With all these ling buffs frenzy is getting ridiculously hard to deal with.
[A] Starbow - Page 167
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Traceback
United States469 Posts
With all these ling buffs frenzy is getting ridiculously hard to deal with. | ||
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purakushi
United States3301 Posts
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decemberscalm
United States1353 Posts
Stream time. GLHF. | ||
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vrumFondel
Russian Federation42 Posts
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Xiphias
Norway2223 Posts
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asphyxia88
94 Posts
Is there any way you can make the null shield ON and OFF button both G? Kind of how cloak is C for both ON and OFF. Right now, to turn off null shield, you have to push D. Took me a bit to see that haha >_<. I know we can just get used to it, but it feels pretty weird and should be consistent to how cloak works, IMHO. It actually is consistent for how Cloak works. ;-) The standard hotkey for Cloak is C, and the standard hotkey for Decloak is D. | ||
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Traceback
United States469 Posts
On November 27 2012 16:23 Xiphias wrote: A couple of questions since I am new to starbow. I saw the "creep upgrade" on lair that has now been changed. Does this only affect creep generated by overlords? Do zerg units move faster on all types of creep, just the overlord creep or do they have the same speed wherever? If the answer to the first question is yes and the speed is constant, then what is the point of having a good creep-spred with creep tomurs? (Except for map vision I guess) Regular creep gives health regeneration. A pretty decent amount of it. Only overlord creep can be upgraded as mentioned in the patch. There is no speed boost. | ||
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Danko__
Poland429 Posts
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purakushi
United States3301 Posts
Oops, haha, you can tell I have never used SC2 cloaked ghosts before >_< I assumed they were the same as in BW. I was not thinking about siege mode, viking transformation, and warp prisms, but it makes sense now. Thanks! | ||
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fietstas
Netherlands43 Posts
the reason for this is 1. it has short range on everything and 2. it has a slow movement speed. i highly suggest increasing the radius of the shield recharge to 4 instead of 2. and increasing the range on the spells to 7-8. the spells itself can't even be tested because you can't use them at all. the attack too should be at least range 6 | ||
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Traceback
United States469 Posts
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decemberscalm
United States1353 Posts
On November 28 2012 06:37 Traceback wrote: Nullfier just feels really meh overall. I this could be because people are using them too much like sentriers early/mid game whem their real power is late game with stasis and their shields. So you'll stasis a tank how? Three lings stasis'ed, whoooo!!!! Productivity! I'll be critical until I see it used well ![]() | ||
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Traceback
United States469 Posts
What about just flanking with zealot and nullfier so zealots take first round of damage? Mid late game using them on broods or SG in battle or with warp prism? Void shiled on your zealots every time you engage. Terran has auto-turret, toss should use their spell that does the same basic thing. What about void shield on warp prism to get past turrets and warp into main? This is what I mean. | ||
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decemberscalm
United States1353 Posts
Tanks produce much slower, especially when gates can be chrono'ed for faster production, I can't be simply trading armies vs a faster P. For mech to work it needs to flat out beat a toss that a-moves vs you. Any ideas or replays? Bio gets squashed way easier than mech, storm and reaver completely make it a moot point. | ||
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Traceback
United States469 Posts
Easy way to help vs zealot archon that doesn't affect anything else. One of the simplest fixes in the book imo. Now this might not fix everything, but it's a good start. | ||
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Xiphias
Norway2223 Posts
![]() I do miss the dragoon though. A stronger, less mobile stalker would help toss vs mech a lot I think. Espesially vs early pushes when toss has little tech. I am disagreing with what I said earlier now, and toss have enough harass with crossairs, dt's and reavers. | ||
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Danko__
Poland429 Posts
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SolidSMD
Belgium408 Posts
User was warned for this post | ||
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Traceback
United States469 Posts
A corsair buff, perferably one allowing them to micro against muta, would be nice. Allowing moving shot with sair would be a good first start, maybe also a slight increase in AOE radius since the natural spreading of muta in the sc2 engine hurts corsairs a lot. The AOE radius increase shouldn't affect any other air units since vikings are not common in TvP and when they are it's usually in small enough numbers that clumping is not an issue. Sair vs Sair wars don't seem like a huge problem. The only real problem might be sair vs corruptor with an AOE buff, but I'm not sure how much of a problem that really is since right now toss doesn't really have a unit that beats corruptors effectively. Forcing zergs to spread corruptors a bit more if the toss produces sairs doesn't seem like a huge problem. tl;dr: Make tank damage vs massive the same as vs armored. Increase sair AOE radius and give it moving shot if it doesn't already have it. In slightly unrelated news, I realized yesterday that I think I'm the only active terran on NA... Too many Z and P >.< | ||
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MuATaran
Canada231 Posts
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