[GSL] July Code A ro32 Day 1 - Page 141
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WhurreOdu
Austria1739 Posts
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Rococo
United States331 Posts
All he said was that he used it in the beta. | ||
Fyzar
Netherlands8010 Posts
![]() Quite surprising results actually. | ||
Savern101
United Kingdom859 Posts
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jackdaleaper
Philippines1216 Posts
at least this time he didn't claim that it's his build. | ||
Daralii
United States16991 Posts
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ragnorr
Denmark6097 Posts
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gh0un
601 Posts
On June 27 2011 19:32 Daralii wrote: That's mainly because of how unit clumping works. If there's no space in the front line(like when marauders are marching up a ramp) only the first couple zealots will be able to land hits, they'll die incredibly quickly, and so on until all the zealots are dead. Toss *can* deal with this with force fields, or we can overcome it with our AoE units. I know why its like it is, im saying that mechanic sucks. The ranged vs melee dynamic changed from bw to sc2 because of perfect ranged unit balls, but they forgot to compensate the melee units in order to make them somehow viable against those balls. Instead they made the zealots slower and lowered zergling dps output in the lategame. Some of the game design doesnt make no sense at all to me. | ||
ZeraToss
Germany1094 Posts
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Tobberoth
Sweden6375 Posts
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Mr Mauve
United Kingdom386 Posts
I'm not so sure! Tasteless: "Gee, Batman, is there anything you don't know?" Artosis: "Yes, Robin. In fact, there are several things." | ||
redloser
Korea (South)1725 Posts
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WhurreOdu
Austria1739 Posts
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Rococo
United States331 Posts
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Mioraka
Canada1353 Posts
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Jetaap
France4814 Posts
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FarbrorAbavna
Sweden4856 Posts
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Tobberoth
Sweden6375 Posts
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bbQ4Aiur
Hong Kong2752 Posts
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RykuX
1200 Posts
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