No kidding. Anything but 1v1 means nothing.Play 1v1 as the game was intended and you won't have that problem
No kidding. Anything but 1v1 means nothing.Play 1v1 as the game was intended and you won't have that problem
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.
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 where players were still able to stack flying units on top of each other.
Love the ghost change. A few times I considered ghosts but rejected them due to the gas costs. Not sure about the protoss change. Guess it doesn't really matter if you're 4gating anyway.PTR 1.3.3 notes
ask any gamer, any real gamer. it doens't matter if you win in 8 minutes or 15 minutes; winning's winning.I'm a protoss player, and I'll just use my gateways to produce without warpgate.
IMO not a big deal. I disliked 4gate anyways since i prefer macro wars vs quick 8min wins
Question is are you playing to win or have fun. I rather play a good game and lose than cheese 5 wins in 1/2 hour.ask any gamer, any real gamer. it doens't matter if you win in 8 minutes or 15 minutes; winning's winning.
Apparently you didn't get the Fast and Furious reference.Question is are you playing to win or have fun. I rather play a good game and lose than cheese 5 wins in 1/2 hour.
I have fun either way. If you want a macro game, you can force your opponent into one by defending his 4 gate push. The 4 gate is hella strong, but as long as it's possible to defend it I'm satisfied with the balance of the game. I'm actually more worried about 2-gate proxies with the faster zealot production now. That has the possibility of ending the game in far less time than a 4 gate.Question is are you playing to win or have fun. I rather play a good game and lose than cheese 5 wins in 1/2 hour.
i have no idea what you're talking about.Apparently you didn't get the Fast and Furious reference.
I dunno. I think that might potentially be too crippling in instances where the opposing player targets down your warp-in pylons and you lose all ability to produce units until you can convert back to gateways.anyone else feel that proxy pylons should require an upgrade in addition to warp gate?
e.g. you need to upgrade each individual pylon that you want to be able to warp to.
true, but as it is now, it's too OP.I dunno. I think that might potentially be too crippling in instances where the opposing player targets down your warp-in pylons and you lose all ability to produce units until you can convert back to gateways.
it's not just the 4gate push.it's pretty easy to stop a 4gate push.
General tactics-
1.zerg - go fast roach
2.protoss - fast 2x stalker push to deny the zealot + stalker + probe moving out
3.terran - go super fast mara's and push.
oh I just read you were talking about how you wanted to stop just the 4gate. My bad.it's not just the 4gate push.
it's the ability to warp units all over the map.
and for defense too. harassing his mineral line? leave one cannon and warp units in.
Protoss already have warp prismsoh I just read you were talking about how you wanted to stop just the 4gate. My bad.
Well terran have drop ships and zerg has Olord drops + nydus. It's even to be honest. I think a person who doesnt scout in game will run into problems with proxy pylon issues.
Sounds about right, if they make steam take 20% from life, the bunker to take 5 minutes to build, marines to reload half as fast and make stalkers fly they're all set.Archons are now a massive unit.
- this is awesome! No more Conc slow down ftw! + forcefields say good bye.
Pylon power radius has been decreased from 7.5 to 6.5.
- won't play a roll with my play style but for ppl who love to warp in units using high ground techniques say good bye to that strat for the most part.
Cybernetics Core Research Warp Gate time increased from 140 to 180.
- with cronoboost this will only slow down warpgate timing pushes by about 20-30seconds depending on how good you are with your CB timings
Gateway
Sentry train time decreased from 42 to 37.
- awesome!
Stalker train time decreased from 42 to 37.
- awesome x 2!
Zealot train time decreased from 38 to 33.
- awesome x 3!
I'm most excited about these GW train time changes because it'll allow me to open with different strategies, 2 gate CB'd stalker pushes sound awesome vs a marine bio push player.
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