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The "Increase Starting Energy" Research. - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 Next All
Hammy
Profile Joined January 2009
France828 Posts
March 09 2010 16:37 GMT
#21
On March 09 2010 16:23 KiWiKaKi wrote:
its good with high templar

I think it's actually a bit imba. When attacking a towered up expansion... it only takes 5s for HT with storm to spawn... That's some really impressive response time imo^^
Antimage
Profile Blog Joined March 2010
Canada1293 Posts
March 09 2010 16:38 GMT
#22
On March 10 2010 01:37 Hammy wrote:
Show nested quote +
On March 09 2010 16:23 KiWiKaKi wrote:
its good with high templar

I think it's actually a bit imba. When attacking a towered up expansion... it only takes 5s for HT with storm to spawn... That's some really impressive response time imo^^


I use warp prism to warp in two HT right away behind someone's mineral line =)

But otherwise, I don't find it too useful as psi storm itself is nerfed.
UnderWorld_Dream
Profile Joined September 2009
Canada219 Posts
March 09 2010 16:51 GMT
#23

yeah the amulet of HTs is the only one that is worth to do for strategic purpose.
MadLag
Profile Joined March 2010
Poland82 Posts
March 09 2010 17:00 GMT
#24
sue:
http://sc2betaevolution.blogspot.com/


good read and i really like the idea of casters spawning with less energy while upgrade gives more starting power.
Pufftrees
Profile Joined March 2009
2449 Posts
March 09 2010 17:05 GMT
#25
Infestors spawn with 75 energy instead of 50 with the research, allowing them instant fungal growth.
Chance favors the prepared mind.
Disarray
Profile Blog Joined December 2007
United States1164 Posts
March 09 2010 21:00 GMT
#26
I use it for infestors sometimes
Input limit reached. Please wait to perform more actions.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 09 2010 21:07 GMT
#27
wait, does it upgrade the max capacity or only the energy you start with?
When they see MC Probe, all the ladies disrobe.
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-03-09 21:29:18
March 09 2010 21:17 GMT
#28
On March 10 2010 06:07 da_head wrote:
wait, does it upgrade the max capacity or only the energy you start with?

only the starting energy like I said on page one and someone else confirmed.


The research is great but like others mentioned it's not very valuable when you only have 1-3 of that caster as support for your army. It cost a bit too much, at least for the infestor anyways. I think the current cost is like 150/150 which is more than the cost of another infestor himself. It should be lowered to 100/100 and I'd probably upgrade it every time.

http://wiki.teamliquid.net/starcraft2/Infestor
http://wiki.teamliquid.net/starcraft2/High_Templar
http://wiki.teamliquid.net/starcraft2/Raven
http://wiki.teamliquid.net/starcraft2/Battlecruiser
..and then I would, ya know, check em'. (Aka SpoR)
Nuxar
Profile Joined February 2009
Canada212 Posts
March 09 2010 22:35 GMT
#29
Hmm yes, my thought up back.

They should only lower cost and maybe research time. The only time I do get is for (ofcourse) a HT or for a Medivac when I really have lots of ressource.
Krikkitone
Profile Joined April 2009
United States1451 Posts
March 09 2010 23:50 GMT
#30
More significantly, they should have it increase Energy regeneration of the unit (as well as initial starting energy.)

Or perhaps just energy Regeneration... say a +50% energy Regen rate?

this way it would make the units you already made more valuable.
seRapH
Profile Blog Joined April 2009
United States9756 Posts
March 09 2010 23:56 GMT
#31
honestly, i'd rather have the cap. i realize that most units dont get to it, but when they do, they can triple cast! (like storm, fungal, emp, etc)
boomer hands
julealgon
Profile Joined December 2008
Brazil120 Posts
March 10 2010 00:09 GMT
#32
I can't believe some of you protoss players are complaining about this, with all the warp-in possibilities both for offense and defense.

Also, I think there is some hidden potential with ghosts using snipes with this upgrade, since the ghost one is 100/100 only.
Here is hoping God implements save/load in the next version of life
member1987
Profile Joined February 2010
141 Posts
March 10 2010 00:14 GMT
#33
useful in some situations, but not in all.
Like everything else its really dependent on the situation and/or strategy.
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 10 2010 00:30 GMT
#34
On March 10 2010 08:56 majesty.k)seRapH wrote:
honestly, i'd rather have the cap. i realize that most units dont get to it, but when they do, they can triple cast! (like storm, fungal, emp, etc)

not quite. i'm pretty sure storm has a cooldown time now...it's like 3 seconds or something.
i really don't see why storm was nerfed so much. That it needed a nerf is debatable, but I think Blizzard went way overboard with the nerf. You almost never see it being used now...it's that bad T^T
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
March 10 2010 00:34 GMT
#35
Well, in my opinion, it's based on your actual micro skill and whether or not you can use the energy to the highest extent. It's all situational of course but usually it's rfesearchable because there are casters with efficient spells.
Treatin' fools since '87
da_head
Profile Blog Joined November 2008
Canada3350 Posts
March 10 2010 00:36 GMT
#36
On March 10 2010 06:17 CharlieMurphy wrote:
Show nested quote +
On March 10 2010 06:07 da_head wrote:
wait, does it upgrade the max capacity or only the energy you start with?

only the starting energy like I said on page one and someone else confirmed.


The research is great but like others mentioned it's not very valuable when you only have 1-3 of that caster as support for your army. It cost a bit too much, at least for the infestor anyways. I think the current cost is like 150/150 which is more than the cost of another infestor himself. It should be lowered to 100/100 and I'd probably upgrade it every time.

http://wiki.teamliquid.net/starcraft2/Infestor
http://wiki.teamliquid.net/starcraft2/High_Templar
http://wiki.teamliquid.net/starcraft2/Raven
http://wiki.teamliquid.net/starcraft2/Battlecruiser

so no more triple casting storm? now that's just bullshit ;(
When they see MC Probe, all the ladies disrobe.
Chen
Profile Joined June 2009
United States6344 Posts
March 10 2010 00:41 GMT
#37
On March 10 2010 09:36 da_head wrote:
Show nested quote +
On March 10 2010 06:17 CharlieMurphy wrote:
On March 10 2010 06:07 da_head wrote:
wait, does it upgrade the max capacity or only the energy you start with?

only the starting energy like I said on page one and someone else confirmed.


The research is great but like others mentioned it's not very valuable when you only have 1-3 of that caster as support for your army. It cost a bit too much, at least for the infestor anyways. I think the current cost is like 150/150 which is more than the cost of another infestor himself. It should be lowered to 100/100 and I'd probably upgrade it every time.

http://wiki.teamliquid.net/starcraft2/Infestor
http://wiki.teamliquid.net/starcraft2/High_Templar
http://wiki.teamliquid.net/starcraft2/Raven
http://wiki.teamliquid.net/starcraft2/Battlecruiser

so no more triple casting storm? now that's just bullshit ;(

is it even feasible to double cast storm now? with a 3 second cooldown and the speed at which shit dies in sc2, the ht A) might not survive long enough to multi-cast, and B) there might not be anything left to storm after 6 seconds of fighting. 6 seconds is actually alot longer than it sounds
Piousflea
Profile Joined February 2010
United States259 Posts
March 10 2010 01:32 GMT
#38
Instant emp, storm, or fungal growth is AMAZING.
Seek, behold, and reveal the truth
lololol
Profile Joined February 2006
5198 Posts
March 10 2010 02:02 GMT
#39
On March 10 2010 09:30 Ryuu314 wrote:
Show nested quote +
On March 10 2010 08:56 majesty.k)seRapH wrote:
honestly, i'd rather have the cap. i realize that most units dont get to it, but when they do, they can triple cast! (like storm, fungal, emp, etc)

not quite. i'm pretty sure storm has a cooldown time now...it's like 3 seconds or something.
i really don't see why storm was nerfed so much. That it needed a nerf is debatable, but I think Blizzard went way overboard with the nerf. You almost never see it being used now...it's that bad T^T


Having the same cooldown as it does in BW is surely a significant nerf.
I'll call Nada.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
March 10 2010 02:34 GMT
#40
It's incredibly useful, especially for units like high templar.

It was worth it in BW for templar and in BW with the upgrade they'd still have to wait like 10 seconds to be able to storm.

Couple that with the fact that you can warp in units immediately and have them have storm available right as they spawn at your expos/wherever and you've got a very useful upgrade.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
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