SEE RESPONSE BELOW THIS COMMENT ABOUT SENTRIES. The balance mod had the wrong statistics. I will make an updated video later with only the new sentry interactions. Here is the updated interactions: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-agUKE2iyR5g.html Also I know the stalker/cyclone fights weren't perfect but it was hard to get the cyclones and stalkers to interact in a reliable way. I made the stalkers always focus fire since that's more realistic from the protoss perspective, but the cyclones just A moving is more common from the terran. But it still led to some weird fights and it's hard to get a realistic fight in a simple showcase. But it at least does give a little bit of a glimpse of what the new interactions could look like, so don't take it as a perfect representation of how the units will interact, as there's so many different ways these could go based on how the lockons work and whatnot.
Sorry Gemini, the Sentry stats with the community mod that was released were actually wrong, and that mod was being used to change the unit stats in the Unit Tester. They were doing +6 rather than +4 vs shields. The community mod is still outdated, but I fixed it in the Unit Tester for now.
@@Gemini19the reason why the cyclones moved back was probably because they were hit at the moment they locked down, which counted as being hit while idle, which prompted the retreat routine. The reason this woudn't happen pre-patch is because lock-down had no delay.
I did not realize that was what the observer animation speed increase meant. I thought they would change in and out of surveillance mode 75% quicker. Thank you for showing this.
It's actually insane how much better they are EDIT: It's because the test mod had the wrong statistics. They were doing +6 instead of +4. I'll make a new video later showing the actual sentry changes. Here is the video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-agUKE2iyR5g.html
So it seems the new cyclones are even stronger now in a head-on fight? Surely that wasn't the intention? Also I can't tell the difference between old liberator and new.
The widow mine vs probes clip really confirms my belief that Protoss players on reddit thinks the widow mine nerf is a way bigger deal than it is. Its effect will be amplified in an actual mineral lines with probes moving (some might move out of range then they didn't before), but ultimately it's not that massive of a change. Players who don't react will still lose mineral lines to widow mines.
I think the wisdow mine line was meant for engaged battles and splits and not from harassment. Cause you don't need to see that line in your mineral line. If you missed the medivac mine drop that's your fault
I was thinking there should be attacks that do more damage vs shields besides ghost EMP. Giving it to the sentry makes their default attack more viable in PvP matchups. This may also help Protoss players utilize Sentry abilities more often. It’s an early game unit but it’s force fields, guardian shields, and hallucinations are all abilities that can be used to great effect in mid-late game.
As a protoss player I agree. They should have kept the old burrow animation but increased the range. Imagine not building a 200Gas raven and then losing 500Gas of other units. What a save!
The new observer is HUGE! If Terran still complain that they cant spot them when they are invisible, they only have themself to blame! Best change of the patch! /s
I'm blown away anyone could miss an observer while cloaked. It's a super advanced alien race but their cloaking looks like a distorted shiny blob. Idk about the rest of you but that distortion catches my eye like non other. almost all games use that distorted stealth field, I guess after decades of being conditioned to look for it it became 2nd nature. Thought everyone was like that, apparently not. Obviously enough people struggle to see the obvious they had to change it in a patch to make it bigger.
I am not saying there is a Zerg Cabal, but the balance council is increasingly act like there is one 😂 Like if I want a secret buff in ZvT while disguised it as to help PvT, these are exactly the changes I would make.
NGL I actually thought it was easier to see the burrowed investors pre patch in this clip at least. The larger blob post patch seems to dissappear more than prepatch.
After getting micro buffs for the high Templar and the raven what do you think about adding one of these two potential micro enhancements to the Viper's consume: 1. Implementing an autocast feature that targets any building within range as long as it is orange or higher health, prioritizing empty extractors for consumption, depleting them down to 151 health before moving on to the building with the highest percentage of maximum health. This would utilize many buildings regeneration vs consuming a few down to red. Autocast will only activate if the Viper has less than 150 energy. 2. Introducing the option to cast the consume ability from the mini-map or any building within sight of a spot on the map, following the same prioritization rules as described above. This allows players to queue up multiple consumes from the mini map. This would still require some micro and timing because the player would have to ensure the Viper has sufficient time to feed before calling them back to the front lines (travel time and 14 sec per cast with a 1 sec cool down, this would still take around a minute to get the bonus 150 consume energy). This approach aligns better with the concept of directing the Viper to consume entire bases rather than targeting individual extractors or the hatchery. From a lore perspective, it's illogical for a Viper not to consume nearby buildings if it requires energy. By enabling either of these enhancements, players can maintain a more consistent spellcasting rhythm within current balance parameters, albeit with slightly reduced micro-management. Watching high-level players utilize the consume ability reveals the challenge of targeting specific buildings within limited timeframes, making these improvements valuable. There would still be counter play with this, it could potentially leave the vipers vulnerable to pick offs as they are running back and forth between the base and the army. A full energy viper would be a juicy target for the new high templars feed back spam, and even though spreading the consume damage out would lessen the effect this would weaken the bases more especially if important tech, defensive, or upgrading buildings are accidentally targeted.
Post patch: The widow mine killed only 16% less probes. The liberator still deals the same damage. And the cyclone does more damage even with no upgrades.... This patch is not helping PvT much.
Plus u got the warning signal while in range and laser targeting it's more visible so easier to split plus invisibility is only after drilling claw upg I think it's pretty significant
They always find a way to "nerf" terran without really nerf terran. If they change something a little, they will buff another. They just buff the bio ball! That's a fooking joke?
Strange thing with the Sentry. Meanwhile I really like the removal of "Light" from Sentry, thus it is less squishy, but y'know, when you look at different units, their size and their tags makes some sense (at least for most of the units). Otherwise, thanks for the video!
They buffed cyclones to allow mech to be viable vs toss but now mass cyclones counters everything protoss. Winter is demolishing TvP with mass cyclones. sigh.
What the fak? Why do they need to buff one of the most OP caster unit in the game??? Are they faking high or what? Infestors are notorious for 1 cast kill everything and now it has even more range? Wtf
maybe the cyclone should be at 120 hp. That's one shot less to kill form a stalker or a zealot at +0. And then immortals will two shot them at +3 no matter what.
Zerg is that one brother in the family all the adults love. Protoss is the boy who does his best, even though nobody really appreciates him. Terran is the stepchild who is used to abuse.