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 Patch 1.4 PTR, The Rise of Protoss?

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evofantasy
post Aug 25 2011, 02:26 PM

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Immortal: Attack range increased from 5 to 6. The problem ppl have with immortals are nt really the range but the chunky movement which makes it hard to concave... Tat haven been fixed but the range 6 help u poke and return to recharge shields...

Mothership: Still wont see it in play LOL.

Stalker: Blink research time increased from 110 to 140. THis is jz dumb... Just when PvP allow u to get blink and hold 4 gate with micro, this happen... The only reason i can see this is in PvT where 1 base blink can win u games vs terrans who 1 rax expand but isn't this the point? 1 base blink don't do well in PvZ anymore and the 2 base variant doesnt care bout such timing... More worried bout PvP...

Warp Prism: Shields increased from 40 to 100. extra 60hp? me happy but what to drop? in scbw, u drop reavers which demolishes mineral lines (ala BFH)... in sc2 dropping immortals dun kill workers, u are left with sniping supply depots/ pylon or queens... dropping zeal does ntg as workers outrun then, stalkers dun do enuff damage, sentry drops started to get popular so it is a good thing.. DT drop is decent, HT/ colo drops for sure... nice to see it buffed but still as David Kim/ Dustin Browder said for HOTS preview, protoss lack a suitable unit for such role...

Barracks: Build time increased from 60 to 65. Retarded nerf... i dun see the reason for this besides the 2 rax bunker in TvZ... while u are at it, can u plz unnerf reapers?

Hellion: Infernal Pre-Igniter damage upgrade decreased from 10 to 5. I can see how OP BFH can be when they are in the mienral lines, killings lings and killing other soft units... But i think this is a overnerf... i enjoyed TvT with BFHs... This is such a big nerf which is nt needed... if they wanan stick with it, then please reduce the upgrade cost by 50%...

Raven: Seeker missile movement speed increased from 2.5 to 2.953. Welcomed change

Infestor: Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored). Slight nerf to this, probably due to it 1 shotting marines LOL...

Overseer: Morph cost decreased from 50/100 to 50/50. Contaminate energy cost increased from 75 to 125. Welcomed change, underused unit but to balance it they nerf contaminate which is superly underused... I rather they keep the cost to like 50/75 and keep contaminate as it is =(

Ultralisk: Build time decreased from 70 to 55. 200/200 remax with ultras? me like this!


Added on August 25, 2011, 2:29 pmps: no bunker changes? i doubt this patch will go live (hint: there is a bunker related balance change every time there is a balance patch)

This post has been edited by evofantasy: Aug 25 2011, 02:29 PM
evofantasy
post Aug 25 2011, 08:43 PM

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QUOTE(Azurues @ Aug 25 2011, 05:09 PM)
i dont feel like the blink will have huge effect.

probably just extra 1 chrono boosts and u can't super rush blink stalker anymore

and god dammit Blizzard, have u forgotten about Carriers?
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for PvP, this matter a whole lot =(
evofantasy
post Aug 25 2011, 09:59 PM

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QUOTE(quest_5692 @ Aug 25 2011, 09:18 PM)
yeah, i think the blink nerf is stupid, 3 gate blink after looonnnggg development (since IMYONGHWA) had finally been the only anti 4 gate strat protoss can safely execute now wif proper timings, then now suddenly a matured strat gets nerfed right away. david kim wants more 4 gate.

the fungal growth nerf is very big la -.- now infestor ling ZvP will be significantly weaker, last time the dmg of fungal for protoss armoured death ball is huge.....now......haiz...ok la, gta admit fungal is quite OP now, they deserve some nerf.

warp prisms buff is for more ht/zealot drop i guess...
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tat's y i was mad at the blink nerf...

u got robo, stargate and templar as ur PvP options post 4 gate...
stargate demolishes robo, robo is even with templar (depend on micro) and templar jz wreck stargate play...
so the most stable build aka templar (blink) just got nerfed...
and that long time might allow ur opponent to get enuff colo vs robo build...
evofantasy
post Aug 26 2011, 03:26 PM

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QUOTE(Azurues @ Aug 26 2011, 01:34 PM)
The unit vision on ramp -1 and bfh -5 damage will affect TvT severely.

U need more scans, even more bfh to inflict bigger damage.

And warp prism now can really use like medivac drop already.

The ultralisk buff also very good for late-game Zerg. A new bunch of ultralisk morphing out will change the end game result.

I am pretty sure we gonna see more patch up soon hmm.gif
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hmmm i am nt sure bout warp prism since u wont make more than 1 usually...
still it is a good unit to bring wit ur army and as an elevator now...

i sitll prefer the medivac/ overlords doom drops
evofantasy
post Aug 26 2011, 04:12 PM

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QUOTE(jeffvip @ Aug 26 2011, 03:45 PM)
LOL, you are new to this forum aint you? he was and still the renounce Terran QQers of all time notworthy.gif
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he QQ everything man...
try seeing him rage bout imbalosus =p

but even if he QQ, he still spam the find match button and improve overtime...
evofantasy
post Aug 28 2011, 02:51 AM

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QUOTE(hahli9 @ Aug 28 2011, 01:39 AM)
Mass warp prism doom drops with in your base warp ins. I want to see that. xD
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2 supply tat does ntg as opposed to healing medics/ food supply OLs
evofantasy
post Aug 28 2011, 03:23 PM

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QUOTE(Quazacolt @ Aug 28 2011, 03:21 PM)
nerf that, but reduce energy cost, and i am TOTALLY fine with it.
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i would prefer the 10sec version of =p
there are moments i felt my FF are too long when i decimate the first half of his army and his 2nd half jz retreat which i cant chase cause my FF is still around LOL =(
evofantasy
post Sep 9 2011, 07:54 PM

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QUOTE(quest_5692 @ Sep 9 2011, 07:35 PM)
whats wrong wif NP? it should be imba for god sake, if not who will research a tier 3 spell, we are talking about possibly the highest level of spell in zerg -.-


Added on September 9, 2011, 7:38 pmmarine is imba, why blizzard dont nerf it, pdd is imba, why blizzard dont nerf it, conc shell is imba, why blizzard dont nerf it, banshee imba why blizzard dont nerf it.

insta storm too good to marine, nerf protoss. 4 gate too good to terran, nerf protoss. NP thor too good, nerf zerg.

only after 1 year, blizzard finally made the build time of barracks 65 seconds, same as gateway and spawning pool. all the while, its shorter and last time you can build it before supply depot.
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mostly because u can control a 6-8 food massive unit and tip the battle by 12-16 food with just a single spell?
currently infestors can handle any possible unit composition using the 3 ability it has...

at least blizzard didnt remove the spell (flux vanes and amulet LOL)
evofantasy
post Sep 9 2011, 08:00 PM

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QUOTE(quest_5692 @ Sep 9 2011, 07:55 PM)
dont you think its funny an EMP hit on a bunch of sentry or HT will make the protoss lose the game, instantly? or 10 ghosts melting the entire ultralisk broodlord 200/200 army of zerg wif continuous snipes?
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i hate how emp deal 100shield damage burst (which is more damage than storm/ fungals) + 100energy to the protoss army...
when ghost got buffed via gas, i kinda see this coming lol...
mech + ghost were said to the ultimate deathball in the game for a long time and only recently ppl started realizing it...


the 2 spellcaster (ghost and infestors) were not used till they were buff whereas the protoss's one got nerfed...

87% in playXP now think protoss is underpowered with such changes...

----

for me the way to change NP is to reduce NP's mana cost (cost too much mana atm) but make the range shorter...


Added on September 9, 2011, 8:01 pm
QUOTE(kding2 @ Sep 9 2011, 07:08 PM)
Steal Zealot or Immortalrclxms.gif
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idra vs MC last time...
roach + immortals are soooo good vs blink stalkers (remember this is what idra said in the interview after the game)

This post has been edited by evofantasy: Sep 9 2011, 08:01 PM
evofantasy
post Sep 9 2011, 09:12 PM

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lol not sure if MKP is trolling

@OrangeMilkis
Wooju Lee
RT: @MKPS2 Please Nerf Terran T_T
evofantasy
post Sep 10 2011, 11:49 AM

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QUOTE(hsi3nrhu @ Sep 10 2011, 05:01 AM)
hmm how is zerg gonna deal with thor tank viking now ?
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f-10 n
(u left out ghost now)
evofantasy
post Sep 10 2011, 11:55 AM

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QUOTE(quest_5692 @ Sep 10 2011, 11:52 AM)
NP ghost and cast nuke on em (rofl)


Added on September 10, 2011, 11:53 amwait, if so, who will get to see the big red circle, who get to see the small red dot, and the warning........
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epic mindfck eh?
evofantasy
post Sep 15 2011, 06:22 PM

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QUOTE(quest_5692 @ Sep 15 2011, 06:08 PM)
it looks like a flying racoon.

mechanical lockdown imba
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TvT: lockdown + turrets under u =p
evofantasy
post Sep 16 2011, 03:50 PM

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We thank those of you who participated in the 1.4 PTR and appreciate your feedback regarding changes to the Infestor unit. In response to that feedback, we have chosen a different course of action regarding adjustment of Neural Parasite. Rather than preventing this ability from targeting Massive Units, the range of Neural Parasite will instead be reduced from 9 to 7. We believe that this change will make choices regarding positioning and unit composition more important when using the Infestor.

This change will not be reflected on the PTR, but we wanted to ensure that you were aware of the new changes before the StarCraft II Patch 1.4 is live.
evofantasy
post Oct 13 2011, 03:19 PM

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QUOTE(max_cavalera @ Oct 13 2011, 01:27 AM)
1-1-1 is not imba
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I decided to write a long reply on the 1-1-1 since u seem to have a wrong idea of the 1-1-1 thus claiming it is usable in TvZ etc...

First of all, the definition is 1-1-1 is not the general 1rax1fact1starport build... Building 1 rax, 1 fact and 1 starport doesnt make that build 1-1-1... The 1-1-1 build is a well known TvP build and is considered the most abusive overpowered build for tat matchup which even the best terran in the world IM.Mvp agreed upon (look up gisado's writeup on TL)... The core unit in the build is marines, tank (with siege), raven (for PDD and detection) and banshee (with or without cloak)... It is a timing attack which hits at 9minute Why is it abusive and overpowered?

1. Scouting
Scouting the 1-1-1 as a protoss is not easy as the terran would be walling off and the early scouting from ur probe doesnt confirm it... The only time you can really confirm it is the 1-1-1 is when u have an observer out and at his base which would take some time which would lead u to a build disadvantage (see section 2)... One may ask why not u jz poke up his ramp wit stalkers as protoss has been doing? If the terran know what he is doing, he would only have marines and this could mean anything - it cant be 1-1-1, it can be bio with him just hiding his marauder behind, tanks etc... thus protoss keep guessing

2. Build advantage
Basically to handle the 1-1-1, the protoss would need to fast expand as if the protoss stay on 1 base his economy would be behind cause of mules to fund more marines thus bigger army (full 1 base saturation tat is) and if he expand late the expansion doesnt pay for itself... besides for the terran to 1-1-1, he need to be defensive for the tech so u can expand earlier... only problem was when the terran fake 1-1-1 (which is very normal in korean play) and bio builds/ marine tank builds will totally roll over any protoss fast expand... another option would be the stargate route allowing the protoss to scout with and delay the 1-1-1 timing but the build auto loose to bio builds and also the terran can jz go tank marine (puma vs mc in metalopolis)... basically the build which beat 1-1-1 loose to any other terran build...

3. Flexibility
i've talked about how this build beat most protoss build... the reason for this is the flexibility of the build... 1 bunker up the ramp with 2 depot walling it and repairing scvs can hold off 4 gate (especially when ur siege tech is getting ready)... protoss skip robo (templar route or anything) u can jz get banshee cloak and roll over him... that banshee allow u to scout the protoss as well btw... protoss got for stargate all-in (3 gate VR)? getting 1 viking to deny the vision from VR and that allin ended... DT? you got ravens... if u optimize the build well with decent scouting skill, u can react anyhting the protoss can throw at you...

4. Lack of protoss AOE b4 T3
As mentioned before, this is a timing attack which hit the protoss at 9minute... and being on 1 base vs 1 base with mules for equal saturation, the terran would have a bigger army where the extra minerals can be spent on marines... marines are the main DPSers for the 1-1-1... before protoss gets their AOE in T3, protoss rely on forcefields to split the mariens reducing their dps for gateway units to hold off marines... this is negated by the 12 range of siege tanks where the lower dps of gateway units cant kill the split marines fast enuff before being shelled... the same group of marines will of course protect the tanks from immortals... immortals will fire their shot off but nt before dying to marines... basically protoss do not have any answer in handling high marine count (and marines scale very well in numbers)... stalkers are unable to kite without getting shelled by tanks... u need robo for obs thus delaying ur templar tech (charge, storm etc)... the quick 9 minute timing attack ensure that protoss wont be able to get colosus with lance up in time and range 6 colossus is bad vs range 12 tanks and marine support... if u rush for 2 colossus with lance (possible if u cut every possible corners and hope the terran doesnt attack u with bio etc), u still lack support for ur colossus which is bad...

5. ALL-IN BITBYBIT
All of the above is not much of an issue for the 1-1-1... the biggest issue is the allin for terran... 1-1-1 bring around 10-16 scvs to battle wit the army... all of the terran units are range and the scvs will create a nice buffer for the units as they kill the protoss army... they could even bunker crawl and contain the protoss... and funniest part is that mules negate this allin by a lot... if protoss hold off the first push (which he need to suffer damage), the terran could rely on mules and ready for the 2nd attack which is much more devastating than the first (2nd 1-1-1 attack is harder to hold than the first, just tat most people die in the first attack)... look at MC vs Puma agian... MC hold off the first 1-1-1 allin by puma and have a 30 supply lead with all 3 immortals alive... the 2nd allin by puma still kills MC lol... and when the terran main is mined out, he could float his CC to his natural and keep the tempo going while the protoss need to expand when he is mined out... it is a high tempo build which keep the protoss on his toe and that 400 minerals invested on nexus could haunt u...

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The reason above are why 1-1-1 is considered one of the most overpowered TvP build and is hated by almsot every1... everytime a terran does it in a major tournament, u can see TL rages over it... Any1 who follow GSL since season 1 would remember BitByBit.prime.WE which is i think the most hated player in sc2 still atm lol... he is a terran which allins every game with scvs and likewise this build is an allin build... Puma from a fan hero became one of the most hated terran for spamming 1-1-1 vs every protoss and then losing to other players when he cant 1-1-1...
evofantasy
post Oct 13 2011, 08:28 PM

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QUOTE(max_cavalera @ Oct 13 2011, 07:36 PM)
mass chargelot, immortals and a few HT with timing atk can kill this built to be honest. the most important thing is whr ur deathball army is position. it does have a weakness especially when terran mass unit is otw to your natural expansion and the tanks unsiege... at that point of time the odds will be much even, if you let them set up a camping site in front of your natural then its 60-70% chances gg already. i would suggest to counter this built is to rally all your troop to d middle of the map and gain controlof xel naga tower....
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QUOTE(Azurues @ Oct 13 2011, 08:31 PM)
unless our chrono boost can make probes mine 50% faster, then everything said is definitely doable
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try getting mass chargelot, immortals and a few HT (with storm) by 9minute all off 1 base or 2 base up to you...
as i said before, it is a 9minute timing attack...
then post a replay over here and if u can do it, u are the best protoss in the world...

i wish i got enuff gas to support: -
- robotics bay (100 gas)
- immortals (100 gas) x 3
- twilight council (100 gas)
- charge research (200 gas)
- templar archive (200 gas)
- storm research (200 gas)
- high templars (150 gas) x 3

sum = 1550 gas
a single fully saturated geyser can mine 121.15 gas per minute x 2 geysers = 242.3 per minute
u usually start mining 1 single geyser around 2 minute...
and u gotta get all of the above done by 9 minute (research finished etc, nt starting)

while having enough minerals to make army, pylons, gateways etc...

if wanna theory craft, at least make it logical...

ps: u need to make observers (75 gas each) as well or else u will die to cloak banshee... likewise some stalkers (50 gas) to shoot those banshees...

This post has been edited by evofantasy: Oct 13 2011, 08:50 PM
evofantasy
post Oct 13 2011, 08:31 PM

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QUOTE(quest_5692 @ Oct 13 2011, 08:14 PM)
» Click to show Spoiler - click again to hide... «


is this ur phd thesis? haha

our only real life phd in this forum i guess.


Added on October 13, 2011, 8:16 pm

bro, maybe you can suggest this to liquidHuk, ogsMC, Sage or Puzzle. smile.gif and try getting chargelot immortal and a few HT off 1 base. rmb 1-1-1 is off 1 base, and to get the army you mentioned, even 2 out of that 3, you need 2 base. lets say, lets say. you get them off 1 base off insane macro till your main base mine off. but terran can just float their CC to natural expo and 1-1-1 you again and you will die because you cant fly ur nexus.


Added on October 13, 2011, 8:20 pmanyway, tbh protoss are adapting pretty well already smile.gif 2 gate expand into mass gate and etc builds are beating 1-1-1 smile.gif ask our kampung hero cobo renson risen PvT in WCG Malaysia sap sap water.
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lol i wish writing a thesis is this easy n simple lol...

yup protoss been adapting well so far especially the 2 gate build (this is my standard PvT now thanks to cobo)...
but then again, some map is still impossible to hold for example XNC where the short rush distance is just sooo deadly...
the problem with 1-1-1 is mostly due to the maps imho...
xnc's short rush distance, metalo's close air spawn ledge siege scenario (same as tal darim), dual sight's open natural etc...

This post has been edited by evofantasy: Oct 13 2011, 08:44 PM
evofantasy
post Oct 13 2011, 10:04 PM

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QUOTE(max_cavalera @ Oct 13 2011, 09:53 PM)
well, still chargelot is essential, if any other upgrades unable to pull it off... i loss many match against protoss when they mass chargelots, coz usually 1-1-1- built the marines will be naked early game, no combat  shields, no stim packs, coz most of the early gas will be used to get early tanks minimum 2 to push out and another 100 gas to research siege(total 300 gas) not including building a starport and additional banshee...

mass chargelot is deadly coz theyhave super high hp+ shields at 150. and they are categorized light units, as u know siege tank damage against light unit is only 35 per shot compared to stalker they get 50 dmg per shot due to armored type unit. they can take tank damage better. the tricks is, and wat make its deadly is when they charge so fast to either a clump of marines or siege tank, the siege tank themselves will shoot at their own  marines and tanks. as u knoe tanks are damage their own unit in aoe siege mode. its even deadly with bunker units.
*
./facepalm
evofantasy
post Oct 14 2011, 12:39 PM

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QUOTE(FLampard @ Oct 14 2011, 10:57 AM)
user posted image

yeee...1v1 is so balance right?
*
balanced for me...
else u wont see msian WCG top 3 = protoss...

and far more balance than team games...
evofantasy
post Oct 16 2011, 01:18 AM

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actually it is nt korean...
it is TLPD ie every pro player in the world

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