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1.4.2 Patch notes PTR - Page 72

Forum Index > SC2 General
2455 CommentsPost a Reply
Prev 1 70 71 72 73 74 123 Next
Serashin
Profile Joined November 2010
235 Posts
October 26 2011 07:49 GMT
#1421
I can say that with my macro ways i can nowhere make use of those cheaper upgrades in situations where i play solid and it still is impossible to gain intel to prevent loses.

The core problems and costs how the races work needs some tweaks for all races and upgrades to make the chances more even.

This buff equals nearly the blueflame icon change to be honest.

If Blizzard wants to know whats wrong i cant say it off the bat but i dont invest also time into math changes for allot of units if it simply gets ignored or closed like all other sugestions.

On the other hand the EMP change was needed the cost effectiveness of a ghost vs Protoss is ridicilous and i can already say that this will fix 2 % of the flaw in PvT.

There are to many targets , and i smile everytime they try to defend and thinking they are smart.
n0ise
Profile Joined April 2010
3452 Posts
October 26 2011 07:49 GMT
#1422
Unless they patch in some free lessons for Protosses, it won't make a difference until high high GM anyway (:

No, but really, shields I understand - but the rest? Do they want to make 2 base play the standard? Were Ps having problems with getting ups? (Could be, I'd rather blame it on inexperience past 15 min games rather than cost, though)

Well whatevs', EMPs gonna need a bit more practice now.
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2011-10-26 07:50:31
October 26 2011 07:50 GMT
#1423
On October 26 2011 16:48 tsango wrote:
the change to shield costs is definately warranted, the changes in the costs of the others is a small change anyway so i dont think it will change very much.
interesting to change the radius of emp, i still think ghosts will continue to be an integral terran unit in TvP.


It's not like you can win a TvP-lategame without Ghosts of course they will stay in terran armies because you can't play without them.
supraWman
Profile Joined October 2011
Germany453 Posts
October 26 2011 07:50 GMT
#1424
The shields change is awesome! I might actually get the upgrade for my archons now.
Daralii
Profile Joined March 2010
United States16991 Posts
October 26 2011 07:52 GMT
#1425
On October 26 2011 16:47 AsBan wrote:
what is the point of sheild upgrades, you dont have sheild vs terran anyway. pvz it will be usefull

Anything to increase armor is invaluable against marines.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
tsango
Profile Joined July 2011
Australia214 Posts
October 26 2011 07:53 GMT
#1426
On October 26 2011 16:40 Belisarius wrote:
Show nested quote +
On October 26 2011 16:35 TheDraken wrote:
On October 26 2011 15:31 Runaground wrote:
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.


really now?

it's incredible to me how so many terrans can truly believe that they deserve to have a completely broken ability as if it was some right.

the notion that being able to EMP the entire toss army is some kind of requirement is absolute garbage. that's the equivalent of a protoss complaining that 1 or 2 templars should be able to effectively cast storm over an entire terran army and have it work with 90% efficacy.

EMP should be used as an energy draining ability and a focused shield-removal on specific units... not some "HERP DERP I DRAIN 3000 HP WITH MY INSTASPELL".

i think 7 radius is perfectly fine for a spell that requires no research and can be cast from such a safe distance with a cloakable unit.


Thank God it's not actually 7 radius...

Otherwise, I rather agree. EMP's job shouldn't be to efficiently soften and/or disable the whole protoss army. The Terran ball can still trade effectively with shielded gateway, they've just had the luxury of not needing to do so. EMP should there to target casters, not a whole race, and that seems to be where this change puts it.


yeah i tend to agree with you on this, i'd love to see terrans who are in the habit of haphazardly throwing around EMP's like bank bonuses pre-gfc try and get feedbacks off against enemy casters. By reducing the radius you dont reduce the core competancy of the ability, you just increase the skill cap in using it, imo it could have even gone to 1.25 or 1.0 given how many T's have reverted to just spamming it over an entire toss army.
If you dont like something, then that should be reason enough to try and change it
Baha
Profile Joined June 2010
Spain64 Posts
October 26 2011 07:54 GMT
#1427
Now delete snipe from ghost and it's all right.
anmolsinghmzn2009
Profile Joined June 2011
India1783 Posts
October 26 2011 07:55 GMT
#1428
To all the people saying that stalkers scale less with attack upgrades vs roaches : damage also depends on attack speed. Roaches attack every 2 seconds. So they have less dps than stalker even with upgrades since stalkers also have bonus vs roaches. Admittedly, marauders DO have almost the same attack speed as compared to stalkers.
Dunk first. Ask questions while dunking.
El_Deuz
Profile Joined April 2011
Mexico71 Posts
October 26 2011 07:58 GMT
#1429
more and more power to protoss :|
and more unit terran nerfed
its sad
MVP I Polt I Bomber
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
Last Edited: 2011-10-26 08:02:06
October 26 2011 08:01 GMT
#1430
Why are you all complaining about the protoss changes?
There is no change to research time. They get a stalker extra when they upgrade 2/2, that is all. Hardly noticeably.
I had a good night of sleep.
TBO
Profile Joined September 2009
Germany1350 Posts
October 26 2011 08:01 GMT
#1431
for PvT it probably is fine but this decreases the effective range advantage of EMP over Fungal growth to 0.5, this in addition to the decreased impact an EMP will make vs mass infestors will make infestor play even way stronger than it currently is.

This in addition to an as of yet not widespread known technique to almost instantely spam dozens of infested terrans (quite a bit faster than what you usually see) sounds like a lot of trouble.
Fubi
Profile Joined March 2011
2228 Posts
October 26 2011 08:03 GMT
#1432
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?

It's a perfect change, one that is enough of nerf to make EMP not as imba but still a decent good spell overall.

But as someone mentioned, this might make TvZ endgame shift more towards zerg
Koshi
Profile Blog Joined August 2010
Belgium38799 Posts
Last Edited: 2011-10-26 08:04:55
October 26 2011 08:04 GMT
#1433
TvZ ghost are too strong imo. Snipe is just much better than emp, combined they can kite with their vikings forever.
TvP it seems pretty strong that 5 ghosts can potentially do an instant 1000 damage + removing guardian shield + removing storms.
I had a good night of sleep.
ceaRshaf
Profile Joined August 2009
Romania4926 Posts
October 26 2011 08:04 GMT
#1434
On October 26 2011 16:35 TheDraken wrote:
Show nested quote +
On October 26 2011 15:31 Runaground wrote:
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.


really now?

it's incredible to me how so many terrans can truly believe that they deserve to have a completely broken ability as if it was some right.

the notion that being able to EMP the entire toss army is some kind of requirement is absolute garbage. that's the equivalent of a protoss complaining that 1 or 2 templars should be able to effectively cast storm over an entire terran army and have it deal instant damage.

EMP should be used as an energy draining ability and a focused shield-removal on specific units... not some "HERP DERP I DRAIN 3000 HP WITH MY INSTASPELL".

i think 1.5 radius is perfectly fine for a spell that requires no research and can be cast from such a safe distance with a cloakable unit.

Edit: radius correction


I agree with this post. It's Blizzards fault however for letting EMP last so long broken because now people think that's how it should be.

I think no one should complain about the ghost nerf. It's common sense dudes.
Mess with the best, die like the rest.
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
October 26 2011 08:05 GMT
#1435
I never noticed the fade in the first place, but does this mean they are removing it or keeping it in for longer? i dont get it
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
j3i
Profile Joined February 2011
United States357 Posts
October 26 2011 08:06 GMT
#1436
On October 26 2011 16:35 TheDraken wrote:
Show nested quote +
On October 26 2011 15:31 Runaground wrote:
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.


really now?

it's incredible to me how so many terrans can truly believe that they deserve to have a completely broken ability as if it was some right.

the notion that being able to EMP the entire toss army is some kind of requirement is absolute garbage. that's the equivalent of a protoss complaining that 1 or 2 templars should be able to effectively cast storm over an entire terran army and have it deal instant damage.

EMP should be used as an energy draining ability and a focused shield-removal on specific units... not some "HERP DERP I DRAIN 3000 HP WITH MY INSTASPELL".

i think 1.5 radius is perfectly fine for a spell that requires no research and can be cast from such a safe distance with a cloakable unit.

Edit: radius correction


Agreed.. as much as I approve of clumped units get punished by EMP, it was kind of stupid how even a properly spread army got blanketed so easily.

And I do mean "properly." Spreading out too much as toss is just as bad (if not worse) as clumping up.
I am an idiot who knows only about gaming, so there is nothing private to talk about to begin with. - Bisu
archonOOid
Profile Blog Joined March 2011
1983 Posts
October 26 2011 08:07 GMT
#1437
ok that's good for toss.... how about zerg? the snipe ability is too overpowered vs zerg. Fix either range so it's equal too broodlords or make it so that you can only use once every 5 minutes.
I'm Quotable (IQ)
SilverforceX
Profile Joined May 2010
Australia267 Posts
October 26 2011 08:07 GMT
#1438
About time they nerfed EMP..

Next patch, give Snipe a short cooldown. Stupid that ghosts counter everything zerg with EMP vs infestors and snipe vs high value targets.
mikell
Profile Joined August 2010
Australia352 Posts
October 26 2011 08:10 GMT
#1439
I'm quite sure that the cheaper upgrades will be tweaked more if we end up having triple forge except people still don't remember that both terran and zerg upgrades are better simply because during an actual battle they have more of an effect - do people not remmeber the thread wherein it was theorized and tested how protoss 2/2/0 loses to 2/2 zerg and so does 2/2/1 < 2/2/.
drone hard
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
October 26 2011 08:11 GMT
#1440
On October 26 2011 17:07 SilverforceX wrote:
About time they nerfed EMP..

Next patch, give Snipe a short cooldown. Stupid that ghosts counter everything zerg with EMP vs infestors and snipe vs high value targets.


Play terran against broodlord infestor, then come back and ask for a snipe nerf. Infestor broodlord is impossible to beat if you are not ahead, so a nerf to this composition would be nice...
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