Also the area nerf to emp in area 12.56 to 7.065. Close to half the size. Pretty huge!
1.4.2 Patch notes PTR - Page 32
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pl0x0rz
2 Posts
Also the area nerf to emp in area 12.56 to 7.065. Close to half the size. Pretty huge! | ||
VirgilSC2
United States6151 Posts
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. | ||
OhMyGawd
United States264 Posts
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Lord_J
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Kenya1085 Posts
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Mystgun
Hong Kong311 Posts
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
United States1511 Posts
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. | ||
Sabu113
United States11035 Posts
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...? | ||
MajorityofOne
Canada2506 Posts
It's not like the tanks and marines just disappeared | ||
justinpal
United States3810 Posts
On October 26 2011 08:19 Alzadar wrote: 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. ![]() | ||
movac
Canada494 Posts
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
Italy2077 Posts
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 | ||
Doko
Argentina1737 Posts
Zealots in the red = new emp (used storm which is also 1.5) ![]() | ||
Jonas :)
United States511 Posts
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
France4814 Posts
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
281 Posts
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
United States3710 Posts
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
Sweden2233 Posts
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) ![]() 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. | ||
Ryder.
1117 Posts
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
United States168 Posts
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Callynn
Netherlands917 Posts
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