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1.4.2 Patch notes PTR - Page 32

Forum Index > SC2 General
2455 CommentsPost a Reply
Prev 1 30 31 32 33 34 123 Next
pl0x0rz
Profile Joined March 2011
2 Posts
October 25 2011 23:19 GMT
#621
@Jumbled I would think it would be more to counteract that, approximately, 1 stalker = 1 roach = 1 marauder and the stalker cost is so much higher. Increases fighting power without changing the denial of drops etc that much. Just my 2c.

Also the area nerf to emp in area 12.56 to 7.065. Close to half the size. Pretty huge!
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
October 25 2011 23:20 GMT
#622
On October 26 2011 08:17 Sbrubbles wrote:
Overall Protoss buffs ... I wonder if double forge PvT is gonna come back into style.

It already has in the Korean scene.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
OhMyGawd
Profile Joined February 2011
United States264 Posts
October 25 2011 23:20 GMT
#623
Would really have liked a snipe nerf too....
zomg
Lord_J
Profile Joined April 2011
Kenya1085 Posts
October 25 2011 23:20 GMT
#624
Looks pretty good on paper. I don't know if the non-shield level 2/3 upgrades really needed to be cheaper, but it's not a big change either way.
No relation to Monsieur J.
Mystgun
Profile Joined September 2010
Hong Kong311 Posts
October 25 2011 23:20 GMT
#625
On October 26 2011 08:13 EcstatiC wrote:
what the hell blizz? ground armor level 1 for zerg is 150/150, and now protoss gets level 2 for that?


Protoss have to upgrade both shield and armor to get the full effective HP upgrade, so this makes sense. Terran needs to have separate upgrade for mech and infantry.


hitpoint
Profile Joined October 2010
United States1511 Posts
October 25 2011 23:20 GMT
#626
On October 26 2011 08:15 darkscream wrote:
The most cost effective race with the most cost effective upgrades (affects robo AND gateway) having their cost reduced.

Man, I already had trouble in ZvP.. I know this is for PvT but man.. we were just getting to 50/50 again and now its going to swing the other way. +1 6-8gate timings are killer.


You serious? Terran is by far most cost effective.
It's spelled LOSE not LOOSE.
Sabu113
Profile Blog Joined August 2009
United States11047 Posts
Last Edited: 2011-10-25 23:22:17
October 25 2011 23:20 GMT
#627
Still a good terran/zerg shouldn't lose to an equally skilled toss. I think everyone's overreacting because it's the first time in a long time we've seen a Toss buff. It's definitely a step forward, but intuitively one can't imagine a major change in the matches. We'll see.

I still think they misdiagnosed PvZ. They need to tinker with that sporecrawler more (or we're gonna need map changes).

edit: HoTs changes are needed for TvZ. I guess dunno. Shakuras lategame just looks so hard for zergs once a certain ghost number is reached. Maybe if they cut the health a little of ghosts so that a fungal and some roach hits...?
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
October 25 2011 23:20 GMT
#628
On October 26 2011 07:24 Vari wrote:
Show nested quote +
On October 26 2011 07:22 Darth Caedus wrote:
EMP is only gonna be 56% as big as before. Nice.

Snipe still brutal vZ, hopefully that will be next.

just swarm the ghosts with lings. the end.


It's not like the tanks and marines just disappeared
justinpal
Profile Joined September 2010
United States3810 Posts
Last Edited: 2011-10-25 23:21:41
October 25 2011 23:21 GMT
#629
On October 26 2011 08:19 Alzadar wrote:
Show nested quote +
On October 26 2011 08:13 EcstatiC wrote:
what the hell blizz? ground armor level 1 for zerg is 150/150, and now protoss gets level 2 for that?


Keep in mind that Zerg Armor upgrades work on 100% of a Zerg ground unit's health, whereas Protoss Armor only works on anywhere from 66% to 2% of a ground unit's health.


Really? Oh I see.
Never make a hydralisk.
movac
Profile Joined February 2011
Canada494 Posts
October 25 2011 23:21 GMT
#630
I can understand that they want to make the AOE for EMP and storm to be the same.
The reduction to the shield upgrade is ok, but the reduction for the weapon and armor upgrade cost boggles my mind. They cost the same for terran infantry already and terrans have to do vehicle upgrades on top of that.
Gheizen64
Profile Joined June 2010
Italy2077 Posts
Last Edited: 2011-10-25 23:23:11
October 25 2011 23:21 GMT
#631
Upgrades changes aren't that great, 25/25 for 2/0 timings and all, 375/375 in super late game mean like 3 more zealot 1 more archon, OH MY GOSH. Gateway units in term of upgrades are bad except zealot. What i find more interesting is the dynamic of choosing Shield upgrade 1 instead of armor 2 or something, not against terran maybe but more viable against zerg.

And Ghost become less "kill everything" and a bit more "counter caster". Mass ghosts still hit everything, but this change signficantly the mid game dynamics when you have few ghosts out.

Can't wait to see some games on this patch :p
Seen as G.ZZZ [COPPER SCUM] on Steam
Doko
Profile Joined May 2010
Argentina1737 Posts
October 25 2011 23:21 GMT
#632
Zealots with no shield = current emp
Zealots in the red = new emp (used storm which is also 1.5)

[image loading]
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
October 25 2011 23:21 GMT
#633
protoss buff! YEEEEEEEEEEAHHHH

Seriously good changes. I'd reduce the range of EMP by 1 as well to bring it in line with fungal + storm then they game's all fixed =D
Jetaap
Profile Blog Joined November 2010
France4814 Posts
October 25 2011 23:22 GMT
#634
On October 26 2011 08:20 Sabu113 wrote:
Still a good terran/zerg shouldn't lose to an equally skilled toss. I think everyone's overreacting because it's the first time in a long time we've seen a Toss buff. It's definitely a step forward, but intuitively one can't imagine a major change in the matches. We'll see.

I still think they misdiagnosed PvZ. They need to tinker with that sporecrawler more (or we're gonna need map changes).

Don't know, the immortal buff sounds like a buff for me.
HellionDrop
Profile Blog Joined June 2011
281 Posts
Last Edited: 2011-10-25 23:26:52
October 25 2011 23:23 GMT
#635
don't like the emp nerf, but its not the end of the world. still toss units and infestors are fat, so ideally emp should have a bit bigger radius. i'm more ok with the emp change, but i don't understand the decrease in upgrade costs. toss can chrono boost already, and in tvp toss don't need any air units so basically all ground units share the same upgrades. i think instead of lowering the upgrade cost so much they should allow air upgrades without fleet beacon or something. or only make the level 1 upgrades cheaper so toss can survive in the early games.

also, to zerg who think snipe is good, tbh, just how many clicks you need to kill an ultra?? and you pretty much can't do anything else during the battle. if anything i think snipe should change to 50 energy 90 hp per shot. i think its actually good because if you cloak ghosts you can only fire 3 shots for each ghost (you lose energy while cloaking), it requires less clicking from the terran players while lowering the total number of snipes.
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
October 25 2011 23:23 GMT
#636
On October 26 2011 08:14 Flowjo wrote:
Show nested quote +
On October 26 2011 06:30 ProxyKnoxy wrote:
EMP radius reduced by .5 - will that actually change anything seeing as 3/4 ghosts are enough to blanket an army anyway?


you know the formula for area of a circle?


Yeah I don't get the logic. Basically what it means is one EMP now covers 56.25% of the area it used to cover (having been decreased evenly about the circumference inwards to the origin). I haven't taken any math in a while though so maybe that's wrong haha. But yeah what do you mean, 3/4 ghosts are enough?
tnud
Profile Blog Joined April 2010
Sweden2233 Posts
Last Edited: 2011-10-25 23:26:42
October 25 2011 23:23 GMT
#637
On October 26 2011 08:21 Doko wrote:
Zealots with no shield = current emp
Zealots in the red = new emp (used storm which is also 1.5)

[image loading]

10 hit by 1.4.2 emp
10+11= 21 hit by 1.4.0 emp
For those too lazy to count

@ _Mittens: Don't use the PTR/patch notes changes comments as any kind of real opinion on the balance in the game. 90% of the time the affected race will wine and 90% of the other races will approve lol.
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
Ryder.
Profile Joined January 2011
1117 Posts
Last Edited: 2011-10-25 23:31:45
October 25 2011 23:23 GMT
#638
Wow Blizzcon actually followed through with these? Good job Blizz! *pats on head*

Does this mean EMP has same radius as storm now?

Edit: pre patch area was ~12.5, post patch it will be ~7. So fairly reasonable reduction, despite the fact 0.5 radius doesn't sound like much.
_Mittens
Profile Joined November 2010
United States168 Posts
October 25 2011 23:24 GMT
#639
I'm beginning to see "balance" as a pretty unatainable goal for Blizzard, honestly. Scroll through every balance change in SC2. Aside from glaring changes that needed to be made, all these tweaks and changes spawn one group of people who LOVE the change, and then another group of people who HATE the change. Group A says the game has dramatically improved, Group B says the game is now broken.
Callynn
Profile Joined December 2010
Netherlands917 Posts
October 25 2011 23:24 GMT
#640
This is so Blizzcon biased. DB even said that if a change as small as increasing immortal range +1 fixed 1/1/1, they need to be careful and next they do this? This is a pretty huge buff to protoss, also indirectly a nerf to zerg and directly to terran. I guess we have to trust they know what they are doing.
Comparing BW with SCII is like comparing a beautiful three-master sailing ship with a modern battlecruiser. Both are beautiful in their own way, both perform the same task, but they are worlds apart in how they are built and how they are steered.
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