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1.4.2 Patch notes PTR - Page 69

Forum Index > SC2 General
2455 CommentsPost a Reply
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SedativeDev
Profile Joined August 2010
Slovenia316 Posts
October 26 2011 06:35 GMT
#1361
Well my fellow terran brethren. Looks like we have to suck it up one more time like we allways have to...

EMPing those fat infestors gonna be even harder. Well shit happen. Lets just play to be a better gamer, wins don't matter.
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
Last Edited: 2011-10-26 06:36:21
October 26 2011 06:35 GMT
#1362
On October 26 2011 15:31 Runaground wrote:
Oh my god, that's a terrible change.. EMP-ing zealots has been already very difficult due to their charge and mass, not it has become even worse. Now area has been reduced from 12 to 7, it's HUGE nerf. I have no idea how much ghosts you should have to successfully and fast EMP the toss army.

Upgrade change cost is unbelievable, such a big cost reduce. In any case toss gets his upgrades maxed much faster than terran does, so what's the point?

Ghosts are designed to counter units with energy in TvP, I.E. Sentries & High Templars. (And maybe Archons, but that's different) This change will mean that Terran actually has to aim instead of just building like 6 ghosts and spamming EMP over everything blindly just so that whatever you hit will die. You can't seriously be upset if Blizzard nerfs a unit back to the place it should have instead of countering the entire Protoss army? -.-
Daralii
Profile Joined March 2010
United States16991 Posts
October 26 2011 06:36 GMT
#1363
On October 26 2011 15:31 Runaground wrote:
Oh my god, that's a terrible change.. EMP-ing zealots has been already very difficult due to their charge and mass, not it has become even worse. Now area has been reduced from 12 to 7, it's HUGE nerf. I have no idea how much ghosts you should have to successfully and fast EMP the toss army.

Upgrade change cost is unbelievable, such a big cost reduce. In any case toss gets his upgrades maxed much faster than terran does, so what's the point?

You know that, with the resources saved by the time we have 3-0-3 post-patch, we'll be able to build a single stalker?
Fear is freedom! Subjugation is liberation! Contradiction is truth!
nukkuj
Profile Blog Joined March 2010
Finland403 Posts
October 26 2011 06:42 GMT
#1364
Looks like TvP isn't getting any easier
dpala002
Profile Joined April 2011
United States10 Posts
October 26 2011 06:43 GMT
#1365
Ok. Now THIS patch makes sense. GG blizzard.
"The trouble with wanting something is the fear of losing it, or never getting it. The thought makes you weak"
Phyrful
Profile Joined July 2011
United States248 Posts
October 26 2011 06:44 GMT
#1366
With perfect continuous chronoboosting, after 280 seconds Protoss has a 75/75 edge over the old armor upgrade, and a 175/175 edge over the old shields upgrade, for a total of 250/ 250. That's like two extra sentries and a stalker after over at least 4 & 2/3 minutes of upgrading. I can't see this being metagame breaking.
"It's a choose, not a perfumation"-Lina
Brotocol
Profile Joined September 2011
243 Posts
Last Edited: 2011-10-26 06:51:38
October 26 2011 06:49 GMT
#1367
On October 26 2011 15:36 Daralii wrote:
Show nested quote +
On October 26 2011 15:31 Runaground wrote:
Oh my god, that's a terrible change.. EMP-ing zealots has been already very difficult due to their charge and mass, not it has become even worse. Now area has been reduced from 12 to 7, it's HUGE nerf. I have no idea how much ghosts you should have to successfully and fast EMP the toss army.

Upgrade change cost is unbelievable, such a big cost reduce. In any case toss gets his upgrades maxed much faster than terran does, so what's the point?

You know that, with the resources saved by the time we have 3-0-3 post-patch, we'll be able to build a single stalker?


Exactly.

People need to get over their initial excitement, and look at this objectively.

People are confusing the direction of the buff (Protoss got buffed) with the actual effects of the buff (Protoss gets 1 extra stalker from the sunk cost of a couple of upgrades).

Similarly, the ghost nerf shows some reasoning "in the right direction" but it still fails to address the core problem.

EMP isn't just "OP" good - it's "overkill" good. Ghosts tech is cheaper, faster to come, and requires no research. Ghost as a unit has much better range on snipe and EMP, EMP is instant cast and unavoidable, affects all Protoss units...


BTW - is it just me or did this alleged "lategame chargelot" problem not exist before Blizzard used it to justify Battle Hellions?
"The Protoss ball of death is already too strong, so Protoss doesn't really need new units in HotS." - David Kim, Blizzcon 2011
Toadvine
Profile Joined November 2010
Poland2234 Posts
Last Edited: 2011-10-26 06:54:06
October 26 2011 06:49 GMT
#1368
On second thought, I'm confused why they didn't revert the WG nerf instead of buffing upgrades. Seems like a logical thing to do, since the game was fine before the nerf, and it makes a very significant difference.

Also, I think I would've preferred a range nerf on Snipe and EMP still. Nerfing EMP's radius makes it even worse against Infestors, and even further elevates Snipe to a "I kill everything" ability in lategame TvZ.
"There are always some Eskimos ready to instruct the Congolese on how to cope with heat waves." - S.J.Lec
worldsnap
Profile Joined November 2010
Canada222 Posts
October 26 2011 06:49 GMT
#1369
Don't know if this has been mentioned, but the total AREA of the EMP has been decreased from ~12.6 to ~7.1. That's a ~44% decrease in total area, which is approximately a 44% decrease in damage.
Seriyvolk
Profile Joined July 2011
37 Posts
October 26 2011 06:50 GMT
#1370
shweet

User was warned for this post
ALPINA
Profile Joined May 2010
3791 Posts
October 26 2011 06:50 GMT
#1371
On October 26 2011 15:44 Phyrful wrote:
With perfect continuous chronoboosting, after 280 seconds Protoss has a 75/75 edge over the old armor upgrade, and a 175/175 edge over the old shields upgrade, for a total of 250/ 250. That's like two extra sentries and a stalker after over at least 4 & 2/3 minutes of upgrading. I can't see this being metagame breaking.


that means you get upgrades faster. And the diference in price is quite huge, 2 sentries is a lot because money you safe earlier is really important. Protoss all ground army gets bonuses from same attack upgrade, not like other races, and they have CB and price is reduced it's just funny..
You should never underestimate the predictability of stupidity
vincom2
Profile Joined June 2011
Singapore1775 Posts
October 26 2011 06:53 GMT
#1372
On October 26 2011 08:12 DarkPlasmaBall wrote:
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.

That's a very interesting point. I look forward to seeing this too - will the same number of ghosts be able to blanket a P army with EMP anyway despite this nerf? Others mentioned an increase in EMP energy cost - that would probably have a far greater effect on the number of ghosts needed to blanket EMP...
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
October 26 2011 06:54 GMT
#1373
On October 26 2011 15:36 Daralii wrote:
Show nested quote +
On October 26 2011 15:31 Runaground wrote:
Oh my god, that's a terrible change.. EMP-ing zealots has been already very difficult due to their charge and mass, not it has become even worse. Now area has been reduced from 12 to 7, it's HUGE nerf. I have no idea how much ghosts you should have to successfully and fast EMP the toss army.

Upgrade change cost is unbelievable, such a big cost reduce. In any case toss gets his upgrades maxed much faster than terran does, so what's the point?

You know that, with the resources saved by the time we have 3-0-3 post-patch, we'll be able to build a single stalker?


You know that because of blink, that stalker will live FOREVER?

Jokes aside, I'm glad about the EMP change, although I wouldve preferred a D8 Charge style mine that gets dropped on the ground and waits 1 or 2 seconds before it went off. Like the one in the WoL alpha build on the reaper you know?

I was torn about the upgrades and kind of raging, then when I realised how stupid it is to whine about such a small cost change my tears dried.
Whitewing
Profile Joined October 2010
United States7483 Posts
October 26 2011 06:55 GMT
#1374
On October 26 2011 15:35 SedativeDev wrote:
Well my fellow terran brethren. Looks like we have to suck it up one more time like we allways have to...

EMPing those fat infestors gonna be even harder. Well shit happen. Lets just play to be a better gamer, wins don't matter.


Yeah, you guys really sucked it up when khaydarin amulet and flux vanes got removed from the game, you guys get nerfed so hard and so much.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
October 26 2011 06:55 GMT
#1375
On October 26 2011 15:49 Brotocol wrote:
Show nested quote +
On October 26 2011 15:36 Daralii wrote:
On October 26 2011 15:31 Runaground wrote:
Oh my god, that's a terrible change.. EMP-ing zealots has been already very difficult due to their charge and mass, not it has become even worse. Now area has been reduced from 12 to 7, it's HUGE nerf. I have no idea how much ghosts you should have to successfully and fast EMP the toss army.

Upgrade change cost is unbelievable, such a big cost reduce. In any case toss gets his upgrades maxed much faster than terran does, so what's the point?

You know that, with the resources saved by the time we have 3-0-3 post-patch, we'll be able to build a single stalker?


Exactly.

People need to get over their initial excitement, and look at this objectively.

People are confusing the direction of the buff (Protoss got buffed) with the actual effects of the buff (Protoss gets 1 extra stalker from the sunk cost of a couple of upgrades).

Similarly, the ghost nerf shows some reasoning "in the right direction" but it still fails to address the core problem.

EMP isn't just "OP" good - it's "overkill" good. Ghosts tech is cheaper, faster to come, and requires no research. Ghost as a unit has much better range on snipe and EMP, EMP is instant cast and unavoidable, affects all Protoss units...


BTW - is it just me or did this alleged "lategame chargelot" problem not exist before Blizzard used it to justify Battle Hellions?


personally i think blizzard just pulled the whole late game zealot BS from their ass in order to "try" find something that terran cant do. Not saying terran is OP just its a complete race with no real disadvantages.

Honestly the only pro games where i have ever seen zealots be useful for anything other then a mineral sink or damage sponge were the ones where toss has 3-3-3 upgrades and terran is still on 2-2 or lower.
Forever ZeNEX.
mage36
Profile Joined May 2011
415 Posts
October 26 2011 06:55 GMT
#1376
would have really preferred to have a better scale to upgrades but I guess I'll take whatever help i can get. This doesn't really speed up upgrades. Just by a few seconds because by the time you get 2 forges, saving up for the extra 150/150 over the course of the attack and armor upgrades is practically nothing.
Phlatline
Profile Blog Joined December 2007
Croatia176 Posts
October 26 2011 06:55 GMT
#1377
ok, emp good enought
but fuck with the upgrades, gate timings will be so much stronger/faster/annoying...
Daralii
Profile Joined March 2010
United States16991 Posts
October 26 2011 06:56 GMT
#1378
On October 26 2011 15:49 Brotocol wrote:
Show nested quote +
On October 26 2011 15:36 Daralii wrote:
On October 26 2011 15:31 Runaground wrote:
Oh my god, that's a terrible change.. EMP-ing zealots has been already very difficult due to their charge and mass, not it has become even worse. Now area has been reduced from 12 to 7, it's HUGE nerf. I have no idea how much ghosts you should have to successfully and fast EMP the toss army.

Upgrade change cost is unbelievable, such a big cost reduce. In any case toss gets his upgrades maxed much faster than terran does, so what's the point?

You know that, with the resources saved by the time we have 3-0-3 post-patch, we'll be able to build a single stalker?



BTW - is it just me or did this alleged "lategame chargelot" problem not exist before Blizzard used it to justify Battle Hellions?

People were saying that it kept mech from being viable, but those were the only complaints I'd ever heard. Well micro'd marines with ghost and/or viking support dealt with chargelot/HT comps before, and I doubt it'll change.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Sea_Food
Profile Blog Joined May 2011
Finland1612 Posts
October 26 2011 06:56 GMT
#1379
Terran really do not need emp vs infestors so this is not so good news for zerg.

I really think zergs should be whining more because of this patch than terrans, as after fungal nerf protoss has been pretty good vs zerg and now the upgrade cost decrease should do wonders.
worldsnap
Profile Joined November 2010
Canada222 Posts
October 26 2011 06:56 GMT
#1380
On October 26 2011 06:27 Jimbo77 wrote:
StarCraft II: Wings of Liberty - Patch 1.4.2

General

“Audio Fade” under Sound Options has been renamed to Game Volume During Alerts. Its tooltips have also been changed for clarification.

The fade-in for game sound during alerts changed from .5 seconds to 2 seconds.



Bug Fixes

Fixed a truncation on specific resolution if the current and maximum supplies are 3 digits.

Fixed an issue which prevented footprint from being edited in the Footprint Editor.

Fixed an issue that caused the game to have missing icons and images on low end graphics cards.


Balance

PROTOSS

Forge

The cost of Upgrade Shields Level 1 has been decreased to 150/150, down from 200/200.

The cost of Upgrade Shields Level 2 has been decreased to 225/225, down from 300/300.

The cost of Upgrade Shields Level 3 has been decreased to 300/300, down from 400/400.

The cost of Upgrade Ground Weapons Level 2 has been decreased to 150/150, down from 175/175.

The cost of Upgrade Ground Weapons Level 3 has been decreased to 200/200, down from 250/250.

The cost of Upgrade Ground Armor Level 2 has been decreased to 150/150, down from 175/175.

The cost of Upgrade Ground Armor Level 3 has been decreased to 200/200, down from 250/250.


TERRAN

Ghost

EMP radius has been decreased from 2 to 1.5

http://us.battle.net/sc2/en/forum/topic/1213111662


Really strange, for what reason Protoss ground weapons and armor cost has changed. (for Shields OK)
And why there is no reduction to FG radius along with EMP?

P.S. For P EMP radius reduction might have sense cuz HT/sentry are really small, but now EMP is even more useless against really fat infestors, that is really worse for TvZ mid/late game.


Because fungal can't do 1000 damage per cast
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