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On January 18 2013 10:30 Existor wrote:Show nested quote +On January 18 2013 10:27 Nethune wrote: Gee, I'll definetly have fun only opening Robo now! Thanks Blizzard! Oracle can detect too. And burrowed banelings aren't effective against air units and many protoss units. And you always have recall if you're in a trap
I'd like the idea of burrow at hatch much more if detection was given back to the MSC
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On January 18 2013 08:28 Destructicon wrote:
In ZvZ obviously the ability to 1 shot the entirety of the enemies army with just 1 bane will make push outs of any sorts after burrow, unfavorable, instead of making the MU more fun and volatile it would make it more passive and turtly, no one would want to move out until they have roaches and detection.
...
PvZ, while bane mines aren't as big of an issue here, the potential is still there to have a couple of banes in the right location to detonate on a bunch of sentries, effectively killing a push. After that there is potential for some earlier roach aggression, that would force many more cannons, because, if you don't have cannons, you can't detect and thus kill roaches, and they can wither away at you. Or it forces much earlier tech like SG and Robo just to survive against it if the attack comes early enough.
In theory, ZvZ could be gamebreaking with the new burrow, but catching that many lings with a baneling bomb is something (theoretically) only pros will probably be able to do. I hardly ever see banling bombs as it is.
Also, can 2 banelings burrowed kill all those sentries?
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So I can burrow at hatch but can't detect until lair? How does that even make sense.
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Can someone explain me why did they change burrow?
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Russian Federation4295 Posts
On January 18 2013 10:49 vesicular wrote: So I can burrow at hatch but can't detect until lair? How does that even make sense. • bane can kill burrowed ling • 2 banes can kill burrowed banes • 8 banes can kill burrowed roach, but you can have creep for spore • overlords allows you to see where enemy burrowed his units moment ago
Can someone explain me why did they change burrow? Maybe because everything for zergs is same untill they build infestation pit?
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WTB more aggressive protoss counter options.
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My god why are 95% of the comments about burrow uneducated trashy statements. The investment is pretty damn large and will delay other tech. I do like the void ray being nerfed a tad, it was just way, way too strong. Zerg had no real way to deal with void rays in a deathball. I would like their charge having some visual effect like others stated; something like a different colour. HP buff to reapers is useful; now they can take a few more hits while scouting.
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hmm, rush burrow and delay hatch for zerg or something.
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Russian Federation4295 Posts
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On January 18 2013 07:07 [17]Purple wrote:I really hate all these high supply units, wish it was all reduced.  Thats their countermeasure to their own "too many units on a screen" screwup ...
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Can anyone post screenshots of the Void Ray timer? It sounds kinda dumb but I want to see it in action before making a final conclusion
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Russian Federation4295 Posts
On January 18 2013 11:26 awesomoecalypse wrote: Can anyone post screenshots of the Void Ray timer? It sounds kinda dumb but I want to see it in action before making a final conclusion Same as Widow Mine grey bar under health bar, or as Locust life-time grey bar.
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blooooooddyyyy, they still haven't fixed the mac client ><
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Does anyone still think that the reaper is still not viable late game? For me it seems that their window to do damage is so small just like in WoL.
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Poor mech players
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If people want to be so salty about the prismatic timer I guess we can just remove the overhead timer for stim on Marines/Marauders... Only fair, right??
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On January 18 2013 11:41 TheSwagger wrote: If people want to be so salty about the prismatic timer I guess we can just remove the overhead timer for stim on Marines/Marauders... Only fair, right??
You have a timer for Stim? What Am I Reading?
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On January 18 2013 11:40 Lime-on wrote: Does anyone still think that the reaper is still not viable late game? For me it seems that their window to do damage is so small just like in WoL.
their was a game WAY back in the day qxc made like 5 reapers and with +3 attack just ripped a mineral line in less then 2 sec and even killed the nexus (I think he was playing toss). it was on xel'naga
their only good for harass, and plus Terrans have only gone MMM since day one they never NEEDED to change their strat.. why they don't try new stuff but that's a debate for a different topic
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On January 18 2013 11:29 Existor wrote:Show nested quote +On January 18 2013 11:26 awesomoecalypse wrote: Can anyone post screenshots of the Void Ray timer? It sounds kinda dumb but I want to see it in action before making a final conclusion Same as Widow Mine grey bar under health bar, or as Locust life-time grey bar.
Haha lol, for some reason I was picturing giant numbers above the void ray.
It's a bit better then.
Get it together, brain! -.-
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On January 18 2013 11:58 ki11z0ne wrote:Show nested quote +On January 18 2013 11:40 Lime-on wrote: Does anyone still think that the reaper is still not viable late game? For me it seems that their window to do damage is so small just like in WoL. their was a game WAY back in the day qxc made like 5 reapers and with +3 attack just ripped a mineral line in less then 2 sec and even killed the nexus (I think he was playing toss). it was on xel'naga their only good for harass, and plus Terrans have only gone MMM since day one they never NEEDED to change their strat.. why they don't try new stuff but that's a debate for a different topic So let me get this straight, you are admitting that MMM is the only viable Terran build but saying that it is ok b/c they "don't need to change their strat..." Seriously? Name one Terran ever that beat Life with MMM.
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