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On October 26 2011 06:34 Kava wrote: Area covered by:
1.4.0 EMP: ~12.6 1.4.2 EMP: ~9.4
25% less area covered by each individual EMP. Not game-breaking but it will be more difficult for a terran to EMP your entire army as long as you're not letting all of your shit cluster up. 1.4 = 12.566.. 1.4.2 = 7.069... It's a big reduction 44% actually :O
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On October 26 2011 06:41 eviltomahawk wrote: Heh, they actually followed through with the balance changes that they were hinting at during Blizzcon.
Ghost nerf should alleviate some Protoss difficulties, though I guess some people might have wanted a range nerf instead of an EMP radius nerf.
Protoss Forge upgrade buffs are amazing. I was hoping for better upgrade scaling for Gateway units, but a cost buff is great nonetheless.
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
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I don't mind them nerfing bio play either directly (EMP nerf) or indirectly (easier/faster to get to those 3/3 chargelots) but it'd be nice if they didn't make us wait until HotS before mech would be even viable to try.
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FUCK YES! <3 these patch notes!
WOOOOOOOOOOOOOOOOOOOOOOOOOOO
I wanted either EMP to have 5 ticks 1 tick per second of 20 shields of those affected or just make it not so easy since the AI already clumps heavily...
I guess this will work as well! Anything that increases my survival.
Shits been rough lately!
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TEE
FUCKING
HEE
:D :D :D
User was warned for this post
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On October 26 2011 06:36 Zeon0 wrote: lol? cause its so hard for toss to be ahead in upgrad with fucking chronoboost?
Yes toss can get the fastest upgrades by spending ALL of our chrono boost... sacrificing probe count while terran is free to drop mules. it's still a trade-off, and as others have already mentioned, gateway units scale the worst with upgrades. Charge and Blink are really good, but it's a risky investment early on due to the need for some form of AOE against bio.
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On October 26 2011 06:44 Fission wrote: I like the changes. Shouldn't really affect the timing of toss upgrades (cause they rush for 3/3 anyways most of the time), but gives them more resources to do things while they do it.
Area of old EMP = Pi*(2^2) = 12.56 Area of new EMP = Pi*(1.5^2) = 7.065
New emp covers 56.25% of the area of current emp
goddamn! that is way bigger of a nerf than i thought, if this is the actual size difference then i am quite confident that it will do what it needs to do
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Wow. As if Double forge PvZ wasn't hard enough.
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Did they ever update storm to reflect the actual damage radius? i hope they do this for EMP as well. Next step is giving it a casting animation so you can actually tell what's going on and for balance.
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btw did they fix gfx issues?
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Cheaper upgrades to compensate for weak units because of warpgate mechanic?
I'm happy regardless!
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I like the upgrade changes. I'm not sure if that's what needs to be done to the ghost, but at least its something. We will see how it pans out I guess.
Edit: Someone did math and found the new area. Bigger than I thought and it should be an interesting topic on the podcasts later tonight.
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Finally a patch that addresses issues with this game. <3 Blizzard in season 4 so far.
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The upgrade change will do nothing to help. If they had changed the icon colour however.....
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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
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United Kingdom14464 Posts
Double Forge style just went supernova, that style is going to be super strong.
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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
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way to go blizzard.. the solution to poor gameplay is by nerfing the others. pretty useless patch
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The starcraft gods do exist.
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