Page 1 of 15 12311 ... LastLast
Results 1 to 10 of 144

Thread: Patch 1.3.3 PTR Notes - Updated 04/25

  1. #1
    DesertRose's Avatar Junior Member
    Join Date
    Apr 2010
    Posts
    99

    Default Patch 1.3.3 PTR Notes - Updated 05/04

    http://us.battle.net/sc2/en/forum/topic/1213111662
    Quote Originally Posted by Lylirra
    Balance

    * PROTOSS

    o Archons are now a massive unit.

    o Pylon power radius has been decreased from 7.5 to 6.5.

    o Cybernetics Core

    + Research Warp Gate time increased from 140 to 180.

    o Gateway

    + Sentry train time decreased from 42 to 37.

    + Stalker train time decreased from 42 to 37.

    + Zealot train time decreased from 38 to 33.

    + Warp Gate unit train times remain unchanged.


    * TERRAN

    o Ghost

    + Cost changed from 150/150 to 200/100.

    + Salvage resource return reduced from 100% to 75%.


    * ZERG

    o Spore Crawler

    + Root time decreased from 12 to 6.



    Bug Fixes

    * Fixed a bug where Ghosts could not quickly EMP the same location.

    * Fixed a bug where players were still able to stack flying units on top of each other.
    05/04
    NEW:

    Archon:
    -Range increased from 2 to 3.


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

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


    Infestor:
    -Speed decreased from 2.5 to 2.25.


    Bug:
    -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.


    CHANGES:

    Warpgate:
    -Research Warp Gate time increased from 140 to 160.

    Gateway:
    -Sentry train time decreased from 42 to 37.
    -Stalker train time: 42
    -Zealot train time: 38
    Last edited by DesertRose; 05-04-2011 at 07:14 AM.
    --<-{(@

  2. #2

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Quote Originally Posted by DesertRose View Post
    o Archons are now a massive unit.

    wow, finally

  3. #3

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Quote Originally Posted by DesertRose View Post
    o Archons are now a massive unit.
    are they visually bigger?

  4. #4

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Ah, 2-gate. My old nemesis has returned.

    So, I guess the main purpose of this patch is to fix 4-gate v 4-gate. I don't really think you can make gateways better than warp-gates without simultaneously nerfing warp-gate build time, but we shall see. I'm interested to see how map layouts will change now that pylon range has been decreased. Unless I am mistaken, this is purely so that warping in from the low ground is more difficult, putting proxies in the range of stalkers and marauders.

    Also, I had no idea you could salvage ghosts. O_o

  5. #5

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    I like that they're trying to fix 4gate but this sounds more like an invitation to proxy gate. Then again, they reduced the pylon radius probably to address this consequence. We'll see how it plays out.

  6. #6

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Archons massive....YES!!!! Maybe chargelots with archons in PvP. LOLZ.

    Such big changes to protoss.....
    -Pylon power radius decrease: Probably have to change the way we wall off. Might not be able to do the standard walloff vs zerg anymore/might make the pylon flush against the core and gate. Have to test it out...but unfortunately it's on on US PTR as usual. Actually the way the pylon radius has been from low ground is that you could just fit in enough space to warp in zeals that only stalkers and marauders could barely hit the pylon. Basically this will make those pylons at the bottom of ramp within range of marines/sentries/immortals.
    EDIT: Wait a minute....FFE is the pylon in range of roaches up against the forge with this change??

    -Warpgate research time and gateway unit build time change: With the normal builds now of protoss the change matches up with like the second normal warp-in now. As is the normal second warp-in now would be around the time of first warp-in with this change. Kinda surprised but it does work out that way with the times. Basically at the time of the first warp-in with these new times we should have an influx of units. Gateway units just finished from all gates then all get warped in.

    But here's the interesting thing....our units which warp in if the small marine/marauder poke kills our zeal and 1-2 ranged units...reinforcements come out like 28-32 secs later......hello roach/marine&marauder pressure.

    This change kills 3 gate aggression though with a normal build. The first warp-in was essential for that. Does seem like if protoss wants more options for early game pressure it would be opening 2 gate. Saving more chronos for wg research should make up for later core.
    Last edited by JackhammerIV; 04-26-2011 at 03:57 AM.

    http://eu.battle.net/sc2/en/profile/263528/1/JHammer/

    For people of the opinion "I completely will never pay for anything" but still wanting to watch GSL VODs....PM me. (Hint: Sharing is caring)

    If you're making an account just to PM me.....don't waste your time.

  7. #7

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    I think that it is pretty awesome patch. And Finally we will see(I hope) more Archons vs. T bio play. They now can't be slowed, and do amazing 47 vs. biological units in AoE. In my Eyes, Archons are a lot better now vs. Terran without Siege Tanks than Immortal.

    All other stuff is great too, and is justified in my opinion. AND YES, FINALLY, Salvage is 75%, like it should be from the start! It is just stupid that Terran for their defense doesn't lose anything.
    Or even worse, when they Bunker Rush, delay/destroy/cancel your expansion, and then salvage Bunker, and it cost them nothing, while you are pretty fucked... :/
    "Living for the Swarm!"

  8. #8

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Amazing, and how long did people cry for Massive Archons before Blizzard finally listened? I'll take a damage buff re: Void Rays as long as FFs and grenades no longer slow them down.
    Superior capability in language does not necessarily equate to superior intelligence...but it certainly doesn't help your argument if you sound stupid.

  9. #9

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Now time to hallucinate archons to screw with the terran's concussive!

  10. #10

    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Some promising changes in here.

Similar Threads

  1. Patch 1.1.2 Notes
    By LordofAscension in forum StarCraft Discussion
    Replies: 130
    Last Post: 10-18-2010, 10:33 AM
  2. Patch notes?
    By Alzarath in forum StarCraft Discussion
    Replies: 1
    Last Post: 07-28-2010, 05:33 AM
  3. Patch 15 Notes
    By GRUNT in forum StarCraft Discussion
    Replies: 43
    Last Post: 06-07-2010, 06:05 PM
  4. Patch 7 Notes
    By ArcherofAiur in forum StarCraft Discussion
    Replies: 109
    Last Post: 04-06-2010, 10:58 AM
  5. Patch Notes
    By moosh in forum StarCraft Discussion
    Replies: 26
    Last Post: 02-26-2010, 09:17 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •