Carrier Micro - Page 30
Forum Index > StarCraft 2 HotS |
ydeer1993
United Kingdom569 Posts
| ||
SarcasmMonster
3136 Posts
| ||
WombaT
Northern Ireland23353 Posts
On September 22 2012 12:45 jinzo123 wrote: give stacking mutas back too if you gonna fix carriers blizz kkthx and patrol command on helion to shoot while moving kkthx Why? Those are both units that have a lot of useage and their place in the game as it is, plus stacking 30/40 mutas could be a bit too powerful given unlimited unit selection. The carrier on the other hand that doesn't fit into the game properly at present, but has a lot of potential if it is tweaked a bit. Also why must this attitude of fixing one race's unit = change other races units always come into play. Tweak other stuff later for sure, or play around with it (it is beta after all), but the Carrier has barely been touched since beta, even bunkers have been changed numerous times | ||
moskonia
Israel1448 Posts
but the Carrier has not been touched since beta fixed it for you... | ||
SuperYo1000
United States880 Posts
to be fair they did tighten up the interceptor flight pattern....thou that was virtually nothing | ||
WombaT
Northern Ireland23353 Posts
On September 23 2012 09:50 SuperYo1000 wrote: to be fair they did tighten up the interceptor flight pattern....thou that was virtually nothing Didn't that make interceptors more susceptible to fungal though? | ||
Xanatoss
Germany539 Posts
2011 OSL Finals were so exciting to watch. In addition it would give P a Unit to strive for, except the Vortexmaker aka Mothership. | ||
xHadoken
United States171 Posts
| ||
SuperYo1000
United States880 Posts
On September 23 2012 12:05 Wombat_NI wrote: Didn't that make interceptors more susceptible to fungal though? kinda but it was worth the improvement. They would fly way off so to get shot by spores a good distance away. Large flight pattern just make it easier for everything in the area to get a shot off | ||
herrmus
Sweden144 Posts
| ||
maybenexttime
Poland5366 Posts
On September 23 2012 07:53 Wombat_NI wrote: Why? Those are both units that have a lot of useage and their place in the game as it is, plus stacking 30/40 mutas could be a bit too powerful given unlimited unit selection. The carrier on the other hand that doesn't fit into the game properly at present, but has a lot of potential if it is tweaked a bit. Also why must this attitude of fixing one race's unit = change other races units always come into play. Tweak other stuff later for sure, or play around with it (it is beta after all), but the Carrier has barely been touched since beta, even bunkers have been changed numerous times They could make stacking inversly proportional to the number of Mutas selected and make this their passive ability with its own icon in the command tab and a tooltip. | ||
ElizarTringov
Bulgaria317 Posts
On September 23 2012 20:37 herrmus wrote: arent the carriers in hots behaving a bit different from WoL carriers? If that was a joke, good one. | ||
wcr.4fun
Belgium686 Posts
On September 24 2012 06:30 maybenexttime wrote: They could make stacking inversly proportional to the number of Mutas selected and make this their passive ability with its own icon in the command tab and a tooltip. Stacking shouldn't work that easy imo. In brood war you couldn't do horizontal paths too much because your muta's would have the tendency to unstack a bit. The fact that it wasn't achieved by pressing a button and had these little quirks, made it that more interesting and more "natural". | ||
Thrasymachus725
Canada527 Posts
I find it funny that they initially stated the mothership was a fun unit for the noobs, but now it is the carrier, and the mothership is staple. | ||
Corak
Germany187 Posts
Being realistic I think the target change in leash range should be easy for blizzard to bring in line with there sc2 design. The continuous deployment (not landing the interceptors while not attacking) would have to work slightly different in HotS than it did in BW - mechanicly, imo. There would need to be a button "Continuous Deployment" that you could be activated, so the intercepters will not land as long as the carrier does not stop moving or attacking for longer than 1 sec. So if the carrier moves out of leash range they will follow it and stop attacking. clicking it again would deactivate it (or like siege mode a second button). If the interceptors attack at this moment they will continue doing so. If the are following the carrier, they would land. This would kill of a bit of the exiting micro Nony wanted back. But I think most of it would be there and it would be a good compromise vs the readability of the unit. I played BW (D/D+) Noob lvl. and watched a lot and never quite got all the micro of the carrier. edit: last three words added. | ||
Premier
United States503 Posts
| ||
Wedge
Canada580 Posts
Hope he turns it around | ||
benzcity07
United States79 Posts
| ||
Myrddraal
Australia937 Posts
On September 21 2012 18:08 moskonia wrote: Umm.. No... the upgrade is for all the interceptors, just tested it. Yes it is not instant but it is very fast. About being viable, the carrier is very viable lategame, it is a very supply efficient unit, problem is it takes 2 minutes to build 1. Umm... Yes... Researched from: Fleet Beacon The launch speed of the Interceptors is now increased. The first four interceptors are launched at a cooldown of .125, the last four at .25. It only speeds up the first four. | ||
Qwizzyx
Sweden44 Posts
but unfortunatly, blizzard have a tendency to not be able to admit that there is something wrong with their new ideas. Every time they patch something, and it's still unbalanced, they will change something else and never undo the first change :/ | ||
| ||