is there a korean version of this?
ASL5 Round of 24 Maps - Page 10
Forum Index > BW General |
konadora
![]()
Singapore66201 Posts
is there a korean version of this? | ||
A.Alm
Sweden523 Posts
| ||
Alpha-NP-
United States1242 Posts
| ||
A.Alm
Sweden523 Posts
On March 08 2018 05:11 Alpha-NP- wrote: When will we find out what the ro16 maps are? Or did they already announce them? I don't think it's announced yet. Maybe they want to see how balanced and fun the new maps are before they decide or something. | ||
Jukado
805 Posts
An article on the maps can be found here (made by Legionnaire, BigFan and v1): http://www.teamliquid.net/forum/brood-war/531882-sparkle-and-transistor-map-analysis | ||
Alpha-NP-
United States1242 Posts
| ||
Freakling
Germany1529 Posts
I have send them a version with an even more elegant solution, but that's not been officially implemented yet. | ||
[Fin]Vittu
Canada507 Posts
| ||
M2
Bulgaria4120 Posts
On March 08 2018 19:31 [Fin]Vittu wrote: what purpose did the hallucinated minerals/critters serve? For workers to spawn on the side of the minerals patches. | ||
![]()
TaardadAiel
Bulgaria750 Posts
On March 07 2018 17:51 [AS]Rattus wrote: has anybody scouted scouts yet on Sparkle? I was thinking the same thing, scout air-to-air attack is theoretically pretty powerful against large units such as Devourers. Gotta watch the game! | ||
PVJ
Hungary5221 Posts
On March 08 2018 23:59 TaardadAiel wrote: I was thinking the same thing, scout air-to-air attack is theoretically pretty powerful against large units such as Devourers. Gotta watch the game! I saw Mini and Stork do it against Zerg. Worked for both of them if I recall correctly (however it was definitely one or two version before the current one). | ||
![]()
TaardadAiel
Bulgaria750 Posts
On March 09 2018 00:07 PVJ wrote: I saw Mini and Stork do it against Zerg. Worked for both of them if I recall correctly (however it was definitely one or two version before the current one). The way I see it, zerg establishes map control and ultra-expands pretty early in the game, so carriers are not sustainable, plus every interceptor attack gets offset by zerg's armor upgrade, so if both players have 3 attack/3 armor, respectively, an interceptor is still back to 6. Scouts, albeit not really cheap, are available much earlier, are faster with the speed upgrade, and are more efficient vs armor-upgraded devourers. Mutas rip them to shreds, though. Another conclusion I draw from the Snow vs Miso game is that ensnare can be rendered useless through getting up close and personal with the zerg air. | ||
mishimaBeef
Canada2259 Posts
| ||
Freakling
Germany1529 Posts
On March 09 2018 01:26 mishimaBeef wrote: ensnare still decreases rate of fire though According to the code it even seems like that Devourer Acid Spores and Ensnare stack multiplicatively (as the Acid Spore slow is applied first and then Ensnare applied as a further 25% cooldown increase on top of that). With a base cooldown of 8 (lowest in the game, together with Zergling Claws, afaik) for Corsairs, that makes:
Real values are probably a bit lower, due to cooldown randomization which I think makes average cooldowns a bit longer than the base value. | ||
Miragee
8531 Posts
On March 08 2018 23:59 TaardadAiel wrote: I was thinking the same thing, scout air-to-air attack is theoretically pretty powerful against large units such as Devourers. Gotta watch the game! Even Air to Air scouts are mediocre considering their cost. | ||
Shock710
Australia6097 Posts
Vs a player who can actually control plague ensare and reinforce it probably doesnt work | ||
Cryoc
Germany909 Posts
On March 09 2018 06:42 Miragee wrote: Even Air to Air scouts are mediocre considering their cost. Scouts have the highest air to air damage output in the game together with the carrier, hardly mediocre. | ||
Miragee
8531 Posts
On March 09 2018 07:11 Cryoc wrote: Scouts have the highest air to air damage output in the game together with the carrier, hardly mediocre. That's not how things work though. There is splash in the game. Scouts are also slow as fuck. They got a range of 4. Even corsairs got a higher range. So their dmg output doesn't matter unless both parties move into melee range and then a-click... | ||
A.Alm
Sweden523 Posts
On March 09 2018 07:23 Miragee wrote: That's not how things work though. There is splash in the game. Scouts are also slow as fuck. They got a range of 4. Even corsairs got a higher range. So their dmg output doesn't matter unless both parties move into melee range and then a-click... Scouts do well against devours. Carriers/Corsairs get a huge amount of their damage removed from 3 armor devours, while the scouts nearly do full damage. Scouts are also the fastest and 'most micro able' air unit protoss has. They are shit on normal maps, but they might be used quite a lot on Sparkle, esp lategame. | ||
Freakling
Germany1529 Posts
On March 09 2018 07:11 Cryoc wrote: Scouts have the highest air to air damage output in the game together with the carrier, hardly mediocre. That's not really true, at least not in a meaningfulk sense: In direct encounter, Sairs, Valks and Devourer-Muta out-perform Scouts heavily (but these are dedicated anti-light-air/general anti-air combos, so no surprise there). In direct comparison, Wraiths have a lot more DPS per cost and per supply (though not per EHP) than Scouts and can easily outmaneuver Scouts in a confrontation due to superior range and speed (not to mention Cloak). Scouts' damage also falls off a lot vs. heavily armoured units (Devourers, BCs, Carriers) due to being a double attack. | ||
| ||