Entomb does seem a bit... straightforward.
The State of Protoss units: WTF? - Page 2
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Telenil
France484 Posts
Entomb does seem a bit... straightforward. | ||
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Xerxes Wrath
48 Posts
On September 07 2012 21:34 .syd. wrote: Couldn't agree more. Right now all you have to do is cast Entomb on the minerals (even works through FOW, right?) and shift-move-click so it returns after casting. That's basically 4 clicks and literally takes almost 0 APM in the game. I mean, at least change it so you need to have vision of the minerals and have to cast it on all fields separately. That at least takes a remote amount of control/APM to execute it. That's why it sucks, even amove workers can destroy entombs in seconds | ||
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Rimak
Denmark434 Posts
For those who don't know it's a spell, that prevents units from using any abilities. | ||
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NVRLand
Sweden203 Posts
(And also I held a proxy 3 rax in the custom HotS map with the purifier alone :D) | ||
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daralharb
United States59 Posts
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bsdaemon
618 Posts
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Illiterate
Netherlands49 Posts
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GregMandel
France822 Posts
Second question : Holy shit how do I completely disagree with you ( Okay maybe that wasn't a question ) Seriously, what the hell is wrong with you trying to fix non issues ? Oracle afaik seems totally fine, and I've even seen some players QQ about it on twitter ( Scarlett I'm looking at you ) because of how you can not stop entombed because of the range of the spell. And secondly I myself, do believe that the Tempest is fine. How do you counter it in PvT ? Vikings ? But wait there's stalkers ! But warhounds counter stalkers hard ! Go ahead, a-move your warhouds into 7 tempests + stalker immortal, it may be OP but not THAT OP. You force the T to move his tanks otherwise pewpewpew I shoot your tanks from my nat ( you get the point. ) And then your deathball rolls over his ( if he doesn't go for the standard 200/200 warhounds lolz ) In PvZ how do you counter GGLord/Festor comp ? Tempest. But maybe you just want to still struggle to kill that lategame army with a coinflippy vortex because you can't face the army straight up and then probably miss the chance to balance the lategame fights. Seriously, you seem to have a problem -" Here take this to try and fix the PvZ lategame " - " Ur unit iz shit I dun liek it bring back te o-so-useful-carrier QQ " At least give a chance to the tempest instead of insta raging after 3 days of beta --" | ||
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Asymptote1
121 Posts
On September 07 2012 23:02 Rimak wrote: Guyz this just hit me somehow, how about if oracle could cast "silence", would that be possible? For those who don't know it's a spell, that prevents units from using any abilities. The last thing this game needs is more anti micro abilities... | ||
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summerloud
Austria1201 Posts
however i agree with the hate on the tempest, but i guess everyone does | ||
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testthewest
Germany274 Posts
He is right about the oracle (cost and usefulness of this unit) and the tempest (just bad). Oracle should be alot cheaper, or have real powerhouse spells on it. Tempest damage could be doubled without being close to imba. | ||
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testthewest
Germany274 Posts
On September 08 2012 03:12 GregMandel wrote: And secondly I myself, do believe that the Tempest is fine. How do you counter it in PvT ? Vikings ? But wait there's stalkers ! But warhounds counter stalkers hard ! Is that a real question? How to counter that 2100mins/2100 gas 42 army supply? Easy: Use Marines and medivacs, stim forward, kill everything in seconds (tempest, stalkers and immortals) knowing he can't possibly have gas left for colossus and end the game that must have been going on for 40min to have these amounts of ressources, in 30 secounds. On September 08 2012 03:12 GregMandel wrote: At least give a chance to the tempest instead of insta raging after 3 days of beta --" They should really put him to a test. Make him OP like the warhound, then it will be build more, then we can see if it's a good concept. | ||
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draemn
Canada32 Posts
I feel like the oracle is the ony unit designed to help the oracle early game (based on abilities), but doesn't seem to actually do that yet. Yep.. I agree... wtf is the tempest? I think increased DPS/splash & movement speed is all required at the current cost & supply. Still, it's soooo early in the beta that it's pointless to over-do balance until more people use the units and actually learn them. | ||
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ZeromuS
Canada13407 Posts
What if the templar archives gave you DTs and HTs. Then you could use DTs to harass (drops etc) while still being able to defend with something like storm. It would also solve the issue of poor map control against Zerg early game and would force detection from Z and T (turrets, spores) without investing as many resources into forcing this detection or static defense. Against Zerg you force 3 or 4 spores when you go stargate. This is fine I guess but the investment into forcing those defenses is huge. An investment into DTs is less but achieves a similar result while providing tech that is more useful over the course of the game for example. | ||
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WombaT
Northern Ireland26718 Posts
On September 07 2012 23:38 NVRLand wrote: I liked the mothership core better when it was stronger and attached to a nexus. I liked the idea of transporting it to different nexi to be able to defend and such. (And also I held a proxy 3 rax in the custom HotS map with the purifier alone :D) That's far too strong ! That said I liked the original idea of ferrying it from nexus to nexus, and using it purely as a defensive unit in that sense. It just seems too slow to be a real 'unit' so I liked that aspect of the original concept.I also wanted it to be an addition to the strategic choices open to Protoss, i.e hyper chrono boost on Nexi for upgrade-centric builds, or to use it purely to defend, or for recall. Quite like the concept at least it's worth playing around with. | ||
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fuzzylogic44
Canada2633 Posts
- I have no idea why we need a flying 22 range Sentry without FF that costs 300/300 and needs another further upgrade to throw it's cute blue bouncy ball further - Tempest. It's well known it's intended to deal with brood lord and colossus balls. Which it should, in theory. It's just that it's a very specific role and probably not worth any other use, and therefore should not be "the" capital ship, but just another air unit. | ||
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archon256
United States363 Posts
On September 07 2012 23:38 NVRLand wrote: I liked the mothership core better when it was stronger and attached to a nexus. I liked the idea of transporting it to different nexi to be able to defend and such. (And also I held a proxy 3 rax in the custom HotS map with the purifier alone :D) Honestly the ability to move the core adds a lot more strategical potential. I've seen toss do everything with it from defending early attacks to 4gating to using the core to recall an entire army into the enemy toss' mineral line! I think the numbers could still use some tweaking, but it's a cool addition. | ||
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Zealot Lord
Hong Kong747 Posts
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Melty Butter
Ireland52 Posts
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j.k.l
112 Posts
Here is my concern about removing carriers: Originally Terran had their Thor's altered/removed for the implementation of warhounds, which made the concept of removing another classes units seem a tad bit more fair/balanced. But now Terran and Zerg keep EVERY unit that was in wings of liberty. i no longer see a logical reason to remove the carrier. Is the concept of having carriers with the tempest (the new capital ship) OP? Well it might be except for the fact that it would take ridiculously long in the game to pull it off. This combo wouldn't be something someone can rush and get away with. Lets not forget that both units need their individual fleet beacon upgrades to be worth while. I think it would be unrealistic to assume that this combo would arise in most pro/ladder games. If by chance it does and is still OP, just change the purpose of the tempest in the Protoss ball. | ||
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! That said I liked the original idea of ferrying it from nexus to nexus, and using it purely as a defensive unit in that sense. It just seems too slow to be a real 'unit' so I liked that aspect of the original concept.