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On August 22 2015 00:48 BluemoonSC wrote: just take advantage of it and focus on other aspects of the game like creep spread and finding holes to harass in.
Yep. It's day two, fellas. Zergs will figure out how to build hatches at the right time, etc.
On August 22 2015 00:48 BluemoonSC wrote: i think that once people get used to it and find themselves micro'ing a lot more, it'll get better.
Maybe. There will always be tears--always.
On August 22 2015 00:48 BluemoonSC wrote: i've always been a little jealous of how other races could produce at full power without really taking their eyes off their units except occasionally while they're pushing or harassing.
... says the dude who can build multiple flying supply depots with hot-key bindings. Lulz! It always looks so easy for the dude who is stomping you. That's the nature of defeat.
Believe me: Terrans and Protoss's have to look away from the army and their harass efforts constantly.
Creep, and the nature of Zerg units are also--seemingly--specifically designed to take into account the hatchery-queen management aspect of the game. Creep grants full vision. You can see an attack coming a mile away, and not only see the attack coming, but significantly delay the attack, or start the engagement with a tremendous advantage. This, and the Zerg units themselves do not have the same level of activated-ability micro as say, a Terran or Protoss. I'm not saying you don't have to micro. I'm saying the army micro for Zerg is less intense than the other two.
The whole "if I miss an inject during the seven-second engagement I auto-lose because inject larva is so hard" argument is just nonsense to me. Sometimes you have a super scrappy back and forth game that is super close, but often it's decided by two or three game-changing moments of luck, decision making, unit control, or just straight skill (you just have more stuff).
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So now, basically there is no point for Terran to make an orbital until they have maxed on workers on 3 base, and even then they would probably only need 1 orbital and can make 2 planetaries?
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On August 22 2015 03:57 loppy2345 wrote: So now, basically there is no point for Terran to make an orbital until they have maxed on workers on 3 base, and even then they would probably only need 1 orbital and can make 2 planetaries?
They will probably make 3-4 orbitals per game to spread scans across the map giving them almost as much vision as zerg.
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Canada13387 Posts
Or just not spend the 150 minerals
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On August 22 2015 03:57 loppy2345 wrote: So now, basically there is no point for Terran to make an orbital until they have maxed on workers on 3 base, and even then they would probably only need 1 orbital and can make 2 planetaries?
I make an orbital at 22/22 supply right now after reaper expand. One calldown supply pretty much pays for the orbital (100 minerals for supply + scv mining time). But after that, yeah no orbitals until I'm saturated.
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Canada13387 Posts
On August 22 2015 04:43 knyttym wrote:Show nested quote +On August 22 2015 03:57 loppy2345 wrote: So now, basically there is no point for Terran to make an orbital until they have maxed on workers on 3 base, and even then they would probably only need 1 orbital and can make 2 planetaries? I make an orbital at 22/22 supply right now after reaper expand. One calldown supply pretty much pays for the orbital (100 minerals for supply + scv mining time). But after that, yeah no orbitals until I'm saturated.
The moment that becomes even remotely common im sure bust builds will come out to stop that
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On August 22 2015 04:38 ZeromuS wrote:Or just not spend the 150 minerals 
I'm hoping that Terrans will start having map vision like zerg, but with scans instead of creep spread. maybe not early game--but mid/late I see zerg spam queens like a boss.
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SoCal8908 Posts
man, i still can't seem to find a good macro hatch timing. when i float 300 minerals, i used to want to spend that on units.
i find myself losing very frequently with few larva and floating resources, when i wouldn't have that issue in the past :/
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The big deal is that it is no longer more beneficial to race to 200/200 and try and do your damage at that point.
It never was. Stop spreading misinformation. Your whole post is just a bias where you select certain empirical data to verify your thesis that "slower production" --> better gameplay, which is incorrect.
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Which match ups do people feel have changed a lot? None of the Terran match ups feel different past the build orders. Sure I have to delay barracks 6-8 a bit but the difference so far seems minimal.
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I wonder why they removed the mule? Of course its mining ability had to go, but why not let it remain for repairing?
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On August 22 2015 10:14 Empirimancer wrote: I wonder why they removed the mule? Of course its mining ability had to go, but why not let it remain for repairing?
See that is what I was thinking too, keep the mule and just make it more utilitarian. Like make it able to build, have no time limit on it, maybe allow it to mine but returns the same amount as an SCV, or maybe even have it able to build some sort of structure like blockades, or can build turrets faster than an SCV, just spitballin here but I think it could still have some cool uses other than being sacked, and that would make it so theres not this abundant energy for scans.
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On August 22 2015 10:14 Empirimancer wrote: I wonder why they removed the mule? Of course its mining ability had to go, but why not let it remain for repairing?
If I had to guess, they'll add it back in for that purpose in a few patches, but it's out right now to keep people from muscle memorying over the next few weeks. That way they can more quickly see what needs tweaking without every terran in the beta wasting all their scan/calldown energy on mules.
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Blizzard is overbuffing Protoss.
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Wow.. Well.. Um I guess we have a lot to wait and see about? I feel like each race is literally only getting by so far on overpowered new units and mechanics. But yeah, I'll wait to judge where this is going. Just it would be awesome that if they are removing SCV they maybe allow Terran strictures to build themselves with an upgrade or something. Mules don't just bring minerals compensate for the fact that you have to use SCV to build crap for the duration.
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On August 22 2015 02:19 CannonsNCarriers wrote: It seems like the autocast injects are not actually a nerf for 99% of the playerbase. I could see how a paid pro could actually inject better than autoinject, but anyone below low grandmaster is going to benefit from the autoinject. Masters and below will see a huge benefit from it. Imagine how much better a gold league Zerg is at injecting now with auto inject? That the injects are 50% effective is going to be well offset by there actually being injects.
From my perspective it is a huge hit against the Zerg economy since you will only ever have a maximum of 5 larvae per base. Imagine you would go LingBaneMuta, now you would need 8 Hatcheries to produce 80 Lings at once, which is only 40 supply mind you. Also there is no larvae bank you can build up for massive late game techswitches
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What you have to read before discussing larva injects at different skill levels: http://ggtracker.com/injects
The TL;DR is that autoinjects will of course reduce multitasking requirements, and it is likely that lower level players might benefit more from this than higher level players. However if you purely look at the number of larvas to play with, it will not be a significant difference between skill levels, since lower level players inject almost as good as high level players.
Btw that games might feel more of a smaller engagements might also be because there are no BOs atm. So people are like: Well I got some units, what to do with them? Likely defense will improve later on. Not in the least for terran because there is little reason not to place a PF everywhere.
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Well, most changes are good, medivac boost is nonsense, auto inject is nonsense and the complete removal of chronoboost is nonsense. If they are concerned about it, make it 50 energy not 25 so people have to be more careful with the usage. Currently it is impossible to play with anything other than mass gateway units because you need chrono to get the big beefy units protoss is known for. Unbelievable.
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So summarised every boost to non-protoss is bad, and every nerf to protoss is bad, everything else is good. Makes sense. From your perspective. But did you really think mules could be removed and injects handicapped without changes to protoss?
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