Well they've got 4 hours to wrap up 4 best of 3s, and the games haven't tended to be long. Usually VODs are getting posted by 0900 Eastern US. I expect they'll be fine The downtime for KR bnet is probably at a different time if at all, anyway
Hey does bnet go down on teusdays? Is that why we cannot get on? I've been trying to get one bnet forums, wow forums, anywhere just to see what is going on LOL
On September 09 2010 03:36 Awesomo wrote: Dear PvP,
Would you please crawl up in a hole and die? If that's too much to ask, could you at least stop sucking as hard as you do now? Letting us expand would be nice, or maybe you could stop forcing us to go for a 10gate all of the time.
Sincerely,
P
Haha +1.
Atleast we know that PvP will get less cheesy with the patch. I just got knocked out of GO4SC2, I got korean 4-gate allin:ed. Then I could just say to myself "well the patch can't come sooner". Stay frosty man
This post to due to the topic of Terran being OP in SC2.
My main discussion here is mainly about marauders. We all know about how well marauders with concussive shells can kite and kill units with the proper micro, thus making these low-mid tier units very cost effective.
I have 3 suggestions on what Blizzard can do to make the game more balanced especially for players who go against Terran bio:
1) Marauders concussive shells should be given a cooldown period just like charge(for zealots) just so melee units stand a better chance of doing some damage before dying or just to run away. Some of you would say that there would be no difference with or without a cooldown period because slow lasts for a short duration and if the cooldown is equivalent to that time, then it's as good as no cooldown whatsoever. However, this can be improved if lets say the cooldown period is in such a way that, assuming that a marauder is standing still and shooting, its first shot has slow, second and third shots doesn't have slow, forth shot has slow and so on... Wouldn't it be as fair as a zealot charging into a battle, slicing and dicing for a while charge is on cooldown and then charge again after several hits?
2) Secondly, just as battlecruisers were supposed to have two types of upgrades in the alpha version of SC2, marauders could be given two types of attacks to choose from. The first type could be the normal concussive shell slow but deals no bonus damage to armoured units. The second type could be the normal bonus damage to armoured units but at the cost of its slow. Players can choose which type of attack they want to use under different circumstances. In addition, when a player chooses to switch a marauder from one type of attack to the other, a cooldown period has to be incurred before they can switch again. In order to distinguish the two types of attacks, distinct physical features can be added to the marauders so the players on both sides can tell which type is equipped currently and how both players can use the situation to their advantage.
3) Give marauders energies just like ghosts and give concussive shells energy costs. However, the energy of the marauder should not be greater than its hit points so that feedbacks cannot 1 hit KO a marauder with full energy.
Well that's about it. I couldn't find a specific thread to post this up on so I'm doing it here. Please give constructive comments on my suggestions and if anyone who knows a thread where this post could fit in nicely then please add the link of that thread along with your comments.
I was wondering what unit is best to tank compared to price, unitproduction and dmg.
Is it best to let the Battlecruiser tank compared to Mass Vikings/Mutas? Yea the BC got a lot of HP, but it takes a lot of time to produce and very expensive. Didnt knew if my question was a topic worthy..
Just curious about the consistency of 'stop' and 'cancel' commands.
It seems to arbitrarily vary between escape and S and I really can't figure out the rhyme or reason to it-- and it always causes me to take two clicks for what should be one or to screw up.
I was wondering what unit is best to tank compared to price, unitproduction and dmg.
Is it best to let the Battlecruiser tank compared to Mass Vikings/Mutas? Yea the BC got a lot of HP, but it takes a lot of time to produce and very expensive. Didnt knew if my question was a topic worthy..
BCs get a lot of HP/second from SCV repairs, so if you're repairing, it's best to let them tank
dont think it'll be a patch. EU doesnt have that breaking news and it just makes more sense to wait with the patch till this months GSL is over. or else all strategies will change, ppl will complain about the patch not coming like a day sooner or w/e and i dont think thats what blizz wants.
or maybe there just going to try the patch in america and see how it goes
I was thinking a bit about Zergs weakness early game, i mostly relate it to:
A) - Zergs inability to scout a walled-off player. B) - Zergs weakness to certian buils that unless you are prepared it is like ly to mean GG. C) - Zergs detection ability is a bit lacking.
Now tweaking the game to fix this would be pretty hard, i feel it is pretty hard-coded into the game and what units/abilities there is. I was also looking for fixes that does not make zerg rushes or zerg late game to powerful, for example doubling the queens health and damage would make defending against different early pushes easier but that would make Queen rushes powerful again.
So what i am thinking about is a makro mechanic, something similar to Scans. I was thinking about giving Creep Tuomors a new ability: Spawn Creep Sensor.
Every Creep Tumor would have two abilities, both on say a 30 seconds cooldown after the CT was spawned so you cant use them right away. After using one or the other ability you would no longer be able to use either again.
The Creep Sensor (CS from now on) could be spawned anywhere on the map, off creep and inside FoWm much like you can drop a scan anywhere. The CS takes 3 seconds to build to completion but during build time it gives vision as large as a CT. Upon completion it also reveals cloaked/burrowed units and start to spread creep. It is just as easy to kill as a CT.
Now i am just a plat player, and P at that, so i am not 100% sure how well this would work in the game. It would add a new dimension to zerg macro play, when do you take energy to spawn a CT instead of spawnign larva? Do you invest in a second queen early game just for this? If you forget your larvae injection you could use extra energy to throw down some CT's to use later for scouting/detection. But for each CS you want to use you have to think ahead and spawn CT's, and considering that they would be stationary and very fragile they would be less than great as detectors, ecpesially since they could be killed during the 3second build time.
But with skill they would definatly be able to by the Z time if he is being banshee/DT rushed.
Or, would this just give the Z way way to much map vision?