n00b1n8R
April 23rd, 2011, 07:11 PM
UPDATE (26/4):
PTR patch notes for 1.3.3:
Balance
PROTOSS
Archons are 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 and Zealot train times go unchanged.
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).
(this is a buff for P as it makes templar tech viable against thor rush again which has been pretty scary lately)
ZERG
Infestor
Speed decreased from 2.5 to 2.25.
(this is a buff according to Idra, it stops the infestors running in front of your army and all dieing after casting 1 fungal)
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.http://us.battle.net/sc2/en/forum/topic/1213111662
Not so sure about the decreased pylon radius (was that an issue for anything at all?), it makes a double wall in with 3x3 buildings impossible (which kinda helps v baneling bullshit) but whatever. Does anything other than VR deal bonus damage to massive units? Also I'm pretty sure the zealot build time got deliberately nerfd in an early patch to stop 2gate zealot rush, has the meta moved to that not being an issue now or what? TBQH I'm pretty OK with this as a toss player (except the spore crawler buff, those things are eat phoenix's D: )
E: Oh, the pylon radius was reduced to further nerf 4gate, I get it now.
EE: Ok so archons will squish FF's, cool. Shame you can't drop them now though, sucks for White-RA :(
Hello to you, Protoss players. I am coming with a gift of information that some of you may find interesting!
We have been looking into the 4gate issue and our designers have played with a lot of different fixes and changes, even those that were not strictly numbers related. While strong, 4gate is a lesser problem in other matchups, but we recognize that PvP is a different story.
Just throwing a nerf bat at warpgates would make protoss weak in early game. This is why we are currently looking at increasing warpgate research time, while at the same time 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 warpgates). This is an example of a fix you may see, but our developers plan to explore further options, before the patch officially hits.
We will address 4gate in the next patch.
http://eu.battle.net/sc2/en/forum/topic/1971759389?page=2#21
well thank fuck
EEE: Updated with new patchnotes as of 3/5
PTR patch notes for 1.3.3:
Balance
PROTOSS
Archons are 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 and Zealot train times go unchanged.
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).
(this is a buff for P as it makes templar tech viable against thor rush again which has been pretty scary lately)
ZERG
Infestor
Speed decreased from 2.5 to 2.25.
(this is a buff according to Idra, it stops the infestors running in front of your army and all dieing after casting 1 fungal)
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.http://us.battle.net/sc2/en/forum/topic/1213111662
Not so sure about the decreased pylon radius (was that an issue for anything at all?), it makes a double wall in with 3x3 buildings impossible (which kinda helps v baneling bullshit) but whatever. Does anything other than VR deal bonus damage to massive units? Also I'm pretty sure the zealot build time got deliberately nerfd in an early patch to stop 2gate zealot rush, has the meta moved to that not being an issue now or what? TBQH I'm pretty OK with this as a toss player (except the spore crawler buff, those things are eat phoenix's D: )
E: Oh, the pylon radius was reduced to further nerf 4gate, I get it now.
EE: Ok so archons will squish FF's, cool. Shame you can't drop them now though, sucks for White-RA :(
Hello to you, Protoss players. I am coming with a gift of information that some of you may find interesting!
We have been looking into the 4gate issue and our designers have played with a lot of different fixes and changes, even those that were not strictly numbers related. While strong, 4gate is a lesser problem in other matchups, but we recognize that PvP is a different story.
Just throwing a nerf bat at warpgates would make protoss weak in early game. This is why we are currently looking at increasing warpgate research time, while at the same time 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 warpgates). This is an example of a fix you may see, but our developers plan to explore further options, before the patch officially hits.
We will address 4gate in the next patch.
http://eu.battle.net/sc2/en/forum/topic/1971759389?page=2#21
well thank fuck
EEE: Updated with new patchnotes as of 3/5