Also i don't get the rpoblem with the missile upgrade, why in the world Z's cannont need to micro at least one spell??
Missile would be fun only if it require some skill to use it. Or leave it instant as in WoL BUT remove the root.
Forum Index > StarCraft 2 HotS |
Krychek
United States172 Posts
Also i don't get the rpoblem with the missile upgrade, why in the world Z's cannont need to micro at least one spell?? Missile would be fun only if it require some skill to use it. Or leave it instant as in WoL BUT remove the root. | ||
urashimakt
United States1591 Posts
On December 19 2012 07:24 HollowLord wrote: Show nested quote + On December 19 2012 07:24 Bagi wrote: Anyone know how fast an EMP round moves? Is it comparable to the new fungal? It was said earlier in the thread that someone tested it out and found that EMP travels twice as fast as current Fungal, meaning the new Fungal would be at 75% emp speed I'm not sure how they went about testing that (I'm assuming by eye), but the actual data puts Fungal Growth at an acceleration of 1000 and a top speed of 10. EMP has an acceleration of 3200 and a top speed of 30. EMP was 3 times as fast as the current FG and will still be twice as fast after this update. On December 19 2012 07:21 kollin wrote: Show nested quote + On December 19 2012 07:20 HollowLord wrote: On December 19 2012 07:19 Crawdad wrote: On December 19 2012 07:12 kollin wrote: Because 15 speed is ridiculously fast. To put it into comparison, an on creep Zergling has a speed of 4... Wait, projectile speed is the same as unit speed? How was anybody dodging a speed 10 projectile, then? It's not, he's wrong. Oh really? Sorry I apologise for that, I assumed the speed numbers would be on the same scale. You're not wrong. Missile movers use the same scale as regular units. Speedling on creep: 6.10833 Current FG missile: 10 Updated FG missile: 15 Marauder Punisher Grenade: 20 EMP missile: 30 | ||
neoghaleon55
United States7435 Posts
and make fungal slow instead of root. | ||
aWildRATTATA
Netherlands49 Posts
At this point; Just removing or severely nerfing the fungal damage component would be enough to fix most problems. User was warned for this post | ||
HollowLord
United States3862 Posts
On December 19 2012 07:38 urashimakt wrote: Show nested quote + On December 19 2012 07:24 HollowLord wrote: On December 19 2012 07:24 Bagi wrote: Anyone know how fast an EMP round moves? Is it comparable to the new fungal? It was said earlier in the thread that someone tested it out and found that EMP travels twice as fast as current Fungal, meaning the new Fungal would be at 75% emp speed I'm not sure how they went about testing that (I'm assuming by eye), but the actual data puts Fungal Growth at an acceleration of 1000 and a top speed of 10. EMP has an acceleration of 3200 and a top speed of 30. EMP was 3 times as fast as the current FG and will still be twice as fast after this update. Show nested quote + On December 19 2012 07:21 kollin wrote: On December 19 2012 07:20 HollowLord wrote: On December 19 2012 07:19 Crawdad wrote: On December 19 2012 07:12 kollin wrote: Because 15 speed is ridiculously fast. To put it into comparison, an on creep Zergling has a speed of 4... Wait, projectile speed is the same as unit speed? How was anybody dodging a speed 10 projectile, then? It's not, he's wrong. Oh really? Sorry I apologise for that, I assumed the speed numbers would be on the same scale. You're not wrong. Missile movers use the same scale as regular units. Speedling on creep: 6.10833 Current FG missile: 10 Updated FG missile: 15 EMP missile: 30 Whatever I'm not a scientist. | ||
Aquila-
516 Posts
- Terran gets a shitty mine that cannot detect and doesnt even kill a single Zealot. - A Hellion that is biological but doesnt benefit from bio upgrades but gets bonus damage from Archons. - Reapers that destroyed the best mirror matchup in the game. - A medivac upgrade that requires a fucking fusion core. - Mech TvP is still utter trash. While other races ge amazing things like the Viper. Rofl. | ||
Finnz
United Kingdom260 Posts
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3xTr4_FragQuenz
36 Posts
Have fun with ZvZ every single game. | ||
HollowLord
United States3862 Posts
On December 19 2012 07:39 3xTr4_FragQuenz wrote: In 1 week the ladder will be 99% Zergs, because %!$§#+*3&%! keep making these senseless patches. Have fun with ZvZ every single game. I played 8 games today, 7 of them were ZvZ. | ||
one-one-one
Sweden551 Posts
On December 19 2012 07:35 Plansix wrote: Wait are the servers even active? Has anyone played with the new patch or is everyone just freaking out because some of the numbers of fungle got larger? You and your meta-complaining. A small change in numbers might change a lot ... 10 range fungal now outranges vikings. Sure it is not instant, but this is something you can use to your advantage by casting it before units get into its range. Zerg now has the chance to lock down vikings even further away and with seeker missile not doing splash dmg the infestor brood lord army will be stronger than ever. But what about mines? Well, the mines are triggered by broodlings and a good zerg will have detection or just fungal any mines before they can hit corruptors or gglords. | ||
Plansix
United States60190 Posts
On December 19 2012 07:37 HollowLord wrote: Show nested quote + On December 19 2012 07:35 Plansix wrote: Wait are the servers even active? Has anyone played with the new patch or is everyone just freaking out because some of the numbers of fungle got larger? Nobody's played it yet. Ok, so everyone is freaking out about stuff they don't even know how it works. Got it. Personally, I am unimpressed with a 50% increase in the fungle speed. They just changed it from: super slow, to kinda slow. | ||
TheDraken
United States640 Posts
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Crawdad
614 Posts
On December 19 2012 07:38 urashimakt wrote: Speedling on creep: 6.10833 Current FG missile: 10 Updated FG missile: 15 EMP missile: 30 Where'd you get the numbers for EMP? Is there some sort of projectile speed list? | ||
Fjodorov
5007 Posts
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Plansix
United States60190 Posts
On December 19 2012 07:40 one-one-one wrote: Show nested quote + On December 19 2012 07:35 Plansix wrote: Wait are the servers even active? Has anyone played with the new patch or is everyone just freaking out because some of the numbers of fungle got larger? You and your meta-complaining. A small change in numbers might change a lot ... 10 range fungal now outranges vikings. Sure it is not instant, but this is something you can use to your advantage by casting it before units get into its range. Zerg now has the chance to lock down vikings even further away and with seeker missile not doing splash dmg the infestor brood lord army will be stronger than ever. But what about mines? Well, the mines are triggered by broodlings and a good zerg will have detection or just fungal any mines before they can hit corruptors or gglords. Its beta. Fungle moves at half the speed of an EMP shot or 50% faster than before. I am sure the range will be nerfed. Its beta. Mines shouldn't one shot banshees, that is just bad. Its beta. | ||
KrazyTrumpet
United States2520 Posts
On December 19 2012 07:43 Plansix wrote: Show nested quote + On December 19 2012 07:40 one-one-one wrote: On December 19 2012 07:35 Plansix wrote: Wait are the servers even active? Has anyone played with the new patch or is everyone just freaking out because some of the numbers of fungle got larger? You and your meta-complaining. A small change in numbers might change a lot ... 10 range fungal now outranges vikings. Sure it is not instant, but this is something you can use to your advantage by casting it before units get into its range. Zerg now has the chance to lock down vikings even further away and with seeker missile not doing splash dmg the infestor brood lord army will be stronger than ever. But what about mines? Well, the mines are triggered by broodlings and a good zerg will have detection or just fungal any mines before they can hit corruptors or gglords. Its beta. Fungle moves at half the speed of an EMP shot or 50% faster than before. I am sure the range will be nerfed. Its beta. Mines shouldn't one shot banshees, that is just bad. Its beta. Game releases in March and they keep making senseless patches. | ||
Insoleet
France1806 Posts
On December 19 2012 07:43 Plansix wrote: Show nested quote + On December 19 2012 07:40 one-one-one wrote: On December 19 2012 07:35 Plansix wrote: Wait are the servers even active? Has anyone played with the new patch or is everyone just freaking out because some of the numbers of fungle got larger? You and your meta-complaining. A small change in numbers might change a lot ... 10 range fungal now outranges vikings. Sure it is not instant, but this is something you can use to your advantage by casting it before units get into its range. Zerg now has the chance to lock down vikings even further away and with seeker missile not doing splash dmg the infestor brood lord army will be stronger than ever. But what about mines? Well, the mines are triggered by broodlings and a good zerg will have detection or just fungal any mines before they can hit corruptors or gglords. Its beta. Fungle moves at half the speed of an EMP shot or 50% faster than before. I am sure the range will be nerfed. Its beta. Mines shouldn't one shot banshees, that is just bad. Its beta. Mines shouldnt even hit banshees actually ![]() | ||
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Zelniq
United States7166 Posts
Also, remember that ofc the further the target is, the harder it is to Fungal it. And the more time they have to run away. This is actually a bigger deal than you'd think. Giving the missile a move speed effectively reduces the max range that you can actually hit anything. Many times the times you want to use Fungal the most is vs units that are retreating, and before today's patch, Fungaling stalkers that were just running away (not even Blinking) was effectively as if you shot an Instant Fungal of like range 6 (6's just a guess), because they'd have to had been within 6 range of your Infestor at the time you tried to Fungal. Because by the time the projectile got to where you targeted at the max range of 8, they'd be well out of range of course. Faster retreating units like stimmed bio/hellions/phoenixes/mutas would be even more extreme, meaning that they'd have to be even closer to your infestors to be Fungaled or they'd be out of range. This is not even factoring in how with a missile, they can move in other directions or dodge and make it even harder. And then there's Blink. The increase to missile speed will help alleviate this of course, but the same principle still applies. 50% more speed from that old slow speed is still far from Instant. I'd wait to try it out before overreacting, these changes might be reasonable. | ||
Monochromatic
United States989 Posts
On December 19 2012 07:42 Crawdad wrote: Show nested quote + On December 19 2012 07:38 urashimakt wrote: Speedling on creep: 6.10833 Current FG missile: 10 Updated FG missile: 15 EMP missile: 30 Where'd you get the numbers for EMP? Is there some sort of projectile speed list? I checked the data editor, couldn't find it. He probably knew where it was located, in which case he could get the figures. | ||
iEchoic
United States1776 Posts
On December 19 2012 07:38 Aquila- wrote: So to sum up Terran in HotS: - Terran gets a shitty mine that cannot detect and doesnt even kill a single Zealot. - A Hellion that is biological but doesnt benefit from bio upgrades but gets bonus damage from Archons. - Reapers that destroyed the best mirror matchup in the game. - A medivac upgrade that requires a fucking fusion core. - Mech TvP is still utter trash. While other races ge amazing things like the Viper. Rofl. This post was both hilarious and sad. | ||
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