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On October 03 2015 01:03 Ch4lice wrote:Show nested quote +On October 03 2015 00:54 varsovie wrote:I wonder why you didn't even mention the Roach Yeah actually i was wondering about those ones too ^^ Also the fact that ravagers are way bigger but also squishier than roaches bugs me :p But again i admit this is somehow trivial. Why is "armored" a nerf?
If you imagine a ravager as growing from the roach you can think of the lower health being DUE to its increased sized (roaches carapace and turning into a ravager being analogous to Bruce Banner's clothes when he turns hulk)
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On October 03 2015 01:03 Ch4lice wrote:Show nested quote +On October 03 2015 00:54 varsovie wrote:I wonder why you didn't even mention the Roach Yeah actually i was wondering about those ones too ^^ Also the fact that ravagers are way bigger but also squishier than roaches bugs me :p But again i admit this is somehow trivial. Why is "armored" a nerf?
Because of the way SC2 works, units have "bonus damage vs certain types", a unit with no tag/attribute can't receive bonus damage from any of this. Tags are meant so units have counterplays or have nice side effects attached (masive breaks FF for exemple, air flies).
So if you get armored instead of no tag then some units gonna do bonus DPS to you. Those bonus are often WAY better (150% for immortal) than the base damage and a LOT of staple P and T units have anti-armor attacks.
In BW units had 4 attack types, and 100%, 50% or 25% damage vs certain kind of Tag, that meant being armored would at least shave of DPS from some units. Fun fact it always did 100% damage vs shields.
http://wiki.teamliquid.net/starcraft2/Attributes
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On October 03 2015 01:03 Ch4lice wrote:Show nested quote +On October 03 2015 00:54 varsovie wrote:I wonder why you didn't even mention the Roach Yeah actually i was wondering about those ones too ^^ Also the fact that ravagers are way bigger but also squishier than roaches bugs me :p But again i admit this is somehow trivial. Why is "armored" a nerf?
You would think that this tag indicates a defensive bonus while it always means a defensive malus.
See how Archons have little to no weakness (well except EMP) because they are neither light nor armored.
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On October 03 2015 00:15 Ch4lice wrote:Ok i might be wrong and the liquipedia surely is too http://wiki.teamliquid.net/starcraft2/Mineral_WalkStill how do you explain this "rule" to new players? Is it going something like: "Units can't go through each other, with the exeption of workers WHEN they are on a mining tripe." ?
Do you really have to explain it? Why is this even a problem? It is a rule which removes a lot of collission calculations and has welcome side effects. It gives you very interesting micro options which help you to defend vs harass. It is worth keeping!
To hydras. I didnt know hydras had a melee attack. Wow thats great. An animation would be nice, yes, but it should do the same damage has the ranged attack.
But i dont get why you dont play hydras. They are great units! Essential vs protoss and also very good vs terran. You can do 1-1, 2-2 timings. Roach hydra is a viable strategy vs terran bio if you dont stop teching after 2-2 upgrades. Go to viper, better infestors. If you have vipers abduct their medivacs because they are a big part of what makes bio strong against hydras. But the primary problem is the high dps of stimmed bio. Thats why you need fungal. It gives you additional dps but more important it roots bio so that they cant attack all at once. You should even stay outside of bio range as long as they are stimmed and have full health.
Hydras vs bio is a very surgecal combat. It comes down to dps per area and tankiness per area. Zerg has all the tools to make it work but terran too.
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On October 03 2015 01:31 todespolka wrote:Do you really have to explain it? Why is this even a problem? It is a rule which removes a lot of collission calculations and has welcome side effects. It gives you very interesting micro options which help you to defend vs harass. It is worth keeping! To hydras. I didnt know hydras had a melee attack. Wow thats great. An animation would be nice, yes, but it should do the same damage has the ranged attack. The melee animation exists. Same for Roaches and Queens
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On October 03 2015 00:15 Ch4lice wrote:Ok i might be wrong and the liquipedia surely is too http://wiki.teamliquid.net/starcraft2/Mineral_WalkStill how do you explain this "rule" to new players? Is it going something like: "Units can't go through each other, with the exeption of workers WHEN they are on a mining tripe." ?
They have done a lot of work in the scenario tutorials that explain a lot of cool micro management tools. I can't point you to where they are because it's been forever since I've seen them but I know they exist. As far as mineral walking that's an artifact from sc1 and broodwar that was discovered from competitive play. Blizzard did not intend on the design of mineral gathering to create that type of worker micro. However because it was an interesting game mechanic they purposely left it in starcraft 2.
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