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[Proposal]A list of popular stats misconceptions - Page 6

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Excalibur_Z
Profile Joined October 2002
United States12273 Posts
April 03 2007 00:17 GMT
#101
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.
Moderator
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
April 03 2007 00:18 GMT
#102
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.
BluzMan
Profile Blog Joined April 2006
Russian Federation4235 Posts
Last Edited: 2007-04-03 00:43:15
April 03 2007 00:41 GMT
#103
About Lurkers being able to burrow under attack - this is wrong in terms of mechanics.

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).
You want 20 good men, but you need a bad pussy.
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
April 03 2007 01:04 GMT
#104
if u use stop lurker it wont attack when being attacked.

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.
stambe
Profile Joined May 2005
Bulgaria499 Posts
April 03 2007 02:02 GMT
#105
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:
Show nested quote +
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.


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
Valks rulzz
MoltkeWarding
Profile Joined November 2003
5195 Posts
April 03 2007 02:09 GMT
#106
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.
Kaolla
Profile Joined January 2003
China2999 Posts
April 03 2007 02:19 GMT
#107
On April 03 2007 07:10 stambe wrote:
Show nested quote +
On April 03 2007 07:03 Kaolla wrote:
On April 03 2007 06:07 stambe wrote:
- Hallucinated Devourers no longer leave Acid Spores on targeted units
after patches 1.05.(when it was still available it was pure insanity PvZ with Sairs using
zerg Devourers against it !!!)


its kinda hard to hallucinate devourers with z? O_o


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 =.=
its me
stambe
Profile Joined May 2005
Bulgaria499 Posts
April 03 2007 03:24 GMT
#108
Well, you have a point. When i'm in a hurry to write something my sentences
become little ambiguous. Excuse my English.
Valks rulzz
il0seonpurpose
Profile Blog Joined January 2007
Korea (South)5638 Posts
April 03 2007 03:34 GMT
#109
this is like that messed up ramp on 815... zealots can fit in but dark templars can not. thanks for all those calculations, i always wondered why dragoons didnt hit 20 to scvs.
Kaolla
Profile Joined January 2003
China2999 Posts
April 03 2007 04:17 GMT
#110
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 -_-
its me
lololol
Profile Joined February 2006
5198 Posts
April 03 2007 05:48 GMT
#111
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
I'll call Nada.
Excalibur_Z
Profile Joined October 2002
United States12273 Posts
April 03 2007 06:04 GMT
#112
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.
Moderator
Naib
Profile Blog Joined November 2004
Hungary4952 Posts
April 03 2007 06:28 GMT
#113
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
Complete the cycle!
xM(Z
Profile Joined November 2006
Romania5299 Posts
April 03 2007 06:37 GMT
#114
ensnaire also reduces the atack speed of the units?or only the speed movement
And my fury stands ready. I bring all your plans to nought. My bleak heart beats steady. 'Tis you whom I have sought.
fusionsdf
Profile Blog Joined June 2006
Canada15390 Posts
April 03 2007 06:40 GMT
#115
On April 03 2007 15:04 Excalibur_Z wrote:
Show nested quote +
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.


ghosts dont auto-fire when cloaked do they?
SKT_Best: "I actually chose Protoss because it was so hard for me to defeat Protoss as a Terran. When I first started Brood War, my main race was Terran."
Excalibur_Z
Profile Joined October 2002
United States12273 Posts
April 03 2007 06:43 GMT
#116
On April 03 2007 15:40 fusionsdf wrote:
Show nested quote +
On April 03 2007 15:04 Excalibur_Z wrote:
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.


ghosts dont auto-fire when cloaked do they?


They don't, but it's easy to misclick =)
Moderator
Jonoman92
Profile Blog Joined September 2006
United States9110 Posts
April 03 2007 10:32 GMT
#117
On April 03 2007 15:43 Excalibur_Z wrote:
Show nested quote +
On April 03 2007 15:40 fusionsdf wrote:
On April 03 2007 15:04 Excalibur_Z wrote:
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.


ghosts dont auto-fire when cloaked do they?


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.
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
April 03 2007 10:41 GMT
#118
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
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
evanthebouncy!
Profile Blog Joined June 2006
United States12816 Posts
April 03 2007 10:42 GMT
#119
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
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2007-04-03 13:57:46
April 03 2007 13:46 GMT
#120
On April 03 2007 15:04 Excalibur_Z wrote:
Show nested quote +
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.


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
I'll call Nada.
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