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On October 13 2012 06:09 Lysenko wrote:Show nested quote +On October 13 2012 06:01 WickedBit wrote: Wow so now tempest is basically a super viking ? Also spores without evo and purify detecting ? It seems detection is now really cheap and easy to get. May not be a bad thing though. Remember that in BW, Zerg spawned with detection, because overlords detected with no upgrade at all. 
spore colony still needed an evo. and a creep colony to start too.
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On October 13 2012 05:50 playa wrote: DT strats are no longer viable against Zerg because they don't know how to properly balance the widow mine? Nice. Throw enough random darts, I'm sure you're bound to eventually hit near the middle. Prepared to wait two years + for this beta to end. The only question is when will the changes tempt me to play it again. At this rate, probably never. dt's are never really good vs zerg anyway above diamond because they are just so easy to scout.
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Tempests don't have the DPS to deal with Vikings, Corruptors or other Tempests. I wouldn't worry about mass Tempests winning anything.
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On October 13 2012 06:12 SarcasmMonster wrote:Show nested quote +On October 13 2012 06:11 opus55 wrote:On October 13 2012 06:02 Existor wrote:This won't stay in the game for long. What should Zerg do about a 15 range tempest somewhere in noman's land behind their main at the 6 or 7 minute mark, shooting at the drones? They cost 200 gas. Zergs will have spire to that time No, they will not. Protoss can simply build that thing from one base, with a gateway-cybercore-stargate opening with early two gas, maybe even proxying the stargate. You need less buildings than for a DT rush and less gas, so you will be earlier than DTs. I guess that by proxying, having that thing shoot at the enemy's drones at 7:00 or 7:30 is possible. Can you stay alive if you rush to Tempest that quickly?
Also, don't you need to have vision, so they'd have to be somewhat close, depending on unit vision. I don't know sight ranges as I cannot test it out yet. It'll be interesting to see people try to rush proxy it, because if it's found it's not going to be good for the Protoss. Because of the extra min/gas put into it.
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On October 13 2012 06:16 LgNKami wrote:Show nested quote +On October 13 2012 05:50 playa wrote: DT strats are no longer viable against Zerg because they don't know how to properly balance the widow mine? Nice. Throw enough random darts, I'm sure you're bound to eventually hit near the middle. Prepared to wait two years + for this beta to end. The only question is when will the changes tempt me to play it again. At this rate, probably never. dt's are never really good vs zerg anyway above diamond because they are just so easy to scout.
I wouldn't be using them above Diamond if that were remotely true. 70% win versus zerg, 1500 plus masters last season (first full season of playing SC 2). Dt's aren't bad at all, it just comes down to denying the third for long enough so they can't already have spores up. And then, you have to air units to deny overseers, so you can tech up without being in risk of losing to counters and such.
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Not sure how I feel about all the detection changes, maybe they'll prove to be good in the end. Still seems some sort of tech lab upgrade or army requirement for widow mines with a damage buff would be better for the unit. Comes out later, has more use the longer the game goes on.
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Blazinghand
United States25550 Posts
If spore crawlers no longer need an evo chamber I want to be able to build turrets without an engineering bay lol
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bnet down for anyone? mb they are patching atm
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On October 13 2012 06:12 SarcasmMonster wrote:Show nested quote +On October 13 2012 06:11 opus55 wrote:On October 13 2012 06:02 Existor wrote:This won't stay in the game for long. What should Zerg do about a 15 range tempest somewhere in noman's land behind their main at the 6 or 7 minute mark, shooting at the drones? They cost 200 gas. Zergs will have spire to that time No, they will not. Protoss can simply build that thing from one base, with a gateway-cybercore-stargate opening with early two gas, maybe even proxying the stargate. You need less buildings than for a DT rush and less gas, so you will be earlier than DTs. I guess that by proxying, having that thing shoot at the enemy's drones at 7:00 or 7:30 is possible. Can you stay alive if you rush to Tempest that quickly?
You can always get a forge and completely wall off at your ramp, if the opening is not stable otherwise; but I think that this is not needed, it should be less risky than a one-base DT opening against one-base Zerg pressure, since it consumes less ressources.
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On October 13 2012 06:14 a176 wrote:Show nested quote +On October 13 2012 05:39 Limniscate wrote: Protoss Mothership Core When Purify is cast on a player’s Nexus, it now also grants detection to 13 range. Energize has been removed. What exactly are you going to detect at 13 range? Swarm hosts are well outside that range.
Widow mines, they were forcing robo or cannons in base, now u can use MSC.
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So basically, there's a thumb up for every buff and a thumb down for every nerf. Talk about not being biased here...
Edit : On October 13 2012 06:16 LgNKami wrote:Show nested quote +On October 13 2012 05:50 playa wrote: DT strats are no longer viable against Zerg because they don't know how to properly balance the widow mine? Nice. Throw enough random darts, I'm sure you're bound to eventually hit near the middle. Prepared to wait two years + for this beta to end. The only question is when will the changes tempt me to play it again. At this rate, probably never. dt's are never really good vs zerg anyway above diamond because they are just so easy to scout. It's your own opinion. I don't care what league you are, but i still see DTs being a bitch to deal with particularly in mid-late game. Works wonder while doing multi-pronged attacks obviously.
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On October 13 2012 06:19 Blazinghand wrote: If spore crawlers no longer need an evo chamber I want to be able to build turrets without an engineering bay lol To be fair tho, most games i see people go for dt/cloak banshee the zerg already has a evo chamber running. Glad they are making tempest non fleet becon tho
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+ Show Spoiler +LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL
On topic I really don't understand the need for a lot of these changes, it just seems kinda of like a...well we need to change something it's Friday...patch.
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On October 13 2012 06:18 NexRex wrote:Show nested quote +On October 13 2012 06:12 SarcasmMonster wrote:On October 13 2012 06:11 opus55 wrote:On October 13 2012 06:02 Existor wrote:This won't stay in the game for long. What should Zerg do about a 15 range tempest somewhere in noman's land behind their main at the 6 or 7 minute mark, shooting at the drones? They cost 200 gas. Zergs will have spire to that time No, they will not. Protoss can simply build that thing from one base, with a gateway-cybercore-stargate opening with early two gas, maybe even proxying the stargate. You need less buildings than for a DT rush and less gas, so you will be earlier than DTs. I guess that by proxying, having that thing shoot at the enemy's drones at 7:00 or 7:30 is possible. Can you stay alive if you rush to Tempest that quickly? Also, don't you need to have vision, so they'd have to be somewhat close, depending on unit vision. I don't know sight ranges as I cannot test it out yet. It'll be interesting to see people try to rush proxy it, because if it's found it's not going to be good for the Protoss. Because of the extra min/gas put into it.
Perhaps you can build an oracle after the tempest and use that vision spell? Or you can get a phoenix after it and dance behind the minerals, avoiding queen fire.
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Bad patch in my opinion.
Removing the means of detection gives Protoss players less incentive to go Stargate, and now we're back to observers for our only means of mobile detection.
Moving out in the early game vs T is not going to be possible until we have the Robo up, so we are pretty much back to where we were.
Seems they are having to change so much just to balance the widow mine. Spores don't require Evo, this has just made cloaked banshee and DT play so much weaker, all because of the widow mine.
Given the widow mines current form, I don't think it would be wrong to bring back the Armory requirement, they have pretty much replaced the Helion for the early damage unit.
Bad patch, very disappointed.
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I like it, removing Energize just seems dumb though.
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On October 13 2012 06:21 RaiZ wrote: So basically, there's a thumb up for every buff and a thumb down for every nerf. Talk about not being biased here...
People are thumbing down the Spore change hard. I would also argue that the Oracle change is not strictly a nerf.
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Interesting changes. More entomb buffs, but no more detection on oracle. But there is a detection panic response with purify in base now, so that makes up for it, as oracle detection was never going to be reliable enough to forgo obs before move out against cloak anyway. Energize was fun on things like sentries too, but I can understand their explanation for taking it out. Sentry change is nice, hallucination has always been underused, even in bw, because of the investment vs versatility issue. Tempest changes are really good, especially supply change, and I like the upgrade for massive too being better than before, revelation on buildings+earlier tempests might be fun.
Viper change I'm neutral about, though better acceleration probably helps out mobility since they are frail. Spore crawler change I don't like, and the argument against it(widow mine rush) seems a little iffy, figured slight tweaks to the mine like burrow time would be enough.
Widow mine change is good, burrow time was a little to fast with their hp, and they are meant to lean more towards positioning ahead of time than in combat. Hellbat is an interesting name that actually fits really well, hell stands in well for fire and it's basically a power armor infantry with flamethrowers when transformed, just like the firebat is.
All in all, seems like a really good patch.
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On October 13 2012 06:19 Blazinghand wrote: If spore crawlers no longer need an evo chamber I want to be able to build turrets without an engineering bay lol
You have scans, Zerg doesn't. Honestly, it'll be interesting to see if this spore crawler change sticks. It's possible they'll look at overall impacts to the game and decide that too-easy detection isn't a good move just to make the current widow mine work.
People are thumbing down the Spore change hard.
T and P are. I haven't seen any Zerg experts expressing the opinion so far that it'll break the game, and usually that's the sign of something that's significantly out of whack. Not to say it won't happen, just haven't seen it yet.
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Energize had potential, if the Oracle was the problem - get rid of the 1 dimensional entombed ability that adds little to nothing to the game. Energize wasn't being used a lot outside of the Oracle but that doesn't mean it's useless - being used for sentry or HT energy later on hasn't been explored.
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