i don't think this is needed to be honest. stalkers would be too dominant in the early game and it would force different openings from both zerg and terran to compensate - and when i think about it, stalkers would probably do guaranteed damage in zvp before speed is done
Stalker Attack Delay - The Protoss Fix - Page 2
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Elite__
Canada976 Posts
i don't think this is needed to be honest. stalkers would be too dominant in the early game and it would force different openings from both zerg and terran to compensate - and when i think about it, stalkers would probably do guaranteed damage in zvp before speed is done | ||
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Orangu
Canada198 Posts
On September 24 2011 05:46 axellerate wrote: Stalkers cannot kite marines because of their attack delay. Its impossible, they will always take damage. Kiting doesn't mean taking no damage, just less damage. taking no damage while killing the other unit is hard countering and that is boring. | ||
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TimeSpiral
United States1010 Posts
Armored, all-purpose, 6range, teleporting robots with the attack delay of a Marine and improved turn speed! Yeah ... I doubt it. But we can dream, right? Post the attack delay before, and after, as well as the regular attack cooldown. I'd be willing to bet this actually increases DPS also. | ||
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axellerate
Canada179 Posts
On September 24 2011 05:51 windsupernova wrote: They can get away with receiving only Shield damage, and Shields are now much better in SC2 when you compare it to BW. If anything(because I have been thinking about this too) I'd prefer a Stalker range upgrade but that would probably break PvZ. hmmm, maybe I dunno. I think Stalkers are ok as they are now. They might need some tweaks but overall they feel pretty ... solid The problem is, 3 stalkers vs 9 marines, and the marines deal enough dps to negate kiting all together. Stalkers don't have enough shields to be able to even come close to winning the battle. They can single target and nearly 1 hit the stalkers dead. This is why marine all in's of any kind are very hard to deal with. | ||
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SolidMoose
United States1240 Posts
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rd
United States2586 Posts
On September 24 2011 05:51 Elite__ wrote: i just played the custom game, and i have to agree that it does feel better to control it but i think thats kind of a given. i don't think this is needed to be honest. stalkers would be too dominant in the early game and it would force different openings from both zerg and terran to compensate - and when i think about it, stalkers would probably do guaranteed damage in zvp before speed is done They usually always guarentee damage with no spines. | ||
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galtdunn
United States977 Posts
If this happened with stalkers you would have to apply it to roaches and infestors too. | ||
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Whitewing
United States7483 Posts
On September 24 2011 05:38 coddan wrote: Of all Protoss units, Stalkers is hardly the one that needs a buff. With 1.4 I doubt they're going to need anything for a foreseeable future. Yeah, why buff the unit with the worst DPS/cost ratio in the entire game? | ||
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1st_Panzer_Div.
United States621 Posts
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Diamond
United States10796 Posts
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axellerate
Canada179 Posts
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eloist
United States1017 Posts
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BronzeKnee
United States5217 Posts
Stalkers are an amazingly good unit, effective in almost any situation and can be used for almost any role. They are tough units (160hp, same as a Tank, though 1 armor only covers half, they have quickly regenerating shields) with good range (6, more than all other early units (including the Hydra) except the Marauder and now the Immortal), and very good mobility (fast moving with Blink optional). Their DPS and overall cost is really their only weakpoints. | ||
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TERRANLOL
United States626 Posts
Hellions also have a ridiculous attack delay on them, which is the difference between hellions and vultures from sc1, and is what made vultures feel so much more responsive. However, with the change in their attack, they would be completely overpowered, especially against lings. I think if Protoss were to be buffed, it would be in a way that wouldn't shut down all chances of expanding reasonably for other races. ALSO, you should wait and see how much this immortal buff does for the protoss race before come up with more buffs. The immortal is a very powerful unit, and increasing the range increases the effective DPS and overall utility. With their burst damage and range they should now be really useful in a Protoss deathball to combat units being healed with medivacs. | ||
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windsupernova
Mexico5280 Posts
On September 24 2011 05:54 Whitewing wrote: Yeah, why buff the unit with the worst DPS/cost ratio in the entire game? Because DPS/Cost Ratio don't tell everything about the unit? Stalkers have a huge mobility advantage in early game, with Blink they even have a higher mobility. Not everything is about A moving shit into each other. As I said Stalkers may not be the BEST UNIT OMG AWESOME, but they are pretty solid as a unit. | ||
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Xyik
Canada728 Posts
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JayConn
United States408 Posts
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ChineseWife
United States373 Posts
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axellerate
Canada179 Posts
On September 24 2011 05:58 windsupernova wrote: Because DPS/Cost Ratio don't tell everything about the unit? Stalkers have a huge mobility advantage in early game, with Blink they even have a higher mobility. Not everything is about A moving shit into each other. As I said Stalkers may not be the BEST UNIT OMG AWESOME, but they are pretty solid as a unit. They lose to any composition of speed roaches, speedlings, marines or marauders every single time cost inefficiently. | ||
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bucckevin
858 Posts
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