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On February 05 2013 03:51 sagefreke wrote: Spore buff is going to be the biggest change.
Spores will now kill Mutas in 5 hits (4 assuming there's a queen by it).
Basically when the first 8 or so Mutas pop out for Zerg, one spore at each base will shut down Muta harass HARD. Notice your opponent going for a mass Muta flock? Just toss down another spore at your bases and you have 2 static defenses dealing 30 damage a piece. I almost feel like the change will kill Muta play since spores will absolutely demolish them.
Looking at the change though, I feel like Blizzard is missing a huge opportunity to just buff the fucking Hydralisk against air.
How can you buff them vs. air? Their damage is huge, it's just they melt to anything. So all you can do is give them like +1 armor by default, but that would be very strong vs. ground too.
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On February 05 2013 03:49 Dvriel wrote: TvP Mech improvements.No buff to siege tanks?Free siege is not enough.Tanks shoot slower and weaker than immortals and the HP are pretty low...Just buff their vs Mech damage....
Start getting ravens in the mid-game and target morts/col/voids/etc. you'll be glad you did
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What scouting buffs did terran get? Reaper?? Terran by now has the worst or rather the most expensive scouting options, especially in tvp it is a guessing game what allin the protoss is gonna do. Also where is the much needed nerf to oracles?
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the spore buff is a very clever way to target only zvz. This is the sort of thing they should be trying to find more often when going after a specific matchup for balance.
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The overlord speed buff is useless. A zerg can scout anything he needs based on openings and gas timings. You don't actually need to see the tech structures to scout your opponent. The only time you ever make speed overlords is for drop play.
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This addresses NONE of the current problems.
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Okay, so I just did some math.
Spore crawler:
Requires spawning pool
400 HP 1 armor
30 damage
Mutalisk:
Requires spire
100/100
120 HP
9 damage, 5.9 DPS
one Mutalisk (9 damage) attacking Spore (1 armor) deals 8 damage every attack. Divide this by the attack cooldown to get your DPS of 5.2
ten mutas attacking one spore crawler deal 52 damage each second, taking it a total of 7.69 seconds to kill one spore
in this time, the spore obviously fights back. It will deal 30 damage each attack, with an attack cooldown of .8608. The DPS of the spore will be 34.85. During the 7.69 seconds it takes to kill a spore, it will deal 267.99 damage to the flock of mutalisks.
This is enough DPS to have just one spore crawler (with nothing else attacking the mutas) kill two whole mutalisks in the time. Both Mutas and spores have the minor zerg regen but I don't think it changes the outcome.
So, one spore (75 minerals + 50 for drone = 125) kills 2 mutas (200/200). This doesn't take into account a spore + queen, a spore + queen and transfusions, or multiple spores.
I think a buff to the hydralisk would be a better option to shutting down mass mutas.
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Protoss air will be unbeatable with fungal nerf.
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hots is not even close be ready to make such small changes, also TC tech still has no detection.
Hellbats and Medivacs still stay imba, that s stupid, sorry
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in ZvZ muta wars (and in other matches as well) unit in box limit would be great (eg. applies only in ranked games)
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Spores already own mutas, atleast mine do. The problem is that you need to kill the mutas or they are back at full health in a minute. It is way more interesting if mutas don't die with good micro and the opponent just weakens them to a point they can't attack into anti air anymore. As long as they regenerate, there will be the need for something that kills them easily, something the muta player can't avoid. Basically a Vessel that is out at the same time as the Mutas.
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On February 05 2013 03:55 Fuyihken wrote:Show nested quote +On February 05 2013 03:49 Dvriel wrote: TvP Mech improvements.No buff to siege tanks?Free siege is not enough.Tanks shoot slower and weaker than immortals and the HP are pretty low...Just buff their vs Mech damage.... Start getting ravens in the mid-game and target morts/col/voids/etc. you'll be glad you did 
None of this units die to HSM and they can easily avoid it just going back.Vikings are much better vs P AIR and the immortals still need EMPs or insane amount of tanks.
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On February 05 2013 03:55 Gfire wrote: I'm not sure about buffing Zerg scouting... I like there to be more option between taking risks and playing safe, and Zerg should have to build some units to be safe against anything if they can't scout everything. Buffing scouting just lets Zergs Drone more confidently, which I don't think is a good thing.
When the opponent can scout really easily, it basically limits
They're buffing mutas and buffing some things to counter them, but other ground units don't do well enough against them. Stalkers, Hydras and Thors in particular, I think need to be buffed as alternative ground-to-air. But I like the Nerf to fungal and the spore buff against Mutas, since Infestors are actually a very strong ground-to-air unit and they are the only unit that really shouldn't be since they have a massive amount of utility in their root.
I hope we can see a little Hydra buff.
Oracle Envision... Seems like a good change. I never see it used. No competent zerg will EVER make speed overlords that early. It is a complete waste of money. You can reasonably identify whatever your opponent is doing based on gas and expansion timings.For example, If I am playing a terran that does a one rax expand, i simply park my overlord behind his natural and if the terran takes his gas before the 6:30 mark, it is 100% mech so I will put up spore crawlers and make a roach warren. There is no pt ever getting overlord speed early game. The only time you would get it is for drop play.
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I dont understand the overlord changes, but i guess silver players can now 1 base doom drop
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I have a feeling zerg early game is going to turn into this expansions bunker.
"Ok so how does 79 seconds for burrow feel?"
"Idk David, we may have to put it back to 80 and try out overlord Half-speed upgrade and get the full benefit after lair."
Jesus, they're like chickens that never even had heads.
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On February 05 2013 03:54 Buffy wrote:Show nested quote +On February 05 2013 03:51 sagefreke wrote: Spore buff is going to be the biggest change.
Spores will now kill Mutas in 5 hits (4 assuming there's a queen by it).
Basically when the first 8 or so Mutas pop out for Zerg, one spore at each base will shut down Muta harass HARD. Notice your opponent going for a mass Muta flock? Just toss down another spore at your bases and you have 2 static defenses dealing 30 damage a piece. I almost feel like the change will kill Muta play since spores will absolutely demolish them.
Looking at the change though, I feel like Blizzard is missing a huge opportunity to just buff the fucking Hydralisk against air. Not to be a dick, but this changes nothing, you can still not move out from your base, and if you see them mass spores you can just take another base and keep map control, this will change nothing except the initial 8 mutas, when the muta flock is at 24 and you have ling / bane with speed banes and ultras, and he is maxxed on his hydra roach army, you are still dead. Only thing this will possibly change is the fact that muta vs muta doesnt never end up in a baserace again
So the fact that Mutas now die to static defense in half as many hits changes nothing?
The first flock of Mutas that pop out are the most important part for harassing the opponent. If I as the opponent know I can easily defend my base from Mutas and ling runbys with just a couple queens a spore at each base and some banes ill do It everytime as I move out to kill them while their Mutas take heavy losses from trying attack my mineral lines. There's no way in hell the Opponent who went Mutas is going to stop a roach Hydra push with his lings and slow banes that early. I'd have to majorly fuck up my micro to lose speed hydras to slow banes.
I'm sorry but the spore change is going to shut down Muta harass easily. Gone are the days where the player who goes Hydras has to sit and defend against Muta harass for fear that his mineral lines will get demolished if he moves out
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The spore buff is shutting down mutas hard, why do we need a hard counter. Even if you are not going muta people have figured out how to defend them. The spore buff is unneeded.
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On February 05 2013 04:11 j4vz wrote:I dont understand the overlord changes, but i guess silver players can now 1 base doom drop 
You still need tier 2 to drop units.
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MEH MEH
finally some news on hots tho, but wtf blizzard, one month left and you do only tiny small piece of patches? Its as if this month coesnt count
so when they said "hey its 3months left" they meant "its X months left - 1month" gg
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