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 Patch 1.3.3, What say do you have?

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TSpepsi89
post May 1 2011, 12:16 PM, updated 15y ago

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edited: i also would like to point out that when warpgate research time is increased to 180 sec, by the time it is finished the terran would already have stimpack (which in the previous patch stimpack time research was increased where 4 gating a terran is relatively easier)

I am a protoss player, u see, the say i have is archons now cannot be slowed by marauders, which is good, consider archons do extra dmg to bio, especially to M&M bioball, a good buff

warp gate research time increase, which does not affect me much, cuz i try to train up my macro now in most pvt and pvz, but in pvp, i have to rethink my strategy, perhaps skip the 1st zealot and chronoboasting some stalkers for early pressure would seem necessary, i saw this in HD world tournament demonstrated by Axslav v Socke even though they did this in 1.3.2, not a very successful pressure but yet they incorporate this early pressure build into their play

well, train time for zealot decrease, i expect more protoss cheese coming to me, and i know ways to defend them, just doesnt know which is the best still, becuz i cant keep my calm every time i see cheese

well, to defend a 6 pool in 1.3.3, is easy now, no need forge, just wall off your entrance with 2 gates and leave 1 gap for your zealot, and chronoboast your zealot, the 1st gate should be built not leaning the ledge, to let your zealot comes out immediate to the gap without taking a good old marry go round. but this has to depend on map, smaller map with close spawn u might need some probes to block the gap until your zealot comes out, microing some low hp probes bit by zergling back to the mineral line with mineral pathing would be necessary

no comments on other changes


QUOTE
Balance

PROTOSS

Archons are now a massive unit.

Pylon power radius has been decreased from 7.5 to 6.5.

Cybernetics Core

Research Warp Gate time increased from 140 to 180.

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

Ghost

Cost changed from 150/150 to 200/100.

Bunker

Salvage resource return reduced from 100% to 75%.


ZERG

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


This post has been edited by pepsi89: May 1 2011, 10:42 PM
TSpepsi89
post May 1 2011, 09:46 PM

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QUOTE(evofantasy @ May 1 2011, 02:38 PM)
Well the warp gate nerf is big.
The 3 gate pressure is a big part to punish terran if they 1 racks expand or rising to tech while you safely expand behind it
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i agree on this, or perhaps if the terran go banshee rush i might not manage to 4 gate the terran in time, especially if i did not manage to steal the gas of the terran early on
TSpepsi89
post May 1 2011, 10:39 PM

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QUOTE(quest_5692 @ May 1 2011, 09:50 PM)
if terran go banshee rush, you shouldnt 4 gate at all, you have robo build, stargate build, TC build.... it was like this since forever till you all can forcefield the bunkers which is broken. QQQQ
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u will never know if your opponent goes for banshee rush if he wall off his entrance, or the map is too big for your obs to travel there and by the time your obs reaches there, the banshee attack imminent

i have no problem in 4 gating my opponent who goes for banshee rush (well, my main objective is to see what kind of unit composition he has while i reach his base), with only 1 time fail which i didnt manage to steal his gas. perhaps i just like to play a fast game instead, i hate to scramble my units here and there to fend off banshee especially if i have 2 bases and the obs is so slow to chase a banshee and forced to train more obs, and yet i hate robo units vs terran where if i go colussi, most terran will just go mass maurader, when u see this and u decide to get immortals, they will just to add some marines in some of his unit composition, and also i gate viking sniping down my colussi, which hardly can fend off without amulet research from high templar to storm the vikings more easily

i also would like to point out that when warpgate research time is increased to 180 sec, by the time it is finished the terran would already have stimpack (which in the previous patch stimpack time research was increased where 4 gating a terran is relatively easy)
TSpepsi89
post May 3 2011, 03:47 AM

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QUOTE(quest_5692 @ May 2 2011, 07:49 AM)
if you see a wall off with reactored barracks and bunker. rest assure you, banshee.
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some players would wall off with a bunker/s and/or supply depot/s and build barrack behind it, so u cant see whether if he banshee rushes u or fast expand with another CC, but either way 4 gates will work best in this situation, but u have to get sentries earlier to make sure they have enough energies. another way, work best in metalopolis, 3 gates with void rays
TSpepsi89
post May 3 2011, 04:08 PM

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QUOTE(quest_5692 @ May 3 2011, 08:32 AM)
4 gates work best in all situation. true story.
*
at least it will get anybody to at least diamond league wink.gif

 

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