1.4.2 Patch notes PTR - Page 9
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Bro_Stone
United States510 Posts
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UncleSam
Spain62 Posts
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BilltownRunner
United States229 Posts
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Snorkle
United States1648 Posts
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desRow
Canada2654 Posts
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GypsyBeast
Canada630 Posts
ZvP= upgrade cheeses out the ass | ||
Pred8oar
Germany281 Posts
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TERRANLOL
United States626 Posts
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? That's a 25% decrease in size. That's really quite a bit thinking about how many units it probably hits where the radius of the circle of the emp intersects with zealots | ||
Haplo_33
Sweden383 Posts
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simmeh
Canada2511 Posts
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Firesilver
United Kingdom1190 Posts
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Fission
Canada1184 Posts
On October 26 2011 06:49 TERRANLOL wrote: That's a 25% decrease in size. That's really quite a bit thinking about how many units it probably hits where the radius of the circle of the emp intersects with zealots It's quite a bit more than that. New emp will cover just over half the area of the current emp. | ||
tnud
Sweden2233 Posts
On October 26 2011 06:49 TERRANLOL wrote: That's a 25% decrease in size. That's really quite a bit thinking about how many units it probably hits where the radius of the circle of the emp intersects with zealots Closer to 50%. (44%) | ||
media
Canada13 Posts
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Yoshi Kirishima
United States10292 Posts
Think about it again, it nerfs the range by 0.5 o.o TBH I think the nerf may be a bit too much, but that's only considering the current metagame of course. Ghosts can still fight and after all, usually there are more HTs or even infestors than Ghosts. So really we'll probably be seeing slightly higher ghosts (to substitute some MMM). So basically the army battles should still be a bit even but Terran needs to get more Ghosts to actually make their use of countering HTs strong enough to stop the HTs. | ||
SgtCoDFish
United Kingdom1520 Posts
On October 26 2011 06:48 UncleSam wrote: So what about zergs? ZvP +2 timing is already strong ffs... I'm not convinced that 25 minerals and 25 gas saved is going to break the matchup. ![]() | ||
freetgy
1720 Posts
On October 26 2011 06:48 Bro_Stone wrote: While at it, why not nerf infestor/ht radius too? because HT already has 1.5 ? -.- infestor will have it come too may be with it 2.2 radius. | ||
Theovide
Sweden914 Posts
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Daok
Germany97 Posts
On October 26 2011 06:50 Yoshi Kirishima wrote: Think about it again, it nerfs the range by 0.5 o.o You sure about range+radius = range? | ||
unit
United States2621 Posts
On October 26 2011 06:48 Perfect wrote: Its important to note how small these changes are. Instead of listening to the mass QQ they make subtle changes in the right direction. Upgrades are a HUGE part of the Protss army, getting them cheaper may be a step in the right direction. -Terran player it wouldnt hurt to let stalkers scale a bit better with upgrades, but i can understand if they dont due to the potential power of blink stalkers in the right hands id prefer stalkers to start out a bit weaker and get way stronger with upgrades than the way they are now pros: keeps 4gate from returning cons: +2 blink allin would be strong vs zerg though they already nerfed blink so idk how severe that would be | ||
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