[Proposal]A list of popular stats misconceptions - Page 6
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Excalibur_Z
United States12273 Posts
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niteReloaded
Croatia5282 Posts
On April 03 2007 02:24 stambe wrote: About the EMP radius it's exactly 64 matrices in each direction of the epicentre of the sprite, or said in other words it hits 4x4 area which is bigger than Psi Storm 3x3 area( it hits 48 matrices form it's epicentre). So it isn't that small after all. I thought so too, but look at that replay, that EMP animation shows bigget impact than it really is. | ||
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BluzMan
Russian Federation4235 Posts
Every zerg unit can burrow under attack. Every zerg unit that is attacked while burrowed will either strike back or unburrow (well, yes, that's kind of a stupid AI). Coincidentially, rekrul is the only unit that has an attack while burrowed, so it doesn't unburrow. Repeat, it has nothing to do with the process of burrowing, this is due to AI triggered when the unit is already burrowed. Just thought about that - immobilized units (statis, lockdown, maelstorm) lose their detector status. Detection is also removed by medic's blind, so it doesnt detect even if the cloaked unit is in actual line of sight of the blinded unit (i.e. is adjacent). | ||
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niteReloaded
Croatia5282 Posts
Also, did u know u can land a building on lurker: u press land, lurker comes under and burrows. Could be fun to use in nooby 2v2 games. | ||
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stambe
Bulgaria499 Posts
On April 03 2007 09:17 Excalibur_Z wrote: What REALLY needs a duration nerf is Dark Swarm. I mean, come on now. Pretty ridiculous how Zerg can control the pace of the game after getting a single unit + Consume. I think Consume is fine and pretty unique, but Dark Swarm becomes ultra-powerful as we're seeing with all these new-generation Zergs. I agree. Dark Swarm duration is fucking long(35 seconds on fastest) for such a powerfull spell that can be cast almost unlimited amount of times, given you have the micro skills to pull it off. It should be more like 25 seconds, because i dont know how else it could be altered to balance it, while it will still remain a powerfull weapon of the zerg arsenal. On April 03 2007 09:18 niteReloaded wrote: I thought so too, but look at that replay, that EMP animation shows bigget impact than it really is. The animation is really eye-misleading, but still the range is decent. Not so crappy like everyone here use to think it is. The problem the EMP missile isn't homing which result in many misses when targeting Arbiters, Carriers. It's range is little short - come on 8 range for an spell that was ment to be bread and butter against toss, at the same time Carriers have 8 range which can be extended to about 10 range when they release interceptors and then retreat. D-matrix have 10 range for Christ sake. Also it has slow travelling time, unlike stasis which is almost instant execution and 9 range | ||
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MoltkeWarding
5195 Posts
When you Lockdown or Stasis a Vessel, the "detector" inscription is removed and on it's place is displayed the rank - MAJOR That's rather strange, as all other Terran air units have naval ranks. | ||
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Kaolla
China2999 Posts
On April 03 2007 07:10 stambe wrote: Well, it's actually not that hard to Hallucinate Zerg Devourers when you're Protoss and have High Templar. When you use carrier/sair and zerg uses devourers, you hallucinate them and the Hallucination start shooting on the zerg devourers leaving acid spores which make you're corsairs kill them like they were Wraiths. HOWEVER that was fixed after 1.05 patch so don't excpect to be able to recreate it on 1.14. I dont see what so hard to understand. Maybe you should read more carefully. well your sentence is a bit weird -> with sairs using devourers against it -> it = sairs? O-o? anyway i understand what you mean now no need to get offensive =.= | ||
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stambe
Bulgaria499 Posts
become little ambiguous. Excuse my English. | ||
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il0seonpurpose
Korea (South)5638 Posts
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Kaolla
China2999 Posts
On April 03 2007 12:24 stambe wrote: Well, you have a point. When i'm in a hurry to write something my sentences become little ambiguous. Excuse my English. no problem at all i just really misunderstood it and i thought it might be an error and you meant pz in a teamgame or something, because i didnt quite make the link hallucinate enemy stuff -_- | ||
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lololol
5198 Posts
Psionic Storm needs to deal less damage to air Maelstrom currently rapes air and is too weak vs ground, can be remade to be longer, but hit ground only Dark Swarm is too long Stasis is too long Disruption Web is a bit short EMP should be homing and have an AoE to match the animation Plague and Irradiate damage could be reduced to 200 or even 150 Defensive Matrix could use a small buff Spawn Broodlings could use a small buff Mind Control has a very bad concept and way too limited usefulness, because of it Ghosts and Arbiters should have an attack that is not appalling. Defilers and High Templars should have their original attacks. Defilers had some green thing with a bit of splash(it's still in the mpq files), templar's one is used by the heroes | ||
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Excalibur_Z
United States12273 Posts
On April 03 2007 14:48 lololol wrote: Oh, well... Psionic Storm needs to deal less damage to air Maelstrom currently rapes air and is too weak vs ground, can be remade to be longer, but hit ground only Dark Swarm is too long Stasis is too long Disruption Web is a bit short EMP should be homing and have an AoE to match the animation Plague and Irradiate damage could be reduced to 200 or even 150 Defensive Matrix could use a small buff Spawn Broodlings could use a small buff Mind Control has a very bad concept and way too limited usefulness, because of it Ghosts and Arbiters should have an attack that is not appalling. Defilers and High Templars should have their original attacks. Defilers had some green thing with a bit of splash(it's still in the mpq files), templar's one is used by the heroes DWeb is a pretty good duration now. It's what, about half what it used to be? Pretty much the only time players use it is in conjunction with Sair/Reaver, blanketing the drop zone in DWeb so all the ranged defenders have to clump up nice and close for the Reaver. It works for what it does. In PvT it used to be unstoppable. Mind Control is very gimmicky. There have been some cool applications, such as Mind Controlling an Overlord to break Lurker containment, or Mind Controlling a Dropship or something, or Mind Controlling Carriers or Arbiters, but all of these situations are pretty rare. Ghosts have a really crappy attack. Either it should get removed or it should get buffed. I hate having my Ghost's existence revealed because my opponent hears the *clack* from the Canister Rifle. Arbiters were purposefully given a really horrible attack with a long cooldown because it's in the game's AI that units with weapons will counterattack and stand ground, whereas units without weapons will run (High Templar, Dark Archon, Overlord, Dropship, etc.). They didn't want Arbiters to run away when attacked, which would cause nearby friendly units to lose the cloak effect. While a lot of the time this gets Arbiters into trouble because they can easily be led by the enemy into an ambush (since they will follow when attacked), I much prefer that than having to Hold Position an Arbiter if it had no weapon. Back to Ghosts, though, there would be no real downside to removing the Ghost's attack - you want them to run away so they don't die, and that way you couldn't accidentally tell it to attack something and ruin your surprise attack. This is the reason they took attacks away from Templar and Defilers, to improve their survival rate. | ||
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Naib
Hungary4952 Posts
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xM(Z
Romania5299 Posts
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fusionsdf
Canada15390 Posts
On April 03 2007 15:04 Excalibur_Z wrote: DWeb is a pretty good duration now. It's what, about half what it used to be? Pretty much the only time players use it is in conjunction with Sair/Reaver, blanketing the drop zone in DWeb so all the ranged defenders have to clump up nice and close for the Reaver. It works for what it does. In PvT it used to be unstoppable. Mind Control is very gimmicky. There have been some cool applications, such as Mind Controlling an Overlord to break Lurker containment, or Mind Controlling a Dropship or something, or Mind Controlling Carriers or Arbiters, but all of these situations are pretty rare. Ghosts have a really crappy attack. Either it should get removed or it should get buffed. I hate having my Ghost's existence revealed because my opponent hears the *clack* from the Canister Rifle. Arbiters were purposefully given a really horrible attack with a long cooldown because it's in the game's AI that units with weapons will counterattack and stand ground, whereas units without weapons will run (High Templar, Dark Archon, Overlord, Dropship, etc.). They didn't want Arbiters to run away when attacked, which would cause nearby friendly units to lose the cloak effect. While a lot of the time this gets Arbiters into trouble because they can easily be led by the enemy into an ambush (since they will follow when attacked), I much prefer that than having to Hold Position an Arbiter if it had no weapon. Back to Ghosts, though, there would be no real downside to removing the Ghost's attack - you want them to run away so they don't die, and that way you couldn't accidentally tell it to attack something and ruin your surprise attack. This is the reason they took attacks away from Templar and Defilers, to improve their survival rate. ghosts dont auto-fire when cloaked do they? | ||
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Excalibur_Z
United States12273 Posts
On April 03 2007 15:40 fusionsdf wrote: ghosts dont auto-fire when cloaked do they? They don't, but it's easy to misclick =) | ||
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Jonoman92
United States9110 Posts
On April 03 2007 15:43 Excalibur_Z wrote: They don't, but it's easy to misclick =) ghosts won't automatically fire when cloaked, but if you command them to hold position they will. This is a gem I got from ums and it's nice to know. | ||
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evanthebouncy!
United States12816 Posts
On April 03 2007 15:28 Naib wrote: I think Defilers had the attack that originally mutas had first - some green sorta spray you mean, right? I'm not sure, it might have been called Acid Spray or smth. HT's had the attack that Tassadar has in the campaign I remember ![]() nope! Muta used to have acid spray Queen used to have bouncy balls :D | ||
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evanthebouncy!
United States12816 Posts
On April 03 2007 15:37 xM(Z wrote: ensnaire also reduces the atack speed of the units?or only the speed movement some both some none. There's a chart somewhere... look for it T_T | ||
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lololol
5198 Posts
On April 03 2007 15:04 Excalibur_Z wrote: DWeb is a pretty good duration now. It's what, about half what it used to be? Pretty much the only time players use it is in conjunction with Sair/Reaver, blanketing the drop zone in DWeb so all the ranged defenders have to clump up nice and close for the Reaver. It works for what it does. In PvT it used to be unstoppable. Mind Control is very gimmicky. There have been some cool applications, such as Mind Controlling an Overlord to break Lurker containment, or Mind Controlling a Dropship or something, or Mind Controlling Carriers or Arbiters, but all of these situations are pretty rare. Ghosts have a really crappy attack. Either it should get removed or it should get buffed. I hate having my Ghost's existence revealed because my opponent hears the *clack* from the Canister Rifle. Arbiters were purposefully given a really horrible attack with a long cooldown because it's in the game's AI that units with weapons will counterattack and stand ground, whereas units without weapons will run (High Templar, Dark Archon, Overlord, Dropship, etc.). They didn't want Arbiters to run away when attacked, which would cause nearby friendly units to lose the cloak effect. While a lot of the time this gets Arbiters into trouble because they can easily be led by the enemy into an ambush (since they will follow when attacked), I much prefer that than having to Hold Position an Arbiter if it had no weapon. Back to Ghosts, though, there would be no real downside to removing the Ghost's attack - you want them to run away so they don't die, and that way you couldn't accidentally tell it to attack something and ruin your surprise attack. This is the reason they took attacks away from Templar and Defilers, to improve their survival rate. Removing attacks from defilers/HTs does not improve their survivability, it decreases it. You can see that even pros very often have their HT in front of their army, because when issuing an attack-move command it is interpreted as a move command for them and while the rest of the army is fighting they simply move forward and get killed by static defense or enemy units that currently have no selected targets to attack. If they have an attack they will stick together with the army. DWeb is really short now, It's probably around a third of the previous duration. I remember it lasted quite a lot before, maybe close to the duration of a lockdown/stasis or something(don't have any exact data T_T). It could really use a small buff, Reaver/Sair is not near the top choice PvZ strat ![]() | ||
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