Assuming you have equal resources & supply, thors w/ 250 mm strike cannon + X will always beat ultras + X. Dealing 500 damage in such a short amount of time is insane, regardless of stun.
Patch 16 Notes - Page 8
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BlasiuS
United States2405 Posts
Assuming you have equal resources & supply, thors w/ 250 mm strike cannon + X will always beat ultras + X. Dealing 500 damage in such a short amount of time is insane, regardless of stun. | ||
Draconicfire
Canada2562 Posts
On July 08 2010 05:59 ghermination wrote: I see two units that appear to be either Xel'naga or infested protoss... both of which would be fucking amazing. Also the thing that looks like a human with red skin, predator jaws, and big teeth... Is that a changeling? Or is it some other unit i don't recognize? I think its the Infested Terran. | ||
Melt
Switzerland281 Posts
Ultra is quite cool now, you just have to make sure the opponent has no Marauders/Immortals. BTW: Servers up again soon?! | ||
seedfreedom
Canada38 Posts
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ghosthunter
United States414 Posts
On July 08 2010 06:01 setzer wrote: It requires more skill so why not? I support the change to move instead of attack-move. I don't really think it's the implementation of skill disparities, which tbh is not really a good thing in the first place (Imagine how terrible it would be if worker rally didn't work, or you could only select 16 units still). I think it's just a preference change to something that makes people more able to organize their units effectively. It's more likely in most cases that people want to have their units move into a rally position directly and they want them in that rally position, they don't want them out wandering about. Which is honestly good for me, and you'll all get used to it. Attack move was honestly more annoying personally due to the wandering problem they had while moving as a result. | ||
InToTheWannaB
United States4770 Posts
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perfectflaw72
Canada94 Posts
this is retarded a good example i can think of is when zerg is being attacked early and all your hatches have 1 rally point and everything spawns and instanly dies because they arnt attacking its like miss micro this the stupidest patch ever seriously what were they thinking whem making this? this is gonna cause so many problemes.. like why blizzard... why what was wrong before.... | ||
Calamity
Canada161 Posts
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Baz
United Kingdom289 Posts
On July 08 2010 06:02 Silent12ill wrote: Who is going to waste energy on infested terran... I can imagine it having some use. Infestor drop in the rear of the base (or burrow move to expansions with no detection): unburrow > fungal growth > infested terran > burrow and leave I wouldn't be surprised to see this used by high level zerg edit: wrong spell! -.- | ||
Aikin
Austria532 Posts
Also didn´t they remove infested terrans from the infestor because they thought it wasn´t used? So why return it instead of thinking of something that can be used in more situations. But anyways infestors already are awsome, probable the best new zerg unit imo. And overseers will still be annoing as shit with corruption. At least they cannot bore the workers at my mineral line to death anymore by droping infested terrans. Well I hope we can play it soon ! | ||
MorroW
Sweden3522 Posts
On July 08 2010 06:02 BlasiuS wrote: 250 mm cannon will still be the best counter for ultras, even if they don't stun. Assuming you have equal resources & supply, thors w/ 250 mm strike cannon + X will always beat ultras + X. Dealing 500 damage in such a short amount of time is insane, regardless of stun. as funny as this sounds but in a real battle scenario i almost believe thors with 3-0 will be more efficient against ultra not using the m250 cannon just because of the overkill factor. you prepare for 250 it gets killed by other units and then ur thor ended up being idle for nothing or the other way around that u prepare and ur thor dies. there are just tons of situations where the thor wont get the attack off in a battle. i dont know the exact math of this but once u target an ultralisk i believe ud be forced to get at least 3/4 of the m250 on the ultra off to make it pay off compared to normal attacking. and the chances of the ultra surviving for that long is pretty thin ultralisk is probably still gonna suck against thors, i dont think this changes alot as i was never convinced the m250 was that good ever since it became an upgrade | ||
Awesomesauce
Belgium69 Posts
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Gescom
Canada3396 Posts
On July 08 2010 06:04 perfectflaw72 wrote: Rally points now behave as a move command, instead of an attack move command. this is retarded a good example i can think of is when zerg is being attacked early and all your hatches have 1 rally point and everything spawns and instanly dies because they arnt attacking its like miss micro this the stupidest patch ever seriously what were they thinking whem making this? this is gonna cause so many problemes.. like why blizzard... why what was wrong before.... Yep, now you actually have to be paying attention. ![]() Good changes all around. Assuming the infested terran is just a placeholder atm just so that frenzy could get removed. | ||
Orange Goblin
218 Posts
On July 08 2010 06:04 perfectflaw72 wrote: Rally points now behave as a move command, instead of an attack move command. this is retarded a good example i can think of is when zerg is being attacked early and all your hatches have 1 rally point and everything spawns and instanly dies because they arnt attacking its like miss micro this the stupidest patch ever seriously what were they thinking whem making this? this is gonna cause so many problemes.. like why blizzard... why what was wrong before.... Dude, you can't micro worth shit, that doesn't mean everyone else should suffer because of it. The fact of the matter is that you get more control over your units this way. This is in no way shape or form "retarded". | ||
RawK
United States125 Posts
On July 08 2010 05:37 SI2 wrote: GG, not sure if the ultra is still worth it. Unstunable is a pretty big blow to mech, 250mm Cannons were a huge advantage. Infested Terran on the Infestor? When are you going to have the energy to use that ability? Ever? Also, "Enabled the ability to manually add a StarCraft II character friend". Yesssssssss | ||
ghosthunter
United States414 Posts
On July 08 2010 06:02 Orange Goblin wrote: Are you saying you're fine with races that have nothing to do with the SC universe randomly popping up on avatars? I'm fine with easter eggs. They're funny and entertaining. Everything doesn't have to be serious business. For gosh sake, it's a game afterall, it's meant to have fun, also for the developers. And no, this is not a launching point for you to say "WELL MAYBE THEY SHOULD TAKE DEVELOPING XYZ FEATURES MORE SERIOUSLY!" This is just something fun and easy they like to implement for lols. Do you also hate all the easter eggs in the achievement names? GET YOUR BIOSHOCK OUT OF MY SC2! | ||
spinesheath
Germany8679 Posts
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LeKush
Canada26 Posts
Rally points changed back to move instead of attack move... but I thought that was so great! maybe it makes zerg too OP in regards to re-inforcing an ongoing attack. Abusing this + creep late game can really make your opponent run like a little schoolgirl all around the map while u just macro away, you barely have to micro with this feature in that situation. The other thing, infestors getting back infested terran, im not so sure about this. I dont mind it changing back but whats the reason, im curious... overseer had too many abilities maybe? Id rather spend my energy on changelings and corruption anyways, good call i guess. Removing frenzy was a bit of a no brainer, only effective to use on ultras. Mostly to stop them from getting stunned by thors, which seriously will happen so rarely in games, so give the Ultras a passive -cannot be stunned- ability. ok sure thats cool. Also, now u cant neural parasite an ultra zvz. yea.... | ||
knyttym
United States5797 Posts
On July 08 2010 06:03 seedfreedom wrote: Am i the only one that like the "rally is attack move" setting? It's probably because you are used to it. Units are supposed to do what you tell them not just go off randomly chasing other units. Biggest example I can think of in Sc2 is ZvP where zealots are attacking your natural hatchery while you attempt to build up enough zerglings to engage. Every single time a zergling pair pops out of its egg, it attacks the zealots. This will often cause you to lose one or at least take damage because they won't move to the desired destination. | ||
boblzer0
84 Posts
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