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1.4.2 Patch notes PTR - Page 9

Forum Index > SC2 General
2455 CommentsPost a Reply
Prev 1 7 8 9 10 11 123 Next
Bro_Stone
Profile Joined April 2011
United States510 Posts
October 25 2011 21:48 GMT
#161
While at it, why not nerf infestor/ht radius too?
Stim Go Go GO!
UncleSam
Profile Joined February 2011
Spain62 Posts
October 25 2011 21:48 GMT
#162
So what about zergs? ZvP +2 timing is already strong ffs...
I want YOU!
BilltownRunner
Profile Joined July 2010
United States229 Posts
October 25 2011 21:48 GMT
#163
I agree with the shield upgrade changes but why with armor and attack? The ground attacks already effect all ground units and level 3 is only 200/200? But terran bio level 3 is 250/250(275/275?) but only effects bio. I mean i know toss needs buff's, however these just don't seem right.
Snorkle
Profile Blog Joined October 2010
United States1648 Posts
October 25 2011 21:48 GMT
#164
emp same size as storm now. Thats nice. I would have liked storm being 2 again but nonetheless I approve.
desRow
Profile Blog Joined May 2009
Canada2654 Posts
October 25 2011 21:49 GMT
#165
wow sick hope those upgrades go thru :D
http://twitch.tv/desrowfighting http://twitter.com/desrowfighting http://facebook.com/desrowfighting
GypsyBeast
Profile Joined December 2010
Canada630 Posts
Last Edited: 2011-10-25 21:50:01
October 25 2011 21:49 GMT
#166
zerg back on the bottom of the totem pole, this should be fun hey guys??

ZvP= upgrade cheeses out the ass
Ya? Well ill BM you harder! Another win in 10 seconds flat! -Rainbow Dash playing SC2.
Pred8oar
Profile Joined March 2011
Germany281 Posts
October 25 2011 21:49 GMT
#167
So in longer macro games this is gonna really help but... i dont think the early midgame - midgame gets fixed by these patches.
TERRANLOL
Profile Blog Joined July 2010
United States626 Posts
October 25 2011 21:49 GMT
#168
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
Profile Joined July 2010
Sweden383 Posts
October 25 2011 21:49 GMT
#169
Double forge is going to hurt so bad against PvZ
Ensuring the security and efficacy of America's Cherry Coke supply system.
simmeh
Profile Joined March 2011
Canada2511 Posts
October 25 2011 21:49 GMT
#170
triple forge upgrades coming?
byah!
Firesilver
Profile Joined December 2010
United Kingdom1190 Posts
October 25 2011 21:49 GMT
#171
As a Protoss i'm so happy, I'm really surprised they chose to do this however, I'd like to see the reasoning behind it.
Caster at IMBA.tv -- www.twitter.com/IMBAFiresilver -- www.youtube.com/FiresilverTV
Fission
Profile Blog Joined August 2010
Canada1184 Posts
October 25 2011 21:50 GMT
#172
On October 26 2011 06:49 TERRANLOL 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?


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
Profile Blog Joined April 2010
Sweden2233 Posts
October 25 2011 21:50 GMT
#173
On October 26 2011 06:49 TERRANLOL 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?


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%)
- ಠ_ಠ - | disinfect wrote: AHAHHAHAHA 2DG FUCK ME ALREADY.
media
Profile Joined April 2011
Canada13 Posts
October 25 2011 21:50 GMT
#174
Ghosts need to lose their EMPs, and Toss should start 3/3, then maybe I won't get DT/VR rushed every game...
I'm from Canada, wana see my igloo or take a ride on my dog sled? :3
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2011-10-25 21:52:41
October 25 2011 21:50 GMT
#175
On October 26 2011 06:48 a176 wrote:
Show nested quote +
On October 26 2011 06:46 BobMcJohnson wrote:
Well a radius nerf is a range nerf, is a range nerf; since the real range is range + radius. So it effectively nerfs the range by 0.5


no ... think about it for just a second


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.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SgtCoDFish
Profile Blog Joined July 2010
United Kingdom1520 Posts
October 25 2011 21:50 GMT
#176
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
Profile Joined November 2010
1720 Posts
Last Edited: 2011-10-25 21:52:30
October 25 2011 21:50 GMT
#177
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
Profile Joined September 2010
Sweden914 Posts
October 25 2011 21:50 GMT
#178
EMP change was probably needed. Shield change reasonable, it costed way to much, the armor and weapon changes are really weird though. It makes no sense that protoss uppgrades should cost less than all other uppgrades.
Daok
Profile Joined July 2011
Germany97 Posts
October 25 2011 21:51 GMT
#179
On October 26 2011 06:50 Yoshi Kirishima wrote:
Show nested quote +
On October 26 2011 06:48 a176 wrote:
On October 26 2011 06:46 BobMcJohnson wrote:
Well a radius nerf is a range nerf, is a range nerf; since the real range is range + radius. So it effectively nerfs the range by 0.5


no ... think about it for just a second


Think about it again, it nerfs the range by 0.5 o.o


You sure about range+radius = range?
unit
Profile Blog Joined March 2009
United States2621 Posts
October 25 2011 21:51 GMT
#180
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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