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[D]Blinding Cloud more effective vs mech than bio - Page 5

Forum Index > StarCraft 2 HotS
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Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2012-12-18 19:37:55
December 18 2012 19:23 GMT
#81
On December 19 2012 03:59 Plansix wrote:
Show nested quote +
On December 19 2012 03:52 Big J wrote:
On December 19 2012 03:44 Plansix wrote:
On December 19 2012 03:38 Big J wrote:
On December 19 2012 03:30 Plansix wrote:
On December 19 2012 03:24 Big J wrote:
On December 19 2012 03:16 Sissors wrote:
Okay, but I am worried that if a unit is shooting at some unit at a range (and doing 0 damage), it wont switch when it gets a melee target, so it keeps doing 0 damage for eternity. If it automatically switches to the melee units I retract my comments completely


Damnit, you're right, targetswitching would be a problem with this workaround... aaaaaaaaaaaaaaaaaaarg. Stupid, smart units...
I guess you would have to manipulate the AI directly under Blinding Cloud then, to achieve such a behavior...


On December 19 2012 03:24 Plansix wrote:
On December 19 2012 03:16 Morton wrote:
one thing that is kind of important that is getting overlooked is that units will ONLY move out of the blinding cloud when they have no other commands or units. The same thing occurs in the case of siege tanks, units with no orders standing inside the siege tank radius will move back out of range.

However how often do you just have units sitting there, with no commands? 99% of the time you are doing SOMETHING with your units, either attacking, retreating, splitting, patrolling, etc.

unless players find it effective to use the stop command to let the ai retreat from the blinding cloud (most likely not, as otherwise people would do it against siege tanks)

as for mech being too hard countered by the viper, from what i have seen i think the key using vikings in conjuction with widow mines and tanks to keep the zerg out of range.

annnnnd as for NarAliya and Uni1987, please, neither of you are saying......anything......like at all, related to the topic :/


I am with this guy, this is a non-issue. The fact that only idle units move out of the cloud automatically makes me super not care what they do. When was the last time we worried about idle units and if they move out of AOEs?


Any unit on attack command moves out? Basically any unit that is not on hold position and in aggro range of something moves out!

That is the part that is unclear to me. Idle units will attack anything in range, but will also back away from a unit they cannot attack if they are taking damage(see zealot vs banshee). If the unit given an attack move command and they are attacking, do they move out if they are hit with blinding cloud while firing? Do they just walk through if they are attacking nothing?

Generally for attack move: If a unit is not in range to attack, but in aggro range it will try to get in range to attack.
So a Roach that is in melee range of a Zergling and gets hit by a Cloud won't change behaviour.
A Roach that is 5range away from a zergling and gets hit by a Cloud, will run towards the zergling until it is either in melee range under the cloud, or within 4range outside of the cloud.


So what is the problem? Lets say I am the controler of the roach. I told him to move until he can attack. He moves, starts attacking a unit and then gets hit by blinding cloud. Now he can't attack because he range is melee, and like a good roach, he moves forward to try to get into melee range.

The ability does not make units retarted or root them, it just makes them act like melee units. I have seen it used on bio and it seems really amazing when used with banelings/zerglings. This is a non-issue for me.


Let me add something here:
Now he can't attack because he range is melee, and like a good roach, he moves forward to try to get into melee range or until it is out of the Blinding Cloud and regains it 4range attack. Which takes a 3speed roach that is standing in the middle of a 2radius Cloud probably way less than 0.5seconds. So the effect of the Cloud on the roach is a statistical loss of less than 4damage and a small repositioning.



Yeah, that is true, but units that are attacking don’t move, even if another unit is trying to get past them. This means the first line of roaches is going to start attack, blocking the path of other roaches under the cloud from getting out from under it. It is going to be like having zealots trapped behind your firing stalkers, only with roachs. If used in any sort of choke, or with zerglings, the ability will be awesome. Used in a open field, it will be ok.

Well, as said I don't believe the ability is useless. But it feels like in many situations, it becomes straight up useless. It feels kind of like lategame FFs when I watch them on streams. Why bother spending a ton of money on such casters, when you could just invest into stronger spells/units?
Prog455
Profile Joined April 2012
Denmark970 Posts
December 18 2012 19:25 GMT
#82
On December 18 2012 22:06 MilesTeg wrote:
Show nested quote +
On December 18 2012 22:04 DemigodcelpH wrote:
On December 18 2012 21:58 Berceno wrote:
who cares how was the spell the first day?? I'm happy with blinding cloud, now terran should spread his tanks and not make a big ball of 15tanks clumped


I like your enthusiasm, but Idra himself has recently said that Terrans can't mech with Vipers being in the unit pool.


If Idra, a guy who has never been wrong, said that... ok, I'm convinced.


Idra is not always right. But he is so biased towards Zerg that i would not be surprised if he claimed that Zerg needs a buff in WoL. If Idra says that something Terran is not viable, it most likely isen't
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