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I'm liking the new overcharge for muta defense(althought they can just kill the pylon/core)... but for cannon rushing it's pretty hilarious.
Like the Ravager upgrades, I'd like to see some Disruptor upgrades in the Robo Bay that would be fun. Much like the Reaver which was Robo's mainstay had 2 upgrades. Not sure but maybe the ability to hit air/muta's? Robo feels like it needs something like that, although the new PO could suffice.
Stasis ward hitting air would be pretty cool too.
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This may be too off topic, but OP's quote is, "I give lessons in injecting for 9.99€. That's like 20$ or so." RIP
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I guess all of the changes make sense except the Pylon over charge.... Um....
I have no idea.
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On September 04 2015 09:19 Energizer wrote:
What probably astounds me the most is the buff to carriers... like they need any help. It was a nerf, not a buff. Try reading more carefully next time before complaining that Blizzard doesn't know what they're doing.
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I Have 2 problems with this patch, the MULE auto calldown, which now mines your main out faster. It should be a choice between auto and manual. WHY NOT?! If you can only call one down every xx seconds, why not be able to choose?!
Second : The tank fire delay when dropping.... I mean are you serious.... Isnt the whole point in picking up a sieged tank so theres no fire delay?? MAKE THE DELAY WHEN PICKING THE TANK UP!? Seems a bit obvious but I donno.. Like a .5 to .75 delay in picking it up, just show a little animation of a cable(with a magnet) picking it up?
Ok thats my first impression, seeing as I cant play it I'll make note I could be wrong.. Now that I think about it more though, when actually playing, having the tank fire delay makes it easier to micro, rather than having your medivac pause to pick up the sieged tank. So I suppose I'll amend this by saying I think the delay picking up the tank makes more sense(to me), but the tank fire delay will be easier. I suppose just even a slight .25-.50 delay pickin it up might be just enough pause to get a couple hits off on the tank and rinse/repeat - eventually push it back.
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United Kingdom20282 Posts
Protoss
Zealot Zealot Charge damage decreased from 30 to 8.
Don't zealots already do like 6-8 damage when charging because of their regular attack? Is this just in addition to that?
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On September 04 2015 09:54 Cyro wrote:Don't zealots already do like 6-8 damage when charging because of their regular attack? Is this just in addition to that?
They have a regular attack when charging. So what this should do is make them do an overall of 24damage. Instead of what blizzard originally wanted (30) and what they accidently implemented (46).
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I really liked the macro mechanics being gone, and wanted larvae inject (not queens) to leave also. Too bad they are going the opposite way of what I enjoyed. LotV keeps doing something I think is amazing only to revert it or go the opposite direction the next patch -_-
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United Kingdom20282 Posts
On September 04 2015 09:56 Big J wrote:Show nested quote +On September 04 2015 09:54 Cyro wrote:Protoss
Zealot Zealot Charge damage decreased from 30 to 8. Don't zealots already do like 6-8 damage when charging because of their regular attack? Is this just in addition to that? They have a regular attack when charging. So what this should do is make them do an overall of 24damage. Instead of what blizzard originally had (30) and what they accidently implemented (46).
Cool.
That colossus buff isn't gonna be enough i feel. Seems like the extreme ranges and damage from liberator/ravager would make them worth a lot less even if the LOTV colossus didn't have hugely reduced damage and competed better with the Reaver.
I'm ~55 games deep into legacy archon GM with a ~73% ratio and i have not seen a Colossus yet. Why would you build them?
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I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great!
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Soon we won't even have to make workers or micro units. I mean I know we're trying to make the game more accessible, but this is ridiculous. Auto-cast macro mechanics? Really Blizz?
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100 energy for a scan could be really interesting
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United Kingdom20282 Posts
I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great!
Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO.
Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS
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On September 04 2015 10:06 Cyro wrote:Show nested quote +I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great! Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO. Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS You can kill a pylon much easier than a nexus, so you have to think more about pylonplacement and which pylon to overcharge to not lose the ability because of losing that pylon.
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United Kingdom20282 Posts
On September 04 2015 10:07 _Epi_ wrote:Show nested quote +On September 04 2015 10:06 Cyro wrote:I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great! Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO. Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS You can kill a pylon much easier than a nexus, so you have to think more about pylonplacement and which pylon to overcharge to not lose the ability because of losing that pylon.
We have like 3 pylons against the nexus anyway because they have to be close so they can warp in without it taking half a year. At 25 energy a cast you can probably drop 3 of them as well
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On September 04 2015 10:09 Cyro wrote:Show nested quote +On September 04 2015 10:07 _Epi_ wrote:On September 04 2015 10:06 Cyro wrote:I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great! Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO. Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS You can kill a pylon much easier than a nexus, so you have to think more about pylonplacement and which pylon to overcharge to not lose the ability because of losing that pylon. We have like 3 pylons against the nexus anyway because they have to be close so they can warp in without it taking half a year. At 25 energy a cast you can probably drop 3 of them as well
since the range decreased a lot you can walk around them if they are placed badly
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United Kingdom20282 Posts
On September 04 2015 10:11 _Epi_ wrote:Show nested quote +On September 04 2015 10:09 Cyro wrote:On September 04 2015 10:07 _Epi_ wrote:On September 04 2015 10:06 Cyro wrote:I like this patch a lot. T and P have to give much more thinking into macromechanics. There is no Mule Hammer anymore, there is no easy way of photonovercharge anymore. In combination with new warpin rules this seems to be great! Chrono will help, but being a 1 click mechanic instead of something you throw out every 30-35 seconds per nexus is both easier and less entertaining IMO. Photon Overcharge hasn't really been a notable factor in many of my games recently, unlike HOTS You can kill a pylon much easier than a nexus, so you have to think more about pylonplacement and which pylon to overcharge to not lose the ability because of losing that pylon. We have like 3 pylons against the nexus anyway because they have to be close so they can warp in without it taking half a year. At 25 energy a cast you can probably drop 3 of them as well since the range decreased a lot you can walk around them if they are placed badly
Sure, you can walk around photon cannons too. Pretty much the same thing
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I think one of the initial things that irk me the most (my god so many of these things irk me) is that the oracle is being buffed. I personally feel like every decision should have a cost to go with it. If your decision is to get detection via an oracle rather than an observer there should be some drawback to that. There should be inherent reasons to want to get an oracle versus wanting to get an observer.
To me it doesn't sound like you'd ever really WANT an observer, as the invisibility doesn't seem to outway the resourcefulness of an oracle, and the overall sense of Stargate > Robo. This last part is coming from a zerg who mostly watches LotV rather than plays, so its possibly off the mark but its my initial observations.
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havent played the update yet but the creep spread thing seems very exciting. Was just watching NeuroSwarm's stream and it appears to spread verrrry fast
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Vatican City State35 Posts
Wow the overcharge change is massive. I feel like they need to change the msc starting energy and make it only able to cast within a certain range of a nexus to balance it. Mule change is really interesting to me. I wonder if your natural is close enough on some maps that you could send your main mule to the natural to mine more efficiently or after your main mins mine out completely. I need to go ladder now.
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