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Patch 6 Notes - Page 33

Forum Index > SC2 General
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mahnini
Profile Blog Joined October 2005
United States6862 Posts
Last Edited: 2010-03-30 05:58:39
March 30 2010 05:58 GMT
#641
On March 28 2010 21:41 MorroW wrote:
hm wtf

has anyone else noticed the new scv glitch from patch 6? it happens to me like every game that my scv walks really far away to build
[image loading]

so weird shit xd

i got that once as well.
the world's a playground. you know that when you're a kid, but somewhere along the way everyone forgets it.
Kinky
Profile Blog Joined September 2008
United States4126 Posts
March 30 2010 08:31 GMT
#642
That's happened to me a lot, but I assumed that I just missed it in the other patches x_x
Blacklizard
Profile Joined May 2007
United States1194 Posts
March 31 2010 15:32 GMT
#643
On March 27 2010 05:37 Zeke50100 wrote:
Show nested quote +
On March 27 2010 05:13 lololol wrote:
On March 27 2010 03:09 Zeke50100 wrote:
It's Blizzard's "subtle" way of making a push towards mech, not to mention that Vikings cost less gas now. Viking on the ground is basically a mech unit that is better than the Stalker in many, many ways.


Vikings on the ground aren't more powerful than stalkers, and they have a higher cost and lower mobility, so no, they aren't better than stalkers in many many ways, they are better in one specific thing - destroying air, which is their main purpose(and the best unit in the game for that purpose) and the ground form is mostly to use up what you have left over, if the opponent stops making air or to harass undefended expos and such.


Vikings have a ground cooldown of 1, and a base attack of 14. Stalkers have a cooldown of 1.44, and a base attack of 10 (+4 vs Armored). Vikings also equal the Stalker's range. The only thing a Stalker beats it at is movement speed, with 2.9531 compared to 2.25.

Mobility isn't too big of a deal because it can transform into air, which is much more mobile than the Stalker, even with Blink (albeit requiring more micro and APM).

They out-price the Stalker by 25 Minerals and 25 Gas, which I can grant you; however, that is a small price to get the top anti-air unit, along with a decent ground unit.

It can soft-counter Banshees and Brood Lords (pretty well ) by being un-hittable, while the Stalker cannot. The Corruptor does not have enough range to be a successful counter, as well as Phoenixes (however, the Phoenix's speed can make up for it; a Viking can still transform into ground and be unhittable temporarily, and transform back to pseudo-hit and run). Both Roaches and Marauders can be beaten by a Viking much more efficiently by a Stalker, and even pseudo-hit and run via Transform micro.

Both suck against Immortals, although the Viking can just fly away, while the Stalker can be trapped by ground units/terrain. Stalkers are evenly matched against Stalkers, while the Viking's superior attack speed will overpower a Stalker. Zealots are...melee And so are Archons, Zerglings, etc.

Only Hydralisks, Marines, Stalker, and Sentry cannot be pseudo-hit and run by the Viking as ground units. However, a Hydralisk matches the Viking in movement speed, while having less range un-upgraded. Same can be said for Marines and Sentries, although their range cannot be upgraded (although Marines have stim).

Note that Vikings will kill things 44% quicker than Stalkers against Armored, and 101.6% quicker than Stalkers against Light, due to both base attack (compared to bonus) and attack speed.

Enough to support that Vikings are better than Stalkers, even as anti-ground?


Excellent post. Vikings are awesome even when not compared to stalkers. Personally I was wondering if Blizzard was "buffing" the Viking in Patch 6 to emphasize it in matches and see if it was overpowered. I could see them reduce the air range on the Viking to half and it still perform great.

But the one thing I'll argue in defense of the stalker comparison, is that stalkers + zealots (as meat shields) are stronger ground than marines + Vikings in specific situations, emphasis on specific. Honestly though, I feel a lot safer and potent/dangerous as Terran right now. Terran just needs to turtle in the right spots of the game and they do great.

muzzy
Profile Joined March 2010
United States640 Posts
March 31 2010 15:36 GMT
#644
Holy hell, why are we talking about Patch 6?
Blacklizard
Profile Joined May 2007
United States1194 Posts
March 31 2010 17:32 GMT
#645
On March 28 2010 07:15 Dx Fx wrote:
There's one point which makes no sense for me. Why did they give High Templar and Dark Templar the armor light as additional but didn't add the armor light to the Ghost?


Nobody likes to admit it, but Blizzard is partial to the ghost. Hell after reading all the novels I'm partial too. They are just cool. Loved them in SC/BW, too even if they weren't the best units. =]

For fun (don't take me too seriously here) let's compare the ghost to the high templar.

Ghost special abilities, etc. - snipe, nuke, cloak, EMP, attack, hold fire. That's right Hold Fire... a whole new state of being just for the ghost. Basically extra damage mode, extreme damage (delayed), hiding, instant damage to shields/drain all mana AOE, the ability to attack at range with no mana/engery, and the ability to not attack.

High Templar special abilities - psi storm, feedback. One does AOE damage, and the other drains mana and does damage to a single target. Were you waiting for another? Oh wait, merge into an archon.

Not saying they aren't balanced... just saying it's funny if you compare them side by side. The ghost sounds pretty awesome.

As far as the real question, why they didn't make the ghost light... I expect it's because the ghost is often alone and more fragile at a glance if he is detected. Of course being detected is part of the trick. Whereas the High Templar are perhaps thought to be true support units that are supposed to be backed by a nearby army. Then again, that is very shortsighted to pigeonhole them... they can both serve either role. Maybe in patch 8 they'll make them light? Maybe because the only units that would matter much are hellions and banelings, and they just don't care if ghosts die sooner to them.
Milutin
Profile Joined April 2010
Slovakia3 Posts
April 22 2010 12:04 GMT
#646
Is this note:
ou can now view any player's profile after completion of a game by right-clicking on their name in the score screen and choosing View Profile.

working? It's grey in my right-click menu.
Yesterday, you said tomorrow!
Drazzzt
Profile Joined September 2002
Germany999 Posts
April 22 2010 12:08 GMT
#647
only if the guy is still online, as far as I know.
If not. add him as a friend. view profile. remove him.
Be Nice, Be Fair, Be Mannered.
FreshVegetables
Profile Blog Joined January 2010
Finland513 Posts
April 22 2010 12:09 GMT
#648
Oh god.. My heart just stopped for a second... I thought I saw patch 9 notes >.<
yummy tomatoes
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 22 2010 12:26 GMT
#649
On April 22 2010 21:09 FreshVegetables wrote:
Oh god.. My heart just stopped for a second... I thought I saw patch 9 notes >.<

ye me too ;((
lock this thread plz
Progamerpls no copy pasterino
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