Staredit Network > Forums > Portal News > Topic: New Blizzard Tutorial, Patch 1.3.3 PTR
New Blizzard Tutorial, Patch 1.3.3 PTR
May 3 2011, 10:14 am
By: Jack
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May 4 2011, 2:32 am O)FaRTy1billion[MM] Post #21

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So we just have to wait 8 or so years for it?



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May 4 2011, 4:59 am Roy Post #22

An artist's depiction of an Extended Unit Death

Yeah, that's my guess. :(




May 4 2011, 6:26 am Sacrieur Post #23

Still Napping

I guess that 13 gateway build was too imba.



None.

May 4 2011, 9:51 am Ahli Post #24

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

PTR changes:
Quote from Blizzard
General
The default hotkey to toggle in-game music on/off has been reverted to its hotkey prior to Patch 1.3.0. The hotkey to display APM in the observer stat panel has been changed as a result.


Balance

PROTOSS

Archon

Now a Massive unit.

Range increased from 2 to 3.

Cybernetics Core

Research Warp Gate time increased from 140 to 160.

Gateway

Sentry train time decreased from 42 to 37.

Warp Gate unit train times remain unchanged.

Pylon power radius has been decreased from 7.5 to 6.5.


TERRAN

Bunker

Salvage resource return reduced from 100% to 75%.

Ghost

Cost changed from 150/150 to 200/100.

Thor

Thor now has 200 max energy, and starts with 50 energy.

250mm Strike Cannons now cost 150 energy to use (cooldown removed).


ZERG

Infestor

Speed decreased from 2.5 to 2.25.

Spore Crawler

Root time decreased from 12 to 6.


Bug Fixes

Fixed an issue where Ghosts could not quickly EMP the same location.

Fixed an issue that allowed players to stack air units when issuing a queued stop command before the units reached the end of their patrol point.

Fixed an issue where unplugging your USB headset while another player was talking to you could cause a crash.

Fixed an issue where the APM statistic could be artificially increased.

Fixed an issue where 3D unit portraits were not animating smoothly at slow game speeds.

Fixed an issue where, when viewing a replay, no text message was displayed when a player left a game.

The Taiwanese hotkey to display/hide the game UI while in Observer mode now works correctly.

Source
in short the new changes from last PTR-version:
- Archon higher range (2->3)
- Warpgate tech delayed less (180 -> 160)
- Only sentry is faster at building now (Zealot, Stalker training times remain on their 1.3.1 value)
- Thor gets his energy back
- Infestor is slower (2.5 -> 2.25)
- more bug fixes




May 4 2011, 4:12 pm ClansAreForGays Post #25



Can't believe they caved to protoss nerd rage. Toss is now better after the patch with their decreased gateway build times. Bullshit.




May 4 2011, 5:56 pm CecilSunkure Post #26



Quote from Ahli
- Archon higher range (2->3)
- Warpgate tech delayed less (180 -> 160)
- Only sentry is faster at building now (Zealot, Stalker training times remain on their 1.3.1 value)
- Thor gets his energy back
- Infestor is slower (2.5 -> 2.25)
- more bug fixes
SWEET ARCHON BUFFS YA

FUCK YES THOR RUSH SUCKS NOW WOOOO

And yeah gateway train times were initially too fast, two gate pressure was OP for sure.



None.

May 4 2011, 8:26 pm Sacrieur Post #27

Still Napping

Archons were always underused =/ Mostly because Colossi just wreck shit like nobody's business. But of course Colossi take damage from Corruptors... While archons can just go right ahead and kill stuff.

In my experience, Colossi are very powerful, but they're so easily countered that they're meh.



None.

May 4 2011, 9:17 pm CecilSunkure Post #28



Quote from Sacrieur
Archons were always underused =/ Mostly because Colossi just wreck shit like nobody's business. But of course Colossi take damage from Corruptors... While archons can just go right ahead and kill stuff.

In my experience, Colossi are very powerful, but they're so easily countered that they're meh.
Nah colossus lose to archons/blink if there are no force fields.



None.

May 4 2011, 9:28 pm Sacrieur Post #29

Still Napping

Quote from CecilSunkure
Quote from Sacrieur
Archons were always underused =/ Mostly because Colossi just wreck shit like nobody's business. But of course Colossi take damage from Corruptors... While archons can just go right ahead and kill stuff.

In my experience, Colossi are very powerful, but they're so easily countered that they're meh.
Nah colossus lose to archons/blink if there are no force fields.

Yes, because if a siege tank without siege mode beats a blue flame hellion, then clearly the siege tank is better. :rolleyes:



None.

May 4 2011, 9:36 pm CecilSunkure Post #30



Quote from Sacrieur
Quote from CecilSunkure
Quote from Sacrieur
Archons were always underused =/ Mostly because Colossi just wreck shit like nobody's business. But of course Colossi take damage from Corruptors... While archons can just go right ahead and kill stuff.

In my experience, Colossi are very powerful, but they're so easily countered that they're meh.
Nah colossus lose to archons/blink if there are no force fields.

Yes, because if a siege tank without siege mode beats a blue flame hellion, then clearly the siege tank is better. :rolleyes:
What..?



None.

May 4 2011, 9:40 pm ClansAreForGays Post #31



Quote from CecilSunkure
Quote from Sacrieur
Quote from CecilSunkure
Quote from Sacrieur
Archons were always underused =/ Mostly because Colossi just wreck shit like nobody's business. But of course Colossi take damage from Corruptors... While archons can just go right ahead and kill stuff.

In my experience, Colossi are very powerful, but they're so easily countered that they're meh.
Nah colossus lose to archons/blink if there are no force fields.

Yes, because if a siege tank without siege mode beats a blue flame hellion, then clearly the siege tank is better. :rolleyes:
What..?
He's implying that your stipulation is very unrealistic, but in a rather odd way...




May 4 2011, 10:42 pm Roy Post #32

An artist's depiction of an Extended Unit Death

Quote from Sacrieur
Archons were always underused =/ Mostly because Colossi just wreck shit like nobody's business. But of course Colossi take damage from Corruptors... While archons can just go right ahead and kill stuff.

In my experience, Colossi are very powerful, but they're so easily countered that they're meh.
And on the other hand, Ghosts can EMP Archons.




May 4 2011, 10:57 pm CecilSunkure Post #33



Quote from ClansAreForGays
Quote from CecilSunkure
Quote from Sacrieur
Quote from CecilSunkure
Quote from Sacrieur
Archons were always underused =/ Mostly because Colossi just wreck shit like nobody's business. But of course Colossi take damage from Corruptors... While archons can just go right ahead and kill stuff.

In my experience, Colossi are very powerful, but they're so easily countered that they're meh.
Nah colossus lose to archons/blink if there are no force fields.

Yes, because if a siege tank without siege mode beats a blue flame hellion, then clearly the siege tank is better. :rolleyes:
What..?
He's implying that your stipulation is very unrealistic, but in a rather odd way...
Well he doesn't know what he's talking about then :ermm:



None.

May 5 2011, 1:56 am ClansAreForGays Post #34



Re-reading what he said, I think he was actually saying that unit A beating unit B doesn't make unit A better, what matters is which has the larger niche; if unit B is countered by less units than unit A.

Also, I still think your "no force fields" scenario requirement is very unrealistic. I don't play PvP, but come on, toss don't FF each other?




May 5 2011, 2:01 am CecilSunkure Post #35



Quote from ClansAreForGays
I don't play PvP
'Nough said.



None.

May 5 2011, 3:48 am Syphon Post #36



Quote from ClansAreForGays
Can't believe they caved to protoss nerd rage. Toss is now better after the patch with their decreased gateway build times. Bullshit.

No... They aren't. The only unit with a decreased build time now is the Sentry. Zealots and Stalkers are back to current time and Warp Gates are nerfed hugely.

Quote from Roy
Quote from Sacrieur
Archons were always underused =/ Mostly because Colossi just wreck shit like nobody's business. But of course Colossi take damage from Corruptors... While archons can just go right ahead and kill stuff.

In my experience, Colossi are very powerful, but they're so easily countered that they're meh.
And on the other hand, Ghosts can EMP Archons.

It takes >4 EMPs to knock shields off an Archon.

Quote from ClansAreForGays
Re-reading what he said, I think he was actually saying that unit A beating unit B doesn't make unit A better, what matters is which has the larger niche; if unit B is countered by less units than unit A.

Also, I still think your "no force fields" scenario requirement is very unrealistic. I don't play PvP, but come on, toss don't FF each other?

Not in late game. Colossi smash them, you see.



None.

May 5 2011, 5:34 am Roy Post #37

An artist's depiction of an Extended Unit Death

Quote from Syphon
It takes >4 EMPs to knock shields off an Archon.
Oh, that's cool; I didn't know that. Seeing how Ghosts are now more affordable for Terran, it's still a viable strategy.




May 5 2011, 6:52 am Sacrieur Post #38

Still Napping

Quote from Roy
Quote from Syphon
It takes >4 EMPs to knock shields off an Archon.
Oh, that's cool; I didn't know that. Seeing how Ghosts are now more affordable for Terran, it's still a viable strategy.

Getting too many ghosts throws off unit composition. Stalkers would eat them up.



None.

May 5 2011, 7:03 am CecilSunkure Post #39



Quote from Roy
Quote from Syphon
It takes >4 EMPs to knock shields off an Archon.
Oh, that's cool; I didn't know that. Seeing how Ghosts are now more affordable for Terran, it's still a viable strategy.
Yeah a recent patch made EMPs take off 100 shields, and iirc correctly archons have 400 shields and 10 hp. So yes an army of archons is waaaay stronger than they used to be. A couple PvT games of mine I've been able to afford that many archons, and they seemed really tough to stop. They aren't really resource efficient, but late late game you have a ton of resources so pop efficiency is more important. And boy are archons pop efficient.



None.

May 5 2011, 7:12 am Roy Post #40

An artist's depiction of an Extended Unit Death

Quote from Sacrieur
Getting too many ghosts throws off unit composition. Stalkers would eat them up.
You could really throw that blanket statement for any unit, though (i.e. "Getting too many Stalkers throws off unit composition. Marauders would eat them up.").

I recall watching a game where a Terran player used Ghosts to counter Broodlords/Infestors with Snipe and EMP respectively, and it somewhat worked. Interestingly enough, Infestors were apparently the counter to Ghosts, because the Zerg player used neural parasite on one Ghost to EMP all the others.
Game


Anyway, I think Ghosts should be used more often now that they are less gas-intensive, much like how Infestors became popular after a patch buff. Of course, I agree with your point that they are still purely situational, like nearly every other unit.




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