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Patch 1.4 PTR Notes (updated 9/8) - Page 177

Forum Index > Closed
9040 CommentsPost a Reply
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Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
DminusTerran
Profile Joined April 2010
Canada1337 Posts
August 26 2011 04:35 GMT
#3521
On August 26 2011 13:33 IINcheezhead wrote:
Show nested quote +
On August 26 2011 13:30 DminusTerran wrote:
On August 26 2011 13:26 IINcheezhead wrote:
On August 26 2011 13:21 windsupernova wrote:
On August 26 2011 13:20 IINcheezhead wrote:
As a terran masters player, this a such a shitty nerf on terran. Building time increase and damage reduction.
The counter to balance it out...........mothership.....nerf....sort of......cause we see lots of those in games. I mean 4v4s
The fairest one was the zerg race, fungal did need to get nerfed but they didn't do it by a lot, which is fine.

Enjoy all you protoss classy cry babies.

In soviet russia patch changes you.............


Actually... the mothership got Buffed



Ok fine increased speed, You mainly see them for the cloak, so units have to be in for 25 to get cloaked....i consider it a nerf


That's not how it works. There is now a hard cap for how many units can be immediately cloaked by the mothership, which as indicated is 25. So for example if you had say 48 units it would take the mothership just under 2 seconds to cloak them all.



THIS IS THE WING OF LIBERTY

Buffs for Protoss need to come when they get their expansion.

"THE BLADE OF THE ZEE-LOT"


Pretty sure they are still planning to go with Legacy of the Void. Though for what it is worth, I like your suggestion better.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 26 2011 04:36 GMT
#3522
BTW any of you guys have tried the new Immortal?

It just feels so sexy and beastly. Damn this is how the unit should have been in the first place. Immortals are still pretty clunky but they can and will do more damage against Marauders.
"Its easy, just trust your CPU".-Boxer on being good at games
emc
Profile Joined September 2010
United States3088 Posts
August 26 2011 04:36 GMT
#3523
On August 26 2011 13:33 dbddbddb wrote:
Show nested quote +
On August 26 2011 13:32 Bashion wrote:
Has anyone posted a screenshot of the new building cancellation thing?


[image loading]


yea and for the opposing player all they see is the canceled words, they also can see "salvaged" from bunkers.

I also noticed the ladder and score screen has been changed and looks a lot better.
Deltablazy
Profile Joined November 2010
Canada580 Posts
Last Edited: 2011-08-26 04:39:22
August 26 2011 04:38 GMT
#3524
On August 26 2011 13:31 blade55555 wrote:
Show nested quote +
On August 26 2011 13:27 Deltablazy wrote:
The only reasoning I have left for the barracks change is that Blizzard is out of ideas on what units to add for Terran in the following expansions (Browder says Terran feels complete). So they are probably thinking that make such irrelevant changes that are in reality huge changes will give them the possibility to squeeze in a few units. Defense unit from CC? Me gustaaaaaaaaaaaa.

Also, I hope HSM change will change TvZ so zergs can't just mass infestors 1F, TTTTTTT into victory.


You can't now if the terran knows about a unit called the ghost, and uses the abilities of snipe and EMP.

Yea but the Raven feels more classy. Plus, if the Raven becomes viable in TvZ, Artosis gonna have nerd chills.

Not to mention, return of the SK Terran style.
DminusTerran
Profile Joined April 2010
Canada1337 Posts
August 26 2011 04:38 GMT
#3525
On August 26 2011 13:36 windsupernova wrote:
BTW any of you guys have tried the new Immortal?

It just feels so sexy and beastly. Damn this is how the unit should have been in the first place. Immortals are still pretty clunky but they can and will do more damage against Marauders.


It's also a lot better against stalkers and has equal range to a non thermal lance colo, overall it should hopefully help strengthen robo plays in pvp.
runforyourllife
Profile Joined September 2010
United States73 Posts
August 26 2011 04:39 GMT
#3526
o and regarding apm, i do not spam at all in early game, and its a good 33% lower. before was 140, now 90
dbddbddb
Profile Joined April 2010
Singapore969 Posts
August 26 2011 04:41 GMT
#3527
On August 26 2011 13:39 runforyourllife wrote:
o and regarding apm, i do not spam at all in early game, and its a good 33% lower. before was 140, now 90


i dont really understand the new apm calcualtion system.

so is spamming 12341234123412341234 counted as ... what? 4 actions? i dont understand it at all actaully.
Swad1000
Profile Joined January 2011
United States366 Posts
August 26 2011 04:42 GMT
#3528
On August 26 2011 13:32 Bashion wrote:
Has anyone posted a screenshot of the new building cancellation thing?

Just made it.

http://imgur.com/a/TDvOR

windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 26 2011 04:44 GMT
#3529
On August 26 2011 13:38 DminusTerran wrote:
Show nested quote +
On August 26 2011 13:36 windsupernova wrote:
BTW any of you guys have tried the new Immortal?

It just feels so sexy and beastly. Damn this is how the unit should have been in the first place. Immortals are still pretty clunky but they can and will do more damage against Marauders.


It's also a lot better against stalkers and has equal range to a non thermal lance colo, overall it should hopefully help strengthen robo plays in pvp.


Yeah, with 4gate indirectly nerfed(still, 4 gate maps like Taldarim make 4 gate viable) and the Blink Timming farther down the line PvP now seems much more stable. I am really happy with this but oh well its up to pros to break the MU again XD.

And the 5 second nerf, while noticeable has barely no effects. Some fools tried to 2 gate proxy and 6 pool me and they still lose. Regardless 2 Proxy gate is now a pretty scary threat anyways. I think that unless you have godly micro if you let 2 gates build in your base it is instaloss but I have been extra careful in the PTR.
"Its easy, just trust your CPU".-Boxer on being good at games
runforyourllife
Profile Joined September 2010
United States73 Posts
August 26 2011 04:46 GMT
#3530
On August 26 2011 13:41 dbddbddb wrote:
Show nested quote +
On August 26 2011 13:39 runforyourllife wrote:
o and regarding apm, i do not spam at all in early game, and its a good 33% lower. before was 140, now 90


i dont really understand the new apm calcualtion system.

so is spamming 12341234123412341234 counted as ... what? 4 actions? i dont understand it at all actaully.

lol i dont understand it either.
i have long stretches of 0 apm, during late game lol
Cryogenic
Profile Joined December 2010
Canada75 Posts
August 26 2011 04:48 GMT
#3531
Hey guys, I have some screenshots of the current patch:

This first one gives you your rank (doesn't name the rank though), your wins, bonus pool and ladder. Aesthetically, is looks great. Ignore me blocking out my name...it's pretty public anyways:
[image loading]

To the left is a tab called "career". I assume it goes through all the seasons and gives you info on that. In our next screenshot, we have that tab opened:
[image loading]

[image loading]

Whenever you win, it shows your ranking, your opponents, and the bars look shinier (for lack of a better term). This essentially means no more going to the Match History tab to find out your opponents rank:
[image loading]

I spam my APM by continuously scrolling though control groups, and as a result, my APM is around 100-130. Here is my APM now:
[image loading]
This made me laugh! Current APM is pretty constant but there is a lot in patch 1.3 that will not be counted for 1.4.

I got a couple screenshots for when you cancel a building. This is a nice change IMO and here is what it looks like:
[image loading]

[image loading]

Feedback is welcome and I couldn't find pics like this using search. If this could make it's way to the OP it would be great!
"If you don't go after what you want, you'll never have it. If you don't ask, the answer is always no. If you don't step forward, you're always in the same place." - Nora Roberts .:| Scarlett |:.
tuho12345
Profile Blog Joined July 2011
4482 Posts
August 26 2011 04:49 GMT
#3532
I will stop playing ladder 1v1 until the patch release haha. Time to get master 3v3.
doomed
Profile Joined May 2010
Australia420 Posts
August 26 2011 04:53 GMT
#3533
On August 26 2011 13:32 runforyourllife wrote:
after playing around 5 games on the ptr, here are my thoughts as a mid master terran

65 second rax--- 11-11 is still very strong, and the timing works out well, just 5 seconds later
regular 2 rax works great still too. when rax finishes u have about 200 mins, so the timing is good
its a bit annoying having to wait 5 seconds doing a standard 12 rax 13 gas opening to upgrade oc, but no big deal.

seeker missile- i think it still sucks, but i only used it vs mass ling and infestor

blue flame hellion- obviously wont destroy mineral lines as well, but if the opponent lines em up, mass workers will still die.

for zerg
infestor -- playing as the terran, my marines hold up a lot better


You do realise that the infestor damange towards marines has not changed at all? marines are light, and the damange is the same. The damage to medivacs is slightly less now and so on..
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-08-26 04:56:23
August 26 2011 04:54 GMT
#3534
On August 26 2011 13:41 dbddbddb wrote:
Show nested quote +
On August 26 2011 13:39 runforyourllife wrote:
o and regarding apm, i do not spam at all in early game, and its a good 33% lower. before was 140, now 90


i dont really understand the new apm calcualtion system.

so is spamming 12341234123412341234 counted as ... what? 4 actions? i dont understand it at all actaully.


Just tested it on the PTR with a metronome. It's 1 action. A selection counts as an action and successive selections do not. Once you do something else (e.g., issue a move command), the next selection you make counts as an action and so forth.

(To see this on the PTR for yourself, go to metronomeonline.com and issue a drone to move on every click. Then hotkey your hatch and drone and then change your selection from hatch back to drone between clicks. You'll see that your APM in the second trial is 2x the APM of the first even though you would be issuing 3 actions under the old system.)
windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 26 2011 04:54 GMT
#3535
+ Show Spoiler +
On August 26 2011 13:48 Cryogenic wrote:
Hey guys, I have some screenshots of the current patch:

This first one gives you your rank (doesn't name the rank though), your wins, bonus pool and ladder. Aesthetically, is looks great. Ignore me blocking out my name...it's pretty public anyways:
[image loading]

To the left is a tab called "career". I assume it goes through all the seasons and gives you info on that. In our next screenshot, we have that tab opened:
[image loading]

[image loading]

Whenever you win, it shows your ranking, your opponents, and the bars look shinier (for lack of a better term). This essentially means no more going to the Match History tab to find out your opponents rank:
[image loading]

I spam my APM by continuously scrolling though control groups, and as a result, my APM is around 100-130. Here is my APM now:
[image loading]
This made me laugh! Current APM is pretty constant but there is a lot in patch 1.3 that will not be counted for 1.4.

I got a couple screenshots for when you cancel a building. This is a nice change IMO and here is what it looks like:
[image loading]

[image loading]

Feedback is welcome and I couldn't find pics like this using search. If this could make it's way to the OP it would be great!


Thanks, they all look great. And my favourite change is not having to go to my opponents profile to check his league.
"Its easy, just trust your CPU".-Boxer on being good at games
HavokTheorem
Profile Blog Joined January 2011
New Zealand250 Posts
August 26 2011 04:56 GMT
#3536
I like most of these changes but IMo blink is underpowered as it is, especially against robo builds. I reckon they should reduce blink research cost to 100/100
The truth does not require your approval.
windsupernova
Profile Joined October 2010
Mexico5280 Posts
August 26 2011 04:58 GMT
#3537
On August 26 2011 13:53 doomed wrote:
Show nested quote +
On August 26 2011 13:32 runforyourllife wrote:
after playing around 5 games on the ptr, here are my thoughts as a mid master terran

65 second rax--- 11-11 is still very strong, and the timing works out well, just 5 seconds later
regular 2 rax works great still too. when rax finishes u have about 200 mins, so the timing is good
its a bit annoying having to wait 5 seconds doing a standard 12 rax 13 gas opening to upgrade oc, but no big deal.

seeker missile- i think it still sucks, but i only used it vs mass ling and infestor

blue flame hellion- obviously wont destroy mineral lines as well, but if the opponent lines em up, mass workers will still die.

for zerg
infestor -- playing as the terran, my marines hold up a lot better


You do realise that the infestor damange towards marines has not changed at all? marines are light, and the damange is the same. The damage to medivacs is slightly less now and so on..


Yeah, but now th fungals have to be better timed, Fungal still feels strong but not as it was before. I have not played as Zerg but when I played as Terran Fungal didn´t feel as devastating as before(not implying it was Imba most of those devastating losses were due to my terrible control)
"Its easy, just trust your CPU".-Boxer on being good at games
doomed
Profile Joined May 2010
Australia420 Posts
August 26 2011 05:02 GMT
#3538
But that makes no sense? fungal vs marines has absolutely NO changes from now to patch 1.4.
Kambing
Profile Joined May 2010
United States1176 Posts
August 26 2011 05:05 GMT
#3539
On August 26 2011 14:02 doomed wrote:
But that makes no sense? fungal vs marines has absolutely NO changes from now to patch 1.4.


"Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored)."

The overall damage was lowered, not just towards armored targets. As a result, now there's a smaller window to land the second fungal to kill a pack of fungaled marines before they get loose.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
Last Edited: 2011-08-26 05:14:01
August 26 2011 05:06 GMT
#3540
interestingly, it now takes 5 fungals to kill mutas rather than 4. muta styles are looking rather viable in zvz now, and this change will only help
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
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