Simple Questions, Simple Answers - Page 263
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ortseam
996 Posts
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Bakuryu
Germany1065 Posts
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ortseam
996 Posts
Could have gone 3 hatch before pool, but I skipped hydras so I don't think that put me behind , after he takes out third the rest of the game is irrelevant | ||
Reuental
United States457 Posts
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Bakuryu
Germany1065 Posts
you saw that he had no turrets covering his fac, could have attacked fresh golis. getting overlord speed so fast was a waste of minerals, no mines in sight. you took fast 3rd gas, but you transitioned into hydras (probably realized that you couldnt mass muta anymore and therefore made panic hydras). all of that seems small things, but everything combined (together with too many lings in beginning, he could have played more than 1 vulture and easily killed all + runby in main) made you lose the eco war so that he just had too many goliath. | ||
B-royal
Belgium1330 Posts
- Your first 9-11 mutas are critical to soak up damage. When I see he's making only goliaths on 2 base, I am very conservative with my mutas. I try to get some damage done without taking any damage on my mutalisks. If my mutalisks get too damaged or I lose too many, I often can't hold his push. - I start upgrading +1 air carapace immediately and put down hydralisk den for both upgrades. - I make only a few drones right after mutas pop. All of my subsequent larva are spent on hydralisks. - I added 2 hatcheries (one in main, one at my third). - When you engage, mutalisks will tank all the golilath shots while hydralisks absolutely decimate the goliaths. The only problem I've had is if the terran scouts I only made army instead of drones, he can opt to not move out, get his tanks up and execute a much stronger push later. BUT I've recently learn that there's nothing stopping me from actually attacking him when I get all these hydralisks to trade units or even straight up end the game. Hope this can help you, good luck. | ||
ortseam
996 Posts
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[[Starlight]]
United States1578 Posts
Protoss: – Upon taking damage, there's about a 2.5 to 3 second delay (on Normal speed, or about 1.5 to 2 seconds on Fastest) before shields start regenerating. Regeneration continues even if/as more damage is taken, and at a rate of about 25 shield points per minute on Normal (40 points per minute on Fastest). Zerg: – Regeneration is virtually instantaneous upon taking damage, maybe there's a frame or two delay (i.e. a fraction of a second). Regeneration rate is about 14 hit points per minute on Normal (22.5 hp on Fastest). Any further details/anything I'm off on? | ||
LetaBot
Netherlands557 Posts
On July 01 2016 09:35 [[Starlight]] wrote: Anyone know the exact deal with regeneration? AFAIK, it's roughly like this: Protoss: – Upon taking damage, there's about a 2.5 to 3 second delay (on Normal speed, or about 1.5 to 2 seconds on Fastest) before shields start regenerating. Regeneration continues even if/as more damage is taken, and at a rate of about 25 shield points per minute on Normal (40 points per minute on Fastest). Zerg: – Regeneration is virtually instantaneous upon taking damage, maybe there's a frame or two delay (i.e. a fraction of a second). Regeneration rate is about 14 hit points per minute on Normal (22.5 hp on Fastest). Any further details/anything I'm off on? http://www.starcraftai.com/wiki/Regeneration | ||
Probemicro
3708 Posts
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[[Starlight]]
United States1578 Posts
Wow, great doc, thanks. ![]() Seems to cover just about everything except the Protoss shield regeneration delay. Anyone know exactly how long that is? | ||
[[Starlight]]
United States1578 Posts
On July 01 2016 12:01 Probemicro wrote: wow 18.75 hp/s healing rate... i always felt that medic healing rate are a tad too high Yup, ditto. Medics always felt a little rigged. Maybe if they only healed, say, 75% of the damage taken, and the other 25% was 'Persistent' damage that couldn't be healed (except maybe via Restoration), that would've been fair? Dunno. But it is too fast, yep. | ||
Capresis
United States518 Posts
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jello_biafra
United Kingdom6632 Posts
On July 02 2016 00:16 Capricis wrote: Checked fishbattle.io and looks like it is down. How long has it been down, and does this happen frequently? And that is the fish site, right? It's up for me, just had to complete the captcha https://www.fishbattle.io/ is indeed correct | ||
Capresis
United States518 Posts
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Highgamer
1379 Posts
On July 01 2016 22:15 [[Starlight]] wrote: Yup, ditto. Medics always felt a little rigged. Maybe if they only healed, say, 75% of the damage taken, and the other 25% was 'Persistent' damage that couldn't be healed (except maybe via Restoration), that would've been fair? Dunno. But it is too fast, yep. It's very situational with medics, there are situations where they're almost useless and situations where they feel imba... just like defilers for example. And the role of medics is not comparable to the long-term-self-generation-rates of shields or zerg-unit-HP. Remember that all the bio-units they heal have only a few dozen HP, die in few shots of pretty much anything, but yet are oftentimes not just meat-shield/cannon-fodder but the core of the fighting-force... so medics would quickly become pretty useless without that high healing rate to really make a temporary dmg-soaker out of 2-3 low-HP-marines. | ||
[[Starlight]]
United States1578 Posts
On July 02 2016 20:20 Highgamer wrote: It's very situational with medics, there are situations where they're almost useless and situations where they feel imba... just like defilers for example. And the role of medics is not comparable to the long-term-self-generation-rates of shields or zerg-unit-HP. Remember that all the bio-units they heal have only a few dozen HP, die in few shots of pretty much anything, but yet are oftentimes not just meat-shield/cannon-fodder but the core of the fighting-force... so medics would quickly become pretty useless without that high healing rate to really make a temporary dmg-soaker out of 2-3 low-HP-marines. Defilers very seldom feel useless. ![]() Medics do feel a little rigged. Maybe the heal rate itself isn't too far out of bounds (though it is some), but the fact that the marines being healed are pretty much *invincible* if being hit by only one or a couple of standard ground troops or a tower has always felt weird/off. Yeah, the medic will eventually run out of mana... after the 'rine has taken a couple hundred HP of damage or more. What field surgeon was ever THAT good? ![]() I kinda like my Persistent damage idea above. At some non-ridiculous point, the 'rine has to keel over. Then the medic goes and heals someone else. That feels real, that feels 'battlefield'. Currently, it's like medic-marine battles are either stunningly overwhelming M&M wins, or are like Custer at Little Big Horn... you tend to either win overwhelmingly, or lose overwhelmingly, there's no in-between. | ||
Highgamer
1379 Posts
On July 02 2016 21:16 [[Starlight]] wrote: Defilers very seldom feel useless. ![]() Medics do feel a little rigged. Maybe the heal rate itself isn't too far out of bounds, but the fact that the marines being healed are pretty much *invincible* if being hit by only one or a couple of standard ground troops or a tower has always felt weird/off. Yeah, the medic will eventually run out of mana... after the 'rine has taken a couple hundred HP of damage or more. What field surgeon was ever THAT good? ![]() I kinda like my Persistent damage idea above. At some non-ridiculous point, the 'rine has to keel over. Then the medic goes and heals someone else. That feels real, that feels 'battlefield'. Currently, it's like medic-marine battles are either stunningly overwhelming M&M wins, or are like Custer at Little Big Horn... you either win overwhelmingly, or lose overwhelmingly, there's no in-between. What I mean about the defiler-comparsion is that if the defiler is lagging behind or doesn't consume or gets irradiated, it completely loses it's function, just like medics if they lag behind, are sniped by mutas or cannot heal the frontal marines. If defilers/medics are in place, they can turn the whole battle though. I feel that these either way quite unforgiving features are part of what makes BW so great, they create potential for decisive micro-moves and -mistakes... leveling these things out too much brings us closer to SC2... There are quite a few things in BW that don't feel 'battlefield' to me... like a zealot taking down a siege-tank shooting at his head... or a swarm keeping bullets fired from dealing any damage... still I wouldn't want to start changing anything, realism is not everything. I understand what you mean though with the awkward 'invincibility'-moments... but who knows what those bio-sciences will develop in the future... maybe the medics are carrying a bio-tissue-3d-printer with all the DNS-data from the marines. I cannot agree less with the last point: I've seen countless fights of lings+ vs M&M where it's literally a fight to the last unit, with heavy losses on both sides or everything obliterated... especially when everything is not just a-moved... | ||
outscar
2831 Posts
![]() EDIT: Got it, means streamer offline. Something is wrong with sidebar. Might be because of Afreeca changed it's URL. | ||
HaFnium
United Kingdom1071 Posts
"It is noted that any Mind Controlled opponent Shuttles will result in the opponent losing control of any units transported by the Shuttle." This is wrong though isn't it, I'm pretty sure we retain control of units in the shuttle? | ||
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