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-   -   PTR 1.3.3 -- Balance (http://ggftw.com/forum/starcraft-ii/95412-ptr-1-3-3-balance.html)

Kowiz 04-25-2011 08:09 PM

PTR 1.3.3 -- Balance
 
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.
    • Pylon power radius has been decreased from 7.5 to 6.5.
    • Cybernetics Core
      • Research Warp Gate time increased from 140 to 180.
      • Research Warp Gate time increased from 140 to 160.
    • 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.
      • Salvage resource return reduced from 100% to 75%.
    • 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 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.
  • 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.

iARE1337 04-27-2011 10:11 AM

patch not complete without bunker change

Spoiler!

Kowiz 04-27-2011 10:24 AM

Quote:

Originally Posted by iARE1337 (Post 1521526)
patch not complete without bunker change

Spoiler!

Spoiler!

Nanaya 04-27-2011 12:34 PM

More 2 gate proxy cheese for the lower leagues?

Coffee 04-27-2011 05:13 PM

Yay, no more 4 gate.

brotosterone 04-30-2011 03:24 PM

4 gate will still be alive, just delayed. It's also going to have A LOT more units and a stronger economy behind it.

Think about it, more units will be produced before warpgate tech is finished, then once warpgate is finished 1 warp in and you are against a huge gateway army, and since more probes will be able to be produced before, you are against a stronger economy as well.

VorpalBunny 04-30-2011 04:47 PM

The decreased pylon power range kills Photon Cannon cheese on several maps. Why does cheese always get nerfed?

Kowiz 04-30-2011 05:06 PM

the pylon changed felt like it was nerfed, to prevent offensive high ground warp ins of the 4gate

buildings were a (bad) side effect

iARE1337 05-01-2011 09:24 AM

The radius is giant as it is, at least compared to Brood War. I don't see the ability to no longer power 9001 gateways and cannons off one pylon to be game changing.

Nanaya 05-02-2011 12:23 AM

You can still warp on to an enemy's high ground, albeit with a closer and more vulnerable pylon. This also means the pylons are closer to a ramps entrance when doing wall-offs against a Zerg, but I don't know if Roaches or Hydras have enough range to get at it. Pretty decent nerf to 4gates though, but people will probably still use it and make it work.

And, do Archons really need the ability to crush force fields?

Kowiz 05-02-2011 11:27 AM

Archons were used so little, and were usually only made, if the templars got emp'ed.
Also, toss tend to have colossi anyway.


Doubt, there will be much change in Archon usage.

SlowBro 05-02-2011 12:15 PM

Dark Templars -> force robo -> force observer -> timing push with archons?????????

Kowiz 05-03-2011 07:20 PM

updates in green ┐[◕ˇ~ˇ◕。]

Nanaya 05-08-2011 02:22 AM

Guess they decided to go for the middle ground with the Protoss nerfs. Range buff to Archon's make them a little more useful at least, but I can only see the Massive part being useful against Force Fields. Were there even any units that attack ground with a bonus to massive?

SlowBro 05-08-2011 02:28 AM

Quote:

Originally Posted by Nanaya (Post 1528014)
Guess they decided to go for the middle ground with the Protoss nerfs. Range buff to Archon's make them a little more useful at least, but I can only see the Massive part being useful against Force Fields. Were there even any units that attack ground with a bonus to massive?

Void rays lol

RastisRules 05-08-2011 03:54 PM

Quote:

Originally Posted by Nanaya (Post 1528014)
Guess they decided to go for the middle ground with the Protoss nerfs. Range buff to Archon's make them a little more useful at least, but I can only see the Massive part being useful against Force Fields. Were there even any units that attack ground with a bonus to massive?

Well being massive would also make them immune to a marauders slow, but that's not a massive buff.

The range increase for archons is going to be a nice buff against Mutas, i'm a zerg player so that makes me a bit sad.


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