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Time warp for mineral harassment - Page 3

Forum Index > StarCraft 2 HotS
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Fenris420
Profile Joined November 2011
Sweden213 Posts
October 28 2012 13:14 GMT
#41
The thing is, one does not simply walk into a base with DTs to destroy buildings. With the oracle having even more dps than a stimmed marauder(not being sarcastic here), it is by far the best option for killing stuff that protoss has without committing the whole army or suiciding the units.

Time warp is a compliment to that, it allows you to put warp on a ramp and bounce between two bases and kill buildings. Not so effective versus zerg perhaps, but it doesnt have to be.

The problem with the ability is that it becomes more effective the larger the army is, ie most effective in a death ball. On top of that it reduces micro by disabling, just like fungal and I am not a fan of that.

Still, it is miles ahead of the old syphon + entomb
Cuce
Profile Joined March 2011
Turkey1127 Posts
October 28 2012 13:19 GMT
#42
If my math is not wrong, gas defecit is countraeble with 1 mroe worker added to gayser right?
64K RAM SYSTEM 38911 BASIC BYTES FREE
Fenris420
Profile Joined November 2011
Sweden213 Posts
October 28 2012 13:28 GMT
#43
On October 28 2012 22:19 Cuce wrote:
If my math is not wrong, gas defecit is countraeble with 1 mroe worker added to gayser right?


Pretty much, but why would you even bother? You could just build one less stalker and instead get a zealot and still have a considerably larger army when you attack your opponent, for example.
Cuce
Profile Joined March 2011
Turkey1127 Posts
October 28 2012 13:43 GMT
#44
hmm, either for avoiding timing issue while using a very tight build, or in middle/late game to do not lose gas income.
but you are right, I would probably not do 4 worker gas since pretty sure I will forget fixing it later.

I think tw is really great, espacially because of its duraation.

unlike every other speel, its does not matter for secons, or as long as combat. its a long ass spell. we wont go "TIMEWARPUUUUU!" and watch whole armies destroyed, instead it is this annoying distracting, annoying ability, that manipulates the map, not change it.
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Freeborn
Profile Joined July 2010
Germany421 Posts
October 28 2012 14:09 GMT
#45
To use timewarp on workers is a waste.
Just because timewarp replaced entombed does not mean you have to use it in the same way.
It's more geared to be a supportive spell a bit like forcefield to help control the flow of a ground battle.

Pulsar beam is the harrassment ability and it can work quite well, it can even be used as a tool for tactical strikes against enemy tech structures.
Freeborn
Profile Joined July 2010
Germany421 Posts
October 29 2012 17:22 GMT
#46
Yup timewarp is not intended to eb used as mineral harrass. Pulsar beam is the harrass option.
Timewarp is a support spell to give oracle a role later on in the game.

Funny how people think that timewarp would replace entomb. It does not.
Freeborn
Profile Joined July 2010
Germany421 Posts
Last Edited: 2012-10-29 17:23:36
October 29 2012 17:23 GMT
#47
Good thread thanks for demonstrating this, It's even more useless than I thought for mineral harrass.
Cloak
Profile Joined October 2009
United States816 Posts
October 29 2012 18:43 GMT
#48
That's why it should be 50% mining rate too. No effect on combat, but brings it back to being a great multi-use tool.
The more you know, the less you understand.
rembrant
Profile Joined July 2012
62 Posts
October 29 2012 19:07 GMT
#49
On October 30 2012 03:43 Cloak wrote:
That's why it should be 50% mining rate too. No effect on combat, but brings it back to being a great multi-use tool.


Its already a good multi-use ability, can slow pushes, catch retreating armies, very useful for catching drops and muta harass too. I also imagine you could use it to slow down reinforcements from your opponent.
Cloak
Profile Joined October 2009
United States816 Posts
October 29 2012 19:37 GMT
#50
On October 30 2012 04:07 rembrant wrote:
Show nested quote +
On October 30 2012 03:43 Cloak wrote:
That's why it should be 50% mining rate too. No effect on combat, but brings it back to being a great multi-use tool.


Its already a good multi-use ability, can slow pushes, catch retreating armies, very useful for catching drops and muta harass too. I also imagine you could use it to slow down reinforcements from your opponent.


Well, when the inevitable combat nerfs come a-swingin', it will be wise to salvage whatever harass potential it can get.
The more you know, the less you understand.
NonameAI
Profile Joined October 2012
127 Posts
Last Edited: 2012-10-30 14:17:43
October 30 2012 14:15 GMT
#51
Its definitely not good enough for harass. If they are saturated, it has no real effect. If they are not, it lasts for 30 seconds and goes away. When zergs kill workers, that worker's income is gone. Forever. And they have to spend money rebuilding them. Time warp is useless for harass. It has no long term effect, and does a small amount of annoyance (not damage, because nothing gets hurt) for 30 secs that the player has to ignore anyway. It has forced no spending from the player, and nothing has changed after it wears off. Its as if nothing happened at all. Useless.

EDIT: Great post, by the way. I've been looking for the stats.
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