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[Proposal]A list of popular stats misconceptions - Page 7

Forum Index > Brood War Strategy
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stambe
Profile Joined May 2005
Bulgaria499 Posts
April 03 2007 17:44 GMT
#121
On April 03 2007 15:37 xM(Z wrote:
ensnaire also reduces the atack speed of the units?or only the speed movement


Both attack speed and movement speed, although attack speed is much less reduced.
Some units don't even suffer the attack speed reduce - Tank, Goliath, Ultralisk

The only thing ghosts need is a normal damage not concussive. This way you could
roam the map with 4-5 ghost lockdown 5 goons and be able to kill them without the
aid of vults and tanks. This applies also to carriers and arbiters.

When ghost are cloaked on STOP command they dont acquire targets,
but on HOLD they start shooting.

Corsairs are also little imba. If you compare them to other meduim sized units
they are maybe two times stronger. Queens, Hydras, Defilers have 120, 80, 80 hp
with little or no armor. Lurkers have only 125 hp with 1 armor and need 80 BT overall,
but sairs have 50% more hp. They have more speed and sight than scouts, have also
good splash damage, they cost too little, build to fast and in mass they are invincible.
Only valks can beat them pretty good costwise, unless they are many coz of the stupid
sprite bug( i wonder if blizzard can somehow make the valks produce less sprites).

The other issues have been covered.
Valks rulzz
lololol
Profile Joined February 2006
5198 Posts
April 03 2007 19:51 GMT
#122
You can make the valk attacks fire missiles 2 by 2, not 8 by 8 and they will fire fine.
I'll call Nada.
aseq
Profile Joined January 2003
Netherlands4025 Posts
April 04 2007 23:14 GMT
#123
Don't turn this into a balance thread, plz.

Btw, puzzling how many people don't know stuff/know wrong stuff. Only thing new to me is whether a ghost would keep nuking when mind-controlled, and that a kakaru slows down when it's mind-controlled (don't know if this is true tho).

- Terran floating building is slightly faster than unupgraded overlord (4.7:4)
- One building matrix is 32 pixels wide and high. At 640x480, this means the screen is 20x15 matrixes (some of this is interface). So if you center on tanks they can shoot outside the screen in all directions, although not diagonally (pythagoras says corners are 12.5 matrixes away)
- All prices are multiples of 25, except one.
- You could build two comsats if you don't need a CC for mining and alternate between them to get more comsats (it must be connected to use, but it does recharge)
GrandInquisitor *
Profile Blog Joined May 2005
New York City13113 Posts
April 05 2007 00:09 GMT
#124
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.


It's not even for balance. I think it's stupid that an entire matchup centers around the ability of Zerg to get one unit and one research. It's otherwise pretty much impossible ZvT late game without defilers or an already huge advantage -.-
What fun is it being cool if you can’t wear a sombrero?
InRaged
Profile Joined February 2007
1047 Posts
April 05 2007 06:55 GMT
#125
On April 04 2007 02:44 stambe wrote:
The only thing ghosts need is a normal damage not concussive. This way you could
roam the map with 4-5 ghost lockdown 5 goons and be able to kill them without the
aid of vults and tanks. This applies also to carriers and arbiters.

Nice to see it. Few days ago I've suggested to discuss same at gg.net with only difference — I've suggested to change ghosts attack to explosive. Seems that most of the ggneters ignored that thread though... This and protoss air units issue (inestimable corsair and almost totally useless scout) has to be discussed. I think the time for another small balance fixes has come, especially in light of the comming patch.
niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
April 05 2007 07:24 GMT
#126
On April 05 2007 15:55 InRaged wrote:
I think the time for another small balance fixes has come, especially in light of the comming patch.

i agree, but im pretty sure it aint gonna happen.
They're aware how lucky they got with all the balance in BW, so i dont think they gonna risk it.
ahk-gosu
Profile Joined July 2004
Korea (South)2099 Posts
April 05 2007 16:23 GMT
#127
mutalisk and devourer splash effects do not effect invisible units. they must be detected for the splash to work.
Micro.Macro.Scouting.Harassment.
LxRogue
Profile Blog Joined March 2007
United States1415 Posts
April 06 2007 16:40 GMT
#128
But if a unit has acid spores on it, it will be detected after it cloaks, usually with wraiths
5HITCOMBO
Profile Joined March 2006
Japan2239 Posts
April 06 2007 16:57 GMT
#129
On April 05 2007 09:09 GrandInquisitor wrote:
Show nested quote +
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.


It's not even for balance. I think it's stupid that an entire matchup centers around the ability of Zerg to get one unit and one research. It's otherwise pretty much impossible ZvT late game without defilers or an already huge advantage -.-

I don't even use defilers that much ZvT - I usually get ultras first.

And it's not like science vessels make ZvT easy for the Zergs.
I live in perpetual fear of terrorists and studio gangsters
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