Well.... if corruptors and viking/goliath gets a fix, do we need to do something with the carrier as well?
Yes. Right now they are ridiculous not cause there is no counter to them. Speed + dps is insane.
Also, i dont like current viki/goli at all. Goli vs armored and viki/valky vs light imho is better idea.
Corruptors shouldnt be there only as counter to carriers as well, i would prefer to see them as more versatile durable support unit.
And there is also PvP. Stalkers are bit better vs carriers now than they used to be few patches ago, but i dont think its possible to trade at least even close to efficient.
Hydra mainly should not have upgrades of life. I have suggested that the search for the hydra range, require lair. Speed should not require lair.
But why hydra range on lair? Really why? Solution to hydra? Solution to what?
Im also not big fan of health upgrade for hydras tho.
On December 23 2012 00:20 JohnnyZerg wrote: A solution for hydra: range +1 require lair but this not enough. Increase speed Hydra is useless. Therefore propose to add the effects of the slowing down concusive (marauder weapon). But only affects light units @ghost http://www.teamliquid.net/forum/viewpost.php?post_id=17268529
I would appreciate serious answers, and the reason why it would be bad.
I would appreciate a well-reasoned argumentation as to why the hydra needs your fix. What I think you mean is that speed-zealots perform well vs hydras? Now explain to me why this is such a big problem that you'd need to bring one of the worst WoLmechanics back into the game, it denies micro and makes fights more onesided, + every time you'd engage with zealot/archon in an unfavorable position, you're gonna lose a chunk of your army before you can retreat. Bad idea.
Hydra as it is now, is unusable. Does die easily by most of the units protoss. Zea vs hydra, who want them to do the micro zea? move and attack? Unfortunately zea are like zerglings, and you can not change their nature. The problem is that if hydra do are micro perdondo the same against zealot. Ht and reavers are good against the large amount of Hydras. We give at Hydra a way to win if properly used (but the victory is not safe). In this way, do you think two times before attacking, and prefer an alternative way (drop, blinkers in main, small harassment in third). Let's hear what you have to offer for hydra, since all my ideas are silly. Waiting for your alternative solution.
Nullifier is counter (Phase shield ability), counteracts all harmful effects at all units inside dome. http://www.teamliquid.net/forum/viewpost.php?post_id=17206244 Could be modified so that it is not spammabile. The dome is built as does the sentry with guardian shield.
Ps: We must give at hydra a chance to be a micro unit.
Hydras are gret early game and zerg has a lot of options mid - and lategame. Don't see why we need hydras to beat speedlots when lurkers, banelings and mutas do that just fine.
like xiphias already said, I see no reason why mass hydra should have the potential to win mid/lategame. Lurker/hydra is strong enough without concussive, and if you really want slow on the zealots, you can add some infestors. What you're suggesting could break the early/midgame of pvz.
This hydra concursive, need to make the early game more interesting. Nullifier is the solution to not break the game, as well as add new strategies to the protoss, can be used to cancel the attack lurker utilizzado the special attack (passive ability), phase shield vs hydra concursive / (anti casting, attention can not use storm where phase shield was used) and use feedback vs caster. I do not think hydra concursive can break the game in mid game. If there are Infestor, Nullifier phase shield ability may be necessary. Remember that hydra can move (away from zea), while lurker can not. However I was wrong, rather that these changes are not applied because they can break the game.
The fact that hydra can eat a storm with 20+ hp left is kinda weird... Storm should eat through hydra.
I also agree that carriers don't really have a good counter, especially when used with the already incredibly strong zealot archon composition. Ghosts can help, but having to split up energy between lockdown and emp uses a ton of energy, and if you invest too much in ghosts, you end up now having enough gas in your army to deal with the archon + carrier DPS wise.
Lockdown is good, but if you don't have enough units to kill the carrier, doesn't matter that much. Gols don't really do good vs carriers since tanks aren't good enough to keep back a zealot archon army, so if you try to attack carriers with goliath, the carriers just kite gols all day until your tanks blow up your own gols or they die to zealots. This is very frustrating. Either gols should be able to keep carriers out of range of tanks or vikings shouldn't be so cost inefficient vs carriers.
Now, I tried to go poorer resolution to lessen the lag (and to have the same resolution on my PC as Starcraft), but all I got was a laggy game with too loud sc2 ingame sounds... Oh well, hope you enjoy anyhow.
IF Hydras are too bad currently, I think one of the reasons can be the spawn rate of larvas. Zerg can not get enough production compared to Protoss. I have not been online for over a week, but at that time Protoss was often ahead a lot in supply. It seemed like Z had a hard time to keep up in army production. MAYBE can Zerg need 1 or 2 seconds faster spawn time on their larvas. IF the spawn time shall remain slow, to make each larva more important, then maybe the Hydra can need a slight buff.
Those of you who played lately, can anyone enlighten me about the state of Zerg compared to the other races?
@Carriers are Fleet beacon upgrades
Is it the DPS of carriers that is currently too good? Or the attack range? Speed?
I consider to replace the two Fleet beacon upgrades. They look like this: - Increase speed for all Stargate units (I think its 10-20% increase) - Increase attack range of all Stargate units by 1.
The problem is that speed Corsairs can not be catched by Scourges.
Any ideas of meaningful and useful upgrades to replace them with?
IF Hydras are too bad currently, I think one of the reasons can be the spawn rate of larvas. Zerg can not get enough production compared to Protoss. I have not been online for over a week, but at that time Protoss was often ahead a lot in supply. It seemed like Z had a hard time to keep up in army production. MAYBE can Zerg need 1 or 2 seconds faster spawn time on their larvas. IF the spawn time shall remain slow, to make each larva more important, then maybe the Hydra can need a slight buff. nice cast! (but bad play by me)
Remember That the main effect is the armor, his health and regeneration of the lair/hive. To justify their cost is added to this slight bonus regeneration larvae. At the end lair increase of +11% rate of larvaes, +20% with spawn larvae(queen), while hive increase of +25% rate of larvaes, +50% with spawn larvae (queen). For larvae so it is always convenient to build a hatchey additional, rather than turning one into lair / hive. But for to defend an expansion, a lair / hive could be beneficial. Thx for reading.
meh, i dont see a problem with hydras, just that they suck vs T, but you dont really need them vT anyway...... Also who am i to judge, my ZvT probably sits at an abysmal 30% winrate or so
If the upgrades for a unit is not provided with the building that grants the unit, it should always be a non-essential upgrade. Case in point - The Scout speed upgrade was essential to making it anything but a flying paperweight. On the other hand Stimpacks and Marine range may be critical, but not essential for Marines to work early on.
Upgrades should enhance a unit, not complete it, unless the building for the upgrade also provides the unit - See Dragoon range, Ghost academy and actually most Zerg upgrades.
Speed upgrade for a flyer is almost certainly a stupid upgrade, as the unit will either be too slow without speed (Scout) or too fast with speed (Corsair) due to air units not being affected by terrain.
Possible upgrades are: Graviton beam upgrade (Upgrading the cooldown or duration might work well) Basic upgrade for the new Protoss flyer (range, damage, health or some other stat that isn't speed) Carrier essential upgrade (To slow down Carrier rushes in case they become a problem) such as interceptor speed or capacity. Special ability for the new flyer (Something combat oriented like a stunning projectile or a shield draining shooting frenzy)
On December 24 2012 06:39 Zain3 wrote: please could someone please stream if you're playing :D there's no internet at my parents house and i feel like playing but i cant so i have to watch
If there's no internet there, how can you watch a stream? Do you have internet on your phone and you plan on watch it on that?