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My take: "#SaveHOTS" - Page 21

Forum Index > StarCraft 2 HotS
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EndOfLineTv
Profile Joined February 2011
United States741 Posts
November 19 2012 16:55 GMT
#401
agree with the OP.
I really like simple answers to fix this issue, so one does not break the game.

I think we can do two things.

Queen: Make them massive. So they can break FF for protoss all ins. Because they are slow off creep. The queen would not be viable to abuse the FF crushing tactic. This make make FF a more defensive spell, with a more supporting role. This would force protoss to snipe queens and deny creep spread as a main tactic, like zvt. This will allow banelings to be viable with out Overlord drops, like in zvt.

Furthermore, Creep spreading would actually occur in zvp, forcing protoss to deny creep or be behind.
This meta game shift would require micro during the early to mid game build phase, separating good players from great place because of the increase amount of multitasking required.

Infester: Fungle only freeze light units. All other units are slowed. This would allow vikings and Stalkers to more easily snipe BL. Furthermore it would still prevent gasless 3/3 marines winning the game by them selves. The slow would increase micro situations..

Also. The fungle change would make zvz a more positional match up. One can actually kill a player now who is behind, and can not abuse the fungle until they are maxed.
Deckkie
Profile Blog Joined July 2010
Netherlands1595 Posts
November 19 2012 17:28 GMT
#402
Isnt warp gate a problem then?

I was always under the impression that the Protoss army has to rely in sentry during the mid game because of the warp in tech. Protoss units are a little underpowered so that a Terran (not sure about zerg) can hold of a four gate without having to totally neglect his economy.

A little after the fourgate timing Protoss gets access to the Sentrie. Now the Protoss has a tier1 army that can survive without having units that can straight-up win early game because of a lack of attacker disadvantage.
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