Also Mellon with gas being such a commodity for terran army, you can def expect to see more ghosts... Even in tvt or tvz with ghosts being more of a mineral dump and as effective as the snipe ability can be I think its gonna be a huge part of terran force... I could be wrong just my opinion X__X
What do you think of 1.3.3 PTR Patch Notes? - Page 3
Forum Index > Polls & Liquibet |
Hoodlum
United States350 Posts
Also Mellon with gas being such a commodity for terran army, you can def expect to see more ghosts... Even in tvt or tvz with ghosts being more of a mineral dump and as effective as the snipe ability can be I think its gonna be a huge part of terran force... I could be wrong just my opinion X__X | ||
ChaseR
Norway1004 Posts
I need to take a screenshot of the 30 FF's by 5+ full energy sentries spammed across the entire screen In a game I played :< Double 4g in 2v2 is the most ridiculous OP thing I have ever experienced in SC2...3 times -_- And I would know I'm World/Region: #48/#11 in R 2v2 and they get an insane amount of gateway units with very little cooldown and easily spending every ounce of resources, it's almost unbeatable. | ||
Chronopolis
Canada1484 Posts
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goal 888
167 Posts
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BrahCJ
Australia659 Posts
Bunker rushes are made less viable in 2 ways: Shorter re-burrow (always been something I've thought needed changes) and 75% returns, again, something where I feel 100% didn't make LOGICAL sense. That will help early ZvT. It will mean I will hatch first more often. It will help the game reach macro stage. Where I feel the changes to P do the opposite. I like the intention of dampening 4gate strength, but at a cost of adding to the viability of proxy 2gate? I'm not sure. I didn't play too much zerg back when 2gate proxy was the done thing, so I don't really know the timings. Would a defensive 5roach be done in time? In my head, it doesn't look like it will be. I suppose an option is to 14 gas, 13 pool, and plant a sunken in your sim-city, into a second hatch. COULD be more viable given shorter re-burrow. 1 spine is never too wasteful, but so early in the game? EDIT IN: Forgot to mention. Changes to Ghosts are good for the game. They turn PvT into "The battle of witts and position" late game, essentially being Ghost vs High Temp. Though, watching the TSL3 + Show Spoiler + with Boxer vs HasuObs, sometimes the perfect EMPs don't mean insta-victory. As far as ZvT goes, while not GOOD for me, its good for the game. It means ghosts are VERY cost effective if used correctly against Infestor. Yes, infestor are strong, but now there isn't any excuse for not getting ghosts. Terran will be able to afford them, so its forcing them to engage in a micro battle, and lets face it - infestors are kinda big and cumbersome - they're not hard to click on. Post patch, Terran whinging about having to get Ghosts to deal with Infestors will be like Zergs whinging about having to get Mutas to control drops. It should balance the infestor more. I think Ghosts should be made Light, mind you, but thats another discussion I want to play it out before I formulate any firm opinions, but thus far. Good effort. Note: As you can probably tell, I didn't try to be subjective at all. Yes, I was biased. 2nd Edit: Just realised that the decrease in burrow time only effects Spores, not Sunkens. FU, blizzard. | ||
Slago
Canada726 Posts
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Apoth
England194 Posts
This patch is awesome in everything, i really like giving protoss more early harass options, but will they be too strong? | ||
Flameling
United States413 Posts
On April 28 2011 10:05 ChaseR wrote: "Meh" Force Fields are still to cheap, increase energy cost at least. I need to take a screenshot of the 30 FF's by 5+ full energy sentries spammed across the entire screen In a game I played :< Double 4g in 2v2 is the most ridiculous OP thing I have ever experienced in SC2...3 times -_- And I would know I'm World/Region: #48/#11 in R 2v2 and they get an insane amount of gateway units with very little cooldown and easily spending every ounce of resources, it's almost unbeatable. Well, basically just saying that increasing FF energy would be balancing it is a pretty bad idea. You need to think of the tragedy for all the toss players. I'm not comfortable with talking about balance, but you're too quick to say that FF is imbalanced. | ||
BigFan
TLADT24918 Posts
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TheDominator
New Zealand336 Posts
Really glad about the bunker nerf. I always found it annoying that terran gets free defences. "Research Warp Gate time increased from 140 to 180." Awesome. 4 warpgates will be less effective now. Spore crawler buff=Blizzard is awesome. Not sure Ghost cost change. Pylon power radius. Archon becoming a massive unit. Not exactly sure how much of a change this may be. Don't like I don't really like the 5 second decrease for the gateway units (stalker sentry zealot) built from gateways. This means that protoss early game is a lot stronger and rushes will be harder to hold. It also means that if a player can prevent himself from getting supply blocked as well as have their gateways constantly producing units, its more efficient to have gateways than warpgates. I don't know whether this is a good thing or not. Overall, its not bad. | ||
SKaREO
Canada58 Posts
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MaxField
United States2386 Posts
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icclown
Denmark270 Posts
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aLuLz
Germany175 Posts
On April 28 2011 16:45 icclown wrote: what does PTR stand for? .... >.< Public Test Realm. btw i think that reaper expand is after this patch way more viable because of the risk getting 2 gated | ||
icclown
Denmark270 Posts
I like the new cost of the ghosts, this will make them way more useable early game. I was sick tired of being almost unable to get ghosts + upgrades early/mid game without destroying my other tech! | ||
BetterSummer
United States3 Posts
I think people are overplaying exactly how much the Bunker change will effect anything. What people don't realize is that during a 2 Rax rush, minerals can flow in so fast that it might as well be free, the 25% nerf is kinda comforting knowing that at least Terran's sacrificing something for putting it down. The Ghost cost change is kinda nice. I've felt the gas cost was a bit too heavy considering you might have to use them on 2 bases, on top of your other gas heavy units in Terran's tier 2. I'm sure 4 Gating will still exist and still be a problem, just like Stim pushes, even with the extended research time. Pylon range will make it harder to do those high-ground Zealot warp-ins, but might make the Pylons in a base a tiny bit more vulnerable. Overall I'm not surprised by any of it really. | ||
AnxiousHippo
Australia1451 Posts
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Madkipz
Norway1643 Posts
Bunker rushes are made less viable in 2 ways: Shorter re-burrow (always been something I've thought needed changes) and 75% returns, again, something where I feel 100% didn't make LOGICAL sense. SPORE NOT SPINE. SPOOOOORE | ||
MrKn4rz
Germany2153 Posts
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5FDP
Germany44 Posts
But all in all - meh | ||
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