Legacy of the Void Beta Patch 2.5.2 - Page 23
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Spect8rCraft
649 Posts
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JCoto
Spain574 Posts
On June 05 2015 02:10 CannonsNCarriers wrote: Does DK know that Terran air isn't a viable comp versus zerg? The Viper swarm ability shrecks air comps over 20 supply because the viper spell stacks with itself (compare it to storm which doesn't stack with itself). There aren't going to be terran air comps against zerg that exceed 10 flying units. Time to use Ghosts. Have you seen recent TvP's? With the Marauder Nerfed, small Zealot speed buff, and Adepts tanking, gateway+archons + some Immortal/air support is working well vs bio. No more deathballs, no more Colossi. And guess what? Terran is using Ghosts. 3-6 at a time. Micro dances between EMPs, Snipes and HT's moving, splitting and FF. Some Ghost buff and ready. EMPs/Snipes trash Vikings from 10 range. | ||
Hider
Denmark9377 Posts
On June 05 2015 02:57 Spect8rCraft wrote: I kinda think that the separation of the upgrades (and other changes, like the ultralisk one) might be a nudge-nudge towards just having a bio-centric composition, and molding other units around it, anything from banshees and thors to liberators and widow mines. I don't think mech the way we envision it (position-oriented) is going to work out except in a heavily turtling situation, which might be amplified by the lower-econ situation (to gather more resources for an optimal force, players might hang back even more so than before because of how mech and air units scale; or, conversely, they'll drop the concept altogether in favor of the more mobile bio if the bases and buildings and stars simply don't align). Yep, you are probably right here. I on the other hand wish that "true mech" was viable in itself, but that it in some situations was slightly more ideal to mix in a few starport units or perhaps the Ghost without it being dead neccesities. | ||
HallofPain4444
Japan71 Posts
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EleanorRIgby
Canada3923 Posts
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Derek_
Switzerland1 Post
Thanks in advance | ||
CannonsNCarriers
United States638 Posts
On June 05 2015 03:58 JCoto wrote: Time to use Ghosts. Have you seen recent TvP's? With the Marauder Nerfed, small Zealot speed buff, and Adepts tanking, gateway+archons + some Immortal/air support is working well vs bio. No more deathballs, no more Colossi. And guess what? Terran is using Ghosts. 3-6 at a time. Micro dances between EMPs, Snipes and HT's moving, splitting and FF. Some Ghost buff and ready. EMPs/Snipes trash Vikings from 10 range. I will believe that when I see good players making ghosts versus zerg. Right now, that transition does not pay off enough to make good players do it in competitive matches. That said, if they did some kind of buff/change to make it viable I think it would be good for the game. Maybe adjust Emp so it was actually possible to accurately hit air units? (I never know if I am casting on their shadow or on them) Or just straight buff emp is terran counter casting is easier. | ||
JCoto
Spain574 Posts
On June 06 2015 02:58 CannonsNCarriers wrote: I will believe that when I see good players making ghosts versus zerg. Right now, that transition does not pay off enough to make good players do it in competitive matches. That said, if they did some kind of buff/change to make it viable I think it would be good for the game. Maybe adjust Emp so it was actually possible to accurately hit air units? (I never know if I am casting on their shadow or on them) Or just straight buff emp is terran counter casting is easier. Protoss has been using HTs since the very first day to counter enemy casters and blobs of units, fitting into almost every compo (Gateway, Gateway-Robo, Skytoss, Gateway-VoidRay...). Why can't Terrans do the same? Ghosts are also strong vs enemy casters with both of their abilities. I know Ghost is quite overpriced and far from ideal, needing to be refined... but it exists. Maybe with a cost decrease, specially on minerals (100/100) it could be way more viable. I think that both Immortals and Ghosts have an overcost on minerals which is very unnecesary. You can make units more dispensable, a bit more "core", and tune them a bit down to promote trades. | ||
FabledIntegral
United States9232 Posts
On June 06 2015 02:58 CannonsNCarriers wrote: I will believe that when I see good players making ghosts versus zerg. Right now, that transition does not pay off enough to make good players do it in competitive matches. That said, if they did some kind of buff/change to make it viable I think it would be good for the game. Maybe adjust Emp so it was actually possible to accurately hit air units? (I never know if I am casting on their shadow or on them) Or just straight buff emp is terran counter casting is easier. Then learn. It's very consistent. Protoss already has to deal with that with storm. | ||
[PkF] Wire
France24202 Posts
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Hider
Denmark9377 Posts
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[PkF] Wire
France24202 Posts
On June 07 2015 22:08 Hider wrote: Anyone enjoying using Liberators? I mean not in terms of "they are really strong" or "they allow me to use a different style", but rather in terms of them being fun to control? It's hard to say anything about liberators as long as the targetting circles "bug" isn't clarified. | ||
nesmah
France26 Posts
On June 07 2015 22:46 [PkF] Wire wrote: It's hard to say anything about liberators as long as the targetting circles "bug" isn't clarified. It's not a bug. Liberator A make circle A to the left, liberator B make circle B to the right. Liberator A can shoot into circle A or B. Same for liberator B. The only requirement is the range. The circles must be in the range of each liberator. Each liberator share the circles if they are able to shoot into. | ||
usethis2
2164 Posts
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[PkF] Wire
France24202 Posts
On June 07 2015 23:09 nesmah wrote: It's not a bug. Liberator A make circle A to the left, liberator B make circle B to the right. Liberator A can shoot into circle A or B. Same for liberator B. The only requirement is the range. The circles must be in the range of each liberator. Each liberator share the circles if they are able to shoot into. I thought they said it was a bug and not intended ? Now I'm confused. EDIT : ref http://us.battle.net/sc2/en/forum/topic/17604452598#6 | ||
Topin
Peru10076 Posts
On June 08 2015 01:04 [PkF] Wire wrote: I thought they said it was a bug and not intended ? Now I'm confused. EDIT : ref http://us.battle.net/sc2/en/forum/topic/17604452598#6 yeah its a bug ![]() | ||
usethis2
2164 Posts
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[PkF] Wire
France24202 Posts
On June 08 2015 01:15 usethis2 wrote: Of course it is. What is up with the sad face, though? Does anyone really want this stupid mechanic where one unit "teleports" all the rest's missiles to a circle? Maybe it's just to express disappointment at Blizzard incompetence, let's not overinterpret. | ||
VisionFlare
12 Posts
thx for the answer | ||
ejozl
Denmark3380 Posts
On June 10 2015 00:00 VisionFlare wrote: small question: does the corruptor now have both abilities, caustic spray AND corruption? or has caustic spray been removed? thx for the answer Never seen the Corruptor since, but I'm pretty sure it just means that when you right click a building, it now casts Caustic Spray on it. Instead of having to use the spell manually. | ||
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