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Thread: Patch 1.3.3 PTR Notes - Updated 04/25

  1. #81

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

    Quote Originally Posted by Peanutbutter View Post
    In PvZ 2 gate pressure might be useful again, especially since many zerg go hatch first these days.
    In PvT, it's useless since marines and marauders kite zealots.

    Let's talk PvP. First of all, you didn't include cannons or a forge in the BO. Without them, you'll die 100% to any kind of one base pressure ( 3 gate robo, 4 gate, 3 gate blink stalkers ) and especially DT's. At least one cannon is required.

    If i see you put down 2 gates, and chronoboosting them, I'll immediately do this same. I might even come out a bit ahead, since i'll probably have more probes by then.
    You'll only have zealots, which means that i should theoretically be able to keep my scout alive forever. As soon as i see an expansion, i'll just out-zealot you : )

    Let's talk 4 gate.
    In the new patch, assuming constant chronoboost, a 4 WG rush will arrive 20 seconds later that it does before ( It arrives at around 5:30 now, will arrive at around 6 after patch ). At this point, I'll have 6 stalkers and one zealot, and you'll have 6 zealots. Unless you put a cannon at the bottom of your ramp, i'll contain you, thus preventing any kind of expansion until you get enough stalkers. I'll continually get stalkers, meaning that you're going to need more cannons.
    After I've pressured you enough, and force 2-3 extra cannons, i'll safely transition into blink with an observer, and kill you right there and then.

    A 3 gate robo might be a bit more weak, considering you're going mass zealot in the beginning, but i think that it will be manageable w some forcefields.

    So, the FE build basically loses to every common protoss build out there. You can transition well into any aggressive build from a 2 gate, so i don't see this working. Hiding the expo is out of the question, since any decent protoss will notice that somethings wrong.

    Also, in PvT and PvZ there are much safer FE builds.

    A simple forge FE in PvZ is better for establishing an early game economy, aimed for the mid game. 3 gate sentry FE is the safest FE build in PvZ atm.
    In PvT 1 gate FE, 3 gate FE, and 2gate robo are the only viable FE builds.
    Yeah, I missed the forge. I usually build it at the same time as the cyb core. I also don't like to move out w/o +1 weapons. Cannons really depend on what I scout, but they are something I'm working in.

    Sentries: to be blunt, my apm is rather low for my strat (avg 25-35, peaks at 100), so FF is not as friendly to me as it should be. Hopefully I can strut up the ol' learning curve the way I did with EMP.

    Mass Zealots: I only get up to 12 max before stalkers, and of late I've been getting stalkers earlier.

    PvT, PvZ: I stopped the FE vs. T and Z. Too passive. I've been trying the phoenix harass off of 1 base, with some hallucination for scouting pre-strike, as well as proxy pylons for fast ground reinforcement and expanding with the 2nd push at about the 10-11 minute mark at latest. Sometimes this is too late, I know.

    PvP, I'll just take your advice.
    Last edited by flak4321; 05-03-2011 at 11:04 AM.
    I am a master tactician. It is my execution that keeps getting me killed.

  2. #82

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

    Then is PTR going to be released into the normal realm? I don't see any big changes here, most people approve of these changes.

  3. #83

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

    Quote Originally Posted by Wankey View Post
    Then is PTR going to be released into the normal realm? I don't see any big changes here, most people approve of these changes.
    Well warpgate and gateway change quite big. I might change my 3gate expand to no gas at all and scare the crap out of zerg with a ton of zealots. If the patch makes it in zerg might wanna scout proxy locations a bit more PvZ. Terran even might be at threat from quick 2nd and maybe 3rd gateways with heavy zealot pressure. As people were quick to note...a chronoboosted zealot comes out faster than a marine in that PTR patch.

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  4. #84

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

    These updated changes are even stupider. wow.

    Jackhammer, the faster zealots from gateways have been reversed, therefor protoss will have little to no map control until 25+ minutes, just as it is right now but even worse because warpgate is nerfed. Theres a reason protoss do FE 6gate pressure, its because if you dont, the zerg will have 6 bases fully saturated and just run you over. Even worse now, theres that insane roach/ling timing that is almost undefended if you go 3sentry FE, unless you have BEYOND perfect micro. Even IdrA did this all-in like 5 times vs Kiwikaki, because he knew no Protoss can stop it right now except MC.

    I havent played for a week, and I dont see myself playing again until HotS. Anyone whining about ZvP and zerg being weak, look at this - http://www.teamliquid.net/forum/view...opic_id=218558 - Zerg are winning WAY more in ZvP pro games than protoss.
    Last edited by Skyze; 05-03-2011 at 10:12 PM.

  5. #85
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    Default Re: Patch 1.3.3 PTR Notes - Updated 04/25

    Wait, so Zealot & Stalker build times aren't getting buffed now? This is going to be painful...

  6. #86

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

    what's up with Thor energy revert, and why does it cost so freaking much to use the strike cannons? not like anyone was using it anyway...

  7. #87

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

    Quote Originally Posted by Skyze View Post
    These updated changes are even stupider. wow.

    Jackhammer, the faster zealots from gateways have been reversed, therefor protoss will have little to no map control until 25+ minutes, just as it is right now but even worse because warpgate is nerfed. Theres a reason protoss do FE 6gate pressure, its because if you dont, the zerg will have 6 bases fully saturated and just run you over. Even worse now, theres that insane roach/ling timing that is almost undefended if you go 3sentry FE, unless you have BEYOND perfect micro. Even IdrA did this all-in like 5 times vs Kiwikaki, because he knew no Protoss can stop it right now except MC.

    I havent played for a week, and I dont see myself playing again until HotS. Anyone whining about ZvP and zerg being weak, look at this - http://www.teamliquid.net/forum/view...opic_id=218558 - Zerg are winning WAY more in ZvP pro games than protoss.
    According to the statistics from the international scene, it looks pretty balanced.

    The guys at Blizzard know what they're doing. Please stop acting like PvZ will be an unbeatable MU after the patch.

    EDIT: Here are the new patch notes :

    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.


    Stand and deliver, that my hamster might have a better look at you.

  8. #88

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

    Wait, so Archon is getting massive AND 3 range? Wow, I always liked Archons even though I am Zerg player. I hope that they will start making them now, they sound great!

    And Thors now have energy again huh? We'll see how will that turn out.

    I think those changes are good, and I me being an Zerg player, beside the Sentries, I don't think that there is something imbalanced in ZvP, it is pretty balanced actually. People just aren't trying new strategies at all. Listening to the players like Morrow crying when all they do is Roach/Hydra/Corruptor that obviously doesn't work vs. Protoss Deathball is just... disgusting. When players started using Drops and Infestors, it suddenly became balanced.
    "Living for the Swarm!"

  9. #89

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

    Thor
    Thor now has 200 max energy, and starts with 50 energy.
    250mm Strike Cannons now cost 150 energy to use (cooldown removed).
    I'd like to see Blizzard explain their rational behind this as it's basically a complete reversal of a previous balance change.

    Correct me if I'm wrong but wasn't the reason for removing the bar in the first place because the strike cannon saw little use; either that or the energy bar simply gave the Thor too much of a 'weaksauce weakness' for HT's to exploit, thus making Thor's a liability vs Protoss?

  10. #90

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

    The reason for the Thor nerf is the Thor rush with 250mm cannons in PvT

    Protoss was FORCED to get perfect timings to counter this in order to get that 3rd immortal out in time to kill the Thors, and even then it was not guaranteed because the 250mm strike was on cooldown. If that immortal FAILED to kill the Thors with the gate support, GG Protoss.

    Waaay too punishing for a rush strat. 250mm was supposed to be a long term strategy upgrade, hence the energy requirement now.

    It also opens up the possibility to use HT as a soft-counter to Thors vs Immortals and VRs as the hard counter.

    And, coupled with the 3-range Archon! Goodie, HT is viable again! <3 Thanks Blizzard

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