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Food For Thought - Patch 1.3.3 PTR *Updated*

Food For Thought - Patch 1.3.3 PTR *Updated* »
Written by: SoFool 28/04/2011 12:28:16

Hello readers and sc fans, this is another write up of the recent announced up-coming patch 1.3.3! Although it’s only a Public Test Realm (PTR) just like before, most of the changes are likely to be implemented. But we don’t know that, so it’s time for some analysis!

 

 

Balance

PROTOSS

  • Archons are now a massive unit.
  • Range increased from 2 to 3 (new). 

Pros – When I watched mouz.HasuObs vs SlayerS_BoxeR in the recent TSL, it hit me when I saw Archons being picked on by Marauders like little weak pussies puppies. But with this change Archons no longer need to fear Marauder’s ridiculous cheap cost effective concussive shells upgrade, this makes them more viable against bio in PvT. Not only that, it's also terrifying against Zerg too. Its range got increased too, hurray for Protoss.

 

Cons – Being massive also means it cannot be stunned, it can break force fields, cannot be concussive shell-ed and get graviton beam-ed. And range increased? Oh boy...In other words,

 

  • Pylon power radius has been decreased from 7.5 to 6.5.

Pros – Protoss players might need to readjust their pylon wall in with the decrease radius, but then again maybe it won’t make so much difference since the Protoss sim city wall is pretty tight.

 

Cons – Warping in ninja dark templars (or other units) from below cliffs or gaping holes would be a little bit difficult, it can let Terran and Zerg players spot the pylon a little bit closer too.

 

That doesn't mean we won't be seeing pylo around anymore.

 

  • Cybernetics Core - Research Warp Gate time increased from 140 to 180 160.

Pros – Another piece of good news for all three races, players won’t need to be paranoid of the 4 warp gate rush all the time and this especially good for PvP. In PvP the 4 warp gate push is the best opening and should be not be questioned, however the build's weakness is that when it passes over the 7-8th mark, the economy runs low and recently there is a build that counters it which is the 2 (or 3) gate robo for immortals with precise micro. But even with that counter build and the intensive micro battle, it'll still be pretty plain to see the same builds used over and over again, it must be implemented so that PvP have more strategy varieties and not suffer the same fate as ZvZ in Brood War (but still cool to see muta-scourge air battle nonetheless).

 

Cons – No cons, because...

 

  • Gateway - Sentry, Stalker and Zealot train time decreased from 42 to 37, 42 to 37 and 38 to 33, Warp Gate unit train times remain unchange.

Pros AND cons – As mentioned by Kapeselus (a blizzard staff former), "...while at the same compensating for it with reducing build time of protoss tier 1-1.5 units (though build times reduced only for gateways, cooldowns will stay the same for wargates).". This change can also possibly bring back one of BW’s classic Protoss aggressive build, the 2 gate rush with the given decrease sentry build time, or a new 2 gate expand build with sentries. (33 seconds for a zealot! And there’s chrono boost too). FYI the 2 gate from BW is every Zerg starters’ greatest fear, given the fact that it takes utmost micro skill to fend off. Let’s just hope Blizzard know what they are doing.

 

Yeap...

 

 

TERRAN

 

  • Ghost - Cost changed from 150/150 to 200/100.

Pros – A little less gas intensive for the ghost, it will be easier to get them out of the barracks since there’s always more minerals than gas ratio. Spectators can also get to see more ghosts in action too, which is always entertaining.

 

Cons – Quite a bad news for Protoss and Zerg in terms of producing casters, nuke rush anyone?

 

"Ke ke ke ke ke ke ke..."

 

  • Salvage resource return reduced from 100% to 75%.

Pros – I’ve always wondered what took them so long to implement this.

 

Cons – There goes your 25% of income Terrans, but then again M.U.L.E. can always cover it.

 

 

  • Thor (new)
    • Thor now has 200 max energy, and starts with 50 energy.

    • 250mm Strike Cannons now cost 150 energy to use (cooldown removed).

 

Pros - High templars get to feedback on thors once again, yay.

 

Cons - Still a threat to the swarm, and 150 energy? Man that's long...would anyone even bother to upgrade the ability at all?

 

Thor: "WHAT DO YOU MEAN MY ENERGY NOW COST 150?!"
Marine: "Ask Blizzard."

 

ZERG

 

  • Infestor (new)
    • Speed decreased from 2.5 to 2.25.

 

Pros - Uhh...at least the infestor won't be so fast of running into the enemy.

 

Cons - Even more easier for Terran and Protoss to kill now, infestor hunting season anyone?

  • Spore Crawler - Root time decreased from 12 to 6.

Pros – I remembered a game when my friend sent about four banshees against me, my queens died but when I got my spores out I was sure it would repel the attack. But nooo~...my spores got outranged and when I positioned my spore it got killed just like that, and watched my 150 minerals blown away into pieces. Finally Blizzard realize this issue.

 

Cons – Only one Zerg buff? Seriously?

 

Logically, spore crawlers should still be able to detect while walking.

 

That’s all for today’s Food For Thought, glhf.

 


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