Patch 5.0.14 PTR - Thoughts from a Terran

Having played a decent chunk of Terran on the PTR (about 10-20 games all up, I think? I’m only D2 level so take with a grain of salt), I figured I’d drop in my own perspective here and see what others who have tried it out think.

From a Terran perspective, the liberator change is obscenely strong, and it feels to me like they screwed up somewhere with the numbers - the area of the circle doesn’t feel like it matches the numbers they stated. Maybe they made the mistake of area vs radius? I’m not sure. Interestingly, I didn’t feel that the addition of Smart Servos was particularly notable for the liberator, certainly not in comparison to Advanced Balistics new area.

Blue-Flame being buffed presents some interesting potential for Battle-Mech, which I’m okay with; having a more mobile variant of mech does feel pretty decent to play now. In TvZ the blueflame change feels really good to use.

I’ve not tried mech much vs Protoss (I tend to play more bio oriented playstyles in both TvZ and TvP), but the disruptor change almost feels geared towards attempting to make mech more than just a “catch you off-guard” style, as both the disruptor and the immortal were two of the biggest issues for mech; along with Chargelots absolutely obliterating tanks.

PFs definitely feel significantly weaker vs Chargelots, Cracklings and stimmed Marines, so I can see how the intention of weakening turtle play is there, because it definitely made a difference.

I didn’t find myself using salvage at all; there was little, if any reason for me to ever bother with it, so this change was basically nonexistent for me. The sensor tower radius is tiny now; that’s something I did feel quite a bit.

Ultras feel powerful with the ability to shove through units; they’ve never not felt powerful to me, but they feel even stronger. Microbial shroud is really nice to see, and feels like it does its job very well now - possibly might even be to strong, but I’m not sure about that.

The queen/hatchery changes definitely have an effect on some of the early timings around things like metabolic boost, delaying the queen ever so slightly, which made defending the initial reaper early on much harder for my opponents. This particular change might simply be a skill thing, however, so I can’t say for certain. The additional cost of queens definitely added up though, and made massing queens slightly less attractive, though not inviable.

I haven’t had the opportunity to play much versus protoss, however from the few games I did play so far, it seems like Protoss players are going to want to be able to use sentries a lot more vs terran; guardian shield and force-field are going to be very important in tandem with the energy ability, and hallucinations for early scouting is really good.

The new maps are interesting; the only one I particularly don’t like is Amygdala, but beyond that they’re fairly good. I particularly like Ultralove, though do find myself mildly concerned about the lack of overlord placement positions on some of the maps. That said, I’ve heard that these are not the final iterations of the maps, so who knows how they’ll change?

Who else has played? What are your thoughts so far if you have?

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After retrospect I think my opinions were initially a bit harsh. There are definitely issues but the concepts are solid.

For Protoss the loss of shield overcharge matters a lot and it hasn’t been properly compensated. Using FF to stay alive is WoL stuff and it was terrible then, will be much worse now.

There’s a few ways to fix this but I think just increasing the Shield Battery efficiency within a fast power field would help a lot in tandem with reducing the cooldown on the ability OR making it global and still reducing the cooldown but less so.

Not having Disruptors 1 shot Marauders is an issue. Needs to be addressed.

For Zerg, there’s too much good stuff. Great ideas but bad implementation. Spines and the reduced cost of Hatcheries is too much. Can’t do both. Leads to cheese issues especially in ZvZ. I’d know, I LOVED ZvZ spine rush nonsense. The buff to spores screws with Protoss even more, not good. Make that extra damage deal it to a type like armored and this works better.

For Terran. The Supply Calldown shouldn’t fully heal. Just make it do 2 things: 1 stop any fire damage going on and 2 add to it’s maximum health. Problem solved without it stopping super sloppy play but still being a nice bonus.

Lib change is honestly BS. Absolutely unbalanced crap. Servos in retrospect are fine on is on the Libs. Balanced numbers.

Hellion drops are a little too strong imo. Terran doesn’t need stronger harass. This could be an issue going forward. Hellion attacks overlap and that makes this a bit silly but we’ll see.

Overall it’s about 80% numbers issue going on but the concepts are solid. Just needs tweaking and moderation to bring it back in line and honestly, they gotta stop nerfing Protoss lol. This is silly.

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Now I didn’t play on ptr but I play 14 pool do the 2 extractor trick by time pool is done I have 350 minerals.

So I can build 3 lings of larva and queen so first queen shouldn’t be delay.

Cant agree more, lib change is pure crap

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Smart servos on the libs is already a thing in game. Change it to your rapid fire hotkey then anytime you want to reposition more than 2 it’s effectively the same thing. The idea is to have a timing that’s before +2 or lib range that hopefully fights units.

sure, because someone has been interested in ZvZ for x years. if it’s still true, ZvZ is the shortest match up.
ling flood / 12pool/ spine rush … normal zvz experience.
but mass queen is strong… not.

With the spore crawler rework, all i can say is: mah banshees! They weren’t able to do as much damage along the mineral lines but i wonder if the lower HP will make it worse if the zerg is unprepared and starts building one too late.

I have been way out of practice but the changes have been interesting so far. I havent seen the liberator change be too strong, my opponents were able to counter them fine, but i can understand shrinking the radius to 5.75 or 6.

The PF change has been noticable, but it’s fine and kept me more active with tje widow mines.

I liked another poster’s suggestion on changing the medivac beam color when the fusion core upgrade comes online.

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Hey, it’s been a long time! I don’t remember the last time I saw you actively on.

The spore change could actually be interesting; the lower HP for banshees - and especially speed banshee styles - could actually be good, though the additional damage output makes them a lot more dangerous.

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