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Most imba SC2 ability if put in SC1? - Page 6

Forum Index > Polls & Liquibet
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Oddysay
Profile Blog Joined October 2007
Canada597 Posts
March 15 2010 11:52 GMT
#101
On March 09 2010 12:18 KhAlleB wrote:
I'm curious to know why people vote for the mule


because the mule are for terran user
iHeartToSsGirL
Profile Joined March 2010
United States3 Posts
March 15 2010 16:09 GMT
#102
I think putting the reactor for terran is a better choice than MULE
Replays help you learn, but application is the best way to improve
TeabagInsurance
Profile Blog Joined February 2010
Canada320 Posts
March 15 2010 17:06 GMT
#103
Queen > Chrono Boost > Warp Gates
Tired of getting teabagged? Get your teabag insurance today!
Love.Zelduck
Profile Joined February 2008
United States170 Posts
Last Edited: 2010-03-15 23:11:24
March 15 2010 23:09 GMT
#104
Most imba SC2 ability if put in SC1? :
Queen (2956) 40%

OH GOD THE IRONY

+ Show Spoiler +
It's already in bw. It's just (almost) worthless. You really shouldn't need this spoiler to get the joke, but lest I be misunderstood...
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
March 15 2010 23:19 GMT
#105
the most imba ability if put in SC1 is not even on the poll. It's the unit AI, tanks and scourge wouldn't overkill anymore. Auto surround etc.
..and then I would, ya know, check em'. (Aka SpoR)
NiGoL
Profile Joined September 2008
1868 Posts
Last Edited: 2010-03-16 00:11:25
March 16 2010 00:11 GMT
#106
ya seeker missile is a lill imba, no one has mentioned banelings? infestors?
http://www.twitter.com/NiGoLBW playing league on a competitive level
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-03-16 01:50:07
March 16 2010 01:49 GMT
#107
On March 16 2010 09:11 NiGoL wrote:
ya seeker missile is a lill imba, no one has mentioned banelings? infestors?


from my point of view SM look a bit like irradiate but he just do instant domage instead over time but i dont know how much less domage the irradiate does
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Nightwolf
Profile Joined March 2010
United States10 Posts
March 16 2010 02:13 GMT
#108
if i had to choose just one. i would have to say warp gate. makes proxy zealot/dt rush far more OP
hacpee
Profile Joined November 2007
United States752 Posts
March 16 2010 06:42 GMT
#109
Queen, especially in ZvP. Protoss will need 4 cannons to fast expand. Zerg can then take 4-5 bases easily b/c the protoss will over commit to defense.
PeAcY6969
Profile Joined January 2008
France621 Posts
March 16 2010 11:12 GMT
#110
Warp Gate =X
"MBCGame HERO... What Else ?"
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
March 16 2010 11:40 GMT
#111
warp gate= no more need to proxy anything! gogog zea rush XD
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Garnet
Profile Blog Joined February 2006
Vietnam9036 Posts
March 16 2010 11:48 GMT
#112
wtf over 7000 votes.
Saugardas
Profile Blog Joined March 2010
121 Posts
March 16 2010 19:52 GMT
#113
7777 votes. It's my lucky day/\
Piste
Profile Blog Joined July 2006
6183 Posts
March 17 2010 00:08 GMT
#114
On March 09 2010 10:53 AzureEye wrote:
Show nested quote +
On March 09 2010 10:02 Zona wrote:
On March 09 2010 09:31 Two_DoWn wrote:
Queen is the same as having another hatchery. All it does is save 150 minerals. It would have next to no effect on SC1 if it was there.

150 mineral difference is huge when it comes to exponential economy growth, extra drones are produced more quickly, which mine more minerals, which allows more production, etc
and since hatcheries are also the zerg's production building - that's like 40% off the cost of gateways or factories or barracks
this results in all the zerg's attack timings being so much faster - and their expansions as well, since they can save minerals on all the no longer necessary extra hatcheries in their bases.




Actually I think Queen/injecting larva as unfair in SC1 is exaggerrated by people who have limited understanding. In Broodwar, Z is forced to make another hatchery if it wants more production capabilities. This prevented Zerg from doing 1 base all-in aggressive plays like Protoss or Terran could like 5 gate goon PvZ, 4 rax sunken break etc. because they could stay in 1 base and create multiple production facilities, while Z has to pay more money for increased unit production (hatchery = 350, gateway/rax = 150) and their units are more fragile so the fact that each hatchery offers 3 larva barely compensates. If Z was forced to build another hatchery for more unit production, it almost always makes more sense to simply expand while you're doing that since it can't hurt you. Not to mention that scouting the number of hatcheries was a much more valuable scouting information than simply scouting a Terran going building factory, since he can go dual ports for heavy vessel usage, or increase factory and mass tanks, etc. Basically, Im saying that Z's meta-game is heavily restricted by the playstyle centered around hatcheries and this helps Zerg be more flexible race since, in my view, they were incredibly inflexible in broodwar

I think having a worker that can bring in minerals 6 times the speed of your usual workers available so early in the game gives you superior economy and should not be in SC1 ever. Warp gates are almost as imbalanced in SC1 due to the degree to which they could be abused for early aggression

you are talking about "people who have limited understanding." I read what you wrote and I see you belong to the "people who think they knows when they actually don't know".
hatchery = 350, gateway/rax = 150
hatchery is 300
the fact that each hatchery offers 3 larva barely compensates
hatchery offers one larva at a time, but you can save them maximum amount of 3
If Z was forced to build another hatchery for more unit production, it almost always makes more sense to simply expand while you're doing that since it can't hurt you.
this is not true at all. you expand when you know you can defend the bases. it's not even close to "almost".
KOFgokuon
Profile Blog Joined August 2004
United States14910 Posts
March 17 2010 15:02 GMT
#115
definitely not mule
slayerx557
Profile Joined August 2009
1 Post
March 17 2010 21:28 GMT
#116
LMAO YOU GUYS SERIOUS?...... INFESTORS THAT SPAWN INFESTED TERRAN WOULD BE SO DAM IMBA
i eat dog :o
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
Last Edited: 2010-03-17 22:23:31
March 17 2010 22:23 GMT
#117
On March 18 2010 06:28 slayerx557 wrote:
LMAO YOU GUYS SERIOUS?...... INFESTORS THAT SPAWN INFESTED TERRAN WOULD BE SO DAM IMBA


if infest terran still be kamikaz, if so hell ya
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
OminouS
Profile Joined February 2010
Sweden1343 Posts
March 17 2010 23:56 GMT
#118
I don't understand the poll. If I get Chrono boost does the Z get Queens?

If you only add 1 abillity and the other races stay the same, chrono boost is the most imba one for sure. Early lots vs Z, early goons vs T. The timing would be so good with 50% faster production, it's not even a competition.
On the 6th day JF made Reavers and on the 7th day JF put his opponent to rest
AzureEye
Profile Blog Joined December 2008
United States1360 Posts
March 18 2010 00:03 GMT
#119
On March 17 2010 09:08 Piste wrote:
you are talking about "people who have limited understanding." I read what you wrote and I see you belong to the "people who think they knows when they actually don't know".
Show nested quote +
hatchery = 350, gateway/rax = 150
hatchery is 300
Show nested quote +
the fact that each hatchery offers 3 larva barely compensates
hatchery offers one larva at a time, but you can save them maximum amount of 3
Show nested quote +
If Z was forced to build another hatchery for more unit production, it almost always makes more sense to simply expand while you're doing that since it can't hurt you.
this is not true at all. you expand when you know you can defend the bases. it's not even close to "almost".


What a great way to refute my argument by using Ad Hominem attacks

Hatchery is 350 sir, 300 + the cost of the drone. It's actually more than 350 because the loss of the drone's mining time but we'll play safe & nice and just say its 350.

Your point about hatchery offering one larva at a time actually helps my argument more because you just aided my point about hatchery's inferiority unable to compensate for the lack of production buildings.

I'm saying that by building another hatchery for increasing unit production, its ideal to place it where your expo will be because you can create another expo that way at the same time as increasing unit production.
Terrans who whine: http://www.teamliquid.net/blogs/viewblog.php?topic_id=107788
semantics
Profile Blog Joined November 2009
10040 Posts
March 18 2010 08:47 GMT
#120
On March 18 2010 07:23 KhAlleB wrote:
Show nested quote +
On March 18 2010 06:28 slayerx557 wrote:
LMAO YOU GUYS SERIOUS?...... INFESTORS THAT SPAWN INFESTED TERRAN WOULD BE SO DAM IMBA


if infest terran still be kamikaz, if so hell ya

instead of the infested terran being a terran that somehow shotting the same rine gun does less damage and cannot move at all. t-t it actually would be a better skill if it would just consume all your energy and spawn as many as possible all at once instead of taking 2 mins to waste your energy on them. Or make them spawn in groups of like 5 or 10
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