What if you needed a special building that cost the same as a robo and only built warp prisms. Would you build it and warp prisms?
[D] Patch 1.4 and its implications - Page 12
Forum Index > StarCraft 2 Strategy |
Squigly
United Kingdom629 Posts
What if you needed a special building that cost the same as a robo and only built warp prisms. Would you build it and warp prisms? | ||
Cryptos
United States35 Posts
| ||
ClanRH.TV
United States462 Posts
On August 26 2011 00:23 spbelky wrote: I'm just gonna requote this because i think it's that important. Unupgraded Hellion damage (vs light) 14 (x3 : 42dmg kills drone, zergling) OLD BFHellion damage (vs light) 24 (x2 : 48dmg kills drone, zergling) NEW BFHellion damage (vs light) 19 (x2 : 38dmg kills zergling, NOT drone) Basic analysis: if you're going for worker kills, you need 3 hellions, regardless of upgrades if you want to kill zerglings, you either need 3 hellions or 2 blue flame hellions (same as before) I would hope blizzard doesn't keep the upgrade cost at 150/150... it's almost not worth it anymore, from a pure resources standpoint, and then when you factor in the time you have to commit a techlab on your factory, when you could have a reactor? Totally not worth it. I'd rather have double the the hellions. Do you realize that for an average unit (most that don't do splash), to upgrade their attack +1-2 damage it costs more than that 150/150. The blue flame upgrade is still great. | ||
Keilah
731 Posts
I like pretty much everything but I think BFH should be 100/100 now that the damage increase is less. I wish they would make that stupid carrier instalaunch upgrade be automatic like in SC1, and decrease carrier build time by 10-20s. That's all it would take to make them semi-viable and nobody would call it imba. | ||
_-NoMaN-_
Canada250 Posts
| ||
_-NoMaN-_
Canada250 Posts
Actually, a good Zealot wall with an Immortal behind it will be all but impenetrable vs. Roach-Ling, since the Lings cant get past the Zealots, and the Immortal can sit comfortably behind them sniping Roaches. I generally go +1+1 mass pure ling w bane nest 'just in case'.pretty sure that would rock any zlot immo timing | ||
FuzzyLord
253 Posts
On August 25 2011 19:36 rpgalon wrote: the Immortal +1 range and the blink 30+ seconds research is going to fuck PvP, I don't see both going through the PTR. they should have buffed phoenix graviton beam instead of the immortal, making graviton beam 25 energy vs light units, it would make phoenix a great harras and counter to the 1-1-1, it would not make hydras useless since you need 1 phoenix for each hydra (energy is not a problem) while you need 1 phoenix for each 3-4 marines (energy IS a problem). Increased immortal range makes them more viable against stalkers. Later blink gives you time to respond to ridiculous blink micro. Essentially, they just made PvP more playable. | ||
BronzeKnee
United States5208 Posts
| ||
Vathus
Canada404 Posts
On August 26 2011 09:08 FuzzyLord wrote: Increased immortal range makes them more viable against stalkers. Later blink gives you time to respond to ridiculous blink micro. Essentially, they just made PvP more playable. It also means immortal pushes might be stronger against quick colossus because they have the same range before thermal lance and stargate openers will be more viable so it could change pvp quite a bit. | ||
SheerStress
84 Posts
I hate the rax time, there is a better way to address what they want without nerfing the whole race even if slightly. The blue flame is aweful, hurts mech just as mech was starting to take form. BFH was really unfair vs zerg as a timing atk, nerf the blue flame research time to stop that. Blue flame is not worth getting in its current form (except in full mech but probably as a 4 base research instead of 2 base) +1 mech will be better. It sucks that we lose blue flame hellion effectiveness massively just because of 1 imba timing attack against zerg. | ||
Qntc.YuMe
United States792 Posts
| ||
SheerStress
84 Posts
On August 26 2011 00:23 spbelky wrote: Show nested quote + On August 25 2011 20:32 Psychobabas wrote: I've been posting this on every thread about the patch!!!!! Blue flame hellions still 2 shot a zergling! Nothing has changed in the Hellion v Zergling!! Do the math! :D I'm just gonna requote this because i think it's that important. Unupgraded Hellion damage (vs light) 14 (x3 : 42dmg kills drone, zergling) OLD BFHellion damage (vs light) 24 (x2 : 48dmg kills drone, zergling) NEW BFHellion damage (vs light) 19 (x2 : 38dmg kills zergling, NOT drone) Basic analysis: if you're going for worker kills, you need 3 hellions, regardless of upgrades if you want to kill zerglings, you either need 3 hellions or 2 blue flame hellions (same as before) I would hope blizzard doesn't keep the upgrade cost at 150/150... it's almost not worth it anymore, from a pure resources standpoint, and then when you factor in the time you have to commit a techlab on your factory, when you could have a reactor? Totally not worth it. I'd rather have double the the hellions. Do you realize that for an average unit (most that don't do splash), to upgrade their attack +1-2 damage it costs more than that 150/150. The blue flame upgrade is still great. It isnt great... its a 20% nerf to damage for a unit that attacks slow. Plus this is a specialized buff for the hellion, think about other specialized upgrades (stim, blink, ling speed, seige mode, storm) those add tremendous power. for blue flame its a 150/150 upgrade that hogs the techlab and increases damage only to light by 5 damage (30%). Stim by comparison is 100/100 and increases dmg and movement by 50%. | ||
antz0r
Australia168 Posts
| ||
Pseudo-
52 Posts
On August 26 2011 09:44 antz0r wrote: How is the no gas FE into 3 other naked rax going to fare against 3gate robo? I don't see many terrans hold that kind of pressure, especially with the immortal range buff. That is what worries me the most with the barracks nerf, the timings are already as close at it is. | ||
s0uljah
Singapore143 Posts
On August 26 2011 10:06 Pseudo- wrote: I don't see many terrans hold that kind of pressure, especially with the immortal range buff. That is what worries me the most with the barracks nerf, the timings are already as close at it is. You do realise that it is a fast expand against a semi all-in... of course you are going to have difficulties holding it regardless of timings... if every fast expand can hold easily against a semi-all in, every game whether on the ladder or in pro play will just turn into long macro games, and where will be the variety in that? 0o | ||
Pseudo-
52 Posts
On August 26 2011 10:13 s0uljah wrote: You do realise that it is a fast expand against a semi all-in... of course you are going to have difficulties holding it regardless of timings... if every fast expand can hold easily against a semi-all in, every game whether on the ladder or in pro play will just turn into long macro games, and where will be the variety in that? 0o Oh ok, I didn't know that........ | ||
Datum
United States371 Posts
On August 26 2011 08:20 Keilah wrote: I wish they would make that stupid carrier instalaunch upgrade be automatic like in SC1, and decrease carrier build time by 10-20s. That's all it would take to make them semi-viable and nobody would call it imba. Holding down the right mouse button over the "launch carrier" button turns on insta-cast for launching carriers, making it just like in SC1 | ||
iNotZerg
United States16 Posts
| ||
Staboteur
Canada1873 Posts
I don't think it is. I'd argue it is there to THREATEN splash damage, but doesn't or shouldn't have to hit to be effective. Obvious examples would be firing one off at an oncoming wave of banelings, forcing them to retreat... forcing mutas to stop trying to kill an addon... cutting off a retreat path etc etc etc! Seeker Missile can be used to provide positional advantages in the same way Nukes can, the obvious problems making them used less than nukes is the potency of PDD (why Missile when PDD almost always more effective), the fact that SM needs to be researched, and the fact that some of the positions you'd have to get in to fire these missiles are huge risks to take with a unit as slow and expensive as a raven. | ||
setmeal
162 Posts
On August 26 2011 09:43 SheerStress wrote: It isnt great... its a 20% nerf to damage for a unit that attacks slow. Plus this is a specialized buff for the hellion, think about other specialized upgrades (stim, blink, ling speed, seige mode, storm) those add tremendous power. for blue flame its a 150/150 upgrade that hogs the techlab and increases damage only to light by 5 damage (30%). Stim by comparison is 100/100 and increases dmg and movement by 50%. Are you suggesting that we increase Stim research cost to 200/200? That would make it more fair for terrans in general right? I always feel so bad when I research stim cos its simply way too cheap. Concussive shells should also be 150/100 in my opinion. What do you guys think? | ||
| ||