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On April 21 2010 10:14 Trozz wrote: - thors now look even more ridiculous while under a dropship
Frankly I think the way this should work is not that the Thor is picked up by the Medivac but rather the Medivac attaches to the Thor and just allows it to fly (or hover, w/e). The Thor would not shoot, and Medivac can not heal or pickup but they become a single unit in the process with say something like 400hp or something and we get a new Arnold+Medic cockpit animation. The animation for attaching and tacking off could be very long and elaborate with the drop animation somewhat faster (obviously).
This would solve any problems with just flying around with Thors, since the extensive time to attach to the Thor would mean Thor drop would become a sort of all-in strategy, but a reasonably good break-in drop ability because of the monster hp.
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On April 21 2010 11:19 FabledIntegral wrote: And imo, I don't know why ppl have so much problem with the Broodlings when it'd the actual broodlord attack that rapes opponents. Each time the broodling makes contact with the enemy it does 20 dmg... I don't really pay too much attention to these things but I think units actually target the broodlings (priority). And even if they didn't they are in the way, and the closest target (or just the only one in range). Concerning the damage. Two spawn on each attack. Their attack is 4 and marine speed (I believe). They are effected by upgrades so you can expect it to be 7 when you have broodlords. They also last what, 10s? Basically those little things do 200+ damage at least, if left alone, so you have to kill them. And that's the problem, they have 30hp and are influenced by armor upgrades so with a few Broodlords you are doing little more then just killing Broodlings. They thus make it extremely hard for ground armies to face Broodlords.
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argg really want this patch to come out. Been waiting all day for it
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1) Immortals get nerf (20 + 25dam) 2) Marauders get nerf to hp (100 hp) 3) Sentry's Forcefield now have 150-200 hp 4) Raven build time decrease by 5 sec 5) Hydra get fix to 85 Hp
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On April 21 2010 06:34 iNty.sCream wrote:Show nested quote +On April 21 2010 06:30 -orb- wrote: The number of people suggesting force field be up to 75 energy is depressing.
I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..
This.
How is this different from Starcraft: Brood War? It is my understanding that the way the game is currently played, Protoss fast expands and goes forge before gateway to cannon up in case of a ling attack, effectively walling off. I believe the zergling attack in SC2 is larger and later, often with a +1 upgrade and speed. If scouted (which i know is tricky) a wall-off with a few zeals will absolutely win you the game. If the ling bust-in fails zerg loses with his late tech and semi-bad economy.
That Toss is forced to wall off on the off-chance that zerg uses this tactic (i've only tried it against Toss two or three times and always lost with it, so i'm not sure there even is a problem but I might just suck) isn't as horrible as you make it out to be. Once walling off becomes common, the ling rush will stop being used, and you'll have fast expanding zergs as the standard. Then comes the Zealot/Stalker rushes, and Zerg doesn't have a forcefield to spam. This way, you can stilll use sentries, while not being able to spam those forcefields quite so much.
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On April 21 2010 15:05 Scope wrote:Show nested quote +On April 21 2010 06:34 iNty.sCream wrote:On April 21 2010 06:30 -orb- wrote: The number of people suggesting force field be up to 75 energy is depressing.
I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..
This. How is this different from Starcraft: Brood War? It is my understanding that the way the game is currently played, Protoss fast expands and goes forge before gateway to cannon up in case of a ling attack, effectively walling off. I believe the zergling attack in SC2 is larger and later, often with a +1 upgrade and speed. If scouted (which i know is tricky) a wall-off with a few zeals will absolutely win you the game. If the ling bust-in fails zerg loses with his late tech and semi-bad economy. That Toss is forced to wall off on the off-chance that zerg uses this tactic (i've only tried it against Toss two or three times and always lost with it, so i'm not sure there even is a problem but I might just suck) isn't as horrible as you make it out to be. Once walling off becomes common, the ling rush will stop being used, and you'll have fast expanding zergs as the standard. Then comes the Zealot/Stalker rushes, and Zerg doesn't have a forcefield to spam. This way, you can stilll use sentries, while not being able to spam those forcefields quite so much. I for one am happy that you seem to be a Brood War newb + Show Spoiler +(no offense, just from the wording you made it seem as if you didn't play) who has done some research, touche! This is how all the new SCII people should be, so much WoW infestation atm...
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the WoW infestation is a terrible one indeed.
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I like a few ideas here:
- FF costs 75 energy, sentries start with 75 enegy - Marauder HP decreased to 100 - Tank cost -25 gas and is 1 supply - Broodlords now can spawn a maximum of 6 broodlings and has -25 HP - Phoenix damage change to 7+3
----------------------------------------------------------------- That's my bet, in addition I'd like to see:
- Reaper cost increased by 25 gas, gets +10 HP - Queen now can only spawn 3 larva - Hydra gets +10 HP back - Storm area 1,75 - observer back to 25/75 and half of the build time but needs a robo bay - zealot speed slightly increased - hellions now shoot faster when stop after moving (less cooldown) - DT shrine costs -50 gas and -30 seconds build time - reactor and techlab build time back to the same amount of time (sth that prevents the all-in marine rush tough)
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I dont think this will happen but this what should
1. Corrupters tech 1 (requires flyer chamber) to deal with early air 2. phenix gets splash damage spell against air. Cost down to 100/100 3. force field requires 70 energy 4. immortal -2 attack on base 5. scanner cost down from 50 to 40 6. brood lord life decreased by 10 7. observers build faster 8. overseer cheaper.
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1. Stalker build time decrease, to deal with fast reapers. 2. Broodlord HP reduced to 225, I don't think they should be so beefy, that's the Ultralisk's job. 3. Colossus range upgrade gives the colossus range 8, the sentri + colo combo is very strong. 4. Ultralisk buffed: -Supply 4 -Range 2 -Cost reduced to 200/200 -Head Thrust usable on massive units. I think they need to be buffed. 5.Adrenal Glands upgrade increases the attack rate by 25%. Also I feel they need to be stronger in late game.
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1. Mines is Back 2. Lurker is Back 3. Immortal Buff is now an addon 4. Marauder hp decreased by 10 5. Sentry increased build time 10secs
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Thor will be granted an additional +1 armor, totaling of 2 armor. Thor build time will increase from 60 to 75.
BAM!!!!!!! THOR IS HERE!!!!
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On April 21 2010 15:13 selboN wrote:Show nested quote +On April 21 2010 15:05 Scope wrote:On April 21 2010 06:34 iNty.sCream wrote:On April 21 2010 06:30 -orb- wrote: The number of people suggesting force field be up to 75 energy is depressing.
I'd like to see you people hold off an all-in speedling rush without being able to warp in sentries to force field..
This. How is this different from Starcraft: Brood War? It is my understanding that the way the game is currently played, Protoss fast expands and goes forge before gateway to cannon up in case of a ling attack, effectively walling off. I believe the zergling attack in SC2 is larger and later, often with a +1 upgrade and speed. If scouted (which i know is tricky) a wall-off with a few zeals will absolutely win you the game. If the ling bust-in fails zerg loses with his late tech and semi-bad economy. That Toss is forced to wall off on the off-chance that zerg uses this tactic (i've only tried it against Toss two or three times and always lost with it, so i'm not sure there even is a problem but I might just suck) isn't as horrible as you make it out to be. Once walling off becomes common, the ling rush will stop being used, and you'll have fast expanding zergs as the standard. Then comes the Zealot/Stalker rushes, and Zerg doesn't have a forcefield to spam. This way, you can stilll use sentries, while not being able to spam those forcefields quite so much. I for one am happy that you seem to be a Brood War newb + Show Spoiler +(no offense, just from the wording you made it seem as if you didn't play) who has done some research, touche! This is how all the new SCII people should be, so much WoW infestation atm...
You're right, I never played very much competitive Brood War (mostly campaign and nooby LAN) and I don't have a Beta Key. I watch a lot of VODs and have borrowed my neighbours key for a few days while he waits for the mac client.
Increasing Force Field energy is very viable. The metagame will sort itself out and if it doesn't, Blizzard will have the stats and change it.
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1. Queen may spawn only 3 larvas. - new upgrade in lair tech to spawn 4 larvas 2. Phoenix damage increased and build time reduced 3. FF costs 75 energy, sentries start with 75 energy. 150 energy is max 4. Siege tank armor increased by 1 5. Storm area increased
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Why do people think they are entitled to instantly warp in a unit that can immediate block off your choke?
Sentry - Energy Increase of Force Field from 50 to 75 Siege Tank - Range Increase from 13 to 14 Banshee - Damage Decrease from 12(x2) to 10(x2) Broodlord - Morph Time Increase from 34 to 40 Ultralisk - Spawn Time Decrease from 70 to 65
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1. Marauder's concussive shells cost decreased by 15% 2. Phoenixes damage increased by 1 per shot, so 2. 3. FF get hp and are either destroyed or time out, whichever comes first. 4. Infestor's movement speed while burrowed increased by 20% 5. Siege tanks Crucio Shock Cannon attack gains + damage to armored. -------------
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Immortal : Build Time increase from 40 to 45 Hellion : Damage changed from 8+6 to 9+5 Sentry : Forcefields now have a cooldown of 3 seconds Ultralisk: Collision size decreased a bit Zergling: Adrenal Glades now increase attack speed be 25%
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1. Zergling and Roach change slots and cost, Roaches nerfed to become light armored low hp useless massable units while zerglings become buffed and size increased so they can effectivly take roachs place. 2. Roach den and Spawning pool also changed place to reflect this, baneling upgrade now reasearchable at the spawning pool. 3. Hive tech removed from the game, every upgrade previously requireing hive now aviable at tier 2. 4. All buildings except pylon, nexus, hatchery, command center can now only be constructed or land around each factions respective base. 5. Immortals no longer take damage while they have shields to properly reflect lore.
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1. Psy storm damage increased by 10 for the same period of time thus forcing terrans to split mm armys more perfect. 2. Sentry : Forcefield cooldown of 1.25 sec., giving them +5 HP and +5 Shield though. 3. Roach : HP decreased by 10. 4. Zerg infestor : Fungal Growth has to be researched. 5. SCV : HP back to 60. come on now.
I am a terran player, can you see that ?
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i fucking hate this thread
i keep seeing patch notes in the sidebar and think a patch is coming
every time
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