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Active: 1338 users

[D] Proposed Sentry Changes - Page 2

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CryGirl1921
Profile Joined February 2010
Poland78 Posts
April 12 2010 16:05 GMT
#21
Protoss players cry about sentry nerf but FF isnt counterable, too long casting range and duration makes enemy ground army useless (even if toss isnt much skilled).

You can kill ghost with feedback to preven emp, you can focus infestor to not to fungal/parasite but you cant do anything to prevent FF abuse.
BluBla
Smoyf
Profile Joined March 2010
United States44 Posts
Last Edited: 2010-04-12 16:10:28
April 12 2010 16:07 GMT
#22
You guys seem to forget that sentries cost 100 gas!! If you're going to be spamming sentries then you'll be slow to tech up. That means much later colossus/HTs coming out, which is what hurts Terran more than forcefield. Plus, Terran has EMP which absolutely DESTROYS Protoss without taking into account the energy drain. One well placed EMP will make sentries completely useless in addition to making them only have 40 hp, which is why as a Protoss player I always try not to have sentry heavy armies against Terran. The only time I will make a number of sentries is if I go colossus, and that's to hallucinate up tons of colossi BEFORE a fight to hide the real ones in, that way if they get EMP'd they'd have already used up their energy anyway.

Oh and to the above poster, it's hard to kill a cloaked ghost with feedback. If you're teching to HT's then depending on the situation you might have skipped robo tech, meaning no obs.
I'll smoyf you up
keV.
Profile Blog Joined February 2009
United States3214 Posts
Last Edited: 2010-04-12 16:30:14
April 12 2010 16:11 GMT
#23
On April 13 2010 01:05 CryGirl1921 wrote:
Protoss players cry about sentry nerf but FF isnt counterable, too long casting range and duration makes enemy ground army useless (even if toss isnt much skilled).

You can kill ghost with feedback to preven emp, you can focus infestor to not to fungal/parasite but you cant do anything to prevent FF abuse.


All I can do is laugh at this.

How come you can focus Infestors but not sentries? Fungal and FF have the same range. Before someone says "because you are walled off" replace the underlined word with rooted and repeat step one.
"brevity is the soul of wit" - William Shakesman
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 12 2010 16:19 GMT
#24
On April 13 2010 00:22 JTPROG wrote:
Show nested quote +
On April 13 2010 00:15 -orb- wrote:
My god what is up with these moronic threads asking for nerfs on the weakest race.

For fucks sake the unit has only 40 health and 40 shields, what more can you want.

You already have stim on marauders which makes no sense at all


rofl weakest race, sounds like you're biased and have nothing constructive to share =/

edit: and some micro makes 80HP go a long way. remember you can keep them behind the rest of your army as well.


Nothing constructive to share? You created a moronic thread with a moronic purpose and you just made random suggestions with no backing: "Make force field have 50% less diameter so it would take 2 to block a ramp"

You clearly know absolutely nothing at all about protoss balance if you think this change wouldn't drop protoss winrate at least 5% across the board
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 12 2010 16:20 GMT
#25
On April 13 2010 01:05 CryGirl1921 wrote:
Protoss players cry about sentry nerf but FF isnt counterable, too long casting range and duration makes enemy ground army useless (even if toss isnt much skilled).

You can kill ghost with feedback to preven emp, you can focus infestor to not to fungal/parasite but you cant do anything to prevent FF abuse.


You can emp them, obviously.

EMPing a group of sentries with one aoe emp from a cloaked ghost is infinitely easier than trying to feedback 6 cloaked ghosts admist a terran army when they're sniping your observers and you don't have a magical scan that will detect the ghosts other than your expensive and weak observers.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
keV.
Profile Blog Joined February 2009
United States3214 Posts
April 12 2010 16:24 GMT
#26
These are just nerf proposals, there is nothing about balance at all here. You think FF and GS is too strong. You forgot half of the "why" and just posted the "how."

Everyone should play random for awhile before they think they have an off-race figured out.
"brevity is the soul of wit" - William Shakesman
Ghostcom
Profile Joined March 2010
Denmark4783 Posts
April 12 2010 16:29 GMT
#27
On April 13 2010 01:24 keV. wrote:
These are just nerf proposals, there is nothing about balance at all here. You think FF and GS is too strong. You forgot half of the "why" and just posted the "how."

EVERYONE SHOULD PLAY RANDOM FOR AWHILE BEFORE THEY THINK THEY HAVE AN OFF-RACE FIGURED OUT



Bolded, italic, underlined, changed to caps and quoted for the sheer amount of truth.
NightOne
Profile Joined March 2010
Canada215 Posts
April 12 2010 16:33 GMT
#28
No.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 12 2010 16:38 GMT
#29
yea, honestly it was threads and complaints like these that got storm nerfed. now no one ever uses storm due to the sheer suckage of it. keep making these threads and sentry will get nerfed. then watch protoss winrate just drop. hell, one more big nerf to protoss and i may just change race.

you cannot nerf FF. it is absolutely critical for toss to survive. Without it, speedlings would completely dominate early game PvZ as auto-surround and creep movespeed bonus would let them rape so incredibly easy. marauders and marines would have unlimited kiting ability and because of slow protoss can do absolutely NOTHING about it. FF is the practically the only thing keeping protoss alive to midgame.

guardian shield is incredibly crucial. especially when zergs go mass mutas, which seems to be all they ever do now. especially since maps like DO and scrap station really favor heavy muta harass with short air rush, long ground rush, and indefensible naturals. without GS muta bounce rapes protoss so hard it's not even funny.

play protoss before you throw the nerf stick at it.
B_w_S
Profile Joined March 2010
United States28 Posts
Last Edited: 2010-04-12 16:39:35
April 12 2010 16:39 GMT
#30
On April 12 2010 23:40 JTPROG wrote:
-Proposed Changes to Guardian Shield-

Quite simply, the most reasonable change to this ability is to make it reduce 1 armor instead of 2. This still reduces the damage of marines by 16% and the damage of marauders by 10% against non-armored and 5% against armored targets. I find this to be a more fair amount which should lead to more diversity in terran's early game options.

Lol, why in the world would this lead lead to more diverse Terran strats? All Terran ever does is mass Marines and Marauders. Guardian Shield slightly discourages this strategy. So, what is Terran going to do if it gets nerfed? Mass even more Marines and Marauders! Sentries are easy to deal with as long as your army doesn't equal 100% M&M.

(Not necessarily too easy, but you get the point, right?)
B_w_S
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 12 2010 16:39 GMT
#31
On April 13 2010 01:38 Ryuu314 wrote:
yea, honestly it was threads and complaints like these that got storm nerfed. now no one ever uses storm due to the sheer suckage of it. keep making these threads and sentry will get nerfed. then watch protoss winrate just drop. hell, one more big nerf to protoss and i may just change race.

you cannot nerf FF. it is absolutely critical for toss to survive. Without it, speedlings would completely dominate early game PvZ as auto-surround and creep movespeed bonus would let them rape so incredibly easy. marauders and marines would have unlimited kiting ability and because of slow protoss can do absolutely NOTHING about it. FF is the practically the only thing keeping protoss alive to midgame.

guardian shield is incredibly crucial. especially when zergs go mass mutas, which seems to be all they ever do now. especially since maps like DO and scrap station really favor heavy muta harass with short air rush, long ground rush, and indefensible naturals. without GS muta bounce rapes protoss so hard it's not even funny.

play protoss before you throw the nerf stick at it.

'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
April 12 2010 16:42 GMT
#32
There are several really good posts in this thread explaining why this is a bad idea. But, the reason this thread is being closed is because you haven't sufficiently highlighted *why* any changes are necessary.
Administrator~ Spirit will set you free ~
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