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Disruptors now shoot out a ball of energy that can be manually controlled. This energy ball blows up after a few seconds, dealing high damage.
LOL
Any chance these "balls of energy" are occasionally duds and miss everything? Maybe we should just name them after Egyptian beetles.
At least they're free this time around.
I'm 100% happy with getting the Reaver back
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On August 21 2015 04:35 [UoN]Sentinel wrote:Show nested quote +On August 21 2015 04:32 Lappen.464 wrote: I just had a dream of.... of thounsands of Planetarys....
You dont need that many orbitals now do you? So why not expand and when you are afraid of an attack morph the expo to a planetary. And there is no need to build a oribital rite after barracks rite? Haven't tried this out yet, but I want to see how successful I can do with a natural planetary instead of a bunker since I won't need the money for MULEs. A supply calldown will still "give" you money, if not as much as MULEs. It grants you about 120 minerals (100 minerals as the cost of a Depot + ~20 as opportunity cost for the building SCV). It's not quite 270 as for MULEs, but you receive (or, rather, not lose) it instantly (at least the 100 part), and it is also permanently saved money, while MULEs just speed up the collection of resources you may mine anyway. On the downside, you have to still build a Depot to call down extra supplies on them. So while you will surely not need that many Orbitals, especially late game, you may consider building one or two because constant supply calldowns do generate some money for you.
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Point was there is plenty to micro and macro without these mechanics that essentially all cancel each other out, aren't fun to use for new players, and aren't that impressive for pros from a viewership standpoint. They simply aren't a fun addition if anything they are just an annoying gimmick.
As far as the zealot, if it has no real function other than some early game use to hold walls and rushes and a cheap warp in for harassment then not sure why it's bad that another unit that is more interesting takes its spot. Funny took them this long to get the lurker back in the game yet they don't want to see the zealot disappear as if it's some iconic staple of SC.
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At least if you suck mechanically you can either play Z, P or mech now, more choice :D
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On August 21 2015 04:54 DarkPlasmaBall wrote:Show nested quote +Disruptors now shoot out a ball of energy that can be manually controlled. This energy ball blows up after a few seconds, dealing high damage. LOL Any chance these "balls of energy" are occasionally duds and miss everything? Maybe we should just name them after Egyptian beetles. At least they're free this time around. I'm 100% happy with getting the Reaver back It was mentioned before that apparently the Disruptor would be stunned while doing this, so you can't just play Reaver Drops the smae old way.
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im super excited for the changes. My prediction is that the zealot change will be nerfed, 30 damage sounds incredibly much - considering it already does an autoattack once it reaches it target. thats like 45?, almost oneshotting a marine - with charge.
The medivac thing also looks bad, and the larva thing im not too excited about.
All in all, im super hyped about some new, big SC2 Changes.
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On August 21 2015 04:58 FLuE wrote: Point was there is plenty to micro and macro without these mechanics that essentially all cancel each other out, aren't fun to use for new players, and aren't that impressive for pros from a viewership standpoint. They simply aren't a fun addition if anything they are just an annoying gimmick.
As far as the zealot, if it has no real function other than some early game use to hold walls and rushes and a cheap warp in for harassment then not sure why it's bad that another unit that is more interesting takes its spot. Funny took them this long to get the lurker back in the game yet they don't want to see the zealot disappear as if it's some iconic staple of SC.
Select all larva, press z d or r. Impressive macro from soO. Oh wait it was mr. platinium 159, catz is somehow right now.
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I feel like Zerg gets a massive nerf against Protoss with this patch. As they will need to expand sooner to keep up with the reduced larvae spawns, but Protoss always threatens the FFE into cannon rush making Zerg pool first. Now it seems like they wont have the larvae to roach counter an overly greedy Protoss player, and can possibly have difficulties holding off just standard aggression (which will come marginally slower due to missing chronoboost).
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On August 21 2015 05:00 weikor wrote: im super excited for the changes. My prediction is that the zealot change will be nerfed, 30 damage sounds incredibly much - considering it already does an autoattack once it reaches it target. thats like 45?, almost oneshotting a marine - with charge.
The medivac thing also looks bad, and the larva thing im not too excited about.
All in all, im super hyped about some new, big SC2 Changes.
Yea they are going full Liberator on the Zealot right now, overbuffing it to death so it can be toned down to an appropriate level of balance.
Hell, remove them altogether at that point lol, the Adept is 10X the unit that the Zealot is anyways.
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Czech Republic12129 Posts
So they removed chrono and literally did not touch any build time or research time other than WG and Disruptor? What am I missing? Every build time was nerfed and built around chrono usage and they ignore it?
Are they like - lets nerf Protoss into oblivion and see what needs buffs? Glad I uninstalled, this is horrible attitude...
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On August 21 2015 05:02 jpg06051992 wrote:Show nested quote +On August 21 2015 05:00 weikor wrote: im super excited for the changes. My prediction is that the zealot change will be nerfed, 30 damage sounds incredibly much - considering it already does an autoattack once it reaches it target. thats like 45?, almost oneshotting a marine - with charge.
The medivac thing also looks bad, and the larva thing im not too excited about.
All in all, im super hyped about some new, big SC2 Changes. Yea they are going full Liberator on the Zealot right now, overbuffing it to death so it can be toned down to an appropriate level of balance. Hell, remove them altogether at that point lol, the Adept is 10X the unit that the Zealot is anyways. I feel like removing the Zealot would be dangerous for the Protoss armies - a mineral sink unit would be good to have regardless of race.
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On August 21 2015 05:04 deacon.frost wrote: So they removed chrono and literally did not touch any build time or research time other than WG and Disruptor? What am I missing? Every build time was nerfed and built around chrono usage and they ignore it?
Are they like - lets nerf Protoss into oblivion and see what needs buffs? Glad I uninstalled, this is horrible attitude...
Oh my God lol, I don't understand this reaction from people at all, you must strictly care about winning games and nothing more.
This is going to be the toppling of the Jenga tower that is going to let the balance team reassemble said tower in a better,way, removing/changing core mechanics is always going to screw with balance.
But who cares about balance honestly if its boring? Would rather have good design.
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On August 21 2015 05:05 IntoTheheart wrote:Show nested quote +On August 21 2015 05:02 jpg06051992 wrote:On August 21 2015 05:00 weikor wrote: im super excited for the changes. My prediction is that the zealot change will be nerfed, 30 damage sounds incredibly much - considering it already does an autoattack once it reaches it target. thats like 45?, almost oneshotting a marine - with charge.
The medivac thing also looks bad, and the larva thing im not too excited about.
All in all, im super hyped about some new, big SC2 Changes. Yea they are going full Liberator on the Zealot right now, overbuffing it to death so it can be toned down to an appropriate level of balance. Hell, remove them altogether at that point lol, the Adept is 10X the unit that the Zealot is anyways. I feel like removing the Zealot would be dangerous for the Protoss armies - a mineral sink unit would be good to have regardless of race.
Oh yea I agree, I was more so exaggerating, I don't really like where they are taking the Zealot, giving it Legs would have been a WAY better change, they are simply overbuffing a zero micro ability and I'm displeased.
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If the Zealot Charge damage only effects 1 unit, it'll probably be ok. If it's an AoE, it's gonna be too strong I think.
Fun reason to get a fast charge upgrade either way. Just don't like the simplicity of it. Promotes A-move.
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On August 21 2015 05:04 deacon.frost wrote: So they removed chrono and literally did not touch any build time or research time other than WG and Disruptor? What am I missing? Every build time was nerfed and built around chrono usage and they ignore it?
Well yeah. Your delayed blink stalker all-in will be met with less marines (no mules) and your 7 gate all-in will be met with less roaches (less larva).
Are they like - lets nerf Protoss into oblivion and see what needs buffs? Glad I uninstalled, this is horrible attitude...
Did you miss that part where they said Zealots do 30 damage everytime they charge?
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On August 21 2015 05:09 Afterhours wrote: If the Zealot Charge damage only effects 1 unit, it'll probably be ok. If it's an AoE, it's gonna be too strong I think.
Fun reason to get a fast charge upgrade either way. Just don't like the simplicity of it. Promotes A-move. It would actually be cool if this 30 damage applied to your own units as well. I charge my zealots to my stalkers when I'm running away, this would make me have to control them better or damage my stalkers considerably.
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I'll switch to random for a bit. I'm eager to try out these changes !
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SoCal8908 Posts
On August 21 2015 05:09 Afterhours wrote: If the Zealot Charge damage only effects 1 unit, it'll probably be ok. If it's an AoE, it's gonna be too strong I think.
Fun reason to get a fast charge upgrade either way. Just don't like the simplicity of it. Promotes A-move.
i'd imagine it affects the unit it charges to, requiring you to make sure that you're spread out, else do too much dmg to one unit XD
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On August 21 2015 05:20 BluemoonSC wrote:Show nested quote +On August 21 2015 05:09 Afterhours wrote: If the Zealot Charge damage only effects 1 unit, it'll probably be ok. If it's an AoE, it's gonna be too strong I think.
Fun reason to get a fast charge upgrade either way. Just don't like the simplicity of it. Promotes A-move. i'd imagine it affects the unit it charges to, requiring you to make sure that you're spread out, else do too much dmg to one unit XD This would be an interesting piece of micro, similar to the way you have to spread colossi now against Terran.
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On August 21 2015 05:12 [UoN]Sentinel wrote:Show nested quote +On August 21 2015 05:09 Afterhours wrote: If the Zealot Charge damage only effects 1 unit, it'll probably be ok. If it's an AoE, it's gonna be too strong I think.
Fun reason to get a fast charge upgrade either way. Just don't like the simplicity of it. Promotes A-move. It would actually be cool if this 30 damage applied to your own units as well. I charge my zealots to my stalkers when I'm running away, this would make me have to control them better or damage my stalkers considerably. Think twice about your proposition and what happens when you have 20+ chargelots.
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