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1.4.2 Patch notes PTR - Page 99

Forum Index > SC2 General
2455 CommentsPost a Reply
Prev 1 97 98 99 100 101 123 Next
RogerX
Profile Blog Joined December 2010
New Zealand3180 Posts
October 27 2011 09:02 GMT
#1961
If this takes place, Im gonna go try toss again.
Stick it up. take it up. step aside and see the world
Deleted User 183001
Profile Joined May 2011
2939 Posts
October 27 2011 09:03 GMT
#1962
On October 27 2011 18:02 RogerX wrote:
If this takes place, Im gonna go try toss again.

Welcome back, brother
Perseverance
Profile Joined February 2010
Japan2800 Posts
October 27 2011 09:07 GMT
#1963
On October 27 2011 04:56 roemy wrote:
you can have your cheaper upgrades once colossus requires _air_ weapon/armor !
hurrrr
-.-


lol that would be stupid.

I'm really happy about this patch. I can't wait to see how hots plays (balance wise) as well.
<3 Moonbattles
MrCash
Profile Joined October 2011
United States1504 Posts
October 27 2011 09:10 GMT
#1964
As Terran I actually am looking forward to this.
I expect many toss to try to take advantage of this earlier, sacrificing economy sooner, allowing for more timing windows.
Most toss get the double forges relatively late, and still end up finishing their upgrades same time or faster. If they try to rush it, it would even out the field early to mid game.

Death ball will come faster though, so late game is going to be even scarier...
julianto
Profile Joined December 2010
2292 Posts
October 27 2011 09:12 GMT
#1965
I recently played on the PTR. It was Shattered Temple, and we got close spawn. However, I thought Blizzard was removing close spawn. Has anyone else played a close spawn game? I may be mistaken and actually played it in a custom game.
¯\_(ツ)_/¯
Mastermind
Profile Blog Joined April 2008
Canada7096 Posts
October 27 2011 09:30 GMT
#1966
For a long time I thought the shield upgrades should be made cheaper. Weapons and armor is a nice bonus.
The emp nerf was really needed. Glad Blizzard finally recognizes ghosts are ridiculous.
Crysack
Profile Joined April 2011
Australia94 Posts
October 27 2011 09:48 GMT
#1967
Well, this is how I see things:

When playing PvT, there are three central ways to compete with medivacced MM:

a) Colossi
b) Templar/Archons
c) Double forge gateway-based play which allows a wide enough upgrade gap to allow stalkers/zealots to take on MMM

Obviously, the changes in this patch pertain predominantly to the last style. One of the problems with the forge-based style has always been its susceptibility to timing pushes from the terran. The reason why this patch is a GOOD thing, therefore, is because it will allow the Protoss to get out one or two extra units to help with the overall safety of the build.

What it will NOT affect, however - given the fact that the timings on the upgrades are remaining the same, is the timing or relative power of timing pushes in general - such as blink timings in PvZ etc etc.
oni_link
Profile Joined July 2010
Germany165 Posts
October 27 2011 09:52 GMT
#1968
zerg seems good now eh?
?:O
doomed
Profile Joined May 2010
Australia420 Posts
October 27 2011 10:00 GMT
#1969
On October 27 2011 18:12 julianto wrote:
I recently played on the PTR. It was Shattered Temple, and we got close spawn. However, I thought Blizzard was removing close spawn. Has anyone else played a close spawn game? I may be mistaken and actually played it in a custom game.


The reason is the PTR is never updated with the most recent map pool from the Live server, strange but it has always been the case. Every time new maps was released, the PTR never got them.

So basically on the PTR you are playing the old version of shattered temple.

On the live server, there is no close position.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2011-10-27 11:15:31
October 27 2011 11:13 GMT
#1970
Really good changes imo! Protoss Upgrade styles just seem like the way to go in TvP, since CreatorPrime rocked the GSTL with it and MVP_Genius instantly copied it and rocked the GSTL as well.
Now they are a little easier to go for, because the small cost reductions sum up, while for single upgrades it still stays nearly the same.

EMP is just too powerful vs Protoss armies. Fast Ghosts are not used against infestors (which are pretty fat) anyway, because tanks just deal with them pretty easily. Later on mass ghosts are usually used to chainsnipe anyway and apart from big infestor balls (10+), which are not great to begin with (and have been nerfed in 1.4.1) it doesn't change anything in TvZ.

Just wished that they did something (small) about snipe (-5dmg or something like that) and something to make NP at least partially useful again.
HypernovA
Profile Joined October 2010
Canada556 Posts
October 27 2011 12:01 GMT
#1971
On October 27 2011 18:00 Nightmer09 wrote:
Snipe should be nerfed aswell,

No it should not. Zergs need to stop crying about snipe (actually TL needs to stop crying about snipe in general) and find ways to adapt.
DarkPlasmaBall
Profile Blog Joined March 2010
United States46308 Posts
October 27 2011 12:18 GMT
#1972
On October 27 2011 15:44 Dalavita wrote:
Show nested quote +
On October 27 2011 14:40 DarkPlasmaBall wrote:
On October 27 2011 14:32 Hoodlum wrote:
On October 27 2011 13:23 mordk wrote:
On October 27 2011 13:21 Penecks wrote:
I won't speak for GSL level players, but playing in the lowly master's league any late game engagement against Toss without multiple EMPs ready is a disaster for the terran. Actually going toe to toe with fully shielded chargelot/archon/possibly collosi will see your army absolutely demolished almost regardless of anything else. That's assuming you dodge every storm as well. I'll wait to try out the changes before crying further, however.


EMP still exists and can still cause massive damage. I think the patch is meant to give templars some sort of possibility in the caster vs caster encounter.


In my opinion, if the problem was caster vs caster battles then snipe is what need a look because I'm much more likely to snipe your templaar then to emp it...


Well EMP and Snipe both tend to take out infestors, high templar, and other spellcasters quite easily.

You know what would solve both problems? Making the ghost's range shorter so that they couldn't get away with casting their spells over the other spellcasters every frickin time -.-'


How does that make sense if they'd only get feedbacked a hundred percent of the time then? What kind of balance is that?


If you made the range of the attacks exactly equal, it would actually be a showdown.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
FreudianTrip
Profile Joined July 2011
Switzerland1983 Posts
Last Edited: 2011-10-27 12:23:12
October 27 2011 12:22 GMT
#1973
On October 27 2011 21:01 HypernovA wrote:
Show nested quote +
On October 27 2011 18:00 Nightmer09 wrote:
Snipe should be nerfed aswell,

No it should not. Zergs need to stop crying about snipe (actually TL needs to stop crying about snipe in general) and find ways to adapt.


Find ways to adapt to an invisible unit instantly dealing 45 damage multiple times from 10 range. K.
TheDraken
Profile Joined July 2011
United States640 Posts
October 27 2011 12:27 GMT
#1974
On October 27 2011 21:01 HypernovA wrote:
Show nested quote +
On October 27 2011 18:00 Nightmer09 wrote:
Snipe should be nerfed aswell,

No it should not. Zergs need to stop crying about snipe (actually TL needs to stop crying about snipe in general) and find ways to adapt.


good. then i say we should un-nerf fungal again since you seem to be good with adapting to shit.
fast food. y u no make me fast? <( ಠ益ಠ <)
dump
Profile Joined August 2010
Japan514 Posts
October 27 2011 12:27 GMT
#1975
Haha, the gas icon is glitched in the PTR.

http://imageshack.us/photo/my-images/200/sc2glitch.png/
secretary bird
Profile Joined September 2011
447 Posts
October 27 2011 12:36 GMT
#1976
On October 27 2011 21:22 FreudianTrip wrote:
Show nested quote +
On October 27 2011 21:01 HypernovA wrote:
On October 27 2011 18:00 Nightmer09 wrote:
Snipe should be nerfed aswell,

No it should not. Zergs need to stop crying about snipe (actually TL needs to stop crying about snipe in general) and find ways to adapt.


Find ways to adapt to an invisible unit instantly dealing 45 damage multiple times from 10 range. K.


How many times have you seen ghosts dominate Zergs in GSL anyway? 2 or 3 times?

Its not a problem unless you let the terran build up that ridiciously hard to get and irreplacable ghost/ tank army and a move in with nothing but broods or something like nestea.
FreudianTrip
Profile Joined July 2011
Switzerland1983 Posts
October 27 2011 12:39 GMT
#1977
On October 27 2011 21:36 secretary bird wrote:
Show nested quote +
On October 27 2011 21:22 FreudianTrip wrote:
On October 27 2011 21:01 HypernovA wrote:
On October 27 2011 18:00 Nightmer09 wrote:
Snipe should be nerfed aswell,

No it should not. Zergs need to stop crying about snipe (actually TL needs to stop crying about snipe in general) and find ways to adapt.


Find ways to adapt to an invisible unit instantly dealing 45 damage multiple times from 10 range. K.


How many times have you seen ghosts dominate Zergs in GSL anyway? 2 or 3 times?

Its not a problem unless you let the terran build up that ridiciously hard to get and irreplacable ghost/ tank army and a move in with nothing but broods or something like nestea.


So you admit it's a problem?
secretary bird
Profile Joined September 2011
447 Posts
October 27 2011 12:43 GMT
#1978
On October 27 2011 21:39 FreudianTrip wrote:
Show nested quote +
On October 27 2011 21:36 secretary bird wrote:
On October 27 2011 21:22 FreudianTrip wrote:
On October 27 2011 21:01 HypernovA wrote:
On October 27 2011 18:00 Nightmer09 wrote:
Snipe should be nerfed aswell,

No it should not. Zergs need to stop crying about snipe (actually TL needs to stop crying about snipe in general) and find ways to adapt.


Find ways to adapt to an invisible unit instantly dealing 45 damage multiple times from 10 range. K.


How many times have you seen ghosts dominate Zergs in GSL anyway? 2 or 3 times?

Its not a problem unless you let the terran build up that ridiciously hard to get and irreplacable ghost/ tank army and a move in with nothing but broods or something like nestea.


So you admit it's a problem?


If you are stupid like that a lot of things are problematic I guess.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
October 27 2011 12:45 GMT
#1979
On October 27 2011 21:01 HypernovA wrote:
Show nested quote +
On October 27 2011 18:00 Nightmer09 wrote:
Snipe should be nerfed aswell,

No it should not. Zergs need to stop crying about snipe (actually TL needs to stop crying about snipe in general) and find ways to adapt.


people should really stop telling others to "adapt" or otherwise a kitten will die soon - seriously, people have been telling each other to "adapt" to broken stuff since release; adapt to reapers; adapt to voidray all-in; adapt to 111; meh

to be perfectly honest, I seriously doubt that the EMP-nerf will matter all that much; the problem with EMP is that it doesn't require an upgrade, that the unit casting it can both cloak and run faster, that the range is higher than feedback....especially later on I've rarely seen a game where the terran has run out of EMP; mostly it's the toss "surprising" the terran with storms or feedbacks (meaning the terran screws up) or keeping templars safe carefully;
the radius-nerf will only matter in that it's harder to EMP just about every unit the protoss has...but I really doubt it will change the way the templar vs ghost battles will be decided
"You see....YOU SEE..." © 2010 Sen
decemvre
Profile Joined May 2010
Romania639 Posts
October 27 2011 12:51 GMT
#1980
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.


Maybe you should keep the balance opinions to yourself and out of the original post since you are announcing a patch ?
decemberTV
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