 2002
United States6722 Posts
October 25 2011 23:06 GMT
#583
On October 26 2011 06:30 SeaSwift wrote:
Loving these changes. Blizzard DO listen to the community!

I reckon this is mostly to solve PvT - cheaper upgrades won't make a massive difference in PvZ, whereas in PvT the 2 Forge mass upgrade style could really do with this buff. And obviously the EMP nerf is to stop blanket EMPs being so effective vs Protoss.


Not so much blanket emps, as much as a single emp blanketing a whole army.
We have now sunk to a depth at which restatement of the obvious is the first duty of intelligent men. - Orwell
Daralii
Profile Joined March 2010
United States16991 Posts
October 25 2011 23:07 GMT
#584
On October 26 2011 08:05 MuseMike wrote:
WTB patch now.

David Kim said that it'd be coming in early November, so probably in two to three weeks we'll see it live.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
chocopaw
Profile Blog Joined May 2011
2072 Posts
October 25 2011 23:07 GMT
#585
w00t, love it ^_^
http://twitter.com/lechocopaw
Morphs
Profile Joined July 2010
Netherlands645 Posts
October 25 2011 23:07 GMT
#586
Hmmm interesting. I wonder why they went this route... maybe to adress the GSL Protoss problems?

Suddenly Protoss has the cheapest ground upgrades (Terran and Zerg being even).
EiBmoZ
Profile Joined January 2011
Canada235 Posts
October 25 2011 23:07 GMT
#587
ooooo this is what mlg is waiting for, this patch to come out an break mlg orlando replays before releasing them, so clear now
Rasun
Profile Blog Joined October 2010
United States787 Posts
October 25 2011 23:07 GMT
#588
I hate ghosts with the burning passion of a thousand suns. So yay I guess, but no change to snipe so BOOOO as well.
"People need to just settle the fuck down!"- Djwheat <3
amd098
Profile Blog Joined January 2011
Korea (North)1366 Posts
October 25 2011 23:08 GMT
#589
shield ups is a nice idea, those cost like crazy
but the armor ups... i mean that makes them alot less than zerg armor [protoss lvl3 armor costs less than zerg lvl2?
gonna be interesting to see how that works

emp range, eh, i felt emp was fine, just spread out the units instead of a move clumps
North Korea is best Korea!
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-10-25 23:09:27
October 25 2011 23:08 GMT
#590
On October 26 2011 08:07 Morphs wrote:
Hmmm interesting. I wonder why they went this route... maybe to adress the GSL Protoss problems?

Suddenly Protoss has the cheapest ground upgrades (Terran and Zerg being even).


It would be the cheapest if armor accounted for 100% health like it does with T and Z. Upgrading armor for P means they get +1 on around 2/3 of their units health on average. So in the end P defense upgrades were the most expensive.
HinagikUx
Profile Joined January 2011
United States178 Posts
October 25 2011 23:08 GMT
#591
On October 26 2011 08:01 Lewan72 wrote:
Show nested quote +
On October 26 2011 07:59 Finality 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.


Patch 7 (version 0.9.0.14621B)

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

Looks... oddly familiar...


Hahaha this.


because the last time i saw storm win a TvP, and actually do what it was supposed to do, was before terran realized how good ghosts were.

Half the time toss goes templar, i see 1, if any, storms hitting.
uGpTaiga/HinagikUx NA Server
Aphex3D
Profile Joined June 2011
United States4 Posts
October 25 2011 23:09 GMT
#592
I think the snipe range should be the same as feedback. At least in that case it really is a quickdraw battle. But with snipe having a longer range, ghosts will always take out templar even without EMP.

Gl!tch
Profile Joined December 2010
United States573 Posts
October 25 2011 23:10 GMT
#593
Im not sure if the improved upgrade costs for protoss were all that nessicary (coming from a protoss), although i could see the shields being pretty expensive considering how often archons get used nowd.

As for the EMP nerf... tears of joy right here.
“I mean, they say you die twice. One time when you stop breathing and a second time, a bit later on, when somebody says your name for the last time.” ― Banksy
Superouman
Profile Blog Joined August 2007
France2195 Posts
October 25 2011 23:10 GMT
#594
I think it would be better to higher the mana cost of the EMP instead of reducing the area, a terran can still make an emp shower over all P units :/
Search "[SO]" on B.net to find all my maps ||| Cloud Kingdom / Turbo Cruise '84 / Bone Temple / Eternal Empire / Zen / Purity and Industry / Golden Wall / Fortitude / Beckett Industries / Waterfall
-{Cake}-
Profile Joined October 2010
United States217 Posts
October 25 2011 23:11 GMT
#595
I had always assumed the emp radius was the same as storm lol, and after finding it hasn't been, i'm shocked it stayed as it was for so long
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
October 25 2011 23:11 GMT
#596
On October 26 2011 06:30 SeaSwift wrote:
Loving these changes. Blizzard DO listen to the community!

I reckon this is mostly to solve PvT


Obviously lol
Kettchup
Profile Joined October 2010
United States1911 Posts
October 25 2011 23:11 GMT
#597
While everyone is raving about the EMP change helping Protoss, I'm actually more interested in seeing its effect on late game TvZ where Ghosts counter everything. Hopefully Infestors will actually be usable now against mass Ghost with some decent splitting. Should be more effective at burning ghost energy if nothing else, so that they can't EMP and snipe everything.
duct_TAPE
Profile Joined May 2011
492 Posts
October 25 2011 23:12 GMT
#598
Would you look at that! just look at it!

Nice changes.
"WHAT!? but I thought there was only one way in Canada!" "Yeah, and y'all went the wrong direction on it"
QueueQueue
Profile Joined July 2009
Canada1000 Posts
October 25 2011 23:12 GMT
#599
Seems fine to me.
DarkPlasmaBall
Profile Blog Joined March 2010
United States46147 Posts
Last Edited: 2011-10-25 23:13:36
October 25 2011 23:12 GMT
#600
On October 26 2011 08:04 Whitewing wrote:
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.


'Twas me, I do believe

And I'm interested in seeing if Terrans will double the number of ghosts they have because of this, or if this reduced radius will pretty much not do anything at all to TvP. Is it the wrong nerf to EMP? Should it do less damage rather than smaller radius (or both)? Same range as feedback or storm? And what about Snipe vs. Zerg? Perhaps if ghosts just started with less energy or needed to research more, that would help as well. Ghosts even counter themselves, for cryin' out loud.

Regardless, I'm happy they finally got hit with the nerfbat. As a Protoss player, I'll take what I can get against ghosts.

I kind of think that ghosts are one of the only enigmas left in Wings of Liberty. Sure, there may be other problems left (like inherent ultralisk pathing... sucks for Zerg players x.x but that'll hopefully get sorted out in HotS with the burrow-charge), but some things can be meta-gamed out. I think ghosts are one of the only things left in WoL that require a little patching.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
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